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position: {x: 0.24537359, y: 0.021642998, z: 0.005550434}\n      rotation: {x: 0.000000004008406, y: -0.0000000037775862, z: 0.021413703, w: 0.99977064}\n      scale: {x: 1.0000001, y: 1.0000001, z: 1.0000002}\n      transformModified: 1\n    - name: RightHandIndex1\n      position: {x: 0.07476993, y: -0.001242684, z: 0.03434433}\n      rotation: {x: -0.0021189179, y: 0.08025749, z: 0.017538134, w: 0.99661756}\n      scale: {x: 0.9999999, y: 1, z: 1}\n      transformModified: 1\n    - name: RightHandIndex2\n      position: {x: 0.03705791, y: 0.0007249359, z: 0.014538753}\n      rotation: {x: -0.0033223636, y: 0.015931124, z: 0.060623486, w: 0.998028}\n      scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002}\n      transformModified: 1\n    - name: RightHandIndex3\n      position: {x: 0.025225068, y: -0.0049666786, z: 0.011012096}\n      rotation: {x: 0.000000008347897, y: -0.000000052551155, z: 0.000000038670922,\n        w: 0.99999994}\n      scale: {x: 1, y: 0.9999999, z: 1.0000001}\n 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r_middleProxy_01_geo\n    4300036: r_indexProxy_03_geo\n    4300038: r_indexProxy_02_geo\n    4300040: r_indexProxy_01_geo\n    4300042: r_thumbProxy_03_geo\n    4300044: r_thumbProxy_02_geo\n    4300046: r_thumbProxy_01_geo\n    4300048: r_wristProxy_geo\n    4300050: r_erbowProxy_geo\n    4300052: r_shourderProxy_geo\n    4300054: r_clavicleProxy_geo\n    4300056: chestProxy_geo\n    4300058: l_pinkyProxy_03_geo\n    4300060: l_pinkyProxy_02_geo\n    4300062: l_pinkyProxy_01_geo\n    4300064: l_ringProxy_03_geo\n    4300066: l_ringProxy_02_geo\n    4300068: l_ringProxy_01_geo\n    4300070: l_middleProxy_03_geo\n    4300072: l_middleProxy_02_geo\n    4300074: l_middleProxy_01_geo\n    4300076: l_indexProxy_03_geo\n    4300078: l_indexProxy_02_geo\n    4300080: l_indexProxy_01_geo\n    4300082: l_thumbProxy_03_geo\n    4300084: l_thumbProxy_02_geo\n    4300086: l_thumbProxy_01_geo\n    4300088: l_wristProxy_geo\n    4300090: l_erbowProxy_geo\n    4300092: l_shourderProxy_geo\n    4300094: l_clavicleProxy_geo\n    4300096: spineProxy_geo\n    4300098: r_ballProxy_geo\n    4300100: r_ankleProxy_geo\n    4300102: r_kneeProxy_geo\n    4300104: r_hipProxy_geo\n    4300106: pelvisProxy_geo\n    4300108: l_ballProxy_geo\n    4300110: l_ankleProxy_geo\n    4300112: l_kneeProxy_geo\n    4300114: l_hipProxy_geo\n    7400000: Idle\n    7400002: Idle_Glance\n    9500000: //RootNode\n    11100000: //RootNode\n  materials:\n    importMaterials: 0\n    materialName: 1\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleRotations: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 0\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    clipAnimations:\n    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    "content": "using UnityEngine;\nusing System.Collections;\n\npublic class DoneCameraMovement : MonoBehaviour\n{\n\tpublic float smooth = 1.5f;\t\t\t// The relative speed at which the camera will catch up.\n\t\n\t\n\tprivate Transform player;\t\t\t// Reference to the player's transform.\n\tprivate Vector3 relCameraPos;\t\t// The relative position of the camera from the player.\n\tprivate float relCameraPosMag;\t\t// The distance of the camera from the player.\n\tprivate Vector3 newPos;\t\t\t\t// The position the camera is trying to reach.\n\n\t\n\tvoid Awake ()\n\t{\n\t\t// Setting up the reference.\n\t\tplayer = GameObject.FindGameObjectWithTag(\"Player\").transform;\n\t\t\n\t\t// Setting the relative position as the initial relative position of the camera in the scene.\n\t\trelCameraPos = transform.position - player.position;\n\t\trelCameraPosMag = relCameraPos.magnitude - 0.5f;\n\t}\n\t\n\t\n\tvoid FixedUpdate ()\n\t{\n\t\t// The standard position of the camera is the relative position of the camera from the player.\n\t\tVector3 standardPos = player.position + relCameraPos;\n\t\t\n\t\t// The abovePos is directly above the player at the same distance as the standard position.\n\t\tVector3 abovePos = player.position + Vector3.up * relCameraPosMag;\n\t\t\n\t\t// An array of 5 points to check if the camera can see the player.\n\t\tVector3[] checkPoints = new Vector3[5];\n\t\t\n\t\t// The first is the standard position of the camera.\n\t\tcheckPoints[0] = standardPos;\n\t\t\n\t\t// The next three are 25%, 50% and 75% of the distance between the standard position and abovePos.\n\t\tcheckPoints[1] = Vector3.Lerp(standardPos, abovePos, 0.25f);\n\t\tcheckPoints[2] = Vector3.Lerp(standardPos, abovePos, 0.5f);\n\t\tcheckPoints[3] = Vector3.Lerp(standardPos, abovePos, 0.75f);\n\t\t\n\t\t// The last is the abovePos.\n\t\tcheckPoints[4] = abovePos;\n\t\t\n\t\t// Run through the check points...\n\t\tfor(int i = 0; i < checkPoints.Length; i++)\n\t\t{\n\t\t\t// ... if the camera can see the player...\n\t\t\tif(ViewingPosCheck(checkPoints[i]))\n\t\t\t\t// ... break from the loop.\n\t\t\t\tbreak;\n\t\t}\n\t\t\n\t\t// Lerp the camera's position between it's current position and it's new position.\n\t\ttransform.position = Vector3.Lerp(transform.position, newPos, smooth * Time.deltaTime);\n\t\t\n\t\t// Make sure the camera is looking at the player.\n\t\tSmoothLookAt();\n\t}\n\t\n\t\n\tbool ViewingPosCheck (Vector3 checkPos)\n\t{\n\t\tRaycastHit hit;\n\t\t\n\t\t// If a raycast from the check position to the player hits something...\n\t\tif(Physics.Raycast(checkPos, player.position - checkPos, out hit, relCameraPosMag))\n\t\t\t// ... if it is not the player...\n\t\t\tif(hit.transform != player)\n\t\t\t\t// This position isn't appropriate.\n\t\t\t\treturn false;\n\t\t\n\t\t// If we haven't hit anything or we've hit the player, this is an appropriate position.\n\t\tnewPos = checkPos;\n\t\treturn true;\n\t}\n\t\n\t\n\tvoid SmoothLookAt ()\n\t{\n\t\t// Create a vector from the camera towards the player.\n\t\tVector3 relPlayerPosition = player.position - transform.position;\n\t\t\n\t\t// Create a rotation based on the relative position of the player being the forward vector.\n\t\tQuaternion lookAtRotation = Quaternion.LookRotation(relPlayerPosition, Vector3.up);\n\t\t\n\t\t// Lerp the camera's rotation between it's current rotation and the rotation that looks at the player.\n\t\ttransform.rotation = Quaternion.Lerp(transform.rotation, lookAtRotation, smooth * Time.deltaTime);\n\t}\n}\n"
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    "content": "using UnityEngine;\n\npublic class DonePlayerMovement : MonoBehaviour\n{\n\tpublic AudioClip shoutingClip;\t\t// Audio clip of the player shouting.\n\tpublic float turnSmoothing = 15f;\t// A smoothing value for turning the player.\n\tpublic float speedDampTime = 0.1f;\t// The damping for the speed parameter\n\t\n\t\n\tprivate Animator anim;              // Reference to the animator component.\n\n    public int shoutingBool;\n    public int sneakingBool;\n    public int speedFloat;\n\n    void Awake ()\n\t{\n\t\t// Setting up the references.\n\t\tanim = GetComponent<Animator>();\n\t\t\n\t\t// Set the weight of the shouting layer to 1.\n\t\tanim.SetLayerWeight(1, 1f);\n\n        speedFloat = Animator.StringToHash(\"Speed\");\n        sneakingBool = Animator.StringToHash(\"Sneaking\");\n        shoutingBool = Animator.StringToHash(\"Shouting\");\n    }\n\t\n\t\n\tvoid FixedUpdate ()\n\t{\n\t\t// Cache the inputs.\n\t\tfloat h = Input.GetAxis(\"Horizontal\");\n\t\tfloat v = Input.GetAxis(\"Vertical\");\n\t\tbool sneak = Input.GetButton(\"Jump\");\n\t\t\n\t\tMovementManagement(h, v, sneak);\n\t}\n\t\n\t\n\tvoid Update ()\n\t{\n\t}\n\t\n\t\n\tvoid MovementManagement (float horizontal, float vertical, bool sneaking)\n\t{\n\t\t// Set the sneaking parameter to the sneak input.\n\t\tanim.SetBool(sneakingBool, sneaking);\n\t\t\n\t\t// If there is some axis input...\n\t\tif(horizontal != 0f || vertical != 0f)\n\t\t{\n\t\t\t// ... set the players rotation and set the speed parameter to 5.5f.\n\t\t\tRotating(horizontal, vertical);\n\t\t\tanim.SetFloat(speedFloat, 5.5f, speedDampTime, Time.deltaTime);\n\t\t}\n\t\telse\n\t\t\t// Otherwise set the speed parameter to 0.\n\t\t\tanim.SetFloat(speedFloat, 0);\n\t}\n\t\n\t\n\tvoid Rotating (float horizontal, float vertical)\n\t{\n\t\t// Create a new vector of the horizontal and vertical inputs.\n\t\tVector3 targetDirection = new Vector3(horizontal, 0f, vertical);\n\t\t\n\t\t// Create a rotation based on this new vector assuming that up is the global y axis.\n\t\tQuaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);\n\t\t\n\t\t// Create a rotation that is an increment closer to the target rotation from the player's rotation.\n\t\tQuaternion newRotation = Quaternion.Lerp(GetComponent<Rigidbody>().rotation, targetRotation, turnSmoothing * Time.deltaTime);\n\t\t\n\t\t// Change the players rotation to this new rotation.\n\t\tGetComponent<Rigidbody>().MoveRotation(newRotation);\n\t}\n}\n"
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char_cyberKid_RightHandIndex3\n    400118: char_cyberKid_RightHandIndex4\n    400120: char_cyberKid_RightHandMiddle1\n    400122: char_cyberKid_RightHandMiddle2\n    400124: char_cyberKid_RightHandMiddle3\n    400126: char_cyberKid_RightHandMiddle4\n    400128: char_cyberKid_RightHandPinky1\n    400130: char_cyberKid_RightHandPinky2\n    400132: char_cyberKid_RightHandPinky3\n    400134: char_cyberKid_RightHandPinky4\n    400136: char_cyberKid_RightHandRing1\n    400138: char_cyberKid_RightHandRing2\n    400140: char_cyberKid_RightHandRing3\n    400142: char_cyberKid_RightHandRing4\n    400144: char_cyberKid_RightHandThumb1\n    400146: char_cyberKid_RightHandThumb2\n    400148: char_cyberKid_RightHandThumb3\n    400150: char_cyberKid_RightHandThumb4\n    400152: char_cyberKid_RightLeg\n    400154: char_cyberKid_RightLowerLip\n    400156: char_cyberKid_RightShoulder\n    400158: char_cyberKid_RightToe1\n    400160: char_cyberKid_RightToe2\n    400162: char_cyberKid_RightUpLeg\n    400164: char_cyberKid_RightUpperLip\n    400166: char_cyberKid_Spine\n    400168: char_cyberKid_Spine1\n    400170: char_cyberKid_Spine2\n    400172: char_cyberKid_UpperLip\n    400174: transform1\n    400176: char_cyberKid_skeleton\n    400178: char_ethan_board\n    400180: char_ethan_body\n    400182: char_ethan_glasses\n    400184: char_ethan_harness\n    400186: char_ethan_Head\n    400188: char_ethan_Head1\n    400190: char_ethan_Hips\n    400192: char_ethan_Jaw\n    400194: char_ethan_LeftArm\n    400196: char_ethan_LeftBlink\n    400198: char_ethan_LeftBrow\n    400200: char_ethan_LeftCorner\n    400202: char_ethan_LeftEye\n    400204: char_ethan_LeftFoot\n    400206: char_ethan_LeftForeArm\n    400208: char_ethan_LeftHand\n    400210: char_ethan_LeftHandIndex1\n    400212: char_ethan_LeftHandIndex2\n    400214: char_ethan_LeftHandIndex3\n    400216: char_ethan_LeftHandIndex4\n    400218: char_ethan_LeftHandMiddle1\n    400220: char_ethan_LeftHandMiddle2\n    400222: char_ethan_LeftHandMiddle3\n    400224: char_ethan_LeftHandMiddle4\n    400226: char_ethan_LeftHandPinky1\n    400228: char_ethan_LeftHandPinky2\n    400230: char_ethan_LeftHandPinky3\n    400232: char_ethan_LeftHandPinky4\n    400234: char_ethan_LeftHandRing1\n    400236: char_ethan_LeftHandRing2\n    400238: char_ethan_LeftHandRing3\n    400240: char_ethan_LeftHandRing4\n    400242: char_ethan_LeftHandThumb1\n    400244: char_ethan_LeftHandThumb2\n    400246: char_ethan_LeftHandThumb3\n    400248: char_ethan_LeftHandThumb4\n    400250: char_ethan_LeftLeg\n    400252: char_ethan_LeftLowerLip\n    400254: char_ethan_LeftShoulder\n    400256: char_ethan_LeftToe1\n    400258: char_ethan_LeftToe2\n    400260: char_ethan_LeftUpLeg\n    400262: char_ethan_LeftUpperLip\n    400264: char_ethan_LowerLip\n    400266: char_ethan_Neck\n    400268: char_ethan_RightArm\n    400270: char_ethan_RightBlink\n    400272: char_ethan_RightBrow\n    400274: char_ethan_RightCorner\n    400276: char_ethan_RightEye\n    400278: char_ethan_RightFoot\n    400280: char_ethan_RightForeArm\n    400282: char_ethan_RightHand\n    400284: char_ethan_RightHandIndex1\n    400286: char_ethan_RightHandIndex2\n    400288: char_ethan_RightHandIndex3\n    400290: char_ethan_RightHandIndex4\n    400292: char_ethan_RightHandMiddle1\n    400294: char_ethan_RightHandMiddle2\n    400296: char_ethan_RightHandMiddle3\n    400298: char_ethan_RightHandMiddle4\n    400300: char_ethan_RightHandPinky1\n    400302: char_ethan_RightHandPinky2\n    400304: char_ethan_RightHandPinky3\n    400306: char_ethan_RightHandPinky4\n    400308: char_ethan_RightHandRing1\n    400310: char_ethan_RightHandRing2\n    400312: char_ethan_RightHandRing3\n    400314: char_ethan_RightHandRing4\n    400316: char_ethan_RightHandThumb1\n    400318: char_ethan_RightHandThumb2\n    400320: char_ethan_RightHandThumb3\n    400322: char_ethan_RightHandThumb4\n    400324: char_ethan_RightLeg\n    400326: char_ethan_RightLowerLip\n    400328: char_ethan_RightShoulder\n    400330: char_ethan_RightToe1\n    400332: char_ethan_RightToe2\n    400334: char_ethan_RightUpLeg\n    400336: char_ethan_RightUpperLip\n    400338: char_ethan_skeleton\n    400340: char_ethan_Spine\n    400342: char_ethan_Spine1\n    400344: char_ethan_Spine2\n    400346: char_ethan_UpperLip\n    2300000: char_ethan_board\n    2300002: char_ethan_body\n    2300004: char_ethan_glasses\n    2300006: char_ethan_harness\n    3300000: char_ethan_board\n    3300002: char_ethan_body\n    3300004: char_ethan_glasses\n    3300006: char_ethan_harness\n    4300000: char_cyberKid_harness\n    4300002: char_cyberKid_glasses\n    4300004: char_cyberKid_body\n    4300006: char_cyberKid_board\n    4300008: char_ethan_harness\n    4300010: char_ethan_glasses\n    4300012: char_ethan_body\n    4300014: char_ethan_board\n    9500000: //RootNode\n    13700000: char_cyberKid_board\n    13700002: char_cyberKid_body\n    13700004: char_cyberKid_glasses\n    13700006: char_cyberKid_harness\n    13700008: char_ethan_board\n    13700010: char_ethan_body\n    13700012: char_ethan_glasses\n    13700014: char_ethan_harness\n  materials:\n    importMaterials: 1\n    materialName: 1\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    resampleRotations: 1\n    optimizeGameObjects: 0\n    motionNodeName: \n    animationImportErrors: \n    animationImportWarnings: \n    animationRetargetingWarnings: \n    animationDoRetargetingWarnings: 0\n    animationCompression: 1\n    animationRotationError: 0.5\n    animationPositionError: 0.5\n    animationScaleError: 0.5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    clipAnimations: []\n    isReadable: 1\n  meshes:\n    lODScreenPercentages: []\n    globalScale: 0.01\n    meshCompression: 0\n    addColliders: 0\n    importBlendShapes: 1\n    swapUVChannels: 0\n    generateSecondaryUV: 0\n    useFileUnits: 1\n    optimizeMeshForGPU: 1\n    keepQuads: 0\n    weldVertices: 1\n    secondaryUVAngleDistortion: 8\n    secondaryUVAreaDistortion: 15.000001\n    secondaryUVHardAngle: 88\n    secondaryUVPackMargin: 4\n    useFileScale: 0\n  tangentSpace:\n    normalSmoothAngle: 60\n    normalImportMode: 0\n    tangentImportMode: 4\n  importAnimation: 0\n  copyAvatar: 0\n  humanDescription:\n    human:\n    - boneName: char_ethan_Hips\n      humanName: Hips\n      limit:\n        min: {x: -40, y: -40, z: -40}\n        max: {x: 40, y: 40, z: 40}\n        value: {x: 0.19377676, y: 0, z: 0.09688838}\n        length: 0.24222101\n        modified: 1\n    - boneName: char_ethan_LeftUpLeg\n      humanName: LeftUpperLeg\n      limit:\n        min: {x: -60.000004, y: -60.000004, z: -90}\n        max: {x: 60.000004, y: 60.000004, z: 50}\n        value: {x: 0.3578336, y: 0, z: 0.1789168}\n        length: 0.44729212\n        modified: 1\n    - boneName: char_ethan_RightUpLeg\n      humanName: RightUpperLeg\n      limit:\n        min: {x: -60.000004, y: -60.000004, z: -90}\n        max: {x: 60.000004, y: 60.000004, z: 50}\n        value: {x: 0.35783255, y: 0, z: 0.17891628}\n        length: 0.44729084\n        modified: 1\n    - boneName: char_ethan_LeftLeg\n      humanName: LeftLowerLeg\n      limit:\n        min: {x: -90, y: 0, z: -80}\n        max: {x: 90, y: 0, z: 80}\n        value: {x: 0.33236754, y: 0, z: 0.16618377}\n        length: 0.41545957\n        modified: 1\n    - boneName: char_ethan_RightLeg\n      humanName: RightLowerLeg\n      limit:\n        min: {x: -90, y: 0, z: -80}\n        max: {x: 90, y: 0, z: 80}\n        value: {x: 0.33236918, y: 0, z: 0.16618459}\n        length: 0.4154616\n        modified: 1\n    - boneName: char_ethan_LeftFoot\n      humanName: LeftFoot\n      limit:\n        min: {x: 0, y: -30.000002, z: -50}\n        max: {x: 0, y: 30.000002, z: 50}\n        value: {x: 0.10571053, y: 0, z: 0.052855264}\n        length: 0.1321382\n        modified: 1\n    - boneName: char_ethan_RightFoot\n      humanName: RightFoot\n      limit:\n        min: {x: 0, y: -30.000002, z: -50}\n        max: {x: 0, y: 30.000002, z: 50}\n        value: {x: 0.10571031, y: 0, z: 0.052855156}\n        length: 0.13213792\n        modified: 1\n    - boneName: char_ethan_Spine1\n      humanName: Spine\n      limit:\n        min: {x: -40, y: -40, z: -40}\n        max: {x: 40, y: 40, z: 40}\n        value: {x: 0.12889533, y: 0, z: 0.06444766}\n        length: 0.16111924\n        modified: 1\n    - boneName: char_ethan_Spine2\n      humanName: Chest\n      limit:\n        min: {x: -40, y: -40, z: -40}\n        max: {x: 40, y: 40, z: 40}\n        value: {x: 0.22526261, y: 0, z: 0.112631306}\n        length: 0.28157833\n        modified: 1\n    - boneName: char_ethan_Head\n      humanName: Head\n      limit:\n        min: {x: -40, y: -40, z: -40}\n        max: {x: 40, y: 40, z: 40}\n        value: {x: 0.112631306, y: 0, z: 0.056315653}\n        length: 0.14078917\n        modified: 1\n    - boneName: char_ethan_LeftShoulder\n      humanName: LeftShoulder\n      limit:\n        min: {x: 0, y: -15.000001, z: -15.000001}\n        max: {x: 0, y: 15.000001, z: 30.000002}\n        value: {x: 0.12673415, y: 0, z: 0.063367076}\n        length: 0.15841776\n        modified: 1\n    - boneName: char_ethan_RightShoulder\n      humanName: RightShoulder\n      limit:\n        min: {x: 0, y: -15.000001, z: -15.000001}\n        max: {x: 0, y: 15.000001, z: 30.000002}\n        value: {x: 0.12673351, y: 0, z: 0.063366756}\n        length: 0.15841696\n        modified: 1\n    - boneName: char_ethan_LeftArm\n      humanName: LeftUpperArm\n      limit:\n        min: {x: -90, y: -100, z: -60.000004}\n        max: {x: 90, y: 100, z: 100}\n        value: {x: 0.24610154, y: 0, z: 0.12305077}\n        length: 0.307627\n        modified: 1\n    - boneName: char_ethan_RightArm\n      humanName: RightUpperArm\n      limit:\n        min: {x: -90, y: -100, z: -60.000004}\n        max: {x: 90, y: 100, z: 100}\n        value: {x: 0.24610195, y: 0, z: 0.12305097}\n        length: 0.3076275\n        modified: 1\n    - boneName: char_ethan_LeftForeArm\n      humanName: LeftLowerArm\n      limit:\n        min: {x: -90, y: 0, z: -80}\n        max: {x: 90, y: 0, z: 80}\n        value: {x: 0.161594, y: 0, z: 0.080797}\n        length: 0.20199257\n        modified: 1\n    - boneName: char_ethan_RightForeArm\n      humanName: RightLowerArm\n      limit:\n        min: {x: -90, y: 0, z: -80}\n        max: {x: 90, y: 0, z: 80}\n        value: {x: 0.16159372, y: 0, z: 0.08079686}\n        length: 0.20199221\n        modified: 1\n    - boneName: char_ethan_LeftHand\n      humanName: LeftHand\n      limit:\n        min: {x: 0, y: -40, z: -80}\n        max: {x: 0, y: 40, z: 80}\n        value: {x: 0.080797, y: 0, z: 0.0403985}\n        length: 0.100996286\n        modified: 1\n    - boneName: char_ethan_RightHand\n      humanName: RightHand\n      limit:\n        min: {x: 0, y: -40, z: -80}\n        max: {x: 0, y: 40, z: 80}\n        value: {x: 0.08079686, y: 0, z: 0.04039843}\n        length: 0.10099611\n        modified: 1\n    - boneName: char_ethan_LeftToe1\n      humanName: LeftToes\n      limit:\n        min: {x: 0, y: 0, z: -50}\n        max: {x: 0, y: 0, z: 50}\n        value: {x: 0.06968775, y: 0, z: 0.034843873}\n        length: 0.087109715\n        modified: 1\n    - boneName: char_ethan_RightToe1\n      humanName: RightToes\n      limit:\n        min: {x: 0, y: 0, z: -50}\n        max: {x: 0, y: 0, z: 50}\n        value: {x: 0.069687724, y: 0, z: 0.034843862}\n        length: 0.08710969\n        modified: 1\n    - boneName: char_ethan_LeftEye\n      humanName: LeftEye\n      limit:\n        min: {x: 0, y: -20, z: -10}\n        max: {x: 0, y: 20, z: 15.000001}\n        value: {x: 0.079999976, y: 0, z: 0.039999988}\n        length: 0.1\n        modified: 1\n    - boneName: char_ethan_RightEye\n      humanName: RightEye\n      limit:\n        min: {x: 0, y: -20, z: -10}\n        max: {x: 0, y: 20, z: 15.000001}\n        value: {x: 0.079999976, y: 0, z: 0.039999988}\n        length: 0.1\n        modified: 1\n    - boneName: char_ethan_Jaw\n      humanName: Jaw\n      limit:\n        min: {x: 0, y: -10, z: -10}\n        max: {x: 0, y: 10, z: 10}\n        value: {x: 0.079999976, y: 0, z: 0.039999988}\n        length: 0.1\n        modified: 1\n    - boneName: char_ethan_LeftHandThumb1\n      humanName: Left Thumb Proximal\n      limit:\n        min: {x: 0, y: -25, z: -20}\n        max: {x: 0, y: 25, z: 20}\n        value: {x: 0.02975641, y: 0, z: 0.014878205}\n        length: 0.037195522\n        modified: 1\n    - boneName: char_ethan_LeftHandThumb2\n      humanName: Left Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -40}\n        max: {x: 0, y: 0, z: 35}\n        value: {x: 0.021848287, y: 0, z: 0.010924144}\n        length: 0.027310368\n        modified: 1\n    - boneName: char_ethan_LeftHandThumb3\n      humanName: Left Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: -40}\n        max: {x: 0, y: 0, z: 35}\n        value: {x: 0.016386213, y: 0, z: 0.008193106}\n        length: 0.020482775\n        modified: 1\n    - boneName: char_ethan_LeftHandIndex1\n      humanName: Left Index Proximal\n      limit:\n        min: {x: 0, y: -20, z: -50}\n        max: {x: 0, y: 20, z: 50}\n        value: {x: 0.027885439, y: 0, z: 0.013942719}\n        length: 0.034856807\n        modified: 1\n    - boneName: char_ethan_LeftHandIndex2\n      humanName: Left Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.023922537, y: 0, z: 0.011961268}\n        length: 0.029903179\n        modified: 1\n    - boneName: char_ethan_LeftHandIndex3\n      humanName: Left Index Distal\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.0179419, y: 0, z: 0.00897095}\n        length: 0.022427384\n        modified: 1\n    - boneName: char_ethan_LeftHandMiddle1\n      humanName: Left Middle Proximal\n      limit:\n        min: {x: 0, y: -7.5000005, z: -50}\n        max: {x: 0, y: 7.5000005, z: 50}\n        value: {x: 0.032533254, y: 0, z: 0.016266627}\n        length: 0.040666584\n        modified: 1\n    - boneName: char_ethan_LeftHandMiddle2\n      humanName: Left Middle Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.026400981, y: 0, z: 0.013200491}\n        length: 0.033001237\n        modified: 1\n    - boneName: char_ethan_LeftHandMiddle3\n      humanName: Left Middle Distal\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.019800736, y: 0, z: 0.009900368}\n        length: 0.024750927\n        modified: 1\n    - boneName: char_ethan_LeftHandRing1\n      humanName: Left Ring Proximal\n      limit:\n        min: {x: 0, y: -7.5000005, z: -50}\n        max: {x: 0, y: 7.5000005, z: 50}\n        value: {x: 0.027886217, y: 0, z: 0.013943109}\n        length: 0.03485778\n        modified: 1\n    - boneName: char_ethan_LeftHandRing2\n      humanName: Left Ring Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.020883733, y: 0, z: 0.010441867}\n        length: 0.026104676\n        modified: 1\n    - boneName: char_ethan_LeftHandRing3\n      humanName: Left Ring Distal\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.015662799, y: 0, z: 0.007831399}\n        length: 0.019578507\n        modified: 1\n    - boneName: char_ethan_LeftHandPinky1\n      humanName: Left Little Proximal\n      limit:\n        min: {x: 0, y: -20, z: -50}\n        max: {x: 0, y: 20, z: 50}\n        value: {x: 0.017257115, y: 0, z: 0.008628557}\n        length: 0.021571402\n        modified: 1\n    - boneName: char_ethan_LeftHandPinky2\n      humanName: Left Little Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.019562395, y: 0, z: 0.009781198}\n        length: 0.024453003\n        modified: 1\n    - boneName: char_ethan_LeftHandPinky3\n      humanName: Left Little Distal\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.014671799, y: 0, z: 0.0073358994}\n        length: 0.018339753\n        modified: 1\n    - boneName: char_ethan_RightHandThumb1\n      humanName: Right Thumb Proximal\n      limit:\n        min: {x: 0, y: -25, z: -20}\n        max: {x: 0, y: 25, z: 20}\n        value: {x: 0.029756017, y: 0, z: 0.0148780085}\n        length: 0.03719503\n        modified: 1\n    - boneName: char_ethan_RightHandThumb2\n      humanName: Right Thumb Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -40}\n        max: {x: 0, y: 0, z: 35}\n        value: {x: 0.021849027, y: 0, z: 0.010924513}\n        length: 0.027311292\n        modified: 1\n    - boneName: char_ethan_RightHandThumb3\n      humanName: Right Thumb Distal\n      limit:\n        min: {x: 0, y: 0, z: -40}\n        max: {x: 0, y: 0, z: 35}\n        value: {x: 0.016386768, y: 0, z: 0.008193384}\n        length: 0.020483468\n        modified: 1\n    - boneName: char_ethan_RightHandIndex1\n      humanName: Right Index Proximal\n      limit:\n        min: {x: 0, y: -20, z: -50}\n        max: {x: 0, y: 20, z: 50}\n        value: {x: 0.027885737, y: 0, z: 0.013942868}\n        length: 0.03485718\n        modified: 1\n    - boneName: char_ethan_RightHandIndex2\n      humanName: Right Index Intermediate\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 0.02392227, y: 0, z: 0.011961135}\n        length: 0.029902846\n        modified: 1\n    - boneName: char_ethan_RightHandIndex3\n      humanName: Right Index Distal\n      limit:\n        min: {x: 0, y: 0, z: -45}\n        max: {x: 0, y: 0, z: 45}\n        value: {x: 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prop air.006\n    4301206: Props_Roof prop air.005\n    4301208: Props_Roof prop air.003\n    4301210: Props_Roof prop air.002\n    4301212: Props_Roof prop air.001\n    4301214: Props_Roof prop air.004\n    4301216: Props_Roof Helipad.003\n    4301218: Props_Roof Helipad.002\n    4301220: Props_Roof Helipad.001\n    4301222: Props_Bench_1.025\n    4301224: Props_Bus Stop.005\n    4301226: Props_Bus Stop.004\n    4301228: Props_Bench_1.024\n    4301230: Props_Bench_1.023\n    4301232: Props_Bus Stop.003\n    4301234: Props_Bench_1.022\n    4301236: Props_Bus Stop.002\n    4301238: Props_Windmill.012\n    4301240: Wings.012\n    4301242: Props_Windmill.011\n    4301244: Wings.011\n    4301246: Props_Windmill.007\n    4301248: Wings.007\n    4301250: Props_Windmill.006\n    4301252: Wings.006\n    4301254: Natures_Fir Tree.051\n    4301256: Natures_Fir Tree.050\n    4301258: Natures_Fir Tree.049\n    4301260: Natures_Fir Tree.048\n    4301262: Natures_Fir Tree.047\n    4301264: Natures_Fir Tree.046\n    4301266: Natures_Fir Tree.045\n    4301268: Natures_Fir Tree.044\n    4301270: Natures_Fir Tree.037\n    4301272: Natures_Fir Tree.034\n    4301274: Natures_Fir Tree.033\n    4301276: Natures_Fir Tree.032\n    4301278: Natures_Fir Tree.029\n    4301280: Props_Windmill.010\n    4301282: Wings.010\n    4301284: Props_Windmill.009\n    4301286: Wings.009\n    4301288: Props_Windmill.008\n    4301290: Wings.008\n    4301292: Props_Windmill.004\n    4301294: Wings.004\n    4301296: Natures_Fir Tree.041\n    4301298: Natures_Fir Tree.043\n    4301300: Natures_Fir Tree.042\n    4301302: Natures_Fir Tree.040\n    4301304: Natures_Fir Tree.039\n    4301306: Natures_Fir Tree.038\n    4301308: Natures_Fir Tree.036\n    4301310: Natures_Fir Tree.035\n    4301312: Natures_Fir Tree.031\n    4301314: Natures_Fir Tree.030\n    4301316: Natures_Fir Tree.028\n    4301318: Natures_Fir Tree.027\n    4301320: Natures_Fir Tree.026\n    4301322: Props_Windmill.005\n    4301324: Wings.005\n    4301326: Props_Windmill.003\n    4301328: Wings.003\n    4301330: Props_Windmill.002\n    4301332: Wings.002\n    4301334: Props_Windmill.001\n    4301336: Wings.001\n    4301338: Natures_Pot Bush_small.030\n    4301340: Natures_Pot Bush_small.029\n    4301342: Natures_Cube Tree.009\n    4301344: Natures_Pot Bush_big.020\n    4301346: Natures_Pot Bush_big.019\n    4301348: Natures_Pot Bush_big.018\n    4301350: Natures_Pot Bush_big.017\n    4301352: Natures_Cube Tree.008\n    4301354: Natures_Cube Tree.007\n    4301356: Natures_Pot Bush_small.028\n    4301358: Natures_Pot Bush_small.027\n    4301360: Natures_Pot Bush_small.026\n    4301362: Natures_Pot Bush_small.025\n    4301364: Natures_Pot Bush_small.020\n    4301366: Natures_Pot Bush_small.019\n    4301368: Natures_Pot Bush_small.018\n    4301370: Natures_Pot Bush_small.017\n    4301372: Natures_Pot Bush_small.024\n    4301374: Natures_Pot Bush_small.023\n    4301376: Natures_Pot Bush_small.022\n    4301378: 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Props_Bench_1.020\n    4301714: Props_Bench_1.019\n    4301716: Props_Bench_1.018\n    4301718: Props_Bench_1.017\n    4301720: Props_Bench_1.016\n    4301722: Props_Bench_1.015\n    4301724: Props_Bench_1.014\n    4301726: Natures_Big Tree.048\n    4301728: Natures_Big Tree.047\n    4301730: Natures_Big Tree.046\n    4301732: Natures_Big Tree.045\n    4301734: Natures_Big Tree.044\n    4301736: Natures_Big Tree.043\n    4301738: Natures_Big Tree.042\n    4301740: Natures_Big Tree.034\n    4301742: Natures_Big Tree.032\n    4301744: Natures_Big Tree.031\n    4301746: Natures_Big Tree.030\n    4301748: Natures_Big Tree.029\n    4301750: Natures_Rock_small.019\n    4301752: Natures_Rock_Big.012\n    4301754: Natures_Rock_small.018\n    4301756: Natures_Rock_small.017\n    4301758: Natures_Rock_Big.011\n    4301760: Natures_Rock_small.016\n    4301762: Natures_Rock_small.015\n    4301764: Natures_Rock_Big.010\n    4301766: Natures_Rock_small.014\n    4301768: Natures_Big Tree.028\n    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    "path": "Assets/Editor/NGUI/ActiveAnimationEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(ActiveAnimation))]\npublic class ActiveAnimationEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tActiveAnimation aa = target as ActiveAnimation;\n\t\tGUILayout.Space(3f);\n\t\tNGUIEditorTools.DrawEvents(\"On Finished\", aa, aa.onFinished);\n\t}\n}\n"
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  {
    "path": "Assets/Editor/NGUI/BMFontReader.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Text;\n\n/// <summary>\n/// Helper class that takes care of loading BMFont's glyph information from the specified byte array.\n/// This functionality is not a part of BMFont anymore because Flash export option can't handle System.IO functions.\n/// </summary>\n\nstatic public class BMFontReader\n{\n\t/// <summary>\n\t/// Helper function that retrieves the string value of the key=value pair.\n\t/// </summary>\n\n\tstatic string GetString (string s)\n\t{\n\t\tint idx = s.IndexOf('=');\n\t\treturn (idx == -1) ? \"\" : s.Substring(idx + 1);\n\t}\n\n\t/// <summary>\n\t/// Helper function that retrieves the integer value of the key=value pair.\n\t/// </summary>\n\n\tstatic int GetInt (string s)\n\t{\n\t\tint val = 0;\n\t\tstring text = GetString(s);\n#if UNITY_FLASH\n\t\ttry { val = int.Parse(text); } catch (System.Exception) { }\n#else\n\t\tint.TryParse(text, out val);\n#endif\n\t\treturn val;\n\t}\n\n\t/// <summary>\n\t/// Reload the font data.\n\t/// </summary>\n\n\tstatic public void Load (BMFont font, string name, byte[] bytes)\n\t{\n\t\tfont.Clear();\n\n\t\tif (bytes != null)\n\t\t{\n\t\t\tByteReader reader = new ByteReader(bytes);\n\t\t\tchar[] separator = new char[] { ' ' };\n\n\t\t\twhile (reader.canRead)\n\t\t\t{\n\t\t\t\tstring line = reader.ReadLine();\n\t\t\t\tif (string.IsNullOrEmpty(line)) break;\n\t\t\t\tstring[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries);\n\t\t\t\tint len = split.Length;\n\n\t\t\t\tif (split[0] == \"char\")\n\t\t\t\t{\n\t\t\t\t\t// Expected data style:\n\t\t\t\t\t// char id=13 x=506 y=62 width=3 height=3 xoffset=-1 yoffset=50 xadvance=0 page=0 chnl=15\n\n\t\t\t\t\tint channel = (len > 10) ? GetInt(split[10]) : 15;\n\n\t\t\t\t\tif (len > 9 && GetInt(split[9]) > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tDebug.LogError(\"Your font was exported with more than one texture. Only one texture is supported by NGUI.\\n\" +\n\t\t\t\t\t\t\t\"You need to re-export your font, enlarging the texture's dimensions until everything fits into just one texture.\");\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (len > 8)\n\t\t\t\t\t{\n\t\t\t\t\t\tint id = GetInt(split[1]);\n\t\t\t\t\t\tBMGlyph glyph = font.GetGlyph(id, true);\n\n\t\t\t\t\t\tif (glyph != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tglyph.x\t\t\t= GetInt(split[2]);\n\t\t\t\t\t\t\tglyph.y\t\t\t= GetInt(split[3]);\n\t\t\t\t\t\t\tglyph.width\t\t= GetInt(split[4]);\n\t\t\t\t\t\t\tglyph.height\t= GetInt(split[5]);\n\t\t\t\t\t\t\tglyph.offsetX\t= GetInt(split[6]);\n\t\t\t\t\t\t\tglyph.offsetY\t= GetInt(split[7]);\n\t\t\t\t\t\t\tglyph.advance\t= GetInt(split[8]);\n\t\t\t\t\t\t\tglyph.channel\t= channel;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse Debug.Log(\"Char: \" + split[1] + \" (\" + id + \") is NULL\");\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tDebug.LogError(\"Unexpected number of entries for the 'char' field (\" + name + \", \" + split.Length + \"):\\n\" + line);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (split[0] == \"kerning\")\n\t\t\t\t{\n\t\t\t\t\t// Expected data style:\n\t\t\t\t\t// kerning first=84 second=244 amount=-5 \n\n\t\t\t\t\tif (len > 3)\n\t\t\t\t\t{\n\t\t\t\t\t\tint first  = GetInt(split[1]);\n\t\t\t\t\t\tint second = GetInt(split[2]);\n\t\t\t\t\t\tint amount = GetInt(split[3]);\n\n\t\t\t\t\t\tBMGlyph glyph = font.GetGlyph(second, true);\n\t\t\t\t\t\tif (glyph != null) glyph.SetKerning(first, amount);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tDebug.LogError(\"Unexpected number of entries for the 'kerning' field (\" +\n\t\t\t\t\t\t\tname + \", \" + split.Length + \"):\\n\" + line);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (split[0] == \"common\")\n\t\t\t\t{\n\t\t\t\t\t// Expected data style:\n\t\t\t\t\t// common lineHeight=64 base=51 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=1 redChnl=4 greenChnl=4 blueChnl=4\n\n\t\t\t\t\tif (len > 5)\n\t\t\t\t\t{\n\t\t\t\t\t\tfont.charSize\t= GetInt(split[1]);\n\t\t\t\t\t\tfont.baseOffset = GetInt(split[2]);\n\t\t\t\t\t\tfont.texWidth\t= GetInt(split[3]);\n\t\t\t\t\t\tfont.texHeight\t= GetInt(split[4]);\n\n\t\t\t\t\t\tint pages = GetInt(split[5]);\n\n\t\t\t\t\t\tif (pages != 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tDebug.LogError(\"Font '\" + name + \"' must be created with only 1 texture, not \" + pages);\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tDebug.LogError(\"Unexpected number of entries for the 'common' field (\" +\n\t\t\t\t\t\t\tname + \", \" + split.Length + \"):\\n\" + line);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (split[0] == \"page\")\n\t\t\t\t{\n\t\t\t\t\t// Expected data style:\n\t\t\t\t\t// page id=0 file=\"textureName.png\"\n\n\t\t\t\t\tif (len > 2)\n\t\t\t\t\t{\n\t\t\t\t\t\tfont.spriteName = GetString(split[2]).Replace(\"\\\"\", \"\");\n\t\t\t\t\t\tfont.spriteName = font.spriteName.Replace(\".png\", \"\");\n\t\t\t\t\t\tfont.spriteName = font.spriteName.Replace(\".tga\", \"\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Editor/NGUI/ComponentSelector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// EditorGUILayout.ObjectField doesn't support custom components, so a custom wizard saves the day.\n/// Unfortunately this tool only shows components that are being used by the scene, so it's a \"recently used\" selection tool.\n/// </summary>\n\npublic class ComponentSelector : ScriptableWizard\n{\n\tpublic delegate void OnSelectionCallback (Object obj);\n\n\tSystem.Type mType;\n\tstring mTitle;\n\tOnSelectionCallback mCallback;\n\tObject[] mObjects;\n\tbool mSearched = false;\n\tVector2 mScroll = Vector2.zero;\n\tstring[] mExtensions = null;\n\n\tstatic string GetName (System.Type t)\n\t{\n\t\tstring s = t.ToString();\n\t\ts = s.Replace(\"UnityEngine.\", \"\");\n\t\tif (s.StartsWith(\"UI\")) s = s.Substring(2);\n\t\treturn s;\n\t}\n\n\t/// <summary>\n\t/// Draw a button + object selection combo filtering specified types.\n\t/// </summary>\n\n\tstatic public void Draw<T> (string buttonName, T obj, OnSelectionCallback cb, bool editButton, params GUILayoutOption[] options) where T : Object\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tbool show = NGUIEditorTools.DrawPrefixButton(buttonName);\n\t\tT o = EditorGUILayout.ObjectField(obj, typeof(T), false, options) as T;\n\n\t\tif (editButton && o != null && o is MonoBehaviour)\n\t\t{\n\t\t\tComponent mb = o as Component;\n\t\t\tif (Selection.activeObject != mb.gameObject && GUILayout.Button(\"Edit\", GUILayout.Width(40f)))\n\t\t\t\tSelection.activeObject = mb.gameObject;\n\t\t}\n\t\telse if (o != null && GUILayout.Button(\"X\", GUILayout.Width(20f)))\n\t\t{\n\t\t\to = null;\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t\tif (show) Show<T>(cb);\n\t\telse cb(o);\n\t}\n\n\t/// <summary>\n\t/// Draw a button + object selection combo filtering specified types.\n\t/// </summary>\n\n\tstatic public void Draw<T> (T obj, OnSelectionCallback cb, bool editButton, params GUILayoutOption[] options) where T : Object\n\t{\n\t\tDraw<T>(NGUITools.GetTypeName<T>(), obj, cb, editButton, options);\n\t}\n\n\t/// <summary>\n\t/// Show the selection wizard.\n\t/// </summary>\n\n\tstatic public void Show<T> (OnSelectionCallback cb) where T : Object { Show<T>(cb, new string[] {\".prefab\"}); }\n\n\t/// <summary>\n\t/// Show the selection wizard.\n\t/// </summary>\n\n\tstatic public void Show<T> (OnSelectionCallback cb, string[] extensions) where T : Object\n\t{\n\t\tSystem.Type type = typeof(T);\n\t\tstring title = (type == typeof(UIAtlas) ? \"Select an \" : \"Select a \") + GetName(type);\n\t\tComponentSelector comp = ScriptableWizard.DisplayWizard<ComponentSelector>(title);\n\t\tcomp.mTitle = title;\n\t\tcomp.mType = type;\n\t\tcomp.mCallback = cb;\n\t\tcomp.mExtensions = extensions;\n\t\tcomp.mObjects = Resources.FindObjectsOfTypeAll(typeof(T));\n\n\t\tif (comp.mObjects == null || comp.mObjects.Length == 0)\n\t\t{\n\t\t\tcomp.Search();\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Remove invalid fonts (Lucida Grande etc)\n\t\t\tif (typeof(T) == typeof(Font))\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < comp.mObjects.Length; ++i)\n\t\t\t\t{\n\t\t\t\t\tObject obj = comp.mObjects[i];\n\t\t\t\t\tif (obj.name == \"Arial\") continue;\n\t\t\t\t\tstring path = AssetDatabase.GetAssetPath(obj);\n\t\t\t\t\tif (string.IsNullOrEmpty(path)) comp.mObjects[i] = null;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tSystem.Array.Sort(comp.mObjects,\n\t\t\t\tdelegate(Object a, Object b)\n\t\t\t\t{\n\t\t\t\t\tif (a == null) return (b == null) ? 0 : 1;\n\t\t\t\t\tif (b == null) return -1;\n\t\t\t\t\treturn a.name.CompareTo(b.name);\n\t\t\t\t});\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Search the entire project for required assets.\n\t/// </summary>\n\n\tvoid Search ()\n\t{\n\t\tmSearched = true;\n\n\t\tif (mExtensions != null)\n\t\t{\n\t\t\tstring[] paths = AssetDatabase.GetAllAssetPaths();\n\t\t\tbool isComponent = mType.IsSubclassOf(typeof(Component));\n\t\t\tList<Object> list = new List<Object>();\n\n\t\t\tfor (int i = 0; i < mObjects.Length; ++i)\n\t\t\t\tif (mObjects[i] != null)\n\t\t\t\t\tlist.Add(mObjects[i]);\n\n\t\t\tfor (int i = 0; i < paths.Length; ++i)\n\t\t\t{\n\t\t\t\tstring path = paths[i];\n\n\t\t\t\tbool valid = false;\n\n\t\t\t\tfor (int b = 0; b < mExtensions.Length; ++b)\n\t\t\t\t{\n\t\t\t\t\tif (path.EndsWith(mExtensions[b], System.StringComparison.OrdinalIgnoreCase))\n\t\t\t\t\t{\n\t\t\t\t\t\tvalid = true;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (!valid) continue;\n\n\t\t\t\tEditorUtility.DisplayProgressBar(\"Loading\", \"Searching assets, please wait...\", (float)i / paths.Length);\n\t\t\t\tObject obj = AssetDatabase.LoadMainAssetAtPath(path);\n\t\t\t\tif (obj == null || list.Contains(obj)) continue;\n\n\t\t\t\tif (!isComponent)\n\t\t\t\t{\n\t\t\t\t\tSystem.Type t = obj.GetType();\n\t\t\t\t\tif (t == mType || t.IsSubclassOf(mType) && !list.Contains(obj))\n\t\t\t\t\t\tlist.Add(obj);\n\t\t\t\t}\n\t\t\t\telse if (PrefabUtility.GetPrefabType(obj) == PrefabType.Prefab)\n\t\t\t\t{\n\t\t\t\t\tObject t = (obj as GameObject).GetComponent(mType);\n\t\t\t\t\tif (t != null && !list.Contains(t)) list.Add(t);\n\t\t\t\t}\n\t\t\t}\n\t\t\tlist.Sort(delegate(Object a, Object b) { return a.name.CompareTo(b.name); });\n\t\t\tmObjects = list.ToArray();\n\t\t}\n\t\tEditorUtility.ClearProgressBar();\n\t}\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tGUILayout.Label(mTitle, \"LODLevelNotifyText\");\n\t\tGUILayout.Space(6f);\n\n\t\tif (mObjects == null || mObjects.Length == 0)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"No \" + GetName(mType) + \" components found.\\nTry creating a new one.\", MessageType.Info);\n\n\t\t\tbool isDone = false;\n\n\t\t\tEditorGUILayout.Space();\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.FlexibleSpace();\n\n\t\t\tif (mType == typeof(UIFont))\n\t\t\t{\n\t\t\t\tif (GUILayout.Button(\"Open the Font Maker\", GUILayout.Width(150f)))\n\t\t\t\t{\n\t\t\t\t\tEditorWindow.GetWindow<UIFontMaker>(false, \"Font Maker\", true).Show();\n\t\t\t\t\tisDone = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mType == typeof(UIAtlas))\n\t\t\t{\n\t\t\t\tif (GUILayout.Button(\"Open the Atlas Maker\", GUILayout.Width(150f)))\n\t\t\t\t{\n\t\t\t\t\tEditorWindow.GetWindow<UIAtlasMaker>(false, \"Atlas Maker\", true).Show();\n\t\t\t\t\tisDone = true;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tGUILayout.FlexibleSpace();\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tif (isDone) Close();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tObject sel = null;\n\t\t\tmScroll = GUILayout.BeginScrollView(mScroll);\n\n\t\t\tforeach (Object o in mObjects)\n\t\t\t\tif (DrawObject(o))\n\t\t\t\t\tsel = o;\n\t\t\t\n\t\t\tGUILayout.EndScrollView();\n\n\t\t\tif (sel != null)\n\t\t\t{\n\t\t\t\tmCallback(sel);\n\t\t\t\tClose();\n\t\t\t}\n\t\t}\n\n\t\tif (!mSearched)\n\t\t{\n\t\t\tGUILayout.Space(6f);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.FlexibleSpace();\n\t\t\tbool search = GUILayout.Button(\"Show All\", \"LargeButton\", GUILayout.Width(120f));\n\t\t\tGUILayout.FlexibleSpace();\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tif (search) Search();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw details about the specified object in column format.\n\t/// </summary>\n\n\tbool DrawObject (Object obj)\n\t{\n\t\tif (obj == null) return false;\n\t\tbool retVal = false;\n\t\tComponent comp = obj as Component;\n\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tstring path = AssetDatabase.GetAssetPath(obj);\n\n\t\t\tif (string.IsNullOrEmpty(path))\n\t\t\t{\n\t\t\t\tpath = \"[Embedded]\";\n\t\t\t\tGUI.contentColor = new Color(0.7f, 0.7f, 0.7f);\n\t\t\t}\n\t\t\telse if (comp != null && EditorUtility.IsPersistent(comp.gameObject))\n\t\t\t\tGUI.contentColor = new Color(0.6f, 0.8f, 1f);\n\n\t\t\tretVal |= GUILayout.Button(obj.name, \"AS TextArea\", GUILayout.Width(160f), GUILayout.Height(20f));\n\t\t\tretVal |= GUILayout.Button(path.Replace(\"Assets/\", \"\"), \"AS TextArea\", GUILayout.Height(20f));\n\t\t\tGUI.contentColor = Color.white;\n\n\t\t\tretVal |= GUILayout.Button(\"Select\", \"ButtonLeft\", GUILayout.Width(60f), GUILayout.Height(16f));\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t\treturn retVal;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/ComponentSelector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a5a2a079a3e532341bc353243c67d9be\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/EventDelegateDrawer.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Reflection;\nusing System.Collections.Generic;\nusing Entry = PropertyReferenceDrawer.Entry;\n\n/// <summary>\n/// Draws a single event delegate. Contributed by Adam Byrd.\n/// </summary>\n\n[CustomPropertyDrawer(typeof(EventDelegate))]\npublic class EventDelegateDrawer : PropertyDrawer\n{\n\tconst int lineHeight = 16;\n\n\tpublic override float GetPropertyHeight (SerializedProperty prop, GUIContent label)\n\t{\n\t\tSerializedProperty targetProp = prop.FindPropertyRelative(\"mTarget\");\n\t\tif (targetProp.objectReferenceValue == null) return 2 * lineHeight;\n\t\tint lines = 3 * lineHeight;\n\n\t\tSerializedProperty methodProp = prop.FindPropertyRelative(\"mMethodName\");\n\n\t\tEventDelegate del = new EventDelegate();\n\t\tdel.target = targetProp.objectReferenceValue as MonoBehaviour;\n\t\tdel.methodName = methodProp.stringValue;\n\n\t\tSerializedProperty paramArrayProp = prop.FindPropertyRelative(\"mParameters\");\n\t\tEventDelegate.Parameter[] ps = del.parameters;\n\n\t\tif (ps != null)\n\t\t{\n\t\t\tparamArrayProp.arraySize = ps.Length;\n\n\t\t\tfor (int i = 0; i < ps.Length; i++)\n\t\t\t{\n\t\t\t\tlines += lineHeight;\n\n\t\t\t\tSerializedProperty paramProp = paramArrayProp.GetArrayElementAtIndex(i);\n\t\t\t\tSerializedProperty objProp = paramProp.FindPropertyRelative(\"obj\");\n\t\t\t\tUnityEngine.Object obj = objProp.objectReferenceValue;\n\n\t\t\t\tif (obj != null)\n\t\t\t\t{\n\t\t\t\t\tSystem.Type type = obj.GetType();\n\t\t\t\t\tGameObject selGO = null;\n\t\t\t\t\tif (type == typeof(GameObject)) selGO = obj as GameObject;\n\t\t\t\t\telse if (type.IsSubclassOf(typeof(Component))) selGO = (obj as Component).gameObject;\n\t\t\t\t\tif (selGO != null) lines += lineHeight;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn lines;\n\t}\n\n\tpublic override void OnGUI (Rect rect, SerializedProperty prop, GUIContent label)\n\t{\n\t\tUndo.RecordObject(prop.serializedObject.targetObject, \"Delegate Selection\");\n\n\t\tSerializedProperty targetProp = prop.FindPropertyRelative(\"mTarget\");\n\t\tSerializedProperty methodProp = prop.FindPropertyRelative(\"mMethodName\");\n\n\t\tMonoBehaviour target = targetProp.objectReferenceValue as MonoBehaviour;\n\t\tstring methodName = methodProp.stringValue;\n\n\t\tEditorGUI.indentLevel = prop.depth;\n\t\tEditorGUI.LabelField(rect, label);\n\n\t\tRect lineRect = rect;\n\t\tlineRect.yMin = rect.yMin + lineHeight;\n\t\tlineRect.yMax = lineRect.yMin + lineHeight;\n\n\t\tEditorGUI.indentLevel = targetProp.depth;\n\t\ttarget = EditorGUI.ObjectField(lineRect, \"Notify\", target, typeof(MonoBehaviour), true) as MonoBehaviour;\n\t\ttargetProp.objectReferenceValue = target;\n\n\t\tif (target != null && target.gameObject != null)\n\t\t{\n\t\t\tGameObject go = target.gameObject;\n\t\t\tList<Entry> list = EventDelegateEditor.GetMethods(go);\n\n\t\t\tint index = 0;\n\t\t\tint choice = 0;\n\n\t\t\tEventDelegate del = new EventDelegate();\n\t\t\tdel.target = target;\n\t\t\tdel.methodName = methodName;\n\t\t\tstring[] names = PropertyReferenceDrawer.GetNames(list, del.ToString(), out index);\n\n\t\t\tlineRect.yMin += lineHeight;\n\t\t\tlineRect.yMax += lineHeight;\n\t\t\tchoice = EditorGUI.Popup(lineRect, \"Method\", index, names);\n\n\t\t\tif (choice > 0 && choice != index)\n\t\t\t{\n\t\t\t\tEntry entry = list[choice - 1];\n\t\t\t\ttarget = entry.target as MonoBehaviour;\n\t\t\t\tmethodName = entry.name;\n\t\t\t\ttargetProp.objectReferenceValue = target;\n\t\t\t\tmethodProp.stringValue = methodName;\n\t\t\t}\n\n\t\t\tSerializedProperty paramArrayProp = prop.FindPropertyRelative(\"mParameters\");\n\t\t\tEventDelegate.Parameter[] ps = del.parameters;\n\n\t\t\tif (ps != null)\n\t\t\t{\n\t\t\t\tparamArrayProp.arraySize = ps.Length;\n\t\t\t\tfor (int i = 0; i < ps.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tEventDelegate.Parameter param = ps[i];\n\t\t\t\t\tSerializedProperty paramProp = paramArrayProp.GetArrayElementAtIndex(i);\n\t\t\t\t\tSerializedProperty objProp = paramProp.FindPropertyRelative(\"obj\");\n\t\t\t\t\tSerializedProperty fieldProp = paramProp.FindPropertyRelative(\"field\");\n\n\t\t\t\t\tparam.obj = objProp.objectReferenceValue;\n\t\t\t\t\tparam.field = fieldProp.stringValue;\n\t\t\t\t\tObject obj = param.obj;\n\n\t\t\t\t\tlineRect.yMin += lineHeight;\n\t\t\t\t\tlineRect.yMax += lineHeight;\n\n\t\t\t\t\tobj = EditorGUI.ObjectField(lineRect, \"   Arg \" + i, obj, typeof(Object), true);\n\n\t\t\t\t\tobjProp.objectReferenceValue = obj;\n\t\t\t\t\tdel.parameters[i].obj = obj;\n\t\t\t\t\tparam.obj = obj;\n\n\t\t\t\t\tif (obj == null) continue;\n\n\t\t\t\t\tGameObject selGO = null;\n\t\t\t\t\tSystem.Type type = param.obj.GetType();\n\t\t\t\t\tif (type == typeof(GameObject)) selGO = param.obj as GameObject;\n\t\t\t\t\telse if (type.IsSubclassOf(typeof(Component))) selGO = (param.obj as Component).gameObject;\n\n\t\t\t\t\tif (selGO != null)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Parameters must be exact -- they can't be converted like property bindings\n\t\t\t\t\t\tPropertyReferenceDrawer.filter = param.expectedType;\n\t\t\t\t\t\tPropertyReferenceDrawer.canConvert = false;\n\t\t\t\t\t\tList<PropertyReferenceDrawer.Entry> ents = PropertyReferenceDrawer.GetProperties(selGO, true, false);\n\n\t\t\t\t\t\tint selection;\n\t\t\t\t\t\tstring[] props = EventDelegateEditor.GetNames(ents, NGUITools.GetFuncName(param.obj, param.field), out selection);\n\n\t\t\t\t\t\tlineRect.yMin += lineHeight;\n\t\t\t\t\t\tlineRect.yMax += lineHeight;\n\t\t\t\t\t\tint newSel = EditorGUI.Popup(lineRect, \" \", selection, props);\n\n\t\t\t\t\t\tif (newSel != selection)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (newSel == 0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tparam.obj = selGO;\n\t\t\t\t\t\t\t\tparam.field = null;\n\n\t\t\t\t\t\t\t\tobjProp.objectReferenceValue = selGO;\n\t\t\t\t\t\t\t\tfieldProp.stringValue = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tparam.obj = ents[newSel - 1].target;\n\t\t\t\t\t\t\t\tparam.field = ents[newSel - 1].name;\n\n\t\t\t\t\t\t\t\tobjProp.objectReferenceValue = param.obj;\n\t\t\t\t\t\t\t\tfieldProp.stringValue = param.field;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (!string.IsNullOrEmpty(param.field))\n\t\t\t\t\t\tparam.field = null;\n\n\t\t\t\t\tPropertyReferenceDrawer.filter = typeof(void);\n\t\t\t\t\tPropertyReferenceDrawer.canConvert = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/EventDelegateDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 919314d918a245a4bb343f8a5dfcaa97\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/EventDelegateEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Reflection;\nusing System.Collections.Generic;\nusing Entry = PropertyReferenceDrawer.Entry;\n\nstatic public class EventDelegateEditor\n{\n\t/// <summary>\n\t/// Collect a list of usable delegates from the specified target game object.\n\t/// </summary>\n\n\tstatic public List<Entry> GetMethods (GameObject target)\n\t{\n\t\tMonoBehaviour[] comps = target.GetComponents<MonoBehaviour>();\n\n\t\tList<Entry> list = new List<Entry>();\n\n\t\tfor (int i = 0, imax = comps.Length; i < imax; ++i)\n\t\t{\n\t\t\tMonoBehaviour mb = comps[i];\n\t\t\tif (mb == null) continue;\n\n\t\t\tMethodInfo[] methods = mb.GetType().GetMethods(BindingFlags.Instance | BindingFlags.Public);\n\n\t\t\tfor (int b = 0; b < methods.Length; ++b)\n\t\t\t{\n\t\t\t\tMethodInfo mi = methods[b];\n\n\t\t\t\tif (mi.ReturnType == typeof(void))\n\t\t\t\t{\n\t\t\t\t\tstring name = mi.Name;\n\t\t\t\t\tif (name == \"Invoke\") continue;\n\t\t\t\t\tif (name == \"InvokeRepeating\") continue;\n\t\t\t\t\tif (name == \"CancelInvoke\") continue;\n\t\t\t\t\tif (name == \"StopCoroutine\") continue;\n\t\t\t\t\tif (name == \"StopAllCoroutines\") continue;\n\t\t\t\t\tif (name == \"BroadcastMessage\") continue;\n\t\t\t\t\tif (name.StartsWith(\"SendMessage\")) continue;\n\t\t\t\t\tif (name.StartsWith(\"set_\")) continue;\n\n\t\t\t\t\tEntry ent = new Entry();\n\t\t\t\t\tent.target = mb;\n\t\t\t\t\tent.name = mi.Name;\n\t\t\t\t\tlist.Add(ent);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Draw an editor field for the Unity Delegate.\n\t/// </summary>\n\n\tstatic public bool Field (Object undoObject, EventDelegate del)\n\t{\n\t\treturn Field(undoObject, del, true, NGUISettings.minimalisticLook);\n\t}\n\n\t/// <summary>\n\t/// Draw an editor field for the Unity Delegate.\n\t/// </summary>\n\n\tstatic public bool Field (Object undoObject, EventDelegate del, bool removeButton, bool minimalistic)\n\t{\n\t\tif (del == null) return false;\n\t\tbool prev = GUI.changed;\n\t\tGUI.changed = false;\n\t\tbool retVal = false;\n\t\tMonoBehaviour target = del.target;\n\t\tbool remove = false;\n\n\t\tif (removeButton && (del.target != null || del.isValid))\n\t\t{\n\t\t\tif (!minimalistic) NGUIEditorTools.SetLabelWidth(82f);\n\n\t\t\tif (del.target == null && del.isValid)\n\t\t\t{\n\t\t\t\tEditorGUILayout.LabelField(\"Notify\", del.ToString());\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\ttarget = EditorGUILayout.ObjectField(\"Notify\", del.target, typeof(MonoBehaviour), true) as MonoBehaviour;\n\t\t\t}\n\n\t\t\tGUILayout.Space(-18f);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(70f);\n\n\t\t\tif (GUILayout.Button(\"\", \"ToggleMixed\", GUILayout.Width(20f), GUILayout.Height(16f)))\n\t\t\t{\n\t\t\t\ttarget = null;\n\t\t\t\tremove = true;\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t\telse target = EditorGUILayout.ObjectField(\"Notify\", del.target, typeof(MonoBehaviour), true) as MonoBehaviour;\n\n\t\tif (remove)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Delegate Selection\", undoObject);\n\t\t\tdel.Clear();\n\t\t\tEditorUtility.SetDirty(undoObject);\n\t\t}\n\t\telse if (del.target != target)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Delegate Selection\", undoObject);\n\t\t\tdel.target = target;\n\t\t\tEditorUtility.SetDirty(undoObject);\n\t\t}\n\n\t\tif (del.target != null && del.target.gameObject != null)\n\t\t{\n\t\t\tGameObject go = del.target.gameObject;\n\t\t\tList<Entry> list = GetMethods(go);\n\n\t\t\tint index = 0;\n\t\t\tstring[] names = PropertyReferenceDrawer.GetNames(list, del.ToString(), out index);\n\t\t\tint choice = 0;\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tchoice = EditorGUILayout.Popup(\"Method\", index, names);\n\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (choice > 0 && choice != index)\n\t\t\t{\n\t\t\t\tEntry entry = list[choice - 1];\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Delegate Selection\", undoObject);\n\t\t\t\tdel.target = entry.target as MonoBehaviour;\n\t\t\t\tdel.methodName = entry.name;\n\t\t\t\tEditorUtility.SetDirty(undoObject);\n\t\t\t\tretVal = true;\n\t\t\t}\n\n\t\t\tGUI.changed = false;\n\t\t\tEventDelegate.Parameter[] ps = del.parameters;\n\n\t\t\tif (ps != null)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < ps.Length; ++i)\n\t\t\t\t{\n\t\t\t\t\tEventDelegate.Parameter param = ps[i];\n\t\t\t\t\tObject obj = EditorGUILayout.ObjectField(\"   Arg \" + i, param.obj, typeof(Object), true);\n\n\t\t\t\t\tif (GUI.changed)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUI.changed = false;\n\t\t\t\t\t\tparam.obj = obj;\n\t\t\t\t\t\tEditorUtility.SetDirty(undoObject);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (obj == null) continue;\n\n\t\t\t\t\tGameObject selGO = null;\n\t\t\t\t\tSystem.Type type = obj.GetType();\n\t\t\t\t\tif (type == typeof(GameObject)) selGO = obj as GameObject;\n\t\t\t\t\telse if (type.IsSubclassOf(typeof(Component))) selGO = (obj as Component).gameObject;\n\n\t\t\t\t\tif (selGO != null)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Parameters must be exact -- they can't be converted like property bindings\n\t\t\t\t\t\tPropertyReferenceDrawer.filter = param.expectedType;\n\t\t\t\t\t\tPropertyReferenceDrawer.canConvert = false;\n\t\t\t\t\t\tList<PropertyReferenceDrawer.Entry> ents = PropertyReferenceDrawer.GetProperties(selGO, true, false);\n\n\t\t\t\t\t\tint selection;\n\t\t\t\t\t\tstring[] props = GetNames(ents, NGUITools.GetFuncName(param.obj, param.field), out selection);\n\n\t\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\t\tint newSel = EditorGUILayout.Popup(\" \", selection, props);\n\t\t\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\t\t\tif (GUI.changed)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUI.changed = false;\n\n\t\t\t\t\t\t\tif (newSel == 0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tparam.obj = selGO;\n\t\t\t\t\t\t\t\tparam.field = null;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tparam.obj = ents[newSel - 1].target;\n\t\t\t\t\t\t\t\tparam.field = ents[newSel - 1].name;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tEditorUtility.SetDirty(undoObject);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (!string.IsNullOrEmpty(param.field))\n\t\t\t\t\t{\n\t\t\t\t\t\tparam.field = null;\n\t\t\t\t\t\tEditorUtility.SetDirty(undoObject);\n\t\t\t\t\t}\n\n\t\t\t\t\tPropertyReferenceDrawer.filter = typeof(void);\n\t\t\t\t\tPropertyReferenceDrawer.canConvert = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse retVal = GUI.changed;\n\t\tGUI.changed = prev;\n\t\treturn retVal;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified list of delegate entries into a string array.\n\t/// </summary>\n\n\tstatic public string[] GetNames (List<Entry> list, string choice, out int index)\n\t{\n\t\tindex = 0;\n\t\tstring[] names = new string[list.Count + 1];\n\t\tnames[0] = \"<GameObject>\";\n\n\t\tfor (int i = 0; i < list.Count; )\n\t\t{\n\t\t\tEntry ent = list[i];\n\t\t\tstring del = NGUITools.GetFuncName(ent.target, ent.name);\n\t\t\tnames[++i] = del;\n\t\t\tif (index == 0 && string.Equals(del, choice))\n\t\t\t\tindex = i;\n\t\t}\n\t\treturn names;\n\t}\n\n\t/// <summary>\n\t/// Draw a list of fields for the specified list of delegates.\n\t/// </summary>\n\n\tstatic public void Field (Object undoObject, List<EventDelegate> list)\n\t{\n\t\tField(undoObject, list, null, null, NGUISettings.minimalisticLook);\n\t}\n\n\t/// <summary>\n\t/// Draw a list of fields for the specified list of delegates.\n\t/// </summary>\n\n\tstatic public void Field (Object undoObject, List<EventDelegate> list, bool minimalistic)\n\t{\n\t\tField(undoObject, list, null, null, minimalistic);\n\t}\n\n\t/// <summary>\n\t/// Draw a list of fields for the specified list of delegates.\n\t/// </summary>\n\n\tstatic public void Field (Object undoObject, List<EventDelegate> list, string noTarget, string notValid, bool minimalistic)\n\t{\n\t\tif (list == null) return;\n\n\t\tbool targetPresent = false;\n\t\tbool isValid = false;\n\n\t\t// Draw existing delegates\n\t\tfor (int i = 0; i < list.Count; )\n\t\t{\n\t\t\tEventDelegate del = list[i];\n\n\t\t\tif (del == null || (del.target == null && !del.isValid))\n\t\t\t{\n\t\t\t\tlist.RemoveAt(i);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tField(undoObject, del, true, minimalistic);\n\t\t\tEditorGUILayout.Space();\n\n\t\t\tif (del.target == null && !del.isValid)\n\t\t\t{\n\t\t\t\tlist.RemoveAt(i);\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (del.target != null) targetPresent = true;\n\t\t\t\tisValid = true;\n\t\t\t}\n\t\t\t++i;\n\t\t}\n\n\t\t// Draw a new delegate\n\t\tEventDelegate newDel = new EventDelegate();\n\t\tField(undoObject, newDel, true, minimalistic);\n\n\t\tif (newDel.target != null)\n\t\t{\n\t\t\ttargetPresent = true;\n\t\t\tlist.Add(newDel);\n\t\t}\n\n\t\tif (!targetPresent)\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(noTarget))\n\t\t\t{\n\t\t\t\tGUILayout.Space(6f);\n\t\t\t\tEditorGUILayout.HelpBox(noTarget, MessageType.Info, true);\n\t\t\t\tGUILayout.Space(6f);\n\t\t\t}\n\t\t}\n\t\telse if (!isValid)\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(notValid))\n\t\t\t{\n\t\t\t\tGUILayout.Space(6f);\n\t\t\t\tEditorGUILayout.HelpBox(notValid, MessageType.Warning, true);\n\t\t\t\tGUILayout.Space(6f);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/EventDelegateEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bb8e5b61ab758094e90874901b42da1f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/FreeType.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing System;\nusing System.IO;\nusing System.Runtime.InteropServices;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// FreeType library is a C++ library used to print text from TrueType fonts.\n/// Since the code is in a native C++ DLL, you will need Unity Pro in order to use it.\n/// FreeType project is open source and can be obtained from http://www.freetype.org/\n/// \n/// A big thank you goes to Amplitude Studios for coming up with the idea on how to do\n/// this in the first place. As a side note, their game \"Endless Space\" is pretty awesome!\n/// http://www.amplitude-studios.com/\n/// \n/// If you are curious where all these values come from, check the FreeType docs:\n/// http://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html\n/// </summary>\n\nstatic public class FreeType\n{\n\tpublic const int Err_Cannot_Open_Resource = 1;\n\tpublic const int Err_Unknown_File_Format = 2;\n\tpublic const int Err_Invalid_File_Format = 3;\n\tpublic const int Err_Invalid_Version = 4;\n\tpublic const int Err_Lower_Module_Version = 5;\n\tpublic const int Err_Invalid_Argument = 6;\n\tpublic const int Err_Unimplemented_Feature = 7;\n\tpublic const int Err_Invalid_Table = 8;\n\tpublic const int Err_Invalid_Offset = 9;\n\tpublic const int Err_Invalid_Glyph_Index = 16;\n\tpublic const int Err_Invalid_Character_Code = 17;\n\tpublic const int Err_Invalid_Glyph_Format = 18;\n\tpublic const int Err_Cannot_Render_Glyph = 19;\n\tpublic const int Err_Invalid_Outline = 20;\n\tpublic const int Err_Invalid_Composite = 21;\n\tpublic const int Err_Too_Many_Hints = 22;\n\tpublic const int Err_Invalid_Pixel_Size = 23;\n\tpublic const int Err_Invalid_Handle = 32;\n\tpublic const int Err_Invalid_Library_Handle = 33;\n\tpublic const int Err_Invalid_Driver_Handle = 34;\n\tpublic const int Err_Invalid_Face_Handle = 35;\n\tpublic const int Err_Invalid_Size_Handle = 36;\n\tpublic const int Err_Invalid_Slot_Handle = 37;\n\tpublic const int Err_Invalid_CharMap_Handle = 38;\n\tpublic const int Err_Invalid_Cache_Handle = 39;\n\tpublic const int Err_Invalid_Stream_Handle = 40;\n\tpublic const int Err_Too_Many_Drivers = 48;\n\tpublic const int Err_Too_Many_Extensions = 49;\n\tpublic const int Err_Out_Of_Memory = 64;\n\tpublic const int Err_Unlisted_Object = 65;\n\tpublic const int Err_Cannot_Open_Stream = 81;\n\tpublic const int Err_Invalid_Stream_Seek = 82;\n\tpublic const int Err_Invalid_Stream_Skip = 83;\n\tpublic const int Err_Invalid_Stream_Read = 84;\n\tpublic const int Err_Invalid_Stream_Operation = 85;\n\tpublic const int Err_Invalid_Frame_Operation = 86;\n\tpublic const int Err_Nested_Frame_Access = 87;\n\tpublic const int Err_Invalid_Frame_Read = 88;\n\tpublic const int Err_Raster_Uninitialized = 96;\n\tpublic const int Err_Raster_Corrupted = 97;\n\tpublic const int Err_Raster_Overflow = 98;\n\tpublic const int Err_Raster_Negative_Height = 99;\n\tpublic const int Err_Too_Many_Caches = 112;\n\tpublic const int Err_Invalid_Opcode = 128;\n\tpublic const int Err_Too_Few_Arguments = 129;\n\tpublic const int Err_Stack_Overflow = 130;\n\tpublic const int Err_Code_Overflow = 131;\n\tpublic const int Err_Bad_Argument = 132;\n\tpublic const int Err_Divide_By_Zero = 133;\n\tpublic const int Err_Invalid_Reference = 134;\n\tpublic const int Err_Debug_OpCode = 135;\n\tpublic const int Err_ENDF_In_Exec_Stream = 136;\n\tpublic const int Err_Nested_DEFS = 137;\n\tpublic const int Err_Invalid_CodeRange = 138;\n\tpublic const int Err_Execution_Too_Long = 139;\n\tpublic const int Err_Too_Many_Function_Defs = 140;\n\tpublic const int Err_Too_Many_Instruction_Defs = 141;\n\tpublic const int Err_Table_Missing = 142;\n\tpublic const int Err_Horiz_Header_Missing = 143;\n\tpublic const int Err_Locations_Missing = 144;\n\tpublic const int Err_Name_Table_Missing = 145;\n\tpublic const int Err_CMap_Table_Missing = 146;\n\tpublic const int Err_Hmtx_Table_Missing = 147;\n\tpublic const int Err_Post_Table_Missing = 148;\n\tpublic const int Err_Invalid_Horiz_Metrics = 149;\n\tpublic const int Err_Invalid_CharMap_Format = 150;\n\tpublic const int Err_Invalid_PPem = 151;\n\tpublic const int Err_Invalid_Vert_Metrics = 152;\n\tpublic const int Err_Could_Not_Find_Context = 153;\n\tpublic const int Err_Invalid_Post_Table_Format = 154;\n\tpublic const int Err_Invalid_Post_Table = 155;\n\tpublic const int Err_Syntax_Error = 160;\n\tpublic const int Err_Stack_Underflow = 161;\n\tpublic const int Err_Ignore = 162;\n\tpublic const int Err_Missing_Startfont_Field = 176;\n\tpublic const int Err_Missing_Font_Field = 177;\n\tpublic const int Err_Missing_Size_Field = 178;\n\tpublic const int Err_Missing_Chars_Field = 179;\n\tpublic const int Err_Missing_Startchar_Field = 180;\n\tpublic const int Err_Missing_Encoding_Field = 181;\n\tpublic const int Err_Missing_Bbx_Field = 182;\n\n\tpublic const int FT_LOAD_CROP_BITMAP = 64;\n\tpublic const int FT_LOAD_DEFAULT = 0;\n\tpublic const int FT_LOAD_FORCE_AUTOHINT = 32;\n\tpublic const int FT_LOAD_IGNORE_GLOBAL_ADVANCE_WIDTH = 512;\n\tpublic const int FT_LOAD_IGNORE_TRANSFORM = 2048;\n\tpublic const int FT_LOAD_LINEAR_DESIGN = 8192;\n\tpublic const int FT_LOAD_MONOCHROME = 4096;\n\tpublic const int FT_LOAD_NO_BITMAP = 8;\n\tpublic const int FT_LOAD_NO_HINTING = 2;\n\tpublic const int FT_LOAD_NO_RECURSE = 1024;\n\tpublic const int FT_LOAD_NO_SCALE = 1;\n\tpublic const int FT_LOAD_PEDANTIC = 128;\n\tpublic const int FT_LOAD_RENDER = 4;\n\tpublic const int FT_LOAD_SBITS_ONLY = 16384;\n\tpublic const int FT_LOAD_VERTICAL_LAYOUT = 16;\n\n\tpublic enum FT_Glyph_Format\n\t{\n\t\tFT_GLYPH_FORMAT_NONE,\n\t\tFT_GLYPH_FORMAT_COMPOSITE = 1668246896,\n\t\tFT_GLYPH_FORMAT_BITMAP = 1651078259,\n\t\tFT_GLYPH_FORMAT_OUTLINE = 1869968492,\n\t\tFT_GLYPH_FORMAT_PLOTTER = 1886154612\n\t}\n\n\tpublic enum FT_Render_Mode\n\t{\n\t\tFT_RENDER_MODE_NORMAL,\n\t\tFT_RENDER_MODE_LIGHT,\n\t\tFT_RENDER_MODE_MONO,\n\t\tFT_RENDER_MODE_LCD,\n\t\tFT_RENDER_MODE_LCD_V,\n\t\tFT_RENDER_MODE_MAX\n\t}\n\n\tpublic struct FT_BBox\n\t{\n\t\tpublic int xMin;\n\t\tpublic int yMin;\n\t\tpublic int xMax;\n\t\tpublic int yMax;\n\t}\n\n\tpublic struct FT_Bitmap\n\t{\n\t\tpublic int rows;\n\t\tpublic int width;\n\t\tpublic int pitch;\n\t\tpublic IntPtr buffer;\n\t\tpublic short num_grays;\n\t\tpublic sbyte pixel_mode;\n\t\tpublic sbyte palette_mode;\n\t\tpublic IntPtr palette;\n\t}\n\n\tpublic struct FT_FaceRec\n\t{\n\t\tpublic int num_faces;\n\t\tpublic int face_index;\n\t\tpublic int face_flags;\n\t\tpublic int style_flags;\n\t\tpublic int num_glyphs;\n\t\tpublic IntPtr family_name;\n\t\tpublic IntPtr style_name;\n\t\tpublic int num_fixed_sizes;\n\t\tpublic IntPtr available_sizes;\n\t\tpublic int num_charmaps;\n\t\tpublic IntPtr charmaps;\n\t\tpublic FT_Generic generic;\n\t\tpublic FT_BBox bbox;\n\t\tpublic ushort units_per_EM;\n\t\tpublic short ascender;\n\t\tpublic short descender;\n\t\tpublic short height;\n\t\tpublic short max_advance_width;\n\t\tpublic short max_advance_height;\n\t\tpublic short underline_position;\n\t\tpublic short underline_thickness;\n\t\tpublic IntPtr glyph;\n\t\tpublic IntPtr size;\n\t\tpublic IntPtr charmap;\n\t\tpublic IntPtr driver;\n\t\tpublic IntPtr memory;\n\t\tpublic IntPtr stream;\n\t\tpublic FT_ListRec sizes_list;\n\t\tpublic FT_Generic autohint;\n\t\tpublic IntPtr extensions;\n\t\tpublic IntPtr _internal;\n\t}\n\n\tpublic struct FT_Generic\n\t{\n\t\tpublic IntPtr data;\n\t\tpublic IntPtr finalizer;\n\t}\n\n\tpublic struct FT_Glyph_Metrics\n\t{\n\t\tpublic int width;\n\t\tpublic int height;\n\t\tpublic int horiBearingX;\n\t\tpublic int horiBearingY;\n\t\tpublic int horiAdvance;\n\t\tpublic int vertBearingX;\n\t\tpublic int vertBearingY;\n\t\tpublic int vertAdvance;\n\t}\n\n\tpublic struct FT_GlyphSlotRec\n\t{\n\t\tpublic IntPtr library;\n\t\tpublic IntPtr face;\n\t\tpublic IntPtr next;\n\t\tpublic uint reserved;\n\t\tpublic FT_Generic generic;\n\t\tpublic FT_Glyph_Metrics metrics;\n\t\tpublic int linearHoriAdvance;\n\t\tpublic int linearVertAdvance;\n\t\tpublic FT_Vector advance;\n\t\tpublic FT_Glyph_Format format;\n\t\tpublic FT_Bitmap bitmap;\n\t\tpublic int bitmap_left;\n\t\tpublic int bitmap_top;\n\t\tpublic FT_Outline outline;\n\t\tpublic uint num_subglyphs;\n\t\tpublic IntPtr subglyphs;\n\t\tpublic IntPtr control_data;\n\t\tpublic int control_len;\n\t\tpublic int lsb_delta;\n\t\tpublic int rsb_delta;\n\t\tpublic IntPtr other;\n\t\tpublic IntPtr _internal;\n\t}\n\n\tpublic struct FT_ListRec\n\t{\n\t\tpublic IntPtr head;\n\t\tpublic IntPtr tail;\n\t}\n\n\tpublic struct FT_Outline\n\t{\n\t\tpublic short n_contours;\n\t\tpublic short n_points;\n\t\tpublic IntPtr points;\n\t\tpublic IntPtr tags;\n\t\tpublic IntPtr contours;\n\t\tpublic int flags;\n\t}\n\n\tpublic struct FT_Size_Metrics\n\t{\n\t\tpublic ushort x_ppem;\n\t\tpublic ushort y_ppem;\n\t\tpublic int x_scale;\n\t\tpublic int y_scale;\n\t\tpublic int ascender;\n\t\tpublic int descender;\n\t\tpublic int height;\n\t\tpublic int max_advance;\n\t}\n\n\tpublic struct FT_SizeRec\n\t{\n\t\tpublic IntPtr face;\n\t\tpublic FT_Generic generic;\n\t\tpublic FT_Size_Metrics metrics;\n\t\tpublic IntPtr _internal;\n\t}\n\n\tpublic struct FT_Vector\n\t{\n\t\tpublic int x;\n\t\tpublic int y;\n\t}\n\t\n\tstatic bool mFound = false;\n\n\t/// <summary>\n\t/// Whether the freetype library will be usable.\n\t/// </summary>\n\n\tstatic public bool isPresent\n\t{\n\t\tget\n\t\t{\n\t\t\t// According to Unity's documentation, placing the DLL into the Editor folder should make it possible\n\t\t\t// to use it from within the editor. However from all my testing, that does not appear to be the case.\n\t\t\t// The DLL has to be explicitly loaded first, or Unity doesn't seem to pick it up at all.\n\t\t\t// On Mac OS it doesn't seem to be possible to load it at all, unless it's located in /usr/local/lib.\n\t\t\tif (!mFound)\n\t\t\t{\n\t\t\t\tif (Application.platform == RuntimePlatform.WindowsEditor)\n\t\t\t\t{\n\t\t\t\t\tstring path = NGUISettings.pathToFreeType;\n\t\t\t\t\tmFound = File.Exists(path);\n\t\t\t\t\tif (mFound) LoadLibrary(path);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tstring filename = \"FreeType.dylib\";\n\n\t\t\t\t\tif (File.Exists(\"/usr/local/lib/\" + filename))\n\t\t\t\t\t{\n\t\t\t\t\t\tmFound = true;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tstring path = NGUISettings.pathToFreeType;\n\n\t\t\t\t\t\tif (File.Exists(path))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\ttry\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tif (!System.IO.Directory.Exists(\"/usr/local/lib\"))\n\t\t\t\t\t\t\t\t\tSystem.IO.Directory.CreateDirectory(\"/usr/local/lib\");\n\t\t\t\t\t\t\t\tUnityEditor.FileUtil.CopyFileOrDirectory(path, \"/usr/local/lib/\" + filename);\n\t\t\t\t\t\t\t\tmFound = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tcatch (Exception ex)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tDebug.LogWarning(\"Unable to copy \" + filename + \" to /usr/local/lib:\\n\" + ex.Message);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mFound;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Load the specified library.\n\t/// </summary>\n\n\t[DllImport(\"kernel32\", SetLastError = true, CharSet = CharSet.Unicode)]\n\tstatic extern IntPtr LoadLibrary (string lpFileName);\n\n\t/// <summary>\n\t/// Initialize the FreeType library. Must be called first before doing anything else.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Init_FreeType (out IntPtr library);\n\n\t/// <summary>\n\t/// Return the glyph index of a given character code. This function uses a charmap object to do the mapping.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern uint FT_Get_Char_Index (IntPtr face, uint charcode);\n\n\t/// <summary>\n\t/// This function calls FT_Open_Face to open a font by its pathname.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_New_Face (IntPtr library, string filepathname, int face_index, out IntPtr face);\n\n\t/// <summary>\n\t/// Discard a given face object, as well as all of its child slots and sizes.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Done_Face (IntPtr face);\n\n\t/// <summary>\n\t/// A function used to load a single glyph into the glyph slot of a face object.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Load_Glyph (IntPtr face, uint glyph_index, int load_flags);\n\n\t/// <summary>\n\t/// Convert a given glyph image to a bitmap.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Render_Glyph (ref FT_GlyphSlotRec slot, FT_Render_Mode render_mode);\n\n\t/// <summary>\n\t/// Retrieve kerning information for the specified pair of characters.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Get_Kerning (IntPtr face, uint left, uint right, uint kern_mode, out FT_Vector kerning);\n\n\t/// <summary>\n\t/// This function calls FT_Request_Size to request the nominal size (in pixels).\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Set_Pixel_Sizes (IntPtr face, uint pixel_width, uint pixel_height);\n\n\t/// <summary>\n\t/// Notify FreeType that you are done using the library. Should be called at the end.\n\t/// </summary>\n\n\t[DllImport(\"FreeType\", CallingConvention = CallingConvention.Cdecl)]\n\tstatic extern int FT_Done_FreeType (IntPtr library);\n\n\t/// <summary>\n\t/// Retrieve the list of faces from the specified font. For example: regular, bold, italic.\n\t/// </summary>\n\n\tstatic public string[] GetFaces (Font font)\n\t{\n\t\tif (font == null || !isPresent) return null;\n\n\t\tstring[] names = null;\n\t\tIntPtr lib = IntPtr.Zero;\n\t\tIntPtr face = IntPtr.Zero;\n\n\t\tif (FT_Init_FreeType(out lib) != 0)\n\t\t{\n\t\t\tDebug.LogError(\"Failed to initialize FreeType\");\n\t\t\treturn null;\n\t\t}\n\n\t\tstring fileName = Application.dataPath.Substring(0, Application.dataPath.Length - \"Assets\".Length) +\n\t\t\tUnityEditor.AssetDatabase.GetAssetPath(font);\n\n\t\tif (File.Exists(fileName))\n\t\t{\n\t\t\tif (FT_New_Face(lib, fileName, 0, out face) != 0)\n\t\t\t{\n\t\t\t\tDebug.LogError(\"Unable to use the chosen font (FT_New_Face).\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tFT_FaceRec record = (FT_FaceRec)Marshal.PtrToStructure(face, typeof(FT_FaceRec));\n\t\t\t\tnames = new string[record.num_faces];\n\n\t\t\t\tfor (int i = 0; i < record.num_faces; i++)\n\t\t\t\t{\n\t\t\t\t\tIntPtr ptr = IntPtr.Zero;\n\n\t\t\t\t\tif (FT_New_Face(lib, fileName, i, out ptr) == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tstring family = Marshal.PtrToStringAnsi(record.family_name);\n\t\t\t\t\t\tstring style = Marshal.PtrToStringAnsi(record.style_name);\n\t\t\t\t\t\tnames[i] = family + \" - \" + style;\n\t\t\t\t\t\tFT_Done_Face(ptr);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (face != IntPtr.Zero) FT_Done_Face(face);\n#if !UNITY_3_5\n\t\tif (lib != IntPtr.Zero) FT_Done_FreeType(lib);\n#endif\n\t\treturn names;\n\t}\n\n\t/// <summary>\n\t/// Create a bitmap font from the specified dynamic font.\n\t/// </summary>\n\n\tstatic public bool CreateFont (Font ttf, int size, int faceIndex, bool kerning, string characters, int padding, out BMFont font, out Texture2D tex)\n\t{\n\t\tfont = null;\n\t\ttex = null;\n\n\t\tif (ttf == null || !isPresent) return false;\n\n\t\tIntPtr lib = IntPtr.Zero;\n\t\tIntPtr face = IntPtr.Zero;\n\n\t\tif (FT_Init_FreeType(out lib) != 0)\n\t\t{\n\t\t\tDebug.LogError(\"Failed to initialize FreeType\");\n\t\t\treturn false;\n\t\t}\n\n\t\tstring fileName = Application.dataPath.Substring(0, Application.dataPath.Length - \"Assets\".Length) +\n\t\t\tUnityEditor.AssetDatabase.GetAssetPath(ttf);\n\n\t\tif (!File.Exists(fileName))\n\t\t{\n\t\t\tDebug.LogError(\"Unable to use the chosen font.\");\n\t\t}\n\t\telse if (FT_New_Face(lib, fileName, faceIndex, out face) != 0)\n\t\t{\n\t\t\tDebug.LogError(\"Unable to use the chosen font (FT_New_Face).\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfont = new BMFont();\n\t\t\tfont.charSize = size;\n\n\t\t\tColor32 white = Color.white;\n\t\t\tList<int> entries = new List<int>();\n\t\t\tList<Texture2D> textures = new List<Texture2D>();\n\n\t\t\tFT_FaceRec faceRec = (FT_FaceRec)Marshal.PtrToStructure(face, typeof(FT_FaceRec));\n\t\t\tFT_Set_Pixel_Sizes(face, 0, (uint)size);\n\n\t\t\t// Calculate the baseline value that would let the printed font be centered vertically\n\t\t\t//int ascender = (faceRec.met.ascender >> 6);\n\t\t\t//int descender = (faceRec.descender >> 6);\n\t\t\t//int baseline = ((ascender - descender) >> 1);\n\t\t\t//if ((baseline & 1) == 1) --baseline;\n\n\t\t\t//Debug.Log(ascender + \" \" + descender + \" \" + baseline);\n\n\t\t\t// Space character is not renderable\n\t\t\tFT_Load_Glyph(face, FT_Get_Char_Index(face, 32), FT_LOAD_DEFAULT);\n\t\t\tFT_GlyphSlotRec space = (FT_GlyphSlotRec)Marshal.PtrToStructure(faceRec.glyph, typeof(FT_GlyphSlotRec));\n\n\t\t\t// Space is not visible and doesn't have a texture\n\t\t\tBMGlyph spaceGlyph = font.GetGlyph(32, true);\n\t\t\tspaceGlyph.offsetX = 0;\n\t\t\tspaceGlyph.offsetY = 0;\n\t\t\tspaceGlyph.advance = (space.metrics.horiAdvance >> 6);\n\t\t\tspaceGlyph.channel = 15;\n\t\t\tspaceGlyph.x = 0;\n\t\t\tspaceGlyph.y = 0;\n\t\t\tspaceGlyph.width = 0;\n\t\t\tspaceGlyph.height = 0;\n\n\t\t\t// Save kerning information\n\t\t\tif (kerning)\n\t\t\t{\n\t\t\t\tfor (int b = 0; b < characters.Length; ++b)\n\t\t\t\t{\n\t\t\t\t\tuint ch2 = characters[b];\n\t\t\t\t\tif (ch2 == 32) continue;\n\n\t\t\t\t\tFT_Vector vec;\n\t\t\t\t\tif (FT_Get_Kerning(face, ch2, 32, 0, out vec) != 0) continue;\n\n\t\t\t\t\tint offset = (vec.x >> 6);\n\t\t\t\t\tif (offset != 0) spaceGlyph.SetKerning((int)ch2, offset);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Run through all requested characters\n\t\t\tforeach (char ch in characters)\n\t\t\t{\n\t\t\t\tuint charIndex = FT_Get_Char_Index(face, (uint)ch);\n\t\t\t\tFT_Load_Glyph(face, charIndex, FT_LOAD_DEFAULT);\n\t\t\t\tFT_GlyphSlotRec glyph = (FT_GlyphSlotRec)Marshal.PtrToStructure(faceRec.glyph, typeof(FT_GlyphSlotRec));\n\t\t\t\tFT_Render_Glyph(ref glyph, FT_Render_Mode.FT_RENDER_MODE_NORMAL);\n\n\t\t\t\tif (glyph.bitmap.width > 0 && glyph.bitmap.rows > 0)\n\t\t\t\t{\n\t\t\t\t\tbyte[] buffer = new byte[glyph.bitmap.width * glyph.bitmap.rows];\n\t\t\t\t\tMarshal.Copy(glyph.bitmap.buffer, buffer, 0, buffer.Length);\n\n\t\t\t\t\tTexture2D texture = new Texture2D(glyph.bitmap.width, glyph.bitmap.rows, UnityEngine.TextureFormat.ARGB32, false);\n\t\t\t\t\tColor32[] colors = new Color32[buffer.Length];\n\n\t\t\t\t\tfor (int i = 0, y = 0; y < glyph.bitmap.rows; ++y)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int x = 0; x < glyph.bitmap.width; ++x)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\twhite.a = buffer[i++];\n\t\t\t\t\t\t\tcolors[x + glyph.bitmap.width * (glyph.bitmap.rows - y - 1)] = white;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Save the texture\n\t\t\t\t\ttexture.SetPixels32(colors);\n\t\t\t\t\ttexture.Apply();\n\t\t\t\t\ttextures.Add(texture);\n\t\t\t\t\tentries.Add(ch);\n\n\t\t\t\t\t// Record the metrics\n\t\t\t\t\tBMGlyph bmg = font.GetGlyph(ch, true);\n\t\t\t\t\tbmg.offsetX = (glyph.metrics.horiBearingX >> 6);\n\t\t\t\t\tbmg.offsetY = -(glyph.metrics.horiBearingY >> 6);\n\t\t\t\t\tbmg.advance = (glyph.metrics.horiAdvance >> 6);\n\t\t\t\t\tbmg.channel = 15;\n\n\t\t\t\t\t// Save kerning information\n\t\t\t\t\tif (kerning)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int b = 0; b < characters.Length; ++b)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tuint ch2 = characters[b];\n\t\t\t\t\t\t\tif (ch2 == ch) continue;\n\n\t\t\t\t\t\t\tFT_Vector vec;\n\t\t\t\t\t\t\tif (FT_Get_Kerning(face, ch2, ch, 0, out vec) != 0) continue;\n\n\t\t\t\t\t\t\tint offset = (vec.x >> 6);\n\t\t\t\t\t\t\tif (offset != 0) bmg.SetKerning((int)ch2, offset);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Create a packed texture with all the characters\n\t\t\ttex = new Texture2D(32, 32, TextureFormat.ARGB32, false);\n\t\t\tRect[] rects = tex.PackTextures(textures.ToArray(), padding);\n\n\t\t\t// Make the RGB channel pure white\n\t\t\tColor32[] cols = tex.GetPixels32();\n\t\t\tfor (int i = 0, imax = cols.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tColor32 c = cols[i];\n\t\t\t\tc.r = 255;\n\t\t\t\tc.g = 255;\n\t\t\t\tc.b = 255;\n\t\t\t\tcols[i] = c;\n\t\t\t}\n\t\t\ttex.SetPixels32(cols);\n\t\t\ttex.Apply();\n\n\t\t\tfont.texWidth = tex.width;\n\t\t\tfont.texHeight = tex.height;\n\n\t\t\tint min = int.MaxValue;\n\t\t\tint max = int.MinValue;\n\n\t\t\t// Other glyphs are visible and need to be added\n\t\t\tfor (int i = 0, imax = entries.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\t// Destroy the texture now that it's a part of an atlas\n\t\t\t\tUnityEngine.Object.DestroyImmediate(textures[i]);\n\t\t\t\ttextures[i] = null;\n\t\t\t\tRect rect = rects[i];\n\n\t\t\t\t// Set the texture coordinates\n\t\t\t\tBMGlyph glyph = font.GetGlyph(entries[i], true);\n\t\t\t\tglyph.x = Mathf.RoundToInt(rect.x * font.texWidth);\n\t\t\t\tglyph.y = Mathf.RoundToInt(rect.y * font.texHeight);\n\t\t\t\tglyph.width = Mathf.RoundToInt(rect.width * font.texWidth);\n\t\t\t\tglyph.height = Mathf.RoundToInt(rect.height * font.texHeight);\n\n\t\t\t\t// Flip the Y since the UV coordinate system is different\n\t\t\t\tglyph.y = font.texHeight - glyph.y - glyph.height;\n\n\t\t\t\tmax = Mathf.Max(max, -glyph.offsetY);\n\t\t\t\tmin = Mathf.Min(min, -glyph.offsetY - glyph.height);\n\t\t\t}\n\n\t\t\tint baseline = size + min;\n\t\t\tbaseline += ((max - min - size) >> 1);\n\n\t\t\t// Offset all glyphs so that they are not using the baseline\n\t\t\tfor (int i = 0, imax = entries.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tBMGlyph glyph = font.GetGlyph(entries[i], true);\n\t\t\t\tglyph.offsetY += baseline;\n\t\t\t}\n\t\t}\n\t\t\n\t\tif (face != IntPtr.Zero) FT_Done_Face(face);\n#if !UNITY_3_5\n\t\tif (lib != IntPtr.Zero) FT_Done_FreeType(lib);\n#endif\n\t\treturn (tex != null);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/FreeType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2276a2bded84b474baf9d0cab753c900\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/MinMaxRangeAttributeDrawer.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomPropertyDrawer(typeof(MinMaxRangeAttribute))]\npublic class MinMaxRangeAttributeDrawer : PropertyDrawer\n{\n\tpublic override float GetPropertyHeight (SerializedProperty property, GUIContent label)\n\t{\n\t\treturn base.GetPropertyHeight(property, label) + 16f;\n\t}\n\n\tpublic override void OnGUI (Rect rect, SerializedProperty property, GUIContent label)\n\t{\n\t\tif (property.type != \"Vector2\")\n\t\t{\n\t\t\tEditorGUI.LabelField(rect, label, \"Error: MinMaxRange requires a Vector2\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tMinMaxRangeAttribute range = attribute as MinMaxRangeAttribute;\n\t\t\tvar minProperty = property.FindPropertyRelative(\"x\");\n\t\t\tvar maxProperty = property.FindPropertyRelative(\"y\");\n\n\t\t\tEditorGUI.PrefixLabel(rect, label);\n\t\t\tlabel.text = \"\";\n\n\t\t\t//++EditorGUI.indentLevel;\n\t\t\tvar indent = EditorGUI.indentLevel * 14f;\n\n\t\t\tEditorGUI.PropertyField(new Rect(rect.x, rect.y + 16f, 50f + indent, 16f), minProperty, label);\n\t\t\tlabel.text = \"\";\n\t\t\tEditorGUI.PropertyField(new Rect(rect.x + rect.width - 50f - indent, rect.y + 16f, 50f + indent, 16f), maxProperty, label);\n\n\t\t\tfloat min = minProperty.floatValue;\n\t\t\tfloat max = maxProperty.floatValue;\n\n\t\t\tGUI.changed = false;\n\t\t\tEditorGUI.MinMaxSlider(new Rect(rect.x + 60f, rect.y + 16f, rect.width - 120f, 16f), ref min, ref max, range.minLimit, range.maxLimit);\n\t\t\t//--EditorGUI.indentLevel;\n\n\t\t\tif (GUI.changed)\n\t\t\t{\n\t\t\t\tminProperty.floatValue = min;\n\t\t\t\tmaxProperty.floatValue = max;\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/MinMaxRangeAttributeDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1bb90f17437a4af49b55a2af54f5d1bd\ntimeCreated: 1458958592\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIContextMenu.cs",
    "content": "using UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This editor helper class makes it easy to create and show a context menu.\n/// It ensures that it's possible to add multiple items with the same name.\n/// </summary>\n\nstatic public class NGUIContextMenu\n{\n\t[MenuItem(\"Help/NGUI Documentation (v.3.11.0)\")]\n\tstatic void ShowHelp0 (MenuCommand command) { NGUIHelp.Show(); }\n\n\t[MenuItem(\"Help/NGUI Support Forum\")]\n\tstatic void ShowHelp01 (MenuCommand command) { Application.OpenURL(\"http://www.tasharen.com/forum/index.php?board=1.0\"); }\n\n\t[MenuItem(\"CONTEXT/UIWidget/Copy Widget\")]\n\tstatic void CopyStyle (MenuCommand command) { NGUISettings.CopyWidget(command.context as UIWidget); }\n\n\t[MenuItem(\"CONTEXT/UIWidget/Paste Widget Values\")]\n\tstatic void PasteStyle (MenuCommand command) { NGUISettings.PasteWidget(command.context as UIWidget, true); }\n\n\t[MenuItem(\"CONTEXT/UIWidget/Paste Widget Style\")]\n\tstatic void PasteStyle2 (MenuCommand command) { NGUISettings.PasteWidget(command.context as UIWidget, false); }\n\n\t[MenuItem(\"CONTEXT/UIWidget/Help\")]\n\tstatic void ShowHelp1 (MenuCommand command) { NGUIHelp.Show(command.context); }\n\n\t[MenuItem(\"CONTEXT/UIButton/Help\")]\n\tstatic void ShowHelp2 (MenuCommand command) { NGUIHelp.Show(typeof(UIButton)); }\n\n\t[MenuItem(\"CONTEXT/UIToggle/Help\")]\n\tstatic void ShowHelp3 (MenuCommand command) { NGUIHelp.Show(typeof(UIToggle)); }\n\n\t[MenuItem(\"CONTEXT/UIRoot/Help\")]\n\tstatic void ShowHelp4 (MenuCommand command) { NGUIHelp.Show(typeof(UIRoot)); }\n\n\t[MenuItem(\"CONTEXT/UICamera/Help\")]\n\tstatic void ShowHelp5 (MenuCommand command) { NGUIHelp.Show(typeof(UICamera)); }\n\n\t[MenuItem(\"CONTEXT/UIAnchor/Help\")]\n\tstatic void ShowHelp6 (MenuCommand command) { NGUIHelp.Show(typeof(UIAnchor)); }\n\n\t[MenuItem(\"CONTEXT/UIStretch/Help\")]\n\tstatic void ShowHelp7 (MenuCommand command) { NGUIHelp.Show(typeof(UIStretch)); }\n\n\t[MenuItem(\"CONTEXT/UISlider/Help\")]\n\tstatic void ShowHelp8 (MenuCommand command) { NGUIHelp.Show(typeof(UISlider)); }\n\n\t[MenuItem(\"CONTEXT/UI2DSprite/Help\")]\n\tstatic void ShowHelp9 (MenuCommand command) { NGUIHelp.Show(typeof(UI2DSprite)); }\n\n\t[MenuItem(\"CONTEXT/UIScrollBar/Help\")]\n\tstatic void ShowHelp10 (MenuCommand command) { NGUIHelp.Show(typeof(UIScrollBar)); }\n\n\t[MenuItem(\"CONTEXT/UIProgressBar/Help\")]\n\tstatic void ShowHelp11 (MenuCommand command) { NGUIHelp.Show(typeof(UIProgressBar)); }\n\n\t[MenuItem(\"CONTEXT/UIPopupList/Help\")]\n\tstatic void ShowHelp12 (MenuCommand command) { NGUIHelp.Show(typeof(UIPopupList)); }\n\n\t[MenuItem(\"CONTEXT/UIInput/Help\")]\n\tstatic void ShowHelp13 (MenuCommand command) { NGUIHelp.Show(typeof(UIInput)); }\n\n\t[MenuItem(\"CONTEXT/UIKeyBinding/Help\")]\n\tstatic void ShowHelp14 (MenuCommand command) { NGUIHelp.Show(typeof(UIKeyBinding)); }\n\n\t[MenuItem(\"CONTEXT/UIGrid/Help\")]\n\tstatic void ShowHelp15 (MenuCommand command) { NGUIHelp.Show(typeof(UIGrid)); }\n\n\t[MenuItem(\"CONTEXT/UITable/Help\")]\n\tstatic void ShowHelp16 (MenuCommand command) { NGUIHelp.Show(typeof(UITable)); }\n\n\t[MenuItem(\"CONTEXT/UIPlayTween/Help\")]\n\tstatic void ShowHelp17 (MenuCommand command) { NGUIHelp.Show(typeof(UIPlayTween)); }\n\n\t[MenuItem(\"CONTEXT/UIPlayAnimation/Help\")]\n\tstatic void ShowHelp18 (MenuCommand command) { NGUIHelp.Show(typeof(UIPlayAnimation)); }\n\n\t[MenuItem(\"CONTEXT/UIPlaySound/Help\")]\n\tstatic void ShowHelp19 (MenuCommand command) { NGUIHelp.Show(typeof(UIPlaySound)); }\n\n\t[MenuItem(\"CONTEXT/UIScrollView/Help\")]\n\tstatic void ShowHelp20 (MenuCommand command) { NGUIHelp.Show(typeof(UIScrollView)); }\n\n\t[MenuItem(\"CONTEXT/UIDragScrollView/Help\")]\n\tstatic void ShowHelp21 (MenuCommand command) { NGUIHelp.Show(typeof(UIDragScrollView)); }\n\n\t[MenuItem(\"CONTEXT/UICenterOnChild/Help\")]\n\tstatic void ShowHelp22 (MenuCommand command) { NGUIHelp.Show(typeof(UICenterOnChild)); }\n\n\t[MenuItem(\"CONTEXT/UICenterOnClick/Help\")]\n\tstatic void ShowHelp23 (MenuCommand command) { NGUIHelp.Show(typeof(UICenterOnClick)); }\n\n\t[MenuItem(\"CONTEXT/UITweener/Help\")]\n\t[MenuItem(\"CONTEXT/UIPlayTween/Help\")]\n\tstatic void ShowHelp24 (MenuCommand command) { NGUIHelp.Show(typeof(UITweener)); }\n\n\t[MenuItem(\"CONTEXT/ActiveAnimation/Help\")]\n\t[MenuItem(\"CONTEXT/UIPlayAnimation/Help\")]\n\tstatic void ShowHelp25 (MenuCommand command) { NGUIHelp.Show(typeof(UIPlayAnimation)); }\n\n\t[MenuItem(\"CONTEXT/UIScrollView/Help\")]\n\t[MenuItem(\"CONTEXT/UIDragScrollView/Help\")]\n\tstatic void ShowHelp26 (MenuCommand command) { NGUIHelp.Show(typeof(UIScrollView)); }\n\n\t[MenuItem(\"CONTEXT/UIPanel/Help\")]\n\tstatic void ShowHelp27 (MenuCommand command) { NGUIHelp.Show(typeof(UIPanel)); }\n\n\t[MenuItem(\"CONTEXT/UILocalize/Help\")]\n\tstatic void ShowHelp28 (MenuCommand command) { NGUIHelp.Show(typeof(UILocalize)); }\n\n\t[MenuItem(\"CONTEXT/Localization/Help\")]\n\tstatic void ShowHelp29 (MenuCommand command) { NGUIHelp.Show(typeof(Localization)); }\n\n\t[MenuItem(\"CONTEXT/UIKeyNavigation/Help\")]\n\tstatic void ShowHelp30 (MenuCommand command) { NGUIHelp.Show(typeof(UIKeyNavigation)); }\n\t\n\t[MenuItem(\"CONTEXT/PropertyBinding/Help\")]\n\tstatic void ShowHelp31 (MenuCommand command) { NGUIHelp.Show(typeof(PropertyBinding)); }\n\n\tpublic delegate UIWidget AddFunc (GameObject go);\n\n\tstatic List<string> mEntries = new List<string>();\n\tstatic GenericMenu mMenu;\n\n\t/// <summary>\n\t/// Clear the context menu list.\n\t/// </summary>\n\n\tstatic public void Clear ()\n\t{\n\t\tmEntries.Clear();\n\t\tmMenu = null;\n\t}\n\n\t/// <summary>\n\t/// Add a new context menu entry.\n\t/// </summary>\n\n\tstatic public void AddItem (string item, bool isChecked, GenericMenu.MenuFunction2 callback, object param)\n\t{\n\t\tif (callback != null)\n\t\t{\n\t\t\tif (mMenu == null) mMenu = new GenericMenu();\n\t\t\tint count = 0;\n\n\t\t\tfor (int i = 0; i < mEntries.Count; ++i)\n\t\t\t{\n\t\t\t\tstring str = mEntries[i];\n\t\t\t\tif (str == item) ++count;\n\t\t\t}\n\t\t\tmEntries.Add(item);\n\n\t\t\tif (count > 0) item += \" [\" + count + \"]\";\n\t\t\tmMenu.AddItem(new GUIContent(item), isChecked, callback, param);\n\t\t}\n\t\telse AddDisabledItem(item);\n\t}\n\n\t/// <summary>\n\t/// Wrapper function called by the menu that in turn calls the correct callback.\n\t/// </summary>\n\n\tstatic public void AddChild (object obj)\n\t{\n\t\tAddFunc func = obj as AddFunc;\n\t\tUIWidget widget = func(Selection.activeGameObject);\n\t\tif (widget != null) Selection.activeGameObject = widget.gameObject;\n\t}\n\n\t/// <summary>\n\t/// Add a new context menu entry.\n\t/// </summary>\n\n\tstatic public void AddChildWidget (string item, bool isChecked, AddFunc callback)\n\t{\n\t\tif (callback != null)\n\t\t{\n\t\t\tif (mMenu == null) mMenu = new GenericMenu();\n\t\t\tint count = 0;\n\n\t\t\tfor (int i = 0; i < mEntries.Count; ++i)\n\t\t\t{\n\t\t\t\tstring str = mEntries[i];\n\t\t\t\tif (str == item) ++count;\n\t\t\t}\n\t\t\tmEntries.Add(item);\n\n\t\t\tif (count > 0) item += \" [\" + count + \"]\";\n\t\t\tmMenu.AddItem(new GUIContent(item), isChecked, AddChild, callback);\n\t\t}\n\t\telse AddDisabledItem(item);\n\t}\n\n\t/// <summary>\n\t/// Wrapper function called by the menu that in turn calls the correct callback.\n\t/// </summary>\n\n\tstatic public void AddSibling (object obj)\n\t{\n\t\tAddFunc func = obj as AddFunc;\n\t\tUIWidget widget = func(Selection.activeTransform.parent.gameObject);\n\t\tif (widget != null) Selection.activeGameObject = widget.gameObject;\n\t}\n\n\t/// <summary>\n\t/// Add a new context menu entry.\n\t/// </summary>\n\n\tstatic public void AddSiblingWidget (string item, bool isChecked, AddFunc callback)\n\t{\n\t\tif (callback != null)\n\t\t{\n\t\t\tif (mMenu == null) mMenu = new GenericMenu();\n\t\t\tint count = 0;\n\n\t\t\tfor (int i = 0; i < mEntries.Count; ++i)\n\t\t\t{\n\t\t\t\tstring str = mEntries[i];\n\t\t\t\tif (str == item) ++count;\n\t\t\t}\n\t\t\tmEntries.Add(item);\n\n\t\t\tif (count > 0) item += \" [\" + count + \"]\";\n\t\t\tmMenu.AddItem(new GUIContent(item), isChecked, AddSibling, callback);\n\t\t}\n\t\telse AddDisabledItem(item);\n\t}\n\n\t/// <summary>\n\t/// Add commonly NGUI context menu options.\n\t/// </summary>\n\n\tstatic public void AddCommonItems (GameObject target)\n\t{\n\t\tif (target != null)\n\t\t{\n\t\t\tUIWidget widget = target.GetComponent<UIWidget>();\n\n\t\t\tstring myName = string.Format(\"Selected {0}\", (widget != null) ? NGUITools.GetTypeName(widget) : \"Object\");\n\n\t\t\tAddItem(myName + \"/Bring to Front\", false,\n\t\t\t\tdelegate(object obj)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\t\t\tNGUITools.BringForward(Selection.gameObjects[i]);\n\t\t\t\t},\n\t\t\t\tnull);\n\n\t\t\tAddItem(myName + \"/Push to Back\", false,\n\t\t\t\tdelegate(object obj)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\t\t\tNGUITools.PushBack(Selection.gameObjects[i]);\n\t\t\t\t},\n\t\t\t\tnull);\n\n\t\t\tAddItem(myName + \"/Nudge Forward\", false,\n\t\t\t\tdelegate(object obj)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\t\t\tNGUITools.AdjustDepth(Selection.gameObjects[i], 1);\n\t\t\t\t},\n\t\t\t\tnull);\n\n\t\t\tAddItem(myName + \"/Nudge Back\", false,\n\t\t\t\tdelegate(object obj)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\t\t\tNGUITools.AdjustDepth(Selection.gameObjects[i], -1);\n\t\t\t\t},\n\t\t\t\tnull);\n\n\t\t\tif (widget != null)\n\t\t\t{\n\t\t\t\tNGUIContextMenu.AddSeparator(myName + \"/\");\n\n\t\t\t\tAddItem(myName + \"/Make Pixel-Perfect\", false, OnMakePixelPerfect, Selection.activeTransform);\n\n\t\t\t\tif (target.GetComponent<BoxCollider>() != null)\n\t\t\t\t{\n\t\t\t\t\tAddItem(myName + \"/Reset Collider Size\", false, OnBoxCollider, target);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tNGUIContextMenu.AddSeparator(myName + \"/\");\n\t\t\tAddItem(myName + \"/Delete\", false, OnDelete, target);\n\t\t\tNGUIContextMenu.AddSeparator(\"\");\n\n\t\t\tif (Selection.activeTransform.parent != null && widget != null)\n\t\t\t{\n\t\t\t\tAddChildWidget(\"Create/Sprite/Child\", false, NGUISettings.AddSprite);\n\t\t\t\tAddChildWidget(\"Create/Label/Child\", false, NGUISettings.AddLabel);\n\t\t\t\tAddChildWidget(\"Create/Invisible Widget/Child\", false, NGUISettings.AddWidget);\n\t\t\t\tAddChildWidget(\"Create/Simple Texture/Child\", false, NGUISettings.AddTexture);\n\t\t\t\tAddChildWidget(\"Create/Unity 2D Sprite/Child\", false, NGUISettings.Add2DSprite);\n\t\t\t\tAddSiblingWidget(\"Create/Sprite/Sibling\", false, NGUISettings.AddSprite);\n\t\t\t\tAddSiblingWidget(\"Create/Label/Sibling\", false, NGUISettings.AddLabel);\n\t\t\t\tAddSiblingWidget(\"Create/Invisible Widget/Sibling\", false, NGUISettings.AddWidget);\n\t\t\t\tAddSiblingWidget(\"Create/Simple Texture/Sibling\", false, NGUISettings.AddTexture);\n\t\t\t\tAddSiblingWidget(\"Create/Unity 2D Sprite/Sibling\", false, NGUISettings.Add2DSprite);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tAddChildWidget(\"Create/Sprite\", false, NGUISettings.AddSprite);\n\t\t\t\tAddChildWidget(\"Create/Label\", false, NGUISettings.AddLabel);\n\t\t\t\tAddChildWidget(\"Create/Invisible Widget\", false, NGUISettings.AddWidget);\n\t\t\t\tAddChildWidget(\"Create/Simple Texture\", false, NGUISettings.AddTexture);\n\t\t\t\tAddChildWidget(\"Create/Unity 2D Sprite\", false, NGUISettings.Add2DSprite);\n\t\t\t}\n\n\t\t\tNGUIContextMenu.AddSeparator(\"Create/\");\n\n\t\t\tAddItem(\"Create/Panel\", false, AddPanel, target);\n\t\t\tAddItem(\"Create/Scroll View\", false, AddScrollView, target);\n\t\t\tAddItem(\"Create/Grid\", false, AddChild<UIGrid>, target);\n\t\t\tAddItem(\"Create/Table\", false, AddChild<UITable>, target);\n\t\t\tAddItem(\"Create/Anchor (Legacy)\", false, AddChild<UIAnchor>, target);\n\n\t\t\tif (target.GetComponent<UIPanel>() != null)\n\t\t\t{\n\t\t\t\tif (target.GetComponent<UIScrollView>() == null)\n\t\t\t\t{\n\t\t\t\t\tAddItem(\"Attach/Scroll View\", false, Attach, typeof(UIScrollView));\n\t\t\t\t\tNGUIContextMenu.AddSeparator(\"Attach/\");\n\t\t\t\t}\n\t\t\t}\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\telse if (target.collider == null && target.GetComponent<Collider2D>() == null)\n#else\n\t\t\telse if (target.GetComponent<Collider>() == null && target.GetComponent<Collider2D>() == null)\n#endif\n\t\t\t{\n\t\t\t\tAddItem(\"Attach/Box Collider\", false, AttachCollider, null);\n\t\t\t\tNGUIContextMenu.AddSeparator(\"Attach/\");\n\t\t\t}\n\n\t\t\tbool header = false;\n\t\t\tUIScrollView scrollView = NGUITools.FindInParents<UIScrollView>(target);\n\n\t\t\tif (scrollView != null)\n\t\t\t{\n\t\t\t\tif (scrollView.GetComponentInChildren<UICenterOnChild>() == null)\n\t\t\t\t{\n\t\t\t\t\tAddItem(\"Attach/Center Scroll View on Child\", false, Attach, typeof(UICenterOnChild));\n\t\t\t\t\theader = true;\n\t\t\t\t}\n\t\t\t}\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (target.collider != null || target.GetComponent<Collider2D>() != null)\n#else\n\t\t\tif (target.GetComponent<Collider>() != null || target.GetComponent<Collider2D>() != null)\n#endif\n\t\t\t{\n\t\t\t\tif (scrollView != null)\n\t\t\t\t{\n\t\t\t\t\tif (target.GetComponent<UIDragScrollView>() == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tAddItem(\"Attach/Drag Scroll View\", false, Attach, typeof(UIDragScrollView));\n\t\t\t\t\t\theader = true;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (target.GetComponent<UICenterOnClick>() == null && NGUITools.FindInParents<UICenterOnChild>(target) != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tAddItem(\"Attach/Center Scroll View on Click\", false, Attach, typeof(UICenterOnClick));\n\t\t\t\t\t\theader = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (header) NGUIContextMenu.AddSeparator(\"Attach/\");\n\n\t\t\t\tAddItem(\"Attach/Button Script\", false, Attach, typeof(UIButton));\n\t\t\t\tAddItem(\"Attach/Toggle Script\", false, Attach, typeof(UIToggle));\n\t\t\t\tAddItem(\"Attach/Slider Script\", false, Attach, typeof(UISlider));\n\t\t\t\tAddItem(\"Attach/Scroll Bar Script\", false, Attach, typeof(UIScrollBar));\n\t\t\t\tAddItem(\"Attach/Progress Bar Script\", false, Attach, typeof(UISlider));\n\t\t\t\tAddItem(\"Attach/Popup List Script\", false, Attach, typeof(UIPopupList));\n\t\t\t\tAddItem(\"Attach/Input Field Script\", false, Attach, typeof(UIInput));\n\t\t\t\tNGUIContextMenu.AddSeparator(\"Attach/\");\n\t\t\t\t\n\t\t\t\tif (target.GetComponent<UIDragResize>() == null)\n\t\t\t\t\tAddItem(\"Attach/Drag Resize Script\", false, Attach, typeof(UIDragResize));\n\n\t\t\t\tif (target.GetComponent<UIDragScrollView>() == null)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < UIPanel.list.Count; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIPanel pan = UIPanel.list[i];\n\t\t\t\t\t\tif (pan.clipping == UIDrawCall.Clipping.None) continue;\n\n\t\t\t\t\t\tUIScrollView dr = pan.GetComponent<UIScrollView>();\n\t\t\t\t\t\tif (dr == null) continue;\n\n\t\t\t\t\t\tAddItem(\"Attach/Drag Scroll View\", false, delegate(object obj)\n\t\t\t\t\t\t{ target.AddComponent<UIDragScrollView>().scrollView = dr; }, null);\n\n\t\t\t\t\t\theader = true;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tAddItem(\"Attach/Key Binding Script\", false, Attach, typeof(UIKeyBinding));\n\n\t\t\t\tif (target.GetComponent<UIKeyNavigation>() == null)\n\t\t\t\t\tAddItem(\"Attach/Key Navigation Script\", false, Attach, typeof(UIKeyNavigation));\n\n\t\t\t\tNGUIContextMenu.AddSeparator(\"Attach/\");\n\n\t\t\t\tAddItem(\"Attach/Play Tween Script\", false, Attach, typeof(UIPlayTween));\n\t\t\t\tAddItem(\"Attach/Play Animation Script\", false, Attach, typeof(UIPlayAnimation));\n\t\t\t\tAddItem(\"Attach/Play Sound Script\", false, Attach, typeof(UIPlaySound));\n\t\t\t}\n\n\t\t\tAddItem(\"Attach/Property Binding\", false, Attach, typeof(PropertyBinding));\n\n\t\t\tif (target.GetComponent<UILocalize>() == null)\n\t\t\t\tAddItem(\"Attach/Localization Script\", false, Attach, typeof(UILocalize));\n\n\t\t\tif (widget != null)\n\t\t\t{\n\t\t\t\tAddMissingItem<TweenAlpha>(target, \"Tween/Alpha\");\n\t\t\t\tAddMissingItem<TweenColor>(target, \"Tween/Color\");\n\t\t\t\tAddMissingItem<TweenWidth>(target, \"Tween/Width\");\n\t\t\t\tAddMissingItem<TweenHeight>(target, \"Tween/Height\");\n\t\t\t}\n\t\t\telse if (target.GetComponent<UIPanel>() != null)\n\t\t\t{\n\t\t\t\tAddMissingItem<TweenAlpha>(target, \"Tween/Alpha\");\n\t\t\t}\n\n\t\t\tNGUIContextMenu.AddSeparator(\"Tween/\");\n\n\t\t\tAddMissingItem<TweenPosition>(target, \"Tween/Position\");\n\t\t\tAddMissingItem<TweenRotation>(target, \"Tween/Rotation\");\n\t\t\tAddMissingItem<TweenScale>(target, \"Tween/Scale\");\n\t\t\tAddMissingItem<TweenTransform>(target, \"Tween/Transform\");\n\n\t\t\tif (target.GetComponent<AudioSource>() != null)\n\t\t\t\tAddMissingItem<TweenVolume>(target, \"Tween/Volume\");\n\n\t\t\tif (target.GetComponent<Camera>() != null)\n\t\t\t{\n\t\t\t\tAddMissingItem<TweenFOV>(target, \"Tween/Field of View\");\n\t\t\t\tAddMissingItem<TweenOrthoSize>(target, \"Tween/Orthographic Size\");\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that adds a widget collider to the specified object.\n\t/// </summary>\n\n\tstatic void AttachCollider (object obj)\n\t{\n\t\tif (Selection.activeGameObject != null)\n\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\tNGUITools.AddWidgetCollider(Selection.gameObjects[i]);\n\t}\n\n\t/// <summary>\n\t/// Helper function that adds the specified type to all selected game objects. Used with the menu options above.\n\t/// </summary>\n\n\tstatic void Attach (object obj)\n\t{\n\t\tif (Selection.activeGameObject == null) return;\n\t\tSystem.Type type = (System.Type)obj;\n\n\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t{\n\t\t\tGameObject go = Selection.gameObjects[i];\n\t\t\tif (go.GetComponent(type) != null) continue;\n#if !UNITY_3_5\n\t\t\tComponent cmp = go.AddComponent(type);\n\t\t\tUndo.RegisterCreatedObjectUndo(cmp, \"Attach \" + type);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function.\n\t/// </summary>\n\n\tstatic void AddMissingItem<T> (GameObject target, string name) where T : MonoBehaviour\n\t{\n\t\tif (target.GetComponent<T>() == null)\n\t\t\tAddItem(name, false, Attach, typeof(T));\n\t}\n\n\t/// <summary>\n\t/// Helper function for menu creation.\n\t/// </summary>\n\n\tstatic void AddChild<T> (object obj) where T : MonoBehaviour\n\t{\n\t\tGameObject go = obj as GameObject;\n\t\tT t = NGUITools.AddChild<T>(go);\n\t\tSelection.activeGameObject = t.gameObject;\n\t}\n\n\t/// <summary>\n\t/// Helper function for menu creation.\n\t/// </summary>\n\n\tstatic void AddPanel (object obj)\n\t{\n\t\tGameObject go = obj as GameObject;\n\t\tif (go.GetComponent<UIWidget>() != null) go = go.transform.parent.gameObject;\n\t\tUIPanel panel = NGUISettings.AddPanel(go);\n\t\tSelection.activeGameObject = panel.gameObject;\n\t}\n\n\t/// <summary>\n\t/// Helper function for menu creation.\n\t/// </summary>\n\n\tstatic void AddScrollView (object obj)\n\t{\n\t\tGameObject go = obj as GameObject;\n\t\tif (go.GetComponent<UIWidget>() != null) go = go.transform.parent.gameObject;\n\t\tUIPanel panel = NGUISettings.AddPanel(go);\n\t\tpanel.clipping = UIDrawCall.Clipping.SoftClip;\n\t\tpanel.gameObject.AddComponent<UIScrollView>();\n\t\tpanel.name = \"Scroll View\";\n\t\tSelection.activeGameObject = panel.gameObject;\n\t}\n\n\t/// <summary>\n\t/// Add help options based on the components present on the specified game object.\n\t/// </summary>\n\n\tstatic public void AddHelp (GameObject go, bool addSeparator)\n\t{\n\t\tMonoBehaviour[] comps = Selection.activeGameObject.GetComponents<MonoBehaviour>();\n\n\t\tbool addedSomething = false;\n\n\t\tfor (int i = 0; i < comps.Length; ++i)\n\t\t{\n\t\t\tSystem.Type type = comps[i].GetType();\n\t\t\tstring url = NGUIHelp.GetHelpURL(type);\n\t\t\t\n\t\t\tif (url != null)\n\t\t\t{\n\t\t\t\tif (addSeparator)\n\t\t\t\t{\n\t\t\t\t\taddSeparator = false;\n\t\t\t\t\tAddSeparator(\"\");\n\t\t\t\t}\n\n\t\t\t\tAddItem(\"Help/\" + type, false, delegate(object obj) { Application.OpenURL(url); }, null);\n\t\t\t\taddedSomething = true;\n\t\t\t}\n\t\t}\n\n\t\tif (addedSomething) AddSeparator(\"Help/\");\n\t\tAddItem(\"Help/All Topics\", false, delegate(object obj) { NGUIHelp.Show(); }, null);\n\t}\n\n\tstatic void OnHelp (object obj) { NGUIHelp.Show(obj); }\n\tstatic void OnMakePixelPerfect (object obj) { NGUITools.MakePixelPerfect(obj as Transform); }\n\tstatic void OnBoxCollider (object obj) { NGUITools.AddWidgetCollider(obj as GameObject); }\n\tstatic void OnDelete (object obj)\n\t{\n\t\tGameObject go = obj as GameObject;\n\t\tSelection.activeGameObject = go.transform.parent.gameObject;\n\t\tUndo.DestroyObjectImmediate(go);\n\t}\n\n\t/// <summary>\n\t/// Add a new disabled context menu entry.\n\t/// </summary>\n\n\tstatic public void AddDisabledItem (string item)\n\t{\n\t\tif (mMenu == null) mMenu = new GenericMenu();\n\t\tmMenu.AddDisabledItem(new GUIContent(item));\n\t}\n\n\t/// <summary>\n\t/// Add a separator to the menu.\n\t/// </summary>\n\n\tstatic public void AddSeparator (string path)\n\t{\n\t\tif (mMenu == null) mMenu = new GenericMenu();\n\n\t\t// For some weird reason adding separators on OSX causes the entire menu to be disabled. Wtf?\n\t\tif (Application.platform != RuntimePlatform.OSXEditor)\n\t\t\tmMenu.AddSeparator(path);\n\t}\n\n\t/// <summary>\n\t/// Show the context menu with all the added items.\n\t/// </summary>\n\n\tstatic public void Show ()\n\t{\n\t\tif (mMenu != null)\n\t\t{\n\t\t\tmMenu.ShowAsContext();\n\t\t\tmMenu = null;\n\t\t\tmEntries.Clear();\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Editor/NGUI/NGUIContextMenu.cs.meta",
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    "path": "Assets/Editor/NGUI/NGUIEditorExtensions.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.IO;\n\n/// <summary>\n/// This class contains NGUI's extensions to Unity Editor's functionality.\n/// </summary>\n\nstatic public class NGUIEditorExtensions\n{\n\t/// <summary>\n\t/// Render the camera into a render texture. If the camera has a render texture assigned, it will be re-used.\n\t/// If it doesn't, a new render texture will be created.\n\t/// </summary>\n\n\tstatic public RenderTexture RenderToTexture (this Camera cam, int width, int height)\n\t{\n\t\t// Render textures only work in Unity Pro\n\t\tif (!UnityEditorInternal.InternalEditorUtility.HasPro()) return null;\n\n\t\tRenderTexture rt = cam.targetTexture;\n\n\t\tif (rt != null && (rt.width != width || rt.height != height))\n\t\t\tNGUITools.DestroyImmediate(rt);\n\n\t\t// Set up the render texture for the camera\n\t\tif (rt == null)\n\t\t{\n\t\t\trt = new RenderTexture(width, height, 1);\n\t\t\trt.hideFlags = HideFlags.HideAndDontSave;\n#if UNITY_5_5_OR_NEWER\n\t\t\trt.autoGenerateMips = false;\n#else\n\t\t\trt.generateMips = false;\n#endif\n\t\t\trt.format = RenderTextureFormat.ARGB32;\n\t\t\trt.filterMode = FilterMode.Trilinear;\n\t\t\trt.anisoLevel = 4;\n\t\t}\n\t\tcam.targetTexture = rt;\n\t\tif (rt != null) cam.Render();\n\t\treturn rt;\n\t}\n\n\t/// <summary>\n\t/// If the camera has a render texture, save its contents into the specified file using PNG image format.\n\t/// </summary>\n\n\tstatic public bool SaveRenderTextureAsPNG (this Camera cam, string filename)\n\t{\n\t\t// Render textures only work in Unity Pro\n\t\tif (!UnityEditorInternal.InternalEditorUtility.HasPro()) return false;\n\n\t\tRenderTexture rt = cam.targetTexture;\n\t\tif (rt == null) return false;\n\n\t\t// Read the render texture's contents into the 2D texture\n\t\tRenderTexture.active = rt;\n\t\tTexture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false);\n\t\ttex.hideFlags = HideFlags.HideAndDontSave;\n\t\ttex.ReadPixels(new Rect(0f, 0f, rt.width, rt.height), 0, 0);\n\t\ttex.Apply();\n\t\tRenderTexture.active = null;\n\n\t\ttry\n\t\t{\n\t\t\t// Save the contents into the specified PNG\n\t\t\tbyte[] bytes = tex.EncodeToPNG();\n\t\t\tFileStream fs = File.OpenWrite(filename);\n\t\t\tfs.Write(bytes, 0, bytes.Length);\n\t\t\tfs.Close();\n\t\t}\n\t\tcatch (System.Exception ex)\n\t\t{\n\t\t\tDebug.LogError(ex.Message);\n\t\t\treturn false;\n\t\t}\n\t\tfinally\n\t\t{\n\t\t\tNGUITools.DestroyImmediate(tex);\n\t\t}\n\t\treturn true;\n\t}\n}\n\n#if !UNITY_4_3 && !UNITY_4_5 && !UNITY_4_6 && !UNITY_4_7\n// Unity 5 bug fix. Source: http://www.tasharen.com/forum/index.php?topic=13231.0\ninternal class Unity5DynamicLabelWorkAround : UnityEditor.AssetModificationProcessor\n{\n\tstatic string[] OnWillSaveAssets (string[] paths)\n\t{\n\t\t// Older versions: UnityEditor.EditorApplication.currentScene\n#if UNITY_5_0 || UNITY_5_1 || UNITY_5_2\n\t\tstring current = UnityEditor.EditorApplication.currentScene;\n#else\n\t\tstring current = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().path;\n#endif\n\t\tforeach (var path in paths)\n\t\t{\n\t\t\tif (path == current)\n\t\t\t{\n\t\t\t\tUILabel[] labels = Object.FindObjectsOfType<UILabel>();\n\t\t\t\tfor (int i = 0, imax = labels.Length; i < imax; ++i) labels[i].MarkAsChanged();\n\t\t\t}\n\t\t}\n\t\treturn paths;\n\t}\n}\n#endif\n"
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    "path": "Assets/Editor/NGUI/NGUIEditorExtensions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c4443a8d3d2c6d4ea480a08299aaceb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Editor/NGUI/NGUIEditorTools.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Reflection;\n\n/// <summary>\n/// Tools for the editor\n/// </summary>\n\nstatic public class NGUIEditorTools\n{\n\tstatic Texture2D mBackdropTex;\n\tstatic Texture2D mContrastTex;\n\tstatic Texture2D mGradientTex;\n\tstatic GameObject mPrevious;\n\n\t/// <summary>\n\t/// Returns a blank usable 1x1 white texture.\n\t/// </summary>\n\n\tstatic public Texture2D blankTexture\n\t{\n\t\tget\n\t\t{\n\t\t\treturn EditorGUIUtility.whiteTexture;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns a usable texture that looks like a dark checker board.\n\t/// </summary>\n\n\tstatic public Texture2D backdropTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mBackdropTex == null) mBackdropTex = CreateCheckerTex(\n\t\t\t\tnew Color(0.1f, 0.1f, 0.1f, 0.5f),\n\t\t\t\tnew Color(0.2f, 0.2f, 0.2f, 0.5f));\n\t\t\treturn mBackdropTex;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns a usable texture that looks like a high-contrast checker board.\n\t/// </summary>\n\n\tstatic public Texture2D contrastTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mContrastTex == null) mContrastTex = CreateCheckerTex(\n\t\t\t\tnew Color(0f, 0f, 0f, 0.5f),\n\t\t\t\tnew Color(1f, 1f, 1f, 0.5f));\n\t\t\treturn mContrastTex;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Gradient texture is used for title bars / headers.\n\t/// </summary>\n\n\tstatic public Texture2D gradientTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mGradientTex == null) mGradientTex = CreateGradientTex();\n\t\t\treturn mGradientTex;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Create a white dummy texture.\n\t/// </summary>\n\n\tstatic Texture2D CreateDummyTex ()\n\t{\n\t\tTexture2D tex = new Texture2D(1, 1);\n\t\ttex.name = \"[Generated] Dummy Texture\";\n\t\ttex.hideFlags = HideFlags.DontSave;\n\t\ttex.filterMode = FilterMode.Point;\n\t\ttex.SetPixel(0, 0, Color.white);\n\t\ttex.Apply();\n\t\treturn tex;\n\t}\n\n\t/// <summary>\n\t/// Create a checker-background texture\n\t/// </summary>\n\n\tstatic Texture2D CreateCheckerTex (Color c0, Color c1)\n\t{\n\t\tTexture2D tex = new Texture2D(16, 16);\n\t\ttex.name = \"[Generated] Checker Texture\";\n\t\ttex.hideFlags = HideFlags.DontSave;\n\n\t\tfor (int y = 0; y < 8; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c1);\n\t\tfor (int y = 8; y < 16; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c0);\n\t\tfor (int y = 0; y < 8; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c0);\n\t\tfor (int y = 8; y < 16; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c1);\n\n\t\ttex.Apply();\n\t\ttex.filterMode = FilterMode.Point;\n\t\treturn tex;\n\t}\n\n\t/// <summary>\n\t/// Create a gradient texture\n\t/// </summary>\n\n\tstatic Texture2D CreateGradientTex ()\n\t{\n\t\tTexture2D tex = new Texture2D(1, 16);\n\t\ttex.name = \"[Generated] Gradient Texture\";\n\t\ttex.hideFlags = HideFlags.DontSave;\n\n\t\tColor c0 = new Color(1f, 1f, 1f, 0f);\n\t\tColor c1 = new Color(1f, 1f, 1f, 0.4f);\n\n\t\tfor (int i = 0; i < 16; ++i)\n\t\t{\n\t\t\tfloat f = Mathf.Abs((i / 15f) * 2f - 1f);\n\t\t\tf *= f;\n\t\t\ttex.SetPixel(0, i, Color.Lerp(c0, c1, f));\n\t\t}\n\n\t\ttex.Apply();\n\t\ttex.filterMode = FilterMode.Bilinear;\n\t\treturn tex;\n\t}\n\n\t/// <summary>\n\t/// Draws the tiled texture. Like GUI.DrawTexture() but tiled instead of stretched.\n\t/// </summary>\n\n\tstatic public void DrawTiledTexture (Rect rect, Texture tex)\n\t{\n\t\tGUI.BeginGroup(rect);\n\t\t{\n\t\t\tint width  = Mathf.RoundToInt(rect.width);\n\t\t\tint height = Mathf.RoundToInt(rect.height);\n\n\t\t\tfor (int y = 0; y < height; y += tex.height)\n\t\t\t{\n\t\t\t\tfor (int x = 0; x < width; x += tex.width)\n\t\t\t\t{\n\t\t\t\t\tGUI.DrawTexture(new Rect(x, y, tex.width, tex.height), tex);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tGUI.EndGroup();\n\t}\n\n\t/// <summary>\n\t/// Draw a single-pixel outline around the specified rectangle.\n\t/// </summary>\n\n\tstatic public void DrawOutline (Rect rect)\n\t{\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tTexture2D tex = contrastTexture;\n\t\t\tGUI.color = Color.white;\n\t\t\tDrawTiledTexture(new Rect(rect.xMin, rect.yMax, 1f, -rect.height), tex);\n\t\t\tDrawTiledTexture(new Rect(rect.xMax, rect.yMax, 1f, -rect.height), tex);\n\t\t\tDrawTiledTexture(new Rect(rect.xMin, rect.yMin, rect.width, 1f), tex);\n\t\t\tDrawTiledTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), tex);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a single-pixel outline around the specified rectangle.\n\t/// </summary>\n\n\tstatic public void DrawOutline (Rect rect, Color color)\n\t{\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tTexture2D tex = blankTexture;\n\t\t\tGUI.color = color;\n\t\t\tGUI.DrawTexture(new Rect(rect.xMin, rect.yMin, 1f, rect.height), tex);\n\t\t\tGUI.DrawTexture(new Rect(rect.xMax, rect.yMin, 1f, rect.height), tex);\n\t\t\tGUI.DrawTexture(new Rect(rect.xMin, rect.yMin, rect.width, 1f), tex);\n\t\t\tGUI.DrawTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), tex);\n\t\t\tGUI.color = Color.white;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a selection outline around the specified rectangle.\n\t/// </summary>\n\n\tstatic public void DrawOutline (Rect rect, Rect relative, Color color)\n\t{\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\t// Calculate where the outer rectangle would be\n\t\t\tfloat x = rect.xMin + rect.width * relative.xMin;\n\t\t\tfloat y = rect.yMax - rect.height * relative.yMin;\n\t\t\tfloat width = rect.width * relative.width;\n\t\t\tfloat height = -rect.height * relative.height;\n\t\t\trelative = new Rect(x, y, width, height);\n\n\t\t\t// Draw the selection\n\t\t\tDrawOutline(relative, color);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a selection outline around the specified rectangle.\n\t/// </summary>\n\n\tstatic public void DrawOutline (Rect rect, Rect relative)\n\t{\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\t// Calculate where the outer rectangle would be\n\t\t\tfloat x = rect.xMin + rect.width * relative.xMin;\n\t\t\tfloat y = rect.yMax - rect.height * relative.yMin;\n\t\t\tfloat width = rect.width * relative.width;\n\t\t\tfloat height = -rect.height * relative.height;\n\t\t\trelative = new Rect(x, y, width, height);\n\n\t\t\t// Draw the selection\n\t\t\tDrawOutline(relative);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a 9-sliced outline.\n\t/// </summary>\n\n\tstatic public void DrawOutline (Rect rect, Rect outer, Rect inner)\n\t{\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tColor green = new Color(0.4f, 1f, 0f, 1f);\n\n\t\t\tDrawOutline(rect, new Rect(outer.x, inner.y, outer.width, inner.height));\n\t\t\tDrawOutline(rect, new Rect(inner.x, outer.y, inner.width, outer.height));\n\t\t\tDrawOutline(rect, outer, green);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a checkered background for the specified texture.\n\t/// </summary>\n\n\tstatic public Rect DrawBackground (Texture2D tex, float ratio)\n\t{\n\t\tRect rect = GUILayoutUtility.GetRect(0f, 0f);\n\t\trect.width = Screen.width - rect.xMin;\n\t\trect.height = rect.width * ratio;\n\t\tGUILayout.Space(rect.height);\n\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tTexture2D blank = blankTexture;\n\t\t\tTexture2D check = backdropTexture;\n\n\t\t\t// Lines above and below the texture rectangle\n\t\t\tGUI.color = new Color(0f, 0f, 0f, 0.2f);\n\t\t\tGUI.DrawTexture(new Rect(rect.xMin, rect.yMin - 1, rect.width, 1f), blank);\n\t\t\tGUI.DrawTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), blank);\n\t\t\tGUI.color = Color.white;\n\n\t\t\t// Checker background\n\t\t\tDrawTiledTexture(rect, check);\n\t\t}\n\t\treturn rect;\n\t}\n\n\t/// <summary>\n\t/// Draw a visible separator in addition to adding some padding.\n\t/// </summary>\n\n\tstatic public void DrawSeparator ()\n\t{\n\t\tGUILayout.Space(12f);\n\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tTexture2D tex = blankTexture;\n\t\t\tRect rect = GUILayoutUtility.GetLastRect();\n\t\t\tGUI.color = new Color(0f, 0f, 0f, 0.25f);\n\t\t\tGUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 4f), tex);\n\t\t\tGUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 1f), tex);\n\t\t\tGUI.DrawTexture(new Rect(0f, rect.yMin + 9f, Screen.width, 1f), tex);\n\t\t\tGUI.color = Color.white;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that displays a list of sprites and returns the selected value.\n\t/// </summary>\n\n\tstatic public string DrawList (string field, string[] list, string selection, params GUILayoutOption[] options)\n\t{\n\t\tif (list != null && list.Length > 0)\n\t\t{\n\t\t\tint index = 0;\n\t\t\tif (string.IsNullOrEmpty(selection)) selection = list[0];\n\n\t\t\t// We need to find the sprite in order to have it selected\n\t\t\tif (!string.IsNullOrEmpty(selection))\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < list.Length; ++i)\n\t\t\t\t{\n\t\t\t\t\tif (selection.Equals(list[i], System.StringComparison.OrdinalIgnoreCase))\n\t\t\t\t\t{\n\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Draw the sprite selection popup\n\t\t\tindex = string.IsNullOrEmpty(field) ?\n\t\t\t\tEditorGUILayout.Popup(index, list, options) :\n\t\t\t\tEditorGUILayout.Popup(field, index, list, options);\n\n\t\t\treturn list[index];\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Convenience function that displays a list of sprites and returns the selected value.\n\t/// </summary>\n\n\tstatic public string DrawAdvancedList (string field, string[] list, string selection, params GUILayoutOption[] options)\n\t{\n\t\tif (list != null && list.Length > 0)\n\t\t{\n\t\t\tint index = 0;\n\t\t\tif (string.IsNullOrEmpty(selection)) selection = list[0];\n\n\t\t\t// We need to find the sprite in order to have it selected\n\t\t\tif (!string.IsNullOrEmpty(selection))\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < list.Length; ++i)\n\t\t\t\t{\n\t\t\t\t\tif (selection.Equals(list[i], System.StringComparison.OrdinalIgnoreCase))\n\t\t\t\t\t{\n\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Draw the sprite selection popup\n\t\t\tindex = string.IsNullOrEmpty(field) ?\n\t\t\t\tDrawPrefixList(index, list, options) :\n\t\t\t\tDrawPrefixList(field, index, list, options);\n\n\t\t\treturn list[index];\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns the selected root object.\n\t/// </summary>\n\n\tstatic public GameObject SelectedRoot () { return SelectedRoot(false); }\n\n\t/// <summary>\n\t/// Helper function that returns the selected root object.\n\t/// </summary>\n\n\tstatic public GameObject SelectedRoot (bool createIfMissing)\n\t{\n\t\tGameObject go = Selection.activeGameObject;\n\n\t\t// Only use active objects\n\t\tif (go != null && !NGUITools.GetActive(go)) go = null;\n\n\t\t// Try to find a panel\n\t\tUIPanel p = (go != null) ? NGUITools.FindInParents<UIPanel>(go) : null;\n\n\t\t// No selection? Try to find the root automatically\n\t\tif (p == null)\n\t\t{\n\t\t\tUIPanel[] panels = NGUITools.FindActive<UIPanel>();\n\t\t\tif (panels.Length > 0) go = panels[0].gameObject;\n\t\t}\n\n\t\tif (createIfMissing && go == null)\n\t\t{\n\t\t\t// No object specified -- find the first panel\n\t\t\tif (go == null)\n\t\t\t{\n\t\t\t\tUIPanel panel = GameObject.FindObjectOfType(typeof(UIPanel)) as UIPanel;\n\t\t\t\tif (panel != null) go = panel.gameObject;\n\t\t\t}\n\n\t\t\t// No UI present -- create a new one\n\t\t\tif (go == null) go = UICreateNewUIWizard.CreateNewUI(UICreateNewUIWizard.CameraType.Simple2D);\n\t\t}\n\t\treturn go;\n\t}\n\n\t/// <summary>\n\t/// Helper function that checks to see if this action would break the prefab connection.\n\t/// </summary>\n\n\tstatic public bool WillLosePrefab (GameObject root)\n\t{\n\t\tif (root == null) return false;\n\n\t\tif (root.transform != null)\n\t\t{\n\t\t\t// Check if the selected object is a prefab instance and display a warning\n\t\t\tPrefabType type = PrefabUtility.GetPrefabType(root);\n\n\t\t\tif (type == PrefabType.PrefabInstance)\n\t\t\t{\n\t\t\t\treturn EditorUtility.DisplayDialog(\"Losing prefab\",\n\t\t\t\t\t\"This action will lose the prefab connection. Are you sure you wish to continue?\",\n\t\t\t\t\t\"Continue\", \"Cancel\");\n\t\t\t}\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Change the import settings of the specified texture asset, making it readable.\n\t/// </summary>\n\n\tstatic public bool MakeTextureReadable (string path, bool force)\n\t{\n\t\tif (string.IsNullOrEmpty(path)) return false;\n\t\tTextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter;\n\t\tif (ti == null) return false;\n\n\t\tTextureImporterSettings settings = new TextureImporterSettings();\n\t\tti.ReadTextureSettings(settings);\n\n\t\tif (force || !settings.readable || settings.npotScale != TextureImporterNPOTScale.None || settings.alphaIsTransparency)\n\t\t{\n\t\t\tsettings.readable = true;\n#if !UNITY_4_7 && !UNITY_5_3 && !UNITY_5_4\n\t\t\tif (NGUISettings.trueColorAtlas)\n\t\t\t{\n\t\t\t\tvar platform = ti.GetDefaultPlatformTextureSettings();\n\t\t\t\tplatform.format = TextureImporterFormat.RGBA32;\n\t\t\t}\n#else\n\t\t\tif (NGUISettings.trueColorAtlas) settings.textureFormat = TextureImporterFormat.AutomaticTruecolor;\n#endif\n\t\t\tsettings.npotScale = TextureImporterNPOTScale.None;\n\t\t\tsettings.alphaIsTransparency = false;\n\t\t\tti.SetTextureSettings(settings);\n\t\t\tAssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Change the import settings of the specified texture asset, making it suitable to be used as a texture atlas.\n\t/// </summary>\n\n\tstatic bool MakeTextureAnAtlas (string path, bool force, bool alphaTransparency)\n\t{\n\t\tif (string.IsNullOrEmpty(path)) return false;\n\t\tvar ti = AssetImporter.GetAtPath(path) as TextureImporter;\n\t\tif (ti == null) return false;\n\n\t\tvar settings = new TextureImporterSettings();\n\t\tti.ReadTextureSettings(settings);\n\n\t\tif (force || settings.readable ||\n#if UNITY_5_5_OR_NEWER\n\t\t\tti.maxTextureSize < 4096 ||\n\t\t\t(NGUISettings.trueColorAtlas && ti.textureCompression != TextureImporterCompression.Uncompressed) ||\n#else\n\t\t\tsettings.maxTextureSize < 4096 ||\n#endif\n\t\t\tsettings.wrapMode != TextureWrapMode.Clamp ||\n\t\t\tsettings.npotScale != TextureImporterNPOTScale.ToNearest)\n\t\t{\n\t\t\tsettings.readable = false;\n#if !UNITY_4_7 && !UNITY_5_3 && !UNITY_5_4\n\t\t\tti.maxTextureSize = 4096;\n#else\n\t\t\tsettings.maxTextureSize = 4096;\n#endif\n\t\t\tsettings.wrapMode = TextureWrapMode.Clamp;\n\t\t\tsettings.npotScale = TextureImporterNPOTScale.ToNearest;\n\n\t\t\tif (NGUISettings.trueColorAtlas)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tti.textureCompression = TextureImporterCompression.Uncompressed;\n#else\n\t\t\t\tsettings.textureFormat = TextureImporterFormat.ARGB32;\n#endif\n\t\t\t\tsettings.filterMode = FilterMode.Trilinear;\n\t\t\t}\n\n\t\t\tsettings.aniso = 4;\n\t\t\tsettings.alphaIsTransparency = alphaTransparency;\n\t\t\tti.SetTextureSettings(settings);\n\t\t\tAssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Fix the import settings for the specified texture, re-importing it if necessary.\n\t/// </summary>\n\n\tstatic public Texture2D ImportTexture (string path, bool forInput, bool force, bool alphaTransparency)\n\t{\n\t\tif (!string.IsNullOrEmpty(path))\n\t\t{\n\t\t\tif (forInput) { if (!MakeTextureReadable(path, force)) return null; }\n\t\t\telse if (!MakeTextureAnAtlas(path, force, alphaTransparency)) return null;\n\t\t\t//return AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;\n\n\t\t\tTexture2D tex = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;\n\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\t\t\treturn tex;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Fix the import settings for the specified texture, re-importing it if necessary.\n\t/// </summary>\n\n\tstatic public Texture2D ImportTexture (Texture tex, bool forInput, bool force, bool alphaTransparency)\n\t{\n\t\tif (tex != null)\n\t\t{\n\t\t\tstring path = AssetDatabase.GetAssetPath(tex.GetInstanceID());\n\t\t\treturn ImportTexture(path, forInput, force, alphaTransparency);\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Figures out the saveable filename for the texture of the specified atlas.\n\t/// </summary>\n\n\tstatic public string GetSaveableTexturePath (UIAtlas atlas)\n\t{\n\t\t// Path where the texture atlas will be saved\n\t\tstring path = \"\";\n\n\t\t// If the atlas already has a texture, overwrite its texture\n\t\tif (atlas.texture != null)\n\t\t{\n\t\t\tpath = AssetDatabase.GetAssetPath(atlas.texture.GetInstanceID());\n\n\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t{\n\t\t\t\tint dot = path.LastIndexOf('.');\n\t\t\t\treturn path.Substring(0, dot) + \".png\";\n\t\t\t}\n\t\t}\n\n\t\t// No texture to use -- figure out a name using the atlas\n\t\tpath = AssetDatabase.GetAssetPath(atlas.GetInstanceID());\n\t\tpath = string.IsNullOrEmpty(path) ? \"Assets/\" + atlas.name + \".png\" : path.Replace(\".prefab\", \".png\");\n\t\treturn path;\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns the folder where the current selection resides.\n\t/// </summary>\n\n\tstatic public string GetSelectionFolder ()\n\t{\n\t\tif (Selection.activeObject != null)\n\t\t{\n\t\t\tstring path = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID());\n\n\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t{\n\t\t\t\tint dot = path.LastIndexOf('.');\n\t\t\t\tint slash = Mathf.Max(path.LastIndexOf('/'), path.LastIndexOf('\\\\'));\n\t\t\t\tif (slash > 0) return (dot > slash) ? path.Substring(0, slash + 1) : path + \"/\";\n\t\t\t}\n\t\t}\n\t\treturn \"Assets/\";\n\t}\n\n\t/// <summary>\n\t/// Struct type for the integer vector field below.\n\t/// </summary>\n\n\tpublic struct IntVector\n\t{\n\t\tpublic int x;\n\t\tpublic int y;\n\t}\n\n\t/// <summary>\n\t/// Integer vector field.\n\t/// </summary>\n\n\tstatic public IntVector IntPair (string prefix, string leftCaption, string rightCaption, int x, int y)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\n\t\tif (string.IsNullOrEmpty(prefix))\n\t\t{\n\t\t\tGUILayout.Space(82f);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.Label(prefix, GUILayout.Width(74f));\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(48f);\n\n\t\tIntVector retVal;\n\t\tretVal.x = EditorGUILayout.IntField(leftCaption, x, GUILayout.MinWidth(30f));\n\t\tretVal.y = EditorGUILayout.IntField(rightCaption, y, GUILayout.MinWidth(30f));\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tGUILayout.EndHorizontal();\n\t\treturn retVal;\n\t}\n\n\t/// <summary>\n\t/// Integer rectangle field.\n\t/// </summary>\n\n\tstatic public Rect IntRect (string prefix, Rect rect)\n\t{\n\t\tint left\t= Mathf.RoundToInt(rect.xMin);\n\t\tint top\t\t= Mathf.RoundToInt(rect.yMin);\n\t\tint width\t= Mathf.RoundToInt(rect.width);\n\t\tint height\t= Mathf.RoundToInt(rect.height);\n\n\t\tNGUIEditorTools.IntVector a = NGUIEditorTools.IntPair(prefix, \"Left\", \"Top\", left, top);\n\t\tNGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, \"Width\", \"Height\", width, height);\n\n\t\treturn new Rect(a.x, a.y, b.x, b.y);\n\t}\n\n\t/// <summary>\n\t/// Integer vector field.\n\t/// </summary>\n\n\tstatic public Vector4 IntPadding (string prefix, Vector4 v)\n\t{\n\t\tint left\t= Mathf.RoundToInt(v.x);\n\t\tint top\t\t= Mathf.RoundToInt(v.y);\n\t\tint right\t= Mathf.RoundToInt(v.z);\n\t\tint bottom\t= Mathf.RoundToInt(v.w);\n\n\t\tNGUIEditorTools.IntVector a = NGUIEditorTools.IntPair(prefix, \"Left\", \"Top\", left, top);\n\t\tNGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, \"Right\", \"Bottom\", right, bottom);\n\n\t\treturn new Vector4(a.x, a.y, b.x, b.y);\n\t}\n\n\t/// <summary>\n\t/// Find all scene components, active or inactive.\n\t/// </summary>\n\n\tstatic public List<T> FindAll<T> () where T : Component\n\t{\n\t\tT[] comps = Resources.FindObjectsOfTypeAll(typeof(T)) as T[];\n\n\t\tList<T> list = new List<T>();\n\n\t\tforeach (T comp in comps)\n\t\t{\n\t\t\tif (comp.gameObject.hideFlags == 0)\n\t\t\t{\n\t\t\t\tstring path = AssetDatabase.GetAssetPath(comp.gameObject);\n\t\t\t\tif (string.IsNullOrEmpty(path)) list.Add(comp);\n\t\t\t}\n\t\t}\n\t\treturn list;\n\t}\n\n\tstatic public bool DrawPrefixButton (string text)\n\t{\n\t\treturn GUILayout.Button(text, \"DropDown\", GUILayout.Width(76f));\n\t}\n\n\tstatic public bool DrawPrefixButton (string text, params GUILayoutOption[] options)\n\t{\n\t\treturn GUILayout.Button(text, \"DropDown\", options);\n\t}\n\n\tstatic public int DrawPrefixList (int index, string[] list, params GUILayoutOption[] options)\n\t{\n\t\treturn EditorGUILayout.Popup(index, list, \"DropDown\", options);\n\t}\n\n\tstatic public int DrawPrefixList (string text, int index, string[] list, params GUILayoutOption[] options)\n\t{\n\t\treturn EditorGUILayout.Popup(text, index, list, \"DropDown\", options);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite preview.\n\t/// </summary>\n\n\tstatic public void DrawSprite (Texture2D tex, Rect rect, UISpriteData sprite, Color color)\n\t{\n\t\tDrawSprite(tex, rect, sprite, color, null);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite preview.\n\t/// </summary>\n\n\tstatic public void DrawSprite (Texture2D tex, Rect drawRect, UISpriteData sprite, Color color, Material mat)\n\t{\n\t\tif (!tex || sprite == null) return;\n\t\tDrawSprite(tex, drawRect, color, mat, sprite.x, sprite.y, sprite.width, sprite.height,\n\t\t\tsprite.borderLeft, sprite.borderBottom, sprite.borderRight, sprite.borderTop);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite preview.\n\t/// </summary>\n\n\tstatic public void DrawSprite (Texture2D tex, Rect drawRect, Color color, Rect textureRect, Vector4 border)\n\t{\n\t\tNGUIEditorTools.DrawSprite(tex, drawRect, color, null,\n\t\t\tMathf.RoundToInt(textureRect.x),\n\t\t\tMathf.RoundToInt(tex.height - textureRect.y - textureRect.height),\n\t\t\tMathf.RoundToInt(textureRect.width),\n\t\t\tMathf.RoundToInt(textureRect.height),\n\t\t\tMathf.RoundToInt(border.x),\n\t\t\tMathf.RoundToInt(border.y),\n\t\t\tMathf.RoundToInt(border.z),\n\t\t\tMathf.RoundToInt(border.w));\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite preview.\n\t/// </summary>\n\n\tstatic public void DrawSprite (Texture2D tex, Rect drawRect, Color color, Material mat,\n\t\tint x, int y, int width, int height, int borderLeft, int borderBottom, int borderRight, int borderTop)\n\t{\n\t\tif (!tex) return;\n\n\t\t// Create the texture rectangle that is centered inside rect.\n\t\tRect outerRect = drawRect;\n\t\touterRect.width = width;\n\t\touterRect.height = height;\n\n\t\tif (width > 0)\n\t\t{\n\t\t\tfloat f = drawRect.width / outerRect.width;\n\t\t\touterRect.width *= f;\n\t\t\touterRect.height *= f;\n\t\t}\n\n\t\tif (drawRect.height > outerRect.height)\n\t\t{\n\t\t\touterRect.y += (drawRect.height - outerRect.height) * 0.5f;\n\t\t}\n\t\telse if (outerRect.height > drawRect.height)\n\t\t{\n\t\t\tfloat f = drawRect.height / outerRect.height;\n\t\t\touterRect.width *= f;\n\t\t\touterRect.height *= f;\n\t\t}\n\n\t\tif (drawRect.width > outerRect.width) outerRect.x += (drawRect.width - outerRect.width) * 0.5f;\n\n\t\t// Draw the background\n\t\tNGUIEditorTools.DrawTiledTexture(outerRect, NGUIEditorTools.backdropTexture);\n\n\t\t// Draw the sprite\n\t\tGUI.color = color;\n\n\t\tif (mat == null)\n\t\t{\n\t\t\tRect uv = new Rect(x, y, width, height);\n\t\t\tuv = NGUIMath.ConvertToTexCoords(uv, tex.width, tex.height);\n\t\t\tGUI.DrawTextureWithTexCoords(outerRect, tex, uv, true);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// NOTE: There is an issue in Unity that prevents it from clipping the drawn preview\n\t\t\t// using BeginGroup/EndGroup, and there is no way to specify a UV rect... le'suq.\n\t\t\tUnityEditor.EditorGUI.DrawPreviewTexture(outerRect, tex, mat);\n\t\t}\n\n\t\tif (Selection.activeGameObject == null || Selection.gameObjects.Length == 1)\n\t\t{\n\t\t\t// Draw the border indicator lines\n\t\t\tGUI.BeginGroup(outerRect);\n\t\t\t{\n\t\t\t\ttex = NGUIEditorTools.contrastTexture;\n\t\t\t\tGUI.color = Color.white;\n\n\t\t\t\tif (borderLeft > 0)\n\t\t\t\t{\n\t\t\t\t\tfloat x0 = (float)borderLeft / width * outerRect.width - 1;\n\t\t\t\t\tNGUIEditorTools.DrawTiledTexture(new Rect(x0, 0f, 1f, outerRect.height), tex);\n\t\t\t\t}\n\n\t\t\t\tif (borderRight > 0)\n\t\t\t\t{\n\t\t\t\t\tfloat x1 = (float)(width - borderRight) / width * outerRect.width - 1;\n\t\t\t\t\tNGUIEditorTools.DrawTiledTexture(new Rect(x1, 0f, 1f, outerRect.height), tex);\n\t\t\t\t}\n\n\t\t\t\tif (borderBottom > 0)\n\t\t\t\t{\n\t\t\t\t\tfloat y0 = (float)(height - borderBottom) / height * outerRect.height - 1;\n\t\t\t\t\tNGUIEditorTools.DrawTiledTexture(new Rect(0f, y0, outerRect.width, 1f), tex);\n\t\t\t\t}\n\n\t\t\t\tif (borderTop > 0)\n\t\t\t\t{\n\t\t\t\t\tfloat y1 = (float)borderTop / height * outerRect.height - 1;\n\t\t\t\t\tNGUIEditorTools.DrawTiledTexture(new Rect(0f, y1, outerRect.width, 1f), tex);\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUI.EndGroup();\n\n\t\t\t// Draw the lines around the sprite\n\t\t\tHandles.color = Color.black;\n\t\t\tHandles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMin, outerRect.yMax));\n\t\t\tHandles.DrawLine(new Vector3(outerRect.xMax, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMax));\n\t\t\tHandles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMin));\n\t\t\tHandles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMax), new Vector3(outerRect.xMax, outerRect.yMax));\n\n\t\t\t// Sprite size label\n\t\t\tstring text = string.Format(\"Sprite Size: {0}x{1}\", Mathf.RoundToInt(width), Mathf.RoundToInt(height));\n\t\t\tEditorGUI.DropShadowLabel(GUILayoutUtility.GetRect(Screen.width, 18f), text);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw the specified sprite.\n\t/// </summary>\n\n\tstatic public void DrawTexture (Texture2D tex, Rect rect, Rect uv, Color color)\n\t{\n\t\tDrawTexture(tex, rect, uv, color, null);\n\t}\n\n\t/// <summary>\n\t/// Draw the specified sprite.\n\t/// </summary>\n\n\tstatic public void DrawTexture (Texture2D tex, Rect rect, Rect uv, Color color, Material mat)\n\t{\n\t\tint w = Mathf.RoundToInt(tex.width * uv.width);\n\t\tint h = Mathf.RoundToInt(tex.height * uv.height);\n\n\t\t// Create the texture rectangle that is centered inside rect.\n\t\tRect outerRect = rect;\n\t\touterRect.width = w;\n\t\touterRect.height = h;\n\n\t\tif (outerRect.width > 0f)\n\t\t{\n\t\t\tfloat f = rect.width / outerRect.width;\n\t\t\touterRect.width *= f;\n\t\t\touterRect.height *= f;\n\t\t}\n\n\t\tif (rect.height > outerRect.height)\n\t\t{\n\t\t\touterRect.y += (rect.height - outerRect.height) * 0.5f;\n\t\t}\n\t\telse if (outerRect.height > rect.height)\n\t\t{\n\t\t\tfloat f = rect.height / outerRect.height;\n\t\t\touterRect.width *= f;\n\t\t\touterRect.height *= f;\n\t\t}\n\n\t\tif (rect.width > outerRect.width) outerRect.x += (rect.width - outerRect.width) * 0.5f;\n\n\t\t// Draw the background\n\t\tNGUIEditorTools.DrawTiledTexture(outerRect, NGUIEditorTools.backdropTexture);\n\n\t\t// Draw the sprite\n\t\tGUI.color = color;\n\t\t\n\t\tif (mat == null)\n\t\t{\n\t\t\tGUI.DrawTextureWithTexCoords(outerRect, tex, uv, true);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// NOTE: There is an issue in Unity that prevents it from clipping the drawn preview\n\t\t\t// using BeginGroup/EndGroup, and there is no way to specify a UV rect... le'suq.\n\t\t\tUnityEditor.EditorGUI.DrawPreviewTexture(outerRect, tex, mat);\n\t\t}\n\t\tGUI.color = Color.white;\n\n\t\t// Draw the lines around the sprite\n\t\tHandles.color = Color.black;\n\t\tHandles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMin, outerRect.yMax));\n\t\tHandles.DrawLine(new Vector3(outerRect.xMax, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMax));\n\t\tHandles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMin));\n\t\tHandles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMax), new Vector3(outerRect.xMax, outerRect.yMax));\n\n\t\t// Sprite size label\n\t\tstring text = string.Format(\"Texture Size: {0}x{1}\", w, h);\n\t\tEditorGUI.DropShadowLabel(GUILayoutUtility.GetRect(Screen.width, 18f), text);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawSpriteField (string label, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, params GUILayoutOption[] options)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Label(label, GUILayout.Width(76f));\n\n\t\tif (GUILayout.Button(spriteName, \"MiniPullDown\", options))\n\t\t{\n\t\t\tNGUISettings.atlas = atlas;\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tSpriteSelector.Show(callback);\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawPaddedSpriteField (string label, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, params GUILayoutOption[] options)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Label(label, GUILayout.Width(76f));\n\n\t\tif (GUILayout.Button(spriteName, \"MiniPullDown\", options))\n\t\t{\n\t\t\tNGUISettings.atlas = atlas;\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tSpriteSelector.Show(callback);\n\t\t}\n\t\tNGUIEditorTools.DrawPadding();\n\t\tGUILayout.EndHorizontal();\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawSpriteField (string label, string caption, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, params GUILayoutOption[] options)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Label(label, GUILayout.Width(76f));\n\n\t\tif (atlas.GetSprite(spriteName) == null)\n\t\t\tspriteName = \"\";\n\n\t\tif (GUILayout.Button(spriteName, \"MiniPullDown\", options))\n\t\t{\n\t\t\tNGUISettings.atlas = atlas;\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tSpriteSelector.Show(callback);\n\t\t}\n\t\t\n\t\tif (!string.IsNullOrEmpty(caption))\n\t\t{\n\t\t\tGUILayout.Space(20f);\n\t\t\tGUILayout.Label(caption);\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n\n\t/// <summary>\n\t/// Draw a simple sprite selection button.\n\t/// </summary>\n\n\tstatic public bool DrawSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, params GUILayoutOption[] options)\n\t{\n\t\tif (atlas.GetSprite(spriteName) == null)\n\t\t\tspriteName = \"\";\n\n\t\tif (NGUIEditorTools.DrawPrefixButton(spriteName, options))\n\t\t{\n\t\t\tNGUISettings.atlas = atlas;\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tSpriteSelector.Show(callback);\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\tstatic string mEditedName = null;\n\tstatic string mLastSprite = null;\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawSpriteField (string label, SerializedObject ob, string spriteField, params GUILayoutOption[] options)\n\t{\n\t\tDrawSpriteField(label, ob, ob.FindProperty(\"atlas\"), ob.FindProperty(spriteField), 82f, false, false, options);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawSpriteField (string label, SerializedObject ob, SerializedProperty atlas, SerializedProperty sprite, params GUILayoutOption[] options)\n\t{\n\t\tDrawSpriteField(label, ob, atlas, sprite, 72f, false, false, options);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawSpriteField (string label, SerializedObject ob, SerializedProperty atlas, SerializedProperty sprite, bool removable, params GUILayoutOption[] options)\n\t{\n\t\tDrawSpriteField(label, ob, atlas, sprite, 72f, false, removable, options);\n\t}\n\n\t/// <summary>\n\t/// Draw a sprite selection field.\n\t/// </summary>\n\n\tstatic public void DrawSpriteField (string label, SerializedObject ob, SerializedProperty atlas, SerializedProperty sprite, float width, bool padded, bool removable, params GUILayoutOption[] options)\n\t{\n\t\tif (atlas != null && atlas.objectReferenceValue != null)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Label(label, GUILayout.Width(width));\n\n\t\t\tif (sprite == null)\n\t\t\t{\n\t\t\t\tGUILayout.Label(\"Invalid field name\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tstring spriteName = sprite.hasMultipleDifferentValues ? \"-\" : sprite.stringValue;\n\n\t\t\t\tGUILayout.BeginHorizontal();\n\n\t\t\t\tEditorGUI.BeginDisabledGroup(atlas.hasMultipleDifferentValues);\n\t\t\t\t{\n\t\t\t\t\tif (GUILayout.Button(spriteName, \"MiniPullDown\", options))\n\t\t\t\t\t\tSpriteSelector.Show(ob, sprite, atlas.objectReferenceValue as UIAtlas);\n\t\t\t\t}\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\tEditorGUI.BeginDisabledGroup(!removable);\n\t\t\t\tif (GUILayout.Button(\"\", \"ToggleMixed\", GUILayout.Width(20f))) sprite.stringValue = \"\";\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\tif (padded) GUILayout.Space(12f);\n\t\t\t\telse GUILayout.Space(-6f);\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that displays a list of sprites and returns the selected value.\n\t/// </summary>\n\n\tstatic public void DrawAdvancedSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, bool editable,\n\t\tparams GUILayoutOption[] options)\n\t{\n\t\tif (atlas == null) return;\n\n\t\t// Give the user a warning if there are no sprites in the atlas\n\t\tif (atlas.spriteList.Count == 0)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"No sprites found\", MessageType.Warning);\n\t\t\treturn;\n\t\t}\n\n\t\t// Sprite selection drop-down list\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tif (NGUIEditorTools.DrawPrefixButton(\"Sprite\"))\n\t\t\t{\n\t\t\t\tNGUISettings.atlas = atlas;\n\t\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\t\tSpriteSelector.Show(callback);\n\t\t\t}\n\n\t\t\tif (editable)\n\t\t\t{\n\t\t\t\tif (!string.Equals(spriteName, mLastSprite))\n\t\t\t\t{\n\t\t\t\t\tmLastSprite = spriteName;\n\t\t\t\t\tmEditedName = null;\n\t\t\t\t}\n\n\t\t\t\tstring newName = GUILayout.TextField(string.IsNullOrEmpty(mEditedName) ? spriteName : mEditedName);\n\n\t\t\t\tif (newName != spriteName)\n\t\t\t\t{\n\t\t\t\t\tmEditedName = newName;\n\n\t\t\t\t\tif (GUILayout.Button(\"Rename\", GUILayout.Width(60f)))\n\t\t\t\t\t{\n\t\t\t\t\t\tUISpriteData sprite = atlas.GetSprite(spriteName);\n\n\t\t\t\t\t\tif (sprite != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Edit Sprite Name\", atlas);\n\t\t\t\t\t\t\tsprite.name = newName;\n\n\t\t\t\t\t\t\tList<UISprite> sprites = FindAll<UISprite>();\n\n\t\t\t\t\t\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tUISprite sp = sprites[i];\n\n\t\t\t\t\t\t\t\tif (sp.atlas == atlas && sp.spriteName == spriteName)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Edit Sprite Name\", sp);\n\t\t\t\t\t\t\t\t\tsp.spriteName = newName;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tmLastSprite = newName;\n\t\t\t\t\t\t\tspriteName = newName;\n\t\t\t\t\t\t\tmEditedName = null;\n\n\t\t\t\t\t\t\tNGUISettings.atlas = atlas;\n\t\t\t\t\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Label(spriteName, \"HelpBox\", GUILayout.Height(18f));\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (GUILayout.Button(\"Edit\", GUILayout.Width(40f)))\n\t\t\t\t{\n\t\t\t\t\tNGUISettings.atlas = atlas;\n\t\t\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\t\t\tSelect(atlas.gameObject);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n\n\t/// <summary>\n\t/// Repaints all inspector windows related to sprite drawing.\n\t/// </summary>\n\n\tstatic public void RepaintSprites ()\n\t{\n\t\tif (UIAtlasInspector.instance != null)\n\t\t\tUIAtlasInspector.instance.Repaint();\n\n\t\tif (UIAtlasMaker.instance != null)\n\t\t\tUIAtlasMaker.instance.Repaint();\n\n\t\tif (SpriteSelector.instance != null)\n\t\t\tSpriteSelector.instance.Repaint();\n\t}\n\n\t/// <summary>\n\t/// Select the specified sprite within the currently selected atlas.\n\t/// </summary>\n\n\tstatic public void SelectSprite (string spriteName)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tNGUIEditorTools.Select(NGUISettings.atlas.gameObject);\n\t\t\tRepaintSprites();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Select the specified atlas and sprite.\n\t/// </summary>\n\n\tstatic public void SelectSprite (UIAtlas atlas, string spriteName)\n\t{\n\t\tif (atlas != null)\n\t\t{\n\t\t\tNGUISettings.atlas = atlas;\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tNGUIEditorTools.Select(atlas.gameObject);\n\t\t\tRepaintSprites();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Select the specified game object and remember what was selected before.\n\t/// </summary>\n\n\tstatic public void Select (GameObject go)\n\t{\n\t\tmPrevious = Selection.activeGameObject;\n\t\tSelection.activeGameObject = go;\n\t}\n\t\n\t/// <summary>\n\t/// Select the previous game object.\n\t/// </summary>\n\n\tstatic public void SelectPrevious ()\n\t{\n\t\tif (mPrevious != null)\n\t\t{\n\t\t\tSelection.activeGameObject = mPrevious;\n\t\t\tmPrevious = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Previously selected game object.\n\t/// </summary>\n\n\tstatic public GameObject previousSelection { get { return mPrevious; } }\n\n\t/// <summary>\n\t/// Helper function that checks to see if the scale is uniform.\n\t/// </summary>\n\n\tstatic public bool IsUniform (Vector3 scale)\n\t{\n\t\treturn Mathf.Approximately(scale.x, scale.y) && Mathf.Approximately(scale.x, scale.z);\n\t}\n\n\t/// <summary>\n\t/// Check to see if the specified game object has a uniform scale.\n\t/// </summary>\n\n\tstatic public bool IsUniform (GameObject go)\n\t{\n\t\tif (go == null) return true;\n\n\t\tif (go.GetComponent<UIWidget>() != null)\n\t\t{\n\t\t\tTransform parent = go.transform.parent;\n\t\t\treturn parent == null || IsUniform(parent.gameObject);\n\t\t}\n\t\treturn IsUniform(go.transform.lossyScale);\n\t}\n\n\t/// <summary>\n\t/// Fix uniform scaling of the specified object.\n\t/// </summary>\n\n\tstatic public void FixUniform (GameObject go)\n\t{\n\t\tTransform t = go.transform;\n\n\t\twhile (t != null && t.gameObject.GetComponent<UIRoot>() == null)\n\t\t{\n\t\t\tif (!NGUIEditorTools.IsUniform(t.localScale))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Uniform scaling fix\", t);\n\t\t\t\tt.localScale = Vector3.one;\n\t\t\t\tEditorUtility.SetDirty(t);\n\t\t\t}\n\t\t\tt = t.parent;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a distinctly different looking header label\n\t/// </summary>\n\n\tstatic public bool DrawMinimalisticHeader (string text) { return DrawHeader(text, text, false, true); }\n\n\t/// <summary>\n\t/// Draw a distinctly different looking header label\n\t/// </summary>\n\n\tstatic public bool DrawHeader (string text) { return DrawHeader(text, text, false, NGUISettings.minimalisticLook); }\n\n\t/// <summary>\n\t/// Draw a distinctly different looking header label\n\t/// </summary>\n\n\tstatic public bool DrawHeader (string text, string key) { return DrawHeader(text, key, false, NGUISettings.minimalisticLook); }\n\n\t/// <summary>\n\t/// Draw a distinctly different looking header label\n\t/// </summary>\n\n\tstatic public bool DrawHeader (string text, bool detailed) { return DrawHeader(text, text, detailed, !detailed); }\n\n\t/// <summary>\n\t/// Draw a distinctly different looking header label\n\t/// </summary>\n\n\tstatic public bool DrawHeader (string text, string key, bool forceOn, bool minimalistic)\n\t{\n\t\tbool state = EditorPrefs.GetBool(key, true);\n\n\t\tif (!minimalistic) GUILayout.Space(3f);\n\t\tif (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);\n\t\tGUILayout.BeginHorizontal();\n\t\tGUI.changed = false;\n\n\t\tif (minimalistic)\n\t\t{\n\t\t\tif (state) text = \"\\u25BC\" + (char)0x200a + text;\n\t\t\telse text = \"\\u25BA\" + (char)0x200a + text;\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUI.contentColor = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.7f) : new Color(0f, 0f, 0f, 0.7f);\n\t\t\tif (!GUILayout.Toggle(true, text, \"PreToolbar2\", GUILayout.MinWidth(20f))) state = !state;\n\t\t\tGUI.contentColor = Color.white;\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttext = \"<b><size=11>\" + text + \"</size></b>\";\n\t\t\tif (state) text = \"\\u25BC \" + text;\n\t\t\telse text = \"\\u25BA \" + text;\n\t\t\tif (!GUILayout.Toggle(true, text, \"dragtab\", GUILayout.MinWidth(20f))) state = !state;\n\t\t}\n\n\t\tif (GUI.changed) EditorPrefs.SetBool(key, state);\n\n\t\tif (!minimalistic) GUILayout.Space(2f);\n\t\tGUILayout.EndHorizontal();\n\t\tGUI.backgroundColor = Color.white;\n\t\tif (!forceOn && !state) GUILayout.Space(3f);\n\t\treturn state;\n\t}\n\n\t/// <summary>\n\t/// Begin drawing the content area.\n\t/// </summary>\n\n\tstatic public void BeginContents () { BeginContents(NGUISettings.minimalisticLook); }\n\n\tstatic bool mEndHorizontal = false;\n\n\t/// <summary>\n\t/// Begin drawing the content area.\n\t/// </summary>\n\n\tstatic public void BeginContents (bool minimalistic)\n\t{\n\t\tif (!minimalistic)\n\t\t{\n\t\t\tmEndHorizontal = true;\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tEditorGUILayout.BeginHorizontal(\"AS TextArea\", GUILayout.MinHeight(10f));\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmEndHorizontal = false;\n\t\t\tEditorGUILayout.BeginHorizontal(GUILayout.MinHeight(10f));\n\t\t\tGUILayout.Space(10f);\n\t\t}\n\t\tGUILayout.BeginVertical();\n\t\tGUILayout.Space(2f);\n\t}\n\n\t/// <summary>\n\t/// End drawing the content area.\n\t/// </summary>\n\n\tstatic public void EndContents ()\n\t{\n\t\tGUILayout.Space(3f);\n\t\tGUILayout.EndVertical();\n\t\tEditorGUILayout.EndHorizontal();\n\n\t\tif (mEndHorizontal)\n\t\t{\n\t\t\tGUILayout.Space(3f);\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\n\t\tGUILayout.Space(3f);\n\t}\n\n\t/// <summary>\n\t/// Draw a list of fields for the specified list of delegates.\n\t/// </summary>\n\n\tstatic public void DrawEvents (string text, Object undoObject, List<EventDelegate> list)\n\t{\n\t\tDrawEvents(text, undoObject, list, null, null, false);\n\t}\n\n\t/// <summary>\n\t/// Draw a list of fields for the specified list of delegates.\n\t/// </summary>\n\n\tstatic public void DrawEvents (string text, Object undoObject, List<EventDelegate> list, bool minimalistic)\n\t{\n\t\tDrawEvents(text, undoObject, list, null, null, minimalistic);\n\t}\n\n\t/// <summary>\n\t/// Draw a list of fields for the specified list of delegates.\n\t/// </summary>\n\n\tstatic public void DrawEvents (string text, Object undoObject, List<EventDelegate> list, string noTarget, string notValid, bool minimalistic)\n\t{\n\t\tif (!NGUIEditorTools.DrawHeader(text, text, false, minimalistic)) return;\n\n\t\tif (!minimalistic)\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents(minimalistic);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.BeginVertical();\n\n\t\t\tEventDelegateEditor.Field(undoObject, list, notValid, notValid, minimalistic);\n\n\t\t\tGUILayout.EndVertical();\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t\telse EventDelegateEditor.Field(undoObject, list, notValid, notValid, minimalistic);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public SerializedProperty DrawProperty (this SerializedObject serializedObject, string property, params GUILayoutOption[] options)\n\t{\n\t\treturn DrawProperty(null, serializedObject, property, false, options);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public SerializedProperty DrawProperty (this SerializedObject serializedObject, string property, string label, params GUILayoutOption[] options)\n\t{\n\t\treturn DrawProperty(label, serializedObject, property, false, options);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public SerializedProperty DrawProperty (string label, SerializedObject serializedObject, string property, params GUILayoutOption[] options)\n\t{\n\t\treturn DrawProperty(label, serializedObject, property, false, options);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public SerializedProperty DrawPaddedProperty (this SerializedObject serializedObject, string property, params GUILayoutOption[] options)\n\t{\n\t\treturn DrawProperty(null, serializedObject, property, true, options);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public SerializedProperty DrawPaddedProperty (string label, SerializedObject serializedObject, string property, params GUILayoutOption[] options)\n\t{\n\t\treturn DrawProperty(label, serializedObject, property, true, options);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public SerializedProperty DrawProperty (string label, SerializedObject serializedObject, string property, bool padding, params GUILayoutOption[] options)\n\t{\n\t\tSerializedProperty sp = serializedObject.FindProperty(property);\n\n\t\tif (sp != null)\n\t\t{\n\t\t\tif (NGUISettings.minimalisticLook) padding = false;\n\n\t\t\tif (padding) EditorGUILayout.BeginHorizontal();\n\n\t\t\tif (sp.isArray && sp.type != \"string\") DrawArray(serializedObject, property, label ?? property);\n\t\t\telse if (label != null) EditorGUILayout.PropertyField(sp, new GUIContent(label), options);\n\t\t\telse EditorGUILayout.PropertyField(sp, options);\n\n\t\t\tif (padding)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tEditorGUILayout.EndHorizontal();\n\t\t\t}\n\t\t}\n\t\telse Debug.LogWarning(\"Unable to find property \" + property);\n\t\treturn sp;\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws an array property.\n\t/// </summary>\n\n\tstatic public void DrawArray (this SerializedObject obj, string property, string title)\n\t{\n\t\tSerializedProperty sp = obj.FindProperty(property + \".Array.size\");\n\n\t\tif (sp != null && NGUIEditorTools.DrawHeader(title))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\t\t\tint size = sp.intValue;\n\t\t\tint newSize = EditorGUILayout.IntField(\"Size\", size);\n\t\t\tif (newSize != size) obj.FindProperty(property + \".Array.size\").intValue = newSize;\n\n\t\t\tEditorGUI.indentLevel = 1;\n\n\t\t\tfor (int i = 0; i < newSize; i++)\n\t\t\t{\n\t\t\t\tSerializedProperty p = obj.FindProperty(string.Format(\"{0}.Array.data[{1}]\", property, i));\n\t\t\t\tif (p != null) EditorGUILayout.PropertyField(p);\n\t\t\t}\n\t\t\tEditorGUI.indentLevel = 0;\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public void DrawProperty (string label, SerializedProperty sp, params GUILayoutOption[] options)\n\t{\n\t\tDrawProperty(label, sp, true, options);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a serialized property.\n\t/// </summary>\n\n\tstatic public void DrawProperty (string label, SerializedProperty sp, bool padding, params GUILayoutOption[] options)\n\t{\n\t\tif (sp != null)\n\t\t{\n\t\t\tif (padding) EditorGUILayout.BeginHorizontal();\n\n\t\t\tif (label != null) EditorGUILayout.PropertyField(sp, new GUIContent(label), options);\n\t\t\telse EditorGUILayout.PropertyField(sp, options);\n\n\t\t\tif (padding)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tEditorGUILayout.EndHorizontal();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a compact Vector4.\n\t/// </summary>\n\n\tstatic public void DrawBorderProperty (string name, SerializedObject serializedObject, string field)\n\t{\n\t\tif (serializedObject.FindProperty(field) != null)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tGUILayout.Label(name, GUILayout.Width(75f));\n\n\t\t\t\tNGUIEditorTools.SetLabelWidth(50f);\n\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Left\", serializedObject, field + \".x\", GUILayout.MinWidth(80f));\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Bottom\", serializedObject, field + \".y\", GUILayout.MinWidth(80f));\n\t\t\t\tGUILayout.EndVertical();\n\n\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Right\", serializedObject, field + \".z\", GUILayout.MinWidth(80f));\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Top\", serializedObject, field + \".w\", GUILayout.MinWidth(80f));\n\t\t\t\tGUILayout.EndVertical();\n\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a compact Rect.\n\t/// </summary>\n\n\tstatic public void DrawRectProperty (string name, SerializedObject serializedObject, string field)\n\t{\n\t\tDrawRectProperty(name, serializedObject, field, 56f, 18f);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a compact Rect.\n\t/// </summary>\n\n\tstatic public void DrawRectProperty (string name, SerializedObject serializedObject, string field, float labelWidth, float spacing)\n\t{\n\t\tif (serializedObject.FindProperty(field) != null)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tGUILayout.Label(name, GUILayout.Width(labelWidth));\n\n\t\t\t\tNGUIEditorTools.SetLabelWidth(20f);\n\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\tNGUIEditorTools.DrawProperty(\"X\", serializedObject, field + \".x\", GUILayout.MinWidth(50f));\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Y\", serializedObject, field + \".y\", GUILayout.MinWidth(50f));\n\t\t\t\tGUILayout.EndVertical();\n\n\t\t\t\tNGUIEditorTools.SetLabelWidth(50f);\n\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Width\", serializedObject, field + \".width\", GUILayout.MinWidth(80f));\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Height\", serializedObject, field + \".height\", GUILayout.MinWidth(80f));\n\t\t\t\tGUILayout.EndVertical();\n\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t\tif (spacing != 0f) GUILayout.Space(spacing);\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Determine the distance from the mouse position to the world rectangle specified by the 4 points.\n\t/// </summary>\n\n\tstatic public float SceneViewDistanceToRectangle (Vector3[] worldPoints, Vector2 mousePos)\n\t{\n\t\tVector2[] screenPoints = new Vector2[4];\n\t\tfor (int i = 0; i < 4; ++i)\n\t\t\tscreenPoints[i] = HandleUtility.WorldToGUIPoint(worldPoints[i]);\n\t\treturn NGUIMath.DistanceToRectangle(screenPoints, mousePos);\n\t}\n\n\t/// <summary>\n\t/// Raycast into the specified panel, returning a list of widgets.\n\t/// Just like NGUIMath.Raycast, but doesn't rely on having a camera.\n\t/// </summary>\n\n\tstatic public List<UIWidget> SceneViewRaycast (Vector2 mousePos)\n\t{\n\t\tList<UIWidget> list = new List<UIWidget>();\n\n\t\tfor (int i = 0; i < UIPanel.list.Count; ++i)\n\t\t{\n\t\t\tUIPanel p = UIPanel.list[i];\n\n\t\t\tfor (int b = 0; b < p.widgets.Count; ++b)\n\t\t\t{\n\t\t\t\tUIWidget w = p.widgets[b];\n\t\t\t\tif (!w.isVisible) continue;\n\t\t\t\tVector3[] corners = w.worldCorners;\n\t\t\t\tif (SceneViewDistanceToRectangle(corners, mousePos) == 0f)\n\t\t\t\t\tlist.Add(w);\n\t\t\t}\n\t\t}\n\t\tlist.Sort(UIWidget.FullCompareFunc);\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Select the topmost widget underneath the specified screen coordinate.\n\t/// </summary>\n\n\tstatic public bool SelectWidget (Vector2 pos) { return SelectWidget(null, pos, true); }\n\n\t/// <summary>\n\t/// Select the next widget in line.\n\t/// </summary>\n\n\tstatic public bool SelectWidget (GameObject start, Vector2 pos, bool inFront)\n\t{\n\t\tGameObject go = null;\n\t\tList<UIWidget> widgets = SceneViewRaycast(pos);\n\t\tif (widgets == null || widgets.Count == 0) return false;\n\t\tbool found = false;\n\n\t\tif (!inFront)\n\t\t{\n\t\t\tif (start != null)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < widgets.Count; ++i)\n\t\t\t\t{\n\t\t\t\t\tUIWidget w = widgets[i];\n\n\t\t\t\t\tif (w.cachedGameObject == start)\n\t\t\t\t\t{\n\t\t\t\t\t\tfound = true;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\tgo = w.cachedGameObject;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (!found) go = widgets[0].cachedGameObject;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (start != null)\n\t\t\t{\n\t\t\t\tfor (int i = widgets.Count; i > 0; )\n\t\t\t\t{\n\t\t\t\t\tUIWidget w = widgets[--i];\n\n\t\t\t\t\tif (w.cachedGameObject == start)\n\t\t\t\t\t{\n\t\t\t\t\t\tfound = true;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\tgo = w.cachedGameObject;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (!found) go = widgets[widgets.Count - 1].cachedGameObject;\n\t\t}\n\n\t\tif (go != null && go != start)\n\t\t{\n\t\t\tSelection.activeGameObject = go;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Unity 4.3 changed the way LookLikeControls works.\n\t/// </summary>\n\n\tstatic public void SetLabelWidth (float width)\n\t{\n\t\tEditorGUIUtility.labelWidth = width;\n\t}\n\n\t/// <summary>\n\t/// Create an undo point for the specified objects.\n\t/// </summary>\n\n\tstatic public void RegisterUndo (string name, params Object[] objects)\n\t{\n\t\tif (objects != null && objects.Length > 0)\n\t\t{\n\t\t\tUnityEditor.Undo.RecordObjects(objects, name);\n\n\t\t\tforeach (Object obj in objects)\n\t\t\t{\n\t\t\t\tif (obj == null) continue;\n\t\t\t\tEditorUtility.SetDirty(obj);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Unity 4.5+ makes it possible to hide the move tool.\n\t/// </summary>\n\n\tstatic public void HideMoveTool (bool hide)\n\t{\n#if !UNITY_4_3\n\t\tUnityEditor.Tools.hidden = hide &&\n #if !UNITY_4_5\n\t\t\t(UnityEditor.Tools.current == UnityEditor.Tool.Rect) &&\n #else\n\t\t\t(UnityEditor.Tools.current == UnityEditor.Tool.Move) &&\n #endif\n\t\t\tUIWidget.showHandlesWithMoveTool && !NGUISettings.showTransformHandles;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Gets the internal class ID of the specified type.\n\t/// </summary>\n\n\tstatic public int GetClassID (System.Type type)\n\t{\n\t\tGameObject go = EditorUtility.CreateGameObjectWithHideFlags(\"Temp\", HideFlags.HideAndDontSave);\n\t\tComponent uiSprite = go.AddComponent(type);\n\t\tSerializedObject ob = new SerializedObject(uiSprite);\n\t\tint classID = ob.FindProperty(\"m_Script\").objectReferenceInstanceIDValue;\n\t\tNGUITools.DestroyImmediate(go);\n\t\treturn classID;\n\t}\n\n\t/// <summary>\n\t/// Gets the internal class ID of the specified type.\n\t/// </summary>\n\n\tstatic public int GetClassID<T> () where T : MonoBehaviour { return GetClassID(typeof(T)); }\n\n\t/// <summary>\n\t/// Convenience function that replaces the specified MonoBehaviour with one of specified type.\n\t/// </summary>\n\n\tstatic public SerializedObject ReplaceClass (MonoBehaviour mb, System.Type type)\n\t{\n\t\tint id = GetClassID(type);\n\t\tSerializedObject ob = new SerializedObject(mb);\n\t\tob.Update();\n\t\tob.FindProperty(\"m_Script\").objectReferenceInstanceIDValue = id;\n\t\tob.ApplyModifiedProperties();\n\t\tob.Update();\n\t\treturn ob;\n\t}\n\n\t/// <summary>\n\t/// Convenience function that replaces the specified MonoBehaviour with one of specified class ID.\n\t/// </summary>\n\n\tstatic public SerializedObject ReplaceClass (MonoBehaviour mb, int classID)\n\t{\n\t\tSerializedObject ob = new SerializedObject(mb);\n\t\tob.Update();\n\t\tob.FindProperty(\"m_Script\").objectReferenceInstanceIDValue = classID;\n\t\tob.ApplyModifiedProperties();\n\t\tob.Update();\n\t\treturn ob;\n\t}\n\n\t/// <summary>\n\t/// Convenience function that replaces the specified MonoBehaviour with one of specified class ID.\n\t/// </summary>\n\n\tstatic public void ReplaceClass (SerializedObject ob, int classID)\n\t{\n\t\tob.FindProperty(\"m_Script\").objectReferenceInstanceIDValue = classID;\n\t\tob.ApplyModifiedProperties();\n\t\tob.Update();\n\t}\n\n\t/// <summary>\n\t/// Convenience function that replaces the specified MonoBehaviour with one of specified class ID.\n\t/// </summary>\n\n\tstatic public void ReplaceClass (SerializedObject ob, System.Type type)\n\t{\n\t\tob.FindProperty(\"m_Script\").objectReferenceInstanceIDValue = GetClassID(type);\n\t\tob.ApplyModifiedProperties();\n\t\tob.Update();\n\t}\n\n\t/// <summary>\n\t/// Convenience function that replaces the specified MonoBehaviour with one of specified type.\n\t/// </summary>\n\n\tstatic public T ReplaceClass<T> (MonoBehaviour mb) where T : MonoBehaviour { return ReplaceClass(mb, typeof(T)).targetObject as T; }\n\n\t/// <summary>\n\t/// Automatically upgrade all of the UITextures in the scene to Sprites if they can be found within the specified atlas.\n\t/// </summary>\n\n\tstatic public void UpgradeTexturesToSprites (UIAtlas atlas)\n\t{\n\t\tif (atlas == null) return;\n\t\tList<UITexture> uits = FindAll<UITexture>();\n\n\t\tif (uits.Count > 0)\n\t\t{\n\t\t\tUIWidget selectedTex = (UIWidgetInspector.instance != null && UIWidgetInspector.instance.target != null) ?\n\t\t\t\tUIWidgetInspector.instance.target as UITexture : null;\n\n\t\t\t// Determine the object instance ID of the UISprite class\n\t\t\tint spriteID = GetClassID<UISprite>();\n\n\t\t\t// Run through all the UI textures and change them to sprites\n\t\t\tfor (int i = 0; i < uits.Count; ++i)\n\t\t\t{\n\t\t\t\tUIWidget uiTexture = uits[i];\n\n\t\t\t\tif (uiTexture != null && uiTexture.mainTexture != null)\n\t\t\t\t{\n\t\t\t\t\tUISpriteData atlasSprite = atlas.GetSprite(uiTexture.mainTexture.name);\n\n\t\t\t\t\tif (atlasSprite != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tSerializedObject ob = ReplaceClass(uiTexture, spriteID);\n\t\t\t\t\t\tob.FindProperty(\"mSpriteName\").stringValue = uiTexture.mainTexture.name;\n\t\t\t\t\t\tob.FindProperty(\"mAtlas\").objectReferenceValue = NGUISettings.atlas;\n\t\t\t\t\t\tob.ApplyModifiedProperties();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (selectedTex != null)\n\t\t\t{\n\t\t\t\t// Repaint() doesn't work in this case because Unity doesn't realize that the underlying\n\t\t\t\t// script type has changed and that a new editor script needs to be chosen.\n\t\t\t\t//UIWidgetInspector.instance.Repaint();\n\t\t\t\tSelection.activeGameObject = null;\n\t\t\t}\n\t\t}\n\t}\n\n\tclass MenuEntry\n\t{\n\t\tpublic string name;\n\t\tpublic GameObject go;\n\t\tpublic MenuEntry (string name, GameObject go) { this.name = name; this.go = go; }\n\t}\n\n\t/// <summary>\n\t/// Show a sprite selection context menu listing all sprites under the specified screen position.\n\t/// </summary>\n\n\tstatic public void ShowSpriteSelectionMenu (Vector2 screenPos)\n\t{\n\t\tList<UIWidget> widgets = NGUIEditorTools.SceneViewRaycast(screenPos);\n\t\tList<UIWidgetContainer> containers = new List<UIWidgetContainer>();\n\t\tList<MenuEntry> entries = new List<MenuEntry>();\n\t\tList<UIPanel> panels = new List<UIPanel>();\n\n\t\tbool divider = false;\n\t\tUIWidget topWidget = null;\n\t\tUIPanel topPanel = null;\n\n\t\t// Process widgets and their containers in the raycast order\n\t\tfor (int i = 0; i < widgets.Count; ++i)\n\t\t{\n\t\t\tUIWidget w = widgets[i];\n\t\t\tif (topWidget == null) topWidget = w;\n\n\t\t\tUIPanel panel = w.panel;\n\t\t\tif (topPanel == null) topPanel = panel;\n\n\t\t\tif (panel != null && !panels.Contains(panel))\n\t\t\t{\n\t\t\t\tpanels.Add(panel);\n\n\t\t\t\tif (!divider)\n\t\t\t\t{\n\t\t\t\t\tentries.Add(null);\n\t\t\t\t\tdivider = true;\n\t\t\t\t}\n\t\t\t\tentries.Add(new MenuEntry(panel.name + \" (panel)\", panel.gameObject));\n\t\t\t}\n\n\t\t\tUIWidgetContainer wc = NGUITools.FindInParents<UIWidgetContainer>(w.cachedGameObject);\n\n\t\t\t// If we get a new container, we should add it to the list\n\t\t\tif (wc != null && !containers.Contains(wc))\n\t\t\t{\n\t\t\t\tcontainers.Add(wc);\n\n\t\t\t\t// Only proceed if there is no widget on the container\n\t\t\t\tif (wc.gameObject != w.cachedGameObject)\n\t\t\t\t{\n\t\t\t\t\tif (!divider)\n\t\t\t\t\t{\n\t\t\t\t\t\tentries.Add(null);\n\t\t\t\t\t\tdivider = true;\n\t\t\t\t\t}\n\t\t\t\t\tentries.Add(new MenuEntry(wc.name + \" (container)\", wc.gameObject));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tstring name = (i + 1 == widgets.Count) ? (w.name + \" (top-most)\") : w.name;\n\t\t\tentries.Add(new MenuEntry(name, w.gameObject));\n\t\t\tdivider = false;\n\t\t}\n\n\t\t// Common items used by NGUI\n\t\tNGUIContextMenu.AddCommonItems(Selection.activeGameObject);\n\n\t\t// Add widgets to the menu in the reverse order so that they are shown with the top-most widget first (on top)\n\t\tfor (int i = entries.Count; i > 0; )\n\t\t{\n\t\t\tMenuEntry ent = entries[--i];\n\n\t\t\tif (ent != null)\n\t\t\t{\n\t\t\t\tNGUIContextMenu.AddItem(\"Select/\" + ent.name, Selection.activeGameObject == ent.go,\n\t\t\t\t\tdelegate(object go) { Selection.activeGameObject = (GameObject)go; }, ent.go);\n\t\t\t}\n\t\t\telse if (!divider)\n\t\t\t{\n\t\t\t\tNGUIContextMenu.AddSeparator(\"Select/\");\n\t\t\t}\n\t\t}\n\t\tNGUIContextMenu.AddHelp(Selection.activeGameObject, true);\n\t\tNGUIContextMenu.Show();\n\t}\n\t/// <summary>\n\t/// Load the asset at the specified path.\n\t/// </summary>\n\n\tstatic public Object LoadAsset (string path)\n\t{\n\t\tif (string.IsNullOrEmpty(path)) return null;\n\t\treturn AssetDatabase.LoadMainAssetAtPath(path);\n\t}\n\n\t/// <summary>\n\t/// Convenience function to load an asset of specified type, given the full path to it.\n\t/// </summary>\n\n\tstatic public T LoadAsset<T> (string path) where T: Object\n\t{\n\t\tObject obj = LoadAsset(path);\n\t\tif (obj == null) return null;\n\n\t\tT val = obj as T;\n\t\tif (val != null) return val;\n\n\t\tif (typeof(T).IsSubclassOf(typeof(Component)))\n\t\t{\n\t\t\tif (obj.GetType() == typeof(GameObject))\n\t\t\t{\n\t\t\t\tGameObject go = obj as GameObject;\n\t\t\t\treturn go.GetComponent(typeof(T)) as T;\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Get the specified object's GUID.\n\t/// </summary>\n\n\tstatic public string ObjectToGUID (Object obj)\n\t{\n\t\tstring path = AssetDatabase.GetAssetPath(obj);\n\t\treturn (!string.IsNullOrEmpty(path)) ? AssetDatabase.AssetPathToGUID(path) : null;\n\t}\n\n\tstatic MethodInfo s_GetInstanceIDFromGUID;\n\n\t/// <summary>\n\t/// Convert the specified GUID to an object reference.\n\t/// </summary>\n\n\tstatic public Object GUIDToObject (string guid)\n\t{\n\t\tif (string.IsNullOrEmpty(guid)) return null;\n\t\t\n\t\tif (s_GetInstanceIDFromGUID == null)\n\t\t\ts_GetInstanceIDFromGUID = typeof(AssetDatabase).GetMethod(\"GetInstanceIDFromGUID\", BindingFlags.Static | BindingFlags.NonPublic);\n\n\t\tint id = (int)s_GetInstanceIDFromGUID.Invoke(null, new object[] { guid });\n\t\tif (id != 0) return EditorUtility.InstanceIDToObject(id);\n\t\tstring path = AssetDatabase.GUIDToAssetPath(guid);\n\t\tif (string.IsNullOrEmpty(path)) return null;\n\t\treturn AssetDatabase.LoadAssetAtPath(path, typeof(Object));\n\t}\n\n\t/// <summary>\n\t/// Convert the specified GUID to an object reference of specified type.\n\t/// </summary>\n\n\tstatic public T GUIDToObject<T> (string guid) where T : Object\n\t{\n\t\tObject obj = GUIDToObject(guid);\n\t\tif (obj == null) return null;\n\n\t\tSystem.Type objType = obj.GetType();\n\t\tif (objType == typeof(T) || objType.IsSubclassOf(typeof(T))) return obj as T;\n\n\t\tif (objType == typeof(GameObject) && typeof(T).IsSubclassOf(typeof(Component)))\n\t\t{\n\t\t\tGameObject go = obj as GameObject;\n\t\t\treturn go.GetComponent(typeof(T)) as T;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Add a border around the specified color buffer with the width and height of a single pixel all around.\n\t/// The returned color buffer will have its width and height increased by 2.\n\t/// </summary>\n\n\tstatic public Color32[] AddBorder (Color32[] colors, int width, int height)\n\t{\n\t\tint w2 = width + 2;\n\t\tint h2 = height + 2;\n\n\t\tColor32[] c2 = new Color32[w2 * h2];\n\n\t\tfor (int y2 = 0; y2 < h2; ++y2)\n\t\t{\n\t\t\tint y1 = NGUIMath.ClampIndex(y2 - 1, height);\n\n\t\t\tfor (int x2 = 0; x2 < w2; ++x2)\n\t\t\t{\n\t\t\t\tint x1 = NGUIMath.ClampIndex(x2 - 1, width);\n\t\t\t\tint i2 = x2 + y2 * w2;\n\t\t\t\tc2[i2] = colors[x1 + y1 * width];\n\n\t\t\t\tif (x2 == 0 || x2 + 1 == w2 || y2 == 0 || y2 + 1 == h2)\n\t\t\t\t\tc2[i2].a = 0;\n\t\t\t}\n\t\t}\n\t\treturn c2;\n\t}\n\n\t/// <summary>\n\t/// Add a soft shadow to the specified color buffer.\n\t/// The buffer must have some padding around the edges in order for this to work properly.\n\t/// </summary>\n\n\tstatic public void AddShadow (Color32[] colors, int width, int height, Color shadow)\n\t{\n\t\tColor sh = shadow;\n\t\tsh.a = 1f;\n\n\t\tfor (int y2 = 0; y2 < height; ++y2)\n\t\t{\n\t\t\tfor (int x2 = 0; x2 < width; ++x2)\n\t\t\t{\n\t\t\t\tint index = x2 + y2 * width;\n\t\t\t\tColor32 uc = colors[index];\n\t\t\t\tif (uc.a == 255) continue;\n\n\t\t\t\tColor original = uc;\n\t\t\t\tfloat val = original.a;\n\t\t\t\tint count = 1;\n\t\t\t\tfloat div1 = 1f / 255f;\n\t\t\t\tfloat div2 = 2f / 255f;\n\t\t\t\tfloat div3 = 3f / 255f;\n\n\t\t\t\t// Left\n\t\t\t\tif (x2 != 0)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 - 1 + y2 * width].a * div1;\n\t\t\t\t\tcount += 1;\n\t\t\t\t}\n\n\t\t\t\t// Top\n\t\t\t\tif (y2 + 1 != height)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 + (y2 + 1) * width].a * div2;\n\t\t\t\t\tcount += 2;\n\t\t\t\t}\n\n\t\t\t\t// Top-left\n\t\t\t\tif (x2 != 0 && y2 + 1 != height)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 - 1 + (y2 + 1) * width].a * div3;\n\t\t\t\t\tcount += 3;\n\t\t\t\t}\n\n\t\t\t\tval /= count;\n\n\t\t\t\tColor c = Color.Lerp(original, sh, shadow.a * val);\n\t\t\t\tcolors[index] = Color.Lerp(c, original, original.a);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a visual depth effect to the specified color buffer.\n\t/// The buffer must have some padding around the edges in order for this to work properly.\n\t/// </summary>\n\n\tstatic public void AddDepth (Color32[] colors, int width, int height, Color shadow)\n\t{\n\t\tColor sh = shadow;\n\t\tsh.a = 1f;\n\n\t\tfor (int y2 = 0; y2 < height; ++y2)\n\t\t{\n\t\t\tfor (int x2 = 0; x2 < width; ++x2)\n\t\t\t{\n\t\t\t\tint index = x2 + y2 * width;\n\t\t\t\tColor32 uc = colors[index];\n\t\t\t\tif (uc.a == 255) continue;\n\n\t\t\t\tColor original = uc;\n\t\t\t\tfloat val = original.a * 4f;\n\t\t\t\tint count = 4;\n\t\t\t\tfloat div1 = 1f / 255f;\n\t\t\t\tfloat div2 = 2f / 255f;\n\n\t\t\t\tif (x2 != 0)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 - 1 + y2 * width].a * div2;\n\t\t\t\t\tcount += 2;\n\t\t\t\t}\n\n\t\t\t\tif (x2 + 1 != width)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 + 1 + y2 * width].a * div2;\n\t\t\t\t\tcount += 2;\n\t\t\t\t}\n\n\t\t\t\tif (y2 != 0)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 + (y2 - 1) * width].a * div2;\n\t\t\t\t\tcount += 2;\n\t\t\t\t}\n\n\t\t\t\tif (y2 + 1 != height)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 + (y2 + 1) * width].a * div2;\n\t\t\t\t\tcount += 2;\n\t\t\t\t}\n\n\t\t\t\tif (x2 != 0 && y2 != 0)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 - 1 + (y2 - 1) * width].a * div1;\n\t\t\t\t\t++count;\n\t\t\t\t}\n\n\t\t\t\tif (x2 != 0 && y2 + 1 != height)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 - 1 + (y2 + 1) * width].a * div1;\n\t\t\t\t\t++count;\n\t\t\t\t}\n\n\t\t\t\tif (x2 + 1 != width && y2 != 0)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 + 1 + (y2 - 1) * width].a * div1;\n\t\t\t\t\t++count;\n\t\t\t\t}\n\n\t\t\t\tif (x2 + 1 != width && y2 + 1 != height)\n\t\t\t\t{\n\t\t\t\t\tval += colors[x2 + 1 + (y2 + 1) * width].a * div1;\n\t\t\t\t\t++count;\n\t\t\t\t}\n\n\t\t\t\tval /= count;\n\n\t\t\t\tColor c = Color.Lerp(original, sh, shadow.a * val);\n\t\t\t\tcolors[index] = Color.Lerp(c, original, original.a);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw 18 pixel padding on the right-hand side. Used to align fields.\n\t/// </summary>\n\n\tstatic public void DrawPadding ()\n\t{\n\t\tif (!NGUISettings.minimalisticLook)\n\t\t\tGUILayout.Space(18f);\n\t}\n\n\tstatic System.Collections.Generic.Dictionary<string, TextureImporterType> mOriginal = new Dictionary<string, TextureImporterType>();\n\n\t/// <summary>\n\t/// Force the texture to be readable. Returns the asset database path to the texture.\n\t/// </summary>\n\n\tstatic public string MakeReadable (this Texture2D tex, bool readable = true)\n\t{\n\t\tstring path = AssetDatabase.GetAssetPath(tex);\n\n\t\tif (!string.IsNullOrEmpty(path))\n\t\t{\n\t\t\tTextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;\n\n\t\t\tif (textureImporter != null && textureImporter.isReadable != readable)\n\t\t\t{\n\t\t\t\ttextureImporter.isReadable = readable;\n\n\t\t\t\tif (readable)\n\t\t\t\t{\n\t\t\t\t\tmOriginal[path] = textureImporter.textureType;\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\ttextureImporter.textureType = TextureImporterType.Default;\n#else\n\t\t\t\t\ttextureImporter.textureType = TextureImporterType.Image;\n#endif\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tTextureImporterType type;\n\n\t\t\t\t\tif (mOriginal.TryGetValue(path, out type))\n\t\t\t\t\t{\n\t\t\t\t\t\ttextureImporter.textureType = type;\n\t\t\t\t\t\tmOriginal.Remove(path);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tAssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);\n\t\t\t}\n\t\t}\n\t\treturn path;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIEditorTools.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4e758c1de6cfd8b498cd2526d5b629df\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIHandles.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n/// <summary>\n/// Editor helper class containing functions related to drawing things in the Scene View using UnityEditor.Handles.\n/// </summary>\n\nstatic public class NGUIHandles\n{\n\t/// <summary>\n\t/// Given a plane the rectangle lies upon, convert the given screen coordinates to world coordinates.\n\t/// </summary>\n\n\tstatic public bool ScreenToWorldPoint (Plane p, Vector2 screenPos, out Vector3 worldPos)\n\t{\n\t\tfloat dist;\n\t\tRay ray = HandleUtility.GUIPointToWorldRay(screenPos);\n\n\t\tif (p.Raycast(ray, out dist))\n\t\t{\n\t\t\tworldPos = ray.GetPoint(dist);\n\t\t\treturn true;\n\t\t}\n\t\tworldPos = Vector3.zero;\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Given the widget's corners, convert the given screen coordinates to world coordinates.\n\t/// </summary>\n\n\tstatic public bool ScreenToWorldPoint (Vector3[] corners, Vector2 screenPos, out Vector3 worldPos)\n\t{\n\t\tPlane p = new Plane(corners[0], corners[1], corners[3]);\n\t\treturn ScreenToWorldPoint(p, screenPos, out worldPos);\n\t}\n\n\t/// <summary>\n\t/// Draw width and height around the rectangle specified by the four world-space corners.\n\t/// </summary>\n\n\tstatic public void DrawSize (Vector3[] worldPos, int width, int height)\n\t{\n\t\tVector2[] screenPos = new Vector2[4];\n\n\t\tfor (int i = 0; i < 4; ++i)\n\t\t\tscreenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);\n\n\t\tVector2 up = (screenPos[1] - screenPos[0]).normalized;\n\t\tVector2 right = (screenPos[3] - screenPos[0]).normalized;\n\n\t\tVector2 v0 = screenPos[0] - right * 20f;\n\t\tVector2 v1 = screenPos[1] - right * 20f;\n\n\t\tVector2 v2 = screenPos[0] - up * 20f;\n\t\tVector2 v3 = screenPos[3] - up * 20f;\n\n\t\tPlane p = new Plane(worldPos[0], worldPos[1], worldPos[3]);\n\t\tColor color = new Color(1f, 1f, 1f, 1f);\n\n\t\tDrawShadowedLine(p, v0, v1, color);\n\t\tDrawShadowedLine(p, v2, v3, color);\n\n\t\tDrawShadowedLine(p, v0 - right * 10f, v0 + right * 10f, color);\n\t\tDrawShadowedLine(p, v1 - right * 10f, v1 + right * 10f, color);\n\n\t\tDrawShadowedLine(p, v2 - up * 10f, v2 + up * 10f, color);\n\t\tDrawShadowedLine(p, v3 - up * 10f, v3 + up * 10f, color);\n\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tHandles.BeginGUI();\n\t\t\tDrawCenteredLabel((v2 + v3) * 0.5f, width.ToString());\n\t\t\tDrawCenteredLabel((v0 + v1) * 0.5f, height.ToString());\n\t\t\tHandles.EndGUI();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a shadowed line in the scene view.\n\t/// </summary>\n\n\tstatic public void DrawShadowedLine (Plane p, Vector2 screenPos0, Vector2 screenPos1, Color c)\n\t{\n\t\tHandles.color = new Color(0f, 0f, 0f, 0.5f);\n\t\tDrawLine(p, screenPos0 + Vector2.one, screenPos1 + Vector2.one);\n\t\tHandles.color = c;\n\t\tDrawLine(p, screenPos0, screenPos1);\n\t}\n\n\t/// <summary>\n\t/// Draw a shadowed line in the scene view.\n\t/// </summary>\n\n\tstatic public void DrawShadowedLine (Plane p, Vector3 worldPos0, Vector3 worldPos1, Color c)\n\t{\n\t\tVector2 s0 = HandleUtility.WorldToGUIPoint(worldPos0);\n\t\tVector2 s1 = HandleUtility.WorldToGUIPoint(worldPos1);\n\t\tDrawShadowedLine(p, s0, s1, c);\n\t}\n\n\t/// <summary>\n\t/// Draw a shadowed line in the scene view.\n\t/// </summary>\n\n\tstatic public void DrawShadowedLine (Vector3[] corners, Vector3 worldPos0, Vector3 worldPos1, Color c)\n\t{\n\t\tPlane p = new Plane(corners[0], corners[1], corners[3]);\n\t\tVector2 s0 = HandleUtility.WorldToGUIPoint(worldPos0);\n\t\tVector2 s1 = HandleUtility.WorldToGUIPoint(worldPos1);\n\t\tDrawShadowedLine(p, s0, s1, c);\n\t}\n\n\t/// <summary>\n\t/// Draw a line in the scene view.\n\t/// </summary>\n\n\tstatic public void DrawLine (Plane p, Vector2 v0, Vector2 v1)\n\t{\n#if UNITY_3_5\n\t\t// Unity 3.5 exhibits a strange offset...\n\t\tv0.x += 1f;\n\t\tv1.x += 1f;\n\t\tv0.y -= 1f;\n\t\tv1.y -= 1f;\n#endif\n\t\tVector3 w0, w1;\n\t\tif (ScreenToWorldPoint(p, v0, out w0) && ScreenToWorldPoint(p, v1, out w1))\n\t\t\tHandles.DrawLine(w0, w1);\n\t}\n\n\t/// <summary>\n\t/// Draw a centered label at the specified world coordinates.\n\t/// </summary>\n\n\tstatic public void DrawCenteredLabel (Vector3 worldPos, string text) { DrawCenteredLabel(worldPos, text, 60f); }\n\n\t/// <summary>\n\t/// Draw a centered label at the specified world coordinates.\n\t/// </summary>\n\n\tstatic public void DrawCenteredLabel (Vector3 worldPos, string text, float width)\n\t{\n\t\tVector2 screenPoint = HandleUtility.WorldToGUIPoint(worldPos);\n\t\tDrawCenteredLabel(screenPoint, text, width);\n\t}\n\n\t/// <summary>\n\t/// Draw a centered label at the specified screen coordinates.\n\t/// </summary>\n\n\tstatic public void DrawCenteredLabel (Vector2 screenPos, string text) { DrawCenteredLabel(screenPos, text, 60f); }\n\n\t/// <summary>\n\t/// Draw a centered label at the specified screen coordinates.\n\t/// It's expected that this call happens inside Handles.BeginGUI() / Handles.EndGUI().\n\t/// </summary>\n\n\tstatic public void DrawCenteredLabel (Vector2 screenPos, string text, float width)\n\t{\n\t\tif (Event.current.type == EventType.Repaint)\n\t\t{\n\t\t\tColor c = GUI.color;\n\n\t\t\tfloat tw = Mathf.Max(2, text.Length) * 15f;\n\t\t\tGUI.color = new Color(0f, 0f, 0f, 0.75f);\n\t\t\tGUI.Box(new Rect(screenPos.x - tw * 0.5f, screenPos.y - 10f, tw, 20f), \"\", \"WinBtnInactiveMac\");\n\n\t\t\tGUI.color = c;\n#if UNITY_3_5\n\t\t\tGUI.Label(new Rect(screenPos.x - 30f, screenPos.y - 14f, 60f, 20f), text, \"PreLabel\");\n#else\n\t\t\tGUI.Label(new Rect(screenPos.x - 30f, screenPos.y - 10f, 60f, 20f), text, \"PreLabel\");\n#endif\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIHandles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4102545b85744ff4d933400e48405407\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Editor/NGUI/NGUIHelp.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This script adds the NGUI menu options to the Unity Editor.\n/// </summary>\n\nstatic public class NGUIHelp\n{\n\t/// <summary>\n\t/// Get the URL pointing to the documentation for the specified component.\n\t/// </summary>\n\n\tstatic public string GetHelpURL (Type type)\n\t{\n\t\tif (type == typeof(UITexture))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6703\";\n\t\tif (type == typeof(UISprite))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6704\";\n\t\tif (type == typeof(UIPanel))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6705\";\n\t\tif (type == typeof(UILabel))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6706\";\n\t\tif (type == typeof(UIButton))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6708\";\n\t\tif (type == typeof(UIToggle))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6709\";\n\t\tif (type == typeof(UIRoot))\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6710\";\n\t\tif (type == typeof(UICamera))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6711\";\n\t\tif (type == typeof(UIAnchor))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6712\";\n\t\tif (type == typeof(UIStretch))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6713\";\n\t\tif (type == typeof(UISlider))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6715\";\n\t\tif (type == typeof(UI2DSprite))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6729\";\n\t\tif (type == typeof(UIScrollBar))\treturn \"http://www.tasharen.com/forum/index.php?topic=6733\";\n\t\tif (type == typeof(UIProgressBar))\treturn \"http://www.tasharen.com/forum/index.php?topic=6738\";\n\t\tif (type == typeof(UIPopupList))\treturn \"http://www.tasharen.com/forum/index.php?topic=6751\";\n\t\tif (type == typeof(UIInput))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6752\";\n\t\tif (type == typeof(UIKeyBinding))\treturn \"http://www.tasharen.com/forum/index.php?topic=6753\";\n\t\tif (type == typeof(UIGrid))\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6756\";\n\t\tif (type == typeof(UITable))\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6758\";\n\t\tif (type == typeof(UIKeyNavigation)) return \"http://www.tasharen.com/forum/index.php?topic=8747\";\n\n\t\tif (type == typeof(PropertyBinding) || type == typeof(PropertyReference))\n\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=8808\";\n\t\t\n\t\tif (type == typeof(ActiveAnimation) || type == typeof(UIPlayAnimation))\n\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6762\";\n\n\t\tif (type == typeof(UIScrollView) || type == typeof(UIDragScrollView))\n\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6763\";\n\n\t\tif (type == typeof(UIWidget) || type.IsSubclassOf(typeof(UIWidget)))\n\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6702\";\n\n\t\tif (type == typeof(UIPlayTween) || type.IsSubclassOf(typeof(UITweener)))\n\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=6760\";\n\n\t\tif (type == typeof(UILocalize) || type == typeof(Localization))\n\t\t\treturn \"http://www.tasharen.com/forum/index.php?topic=8092.0\";\n\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Show generic help.\n\t/// </summary>\n\n\tstatic public void Show ()\n\t{\n\t\tApplication.OpenURL(\"http://www.tasharen.com/forum/index.php?topic=6754\");\n\t}\n\n\t/// <summary>\n\t/// Show help for the specific topic.\n\t/// </summary>\n\n\tstatic public void Show (Type type)\n\t{\n\t\tstring url = GetHelpURL(type);\n\t\tif (url == null) url = \"http://www.tasharen.com/ngui/doc.php?topic=\" + type;\n\t\tApplication.OpenURL(url);\n\t}\n\n\t/// <summary>\n\t/// Show help for the specific topic.\n\t/// </summary>\n\n\tstatic public void Show (object obj)\n\t{\n\t\tif (obj is GameObject)\n\t\t{\n\t\t\tGameObject go = obj as GameObject;\n\t\t\tUIWidget widget = go.GetComponent<UIWidget>();\n\n\t\t\tif (widget != null)\n\t\t\t{\n\t\t\t\tShow(widget.GetType());\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t\tShow(obj.GetType());\n\t}\n}\n"
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    "path": "Assets/Editor/NGUI/NGUIHelp.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4be77d5f0fc53034eb1f99be556de17f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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  {
    "path": "Assets/Editor/NGUI/NGUIJson.cs",
    "content": "using System;\nusing System.Collections;\nusing System.Text;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing System.IO;\n\n// Source: UIToolkit -- https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/MiniJSON.cs\n\n// Based on the JSON parser from \n// http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html\n\n/// <summary>\n/// This class encodes and decodes JSON strings.\n/// Spec. details, see http://www.json.org/\n/// \n/// JSON uses Arrays and Objects. These correspond here to the datatypes ArrayList and Hashtable.\n/// All numbers are parsed to doubles.\n/// </summary>\n\npublic class NGUIJson\n{\n\tprivate const int TOKEN_NONE = 0;\n\tprivate const int TOKEN_CURLY_OPEN = 1;\n\tprivate const int TOKEN_CURLY_CLOSE = 2;\n\tprivate const int TOKEN_SQUARED_OPEN = 3;\n\tprivate const int TOKEN_SQUARED_CLOSE = 4;\n\tprivate const int TOKEN_COLON = 5;\n\tprivate const int TOKEN_COMMA = 6;\n\tprivate const int TOKEN_STRING = 7;\n\tprivate const int TOKEN_NUMBER = 8;\n\tprivate const int TOKEN_TRUE = 9;\n\tprivate const int TOKEN_FALSE = 10;\n\tprivate const int TOKEN_NULL = 11;\n\tprivate const int BUILDER_CAPACITY = 2000;\n\n\t/// <summary>\n\t/// On decoding, this value holds the position at which the parse failed (-1 = no error).\n\t/// </summary>\n\tprotected static int lastErrorIndex = -1;\n\tprotected static string lastDecode = \"\";\n\n\t/// <summary>\n\t/// Parse the specified JSon file, loading sprite information for the specified atlas.\n\t/// </summary>\n\n\tstatic public void LoadSpriteData (UIAtlas atlas, TextAsset asset)\n\t{\n\t\tif (asset == null || atlas == null) return;\n\n\t\tstring jsonString = asset.text;\n\n\t\tHashtable decodedHash = jsonDecode(jsonString) as Hashtable;\n\n\t\tif (decodedHash == null)\n\t\t{\n\t\t\tDebug.LogWarning(\"Unable to parse Json file: \" + asset.name);\n\t\t}\n\t\telse LoadSpriteData(atlas, decodedHash);\n\n\t\tasset = null;\n\t\tResources.UnloadUnusedAssets();\n\t}\n\n\t/// <summary>\n\t/// Parse the specified JSon file, loading sprite information for the specified atlas.\n\t/// </summary>\n\n\tstatic public void LoadSpriteData (UIAtlas atlas, string jsonData)\n\t{\n\t\tif (string.IsNullOrEmpty(jsonData) || atlas == null) return;\n\n\t\tHashtable decodedHash = jsonDecode(jsonData) as Hashtable;\n\n\t\tif (decodedHash == null)\n\t\t{\n\t\t\tDebug.LogWarning(\"Unable to parse the provided Json string\");\n\t\t}\n\t\telse LoadSpriteData(atlas, decodedHash);\n\t}\n\n\t/// <summary>\n\t/// Parse the specified JSon file, loading sprite information for the specified atlas.\n\t/// </summary>\n\n\tstatic void LoadSpriteData (UIAtlas atlas, Hashtable decodedHash)\n\t{\n\t\tif (decodedHash == null || atlas == null) return;\n\t\tList<UISpriteData> oldSprites = atlas.spriteList;\n\t\tatlas.spriteList = new List<UISpriteData>();\n\n\t\tHashtable frames = (Hashtable)decodedHash[\"frames\"];\n\n\t\tforeach (System.Collections.DictionaryEntry item in frames)\n\t\t{\n\t\t\tUISpriteData newSprite = new UISpriteData();\n\t\t\tnewSprite.name = item.Key.ToString();\n\n\t\t\tbool exists = false;\n\n\t\t\t// Check to see if this sprite exists\n\t\t\tforeach (UISpriteData oldSprite in oldSprites)\n\t\t\t{\n\t\t\t\tif (oldSprite.name.Equals(newSprite.name, StringComparison.OrdinalIgnoreCase))\n\t\t\t\t{\n\t\t\t\t\texists = true;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Get rid of the extension if the sprite doesn't exist\n\t\t\t// The extension is kept for backwards compatibility so it's still possible to update older atlases.\n\t\t\tif (!exists)\n\t\t\t{\n\t\t\t\tnewSprite.name = newSprite.name.Replace(\".png\", \"\");\n\t\t\t\tnewSprite.name = newSprite.name.Replace(\".tga\", \"\");\n\t\t\t}\n\n\t\t\t// Extract the info we need from the TexturePacker json file, mainly uvRect and size\n\t\t\tHashtable table = (Hashtable)item.Value;\n\t\t\tHashtable frame = (Hashtable)table[\"frame\"];\n\n\t\t\tint frameX = int.Parse(frame[\"x\"].ToString());\n\t\t\tint frameY = int.Parse(frame[\"y\"].ToString());\n\t\t\tint frameW = int.Parse(frame[\"w\"].ToString());\n\t\t\tint frameH = int.Parse(frame[\"h\"].ToString());\n\n\t\t\t// Read the rotation value\n\t\t\t//newSprite.rotated = (bool)table[\"rotated\"];\n\n\t\t\tnewSprite.x = frameX;\n\t\t\tnewSprite.y = frameY;\n\t\t\tnewSprite.width = frameW;\n\t\t\tnewSprite.height = frameH;\n\n\t\t\t// Support for trimmed sprites\n\t\t\tHashtable sourceSize = (Hashtable)table[\"sourceSize\"];\n\t\t\tHashtable spriteSize = (Hashtable)table[\"spriteSourceSize\"];\n\n\t\t\tif (spriteSize != null && sourceSize != null)\n\t\t\t{\n\t\t\t\t// TODO: Account for rotated sprites\n\t\t\t\tif (frameW > 0)\n\t\t\t\t{\n\t\t\t\t\tint spriteX = int.Parse(spriteSize[\"x\"].ToString());\n\t\t\t\t\tint spriteW = int.Parse(spriteSize[\"w\"].ToString());\n\t\t\t\t\tint sourceW = int.Parse(sourceSize[\"w\"].ToString());\n\n\t\t\t\t\tnewSprite.paddingLeft = spriteX;\n\t\t\t\t\tnewSprite.paddingRight = sourceW - (spriteX + spriteW);\n\t\t\t\t}\n\n\t\t\t\tif (frameH > 0)\n\t\t\t\t{\n\t\t\t\t\tint spriteY = int.Parse(spriteSize[\"y\"].ToString());\n\t\t\t\t\tint spriteH = int.Parse(spriteSize[\"h\"].ToString());\n\t\t\t\t\tint sourceH = int.Parse(sourceSize[\"h\"].ToString());\n\n\t\t\t\t\tnewSprite.paddingTop = spriteY;\n\t\t\t\t\tnewSprite.paddingBottom = sourceH - (spriteY + spriteH);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// If the sprite was present before, see if we can copy its inner rect\n\t\t\tforeach (UISpriteData oldSprite in oldSprites)\n\t\t\t{\n\t\t\t\tif (oldSprite.name.Equals(newSprite.name, StringComparison.OrdinalIgnoreCase))\n\t\t\t\t{\n\t\t\t\t\tnewSprite.borderLeft = oldSprite.borderLeft;\n\t\t\t\t\tnewSprite.borderRight = oldSprite.borderRight;\n\t\t\t\t\tnewSprite.borderBottom = oldSprite.borderBottom;\n\t\t\t\t\tnewSprite.borderTop = oldSprite.borderTop;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Add this new sprite\n\t\t\tatlas.spriteList.Add(newSprite);\n\t\t}\n\n\t\t// Sort imported sprites alphabetically\n\t\tatlas.spriteList.Sort(CompareSprites);\n\t\tDebug.Log(\"Imported \" + atlas.spriteList.Count + \" sprites\");\n\t}\n\n\t/// <summary>\n\t/// Sprite comparison function for sorting.\n\t/// </summary>\n\n\tstatic int CompareSprites (UISpriteData a, UISpriteData b) { return a.name.CompareTo(b.name); }\n\n\t/// <summary>\n\t/// Parses the string json into a value\n\t/// </summary>\n\t/// <param name=\"json\">A JSON string.</param>\n\t/// <returns>An ArrayList, a Hashtable, a double, a string, null, true, or false</returns>\n\tstatic public object jsonDecode( string json )\n\t{\n\t\t// save the string for debug information\n\t\tNGUIJson.lastDecode = json;\n\n\t\tif( json != null )\n\t\t{\n\t\t\tchar[] charArray = json.ToCharArray();\n\t\t\tint index = 0;\n\t\t\tbool success = true;\n\t\t\tobject value = NGUIJson.parseValue( charArray, ref index, ref success );\n\n\t\t\tif( success )\n\t\t\t\tNGUIJson.lastErrorIndex = -1;\n\t\t\telse\n\t\t\t\tNGUIJson.lastErrorIndex = index;\n\n\t\t\treturn value;\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn null;\n\t\t}\n\t}\n\n\n\t/// <summary>\n\t/// Converts a Hashtable / ArrayList / Dictionary(string,string) object into a JSON string\n\t/// </summary>\n\t/// <param name=\"json\">A Hashtable / ArrayList</param>\n\t/// <returns>A JSON encoded string, or null if object 'json' is not serializable</returns>\n\tstatic public string jsonEncode( object json )\n\t{\n\t\tvar builder = new StringBuilder( BUILDER_CAPACITY );\n\t\tvar success = NGUIJson.serializeValue( json, builder );\n\t\t\n\t\treturn ( success ? builder.ToString() : null );\n\t}\n\n\n\t/// <summary>\n\t/// On decoding, this function returns the position at which the parse failed (-1 = no error).\n\t/// </summary>\n\t/// <returns></returns>\n\tstatic public bool lastDecodeSuccessful()\n\t{\n\t\treturn ( NGUIJson.lastErrorIndex == -1 );\n\t}\n\n\n\t/// <summary>\n\t/// On decoding, this function returns the position at which the parse failed (-1 = no error).\n\t/// </summary>\n\t/// <returns></returns>\n\tstatic public int getLastErrorIndex()\n\t{\n\t\treturn NGUIJson.lastErrorIndex;\n\t}\n\n\n\t/// <summary>\n\t/// If a decoding error occurred, this function returns a piece of the JSON string \n\t/// at which the error took place. To ease debugging.\n\t/// </summary>\n\t/// <returns></returns>\n\tstatic public string getLastErrorSnippet()\n\t{\n\t\tif( NGUIJson.lastErrorIndex == -1 )\n\t\t{\n\t\t\treturn \"\";\n\t\t}\n\t\telse\n\t\t{\n\t\t\tint startIndex = NGUIJson.lastErrorIndex - 5;\n\t\t\tint endIndex = NGUIJson.lastErrorIndex + 15;\n\t\t\tif( startIndex < 0 )\n\t\t\t\tstartIndex = 0;\n\n\t\t\tif( endIndex >= NGUIJson.lastDecode.Length )\n\t\t\t\tendIndex = NGUIJson.lastDecode.Length - 1;\n\n\t\t\treturn NGUIJson.lastDecode.Substring( startIndex, endIndex - startIndex + 1 );\n\t\t}\n\t}\n\n\t\n\t#region Parsing\n\t\n\tprotected static Hashtable parseObject( char[] json, ref int index )\n\t{\n\t\tHashtable table = new Hashtable();\n\t\tint token;\n\n\t\t// {\n\t\tnextToken( json, ref index );\n\n\t\tbool done = false;\n\t\twhile( !done )\n\t\t{\n\t\t\ttoken = lookAhead( json, index );\n\t\t\tif( token == NGUIJson.TOKEN_NONE )\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\telse if( token == NGUIJson.TOKEN_COMMA )\n\t\t\t{\n\t\t\t\tnextToken( json, ref index );\n\t\t\t}\n\t\t\telse if( token == NGUIJson.TOKEN_CURLY_CLOSE )\n\t\t\t{\n\t\t\t\tnextToken( json, ref index );\n\t\t\t\treturn table;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// name\n\t\t\t\tstring name = parseString( json, ref index );\n\t\t\t\tif( name == null )\n\t\t\t\t{\n\t\t\t\t\treturn null;\n\t\t\t\t}\n\n\t\t\t\t// :\n\t\t\t\ttoken = nextToken( json, ref index );\n\t\t\t\tif( token != NGUIJson.TOKEN_COLON )\n\t\t\t\t\treturn null;\n\n\t\t\t\t// value\n\t\t\t\tbool success = true;\n\t\t\t\tobject value = parseValue( json, ref index, ref success );\n\t\t\t\tif( !success )\n\t\t\t\t\treturn null;\n\n\t\t\t\ttable[name] = value;\n\t\t\t}\n\t\t}\n\n\t\treturn table;\n\t}\n\n\t\n\tprotected static ArrayList parseArray( char[] json, ref int index )\n\t{\n\t\tArrayList array = new ArrayList();\n\n\t\t// [\n\t\tnextToken( json, ref index );\n\n\t\tbool done = false;\n\t\twhile( !done )\n\t\t{\n\t\t\tint token = lookAhead( json, index );\n\t\t\tif( token == NGUIJson.TOKEN_NONE )\n\t\t\t{\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\telse if( token == NGUIJson.TOKEN_COMMA )\n\t\t\t{\n\t\t\t\tnextToken( json, ref index );\n\t\t\t}\n\t\t\telse if( token == NGUIJson.TOKEN_SQUARED_CLOSE )\n\t\t\t{\n\t\t\t\tnextToken( json, ref index );\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tbool success = true;\n\t\t\t\tobject value = parseValue( json, ref index, ref success );\n\t\t\t\tif( !success )\n\t\t\t\t\treturn null;\n\n\t\t\t\tarray.Add( value );\n\t\t\t}\n\t\t}\n\n\t\treturn array;\n\t}\n\n\t\n\tprotected static object parseValue( char[] json, ref int index, ref bool success )\n\t{\n\t\tswitch( lookAhead( json, index ) )\n\t\t{\n\t\t\tcase NGUIJson.TOKEN_STRING:\n\t\t\t\treturn parseString( json, ref index );\n\t\t\tcase NGUIJson.TOKEN_NUMBER:\n\t\t\t\treturn parseNumber( json, ref index );\n\t\t\tcase NGUIJson.TOKEN_CURLY_OPEN:\n\t\t\t\treturn parseObject( json, ref index );\n\t\t\tcase NGUIJson.TOKEN_SQUARED_OPEN:\n\t\t\t\treturn parseArray( json, ref index );\n\t\t\tcase NGUIJson.TOKEN_TRUE:\n\t\t\t\tnextToken( json, ref index );\n\t\t\t\treturn Boolean.Parse( \"TRUE\" );\n\t\t\tcase NGUIJson.TOKEN_FALSE:\n\t\t\t\tnextToken( json, ref index );\n\t\t\t\treturn Boolean.Parse( \"FALSE\" );\n\t\t\tcase NGUIJson.TOKEN_NULL:\n\t\t\t\tnextToken( json, ref index );\n\t\t\t\treturn null;\n\t\t\tcase NGUIJson.TOKEN_NONE:\n\t\t\t\tbreak;\n\t\t}\n\n\t\tsuccess = false;\n\t\treturn null;\n\t}\n\n\t\n\tprotected static string parseString( char[] json, ref int index )\n\t{\n\t\tstring s = \"\";\n\t\tchar c;\n\n\t\teatWhitespace( json, ref index );\n\t\t\n\t\t// \"\n\t\tc = json[index++];\n\n\t\tbool complete = false;\n\t\twhile( !complete )\n\t\t{\n\t\t\tif( index == json.Length )\n\t\t\t\tbreak;\n\n\t\t\tc = json[index++];\n\t\t\tif( c == '\"' )\n\t\t\t{\n\t\t\t\tcomplete = true;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\telse if( c == '\\\\' )\n\t\t\t{\n\t\t\t\tif( index == json.Length )\n\t\t\t\t\tbreak;\n\n\t\t\t\tc = json[index++];\n\t\t\t\tif( c == '\"' )\n\t\t\t\t{\n\t\t\t\t\ts += '\"';\n\t\t\t\t}\n\t\t\t\telse if( c == '\\\\' )\n\t\t\t\t{\n\t\t\t\t\ts += '\\\\';\n\t\t\t\t}\n\t\t\t\telse if( c == '/' )\n\t\t\t\t{\n\t\t\t\t\ts += '/';\n\t\t\t\t}\n\t\t\t\telse if( c == 'b' )\n\t\t\t\t{\n\t\t\t\t\ts += '\\b';\n\t\t\t\t}\n\t\t\t\telse if( c == 'f' )\n\t\t\t\t{\n\t\t\t\t\ts += '\\f';\n\t\t\t\t}\n\t\t\t\telse if( c == 'n' )\n\t\t\t\t{\n\t\t\t\t\ts += '\\n';\n\t\t\t\t}\n\t\t\t\telse if( c == 'r' )\n\t\t\t\t{\n\t\t\t\t\ts += '\\r';\n\t\t\t\t}\n\t\t\t\telse if( c == 't' )\n\t\t\t\t{\n\t\t\t\t\ts += '\\t';\n\t\t\t\t}\n\t\t\t\telse if( c == 'u' )\n\t\t\t\t{\n\t\t\t\t\tint remainingLength = json.Length - index;\n\t\t\t\t\tif( remainingLength >= 4 )\n\t\t\t\t\t{\n\t\t\t\t\t\tchar[] unicodeCharArray = new char[4];\n\t\t\t\t\t\tArray.Copy( json, index, unicodeCharArray, 0, 4 );\n\n\t\t\t\t\t\t// Drop in the HTML markup for the unicode character\n\t\t\t\t\t\ts += \"&#x\" + new string( unicodeCharArray ) + \";\";\n\n\t\t\t\t\t\t/*\nuint codePoint = UInt32.Parse(new string(unicodeCharArray), NumberStyles.HexNumber);\n// convert the integer codepoint to a unicode char and add to string\ns += Char.ConvertFromUtf32((int)codePoint);\n*/\n\n\t\t\t\t\t\t// skip 4 chars\n\t\t\t\t\t\tindex += 4;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\ts += c;\n\t\t\t}\n\n\t\t}\n\n\t\tif( !complete )\n\t\t\treturn null;\n\n\t\treturn s;\n\t}\n\t\n\t\n\tprotected static double parseNumber( char[] json, ref int index )\n\t{\n\t\teatWhitespace( json, ref index );\n\n\t\tint lastIndex = getLastIndexOfNumber( json, index );\n\t\tint charLength = ( lastIndex - index ) + 1;\n\t\tchar[] numberCharArray = new char[charLength];\n\n\t\tArray.Copy( json, index, numberCharArray, 0, charLength );\n\t\tindex = lastIndex + 1;\n\t\treturn Double.Parse( new string( numberCharArray ) ); // , CultureInfo.InvariantCulture);\n\t}\n\t\n\t\n\tprotected static int getLastIndexOfNumber( char[] json, int index )\n\t{\n\t\tint lastIndex;\n\t\tfor( lastIndex = index; lastIndex < json.Length; lastIndex++ )\n\t\t\tif( \"0123456789+-.eE\".IndexOf( json[lastIndex] ) == -1 )\n\t\t\t{\n\t\t\t\tbreak;\n\t\t\t}\n\t\treturn lastIndex - 1;\n\t}\n\t\n\t\n\tprotected static void eatWhitespace( char[] json, ref int index )\n\t{\n\t\tfor( ; index < json.Length; index++ )\n\t\t\tif( \" \\t\\n\\r\".IndexOf( json[index] ) == -1 )\n\t\t\t{\n\t\t\t\tbreak;\n\t\t\t}\n\t}\n\t\n\t\n\tprotected static int lookAhead( char[] json, int index )\n\t{\n\t\tint saveIndex = index;\n\t\treturn nextToken( json, ref saveIndex );\n\t}\n\n\t\n\tprotected static int nextToken( char[] json, ref int index )\n\t{\n\t\teatWhitespace( json, ref index );\n\n\t\tif( index == json.Length )\n\t\t{\n\t\t\treturn NGUIJson.TOKEN_NONE;\n\t\t}\n\t\t\n\t\tchar c = json[index];\n\t\tindex++;\n\t\tswitch( c )\n\t\t{\n\t\t\tcase '{':\n\t\t\t\treturn NGUIJson.TOKEN_CURLY_OPEN;\n\t\t\tcase '}':\n\t\t\t\treturn NGUIJson.TOKEN_CURLY_CLOSE;\n\t\t\tcase '[':\n\t\t\t\treturn NGUIJson.TOKEN_SQUARED_OPEN;\n\t\t\tcase ']':\n\t\t\t\treturn NGUIJson.TOKEN_SQUARED_CLOSE;\n\t\t\tcase ',':\n\t\t\t\treturn NGUIJson.TOKEN_COMMA;\n\t\t\tcase '\"':\n\t\t\t\treturn NGUIJson.TOKEN_STRING;\n\t\t\tcase '0':\n\t\t\tcase '1':\n\t\t\tcase '2':\n\t\t\tcase '3':\n\t\t\tcase '4': \n\t\t\tcase '5':\n\t\t\tcase '6':\n\t\t\tcase '7':\n\t\t\tcase '8':\n\t\t\tcase '9':\n\t\t\tcase '-': \n\t\t\t\treturn NGUIJson.TOKEN_NUMBER;\n\t\t\tcase ':':\n\t\t\t\treturn NGUIJson.TOKEN_COLON;\n\t\t}\n\t\tindex--;\n\n\t\tint remainingLength = json.Length - index;\n\n\t\t// false\n\t\tif( remainingLength >= 5 )\n\t\t{\n\t\t\tif( json[index] == 'f' &&\n\t\t\t\tjson[index + 1] == 'a' &&\n\t\t\t\tjson[index + 2] == 'l' &&\n\t\t\t\tjson[index + 3] == 's' &&\n\t\t\t\tjson[index + 4] == 'e' )\n\t\t\t{\n\t\t\t\tindex += 5;\n\t\t\t\treturn NGUIJson.TOKEN_FALSE;\n\t\t\t}\n\t\t}\n\n\t\t// true\n\t\tif( remainingLength >= 4 )\n\t\t{\n\t\t\tif( json[index] == 't' &&\n\t\t\t\tjson[index + 1] == 'r' &&\n\t\t\t\tjson[index + 2] == 'u' &&\n\t\t\t\tjson[index + 3] == 'e' )\n\t\t\t{\n\t\t\t\tindex += 4;\n\t\t\t\treturn NGUIJson.TOKEN_TRUE;\n\t\t\t}\n\t\t}\n\n\t\t// null\n\t\tif( remainingLength >= 4 )\n\t\t{\n\t\t\tif( json[index] == 'n' &&\n\t\t\t\tjson[index + 1] == 'u' &&\n\t\t\t\tjson[index + 2] == 'l' &&\n\t\t\t\tjson[index + 3] == 'l' )\n\t\t\t{\n\t\t\t\tindex += 4;\n\t\t\t\treturn NGUIJson.TOKEN_NULL;\n\t\t\t}\n\t\t}\n\n\t\treturn NGUIJson.TOKEN_NONE;\n\t}\n\n\t#endregion\n\t\n\t\n\t#region Serialization\n\t\n\tprotected static bool serializeObjectOrArray( object objectOrArray, StringBuilder builder )\n\t{\n\t\tif( objectOrArray is Hashtable )\n\t\t{\n\t\t\treturn serializeObject( (Hashtable)objectOrArray, builder );\n\t\t}\n\t\telse if( objectOrArray is ArrayList )\n\t\t\t{\n\t\t\t\treturn serializeArray( (ArrayList)objectOrArray, builder );\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\t}\n\n\t\n\tprotected static bool serializeObject( Hashtable anObject, StringBuilder builder )\n\t{\n\t\tbuilder.Append( \"{\" );\n\n\t\tIDictionaryEnumerator e = anObject.GetEnumerator();\n\t\tbool first = true;\n\t\twhile( e.MoveNext() )\n\t\t{\n\t\t\tstring key = e.Key.ToString();\n\t\t\tobject value = e.Value;\n\n\t\t\tif( !first )\n\t\t\t{\n\t\t\t\tbuilder.Append( \", \" );\n\t\t\t}\n\n\t\t\tserializeString( key, builder );\n\t\t\tbuilder.Append( \":\" );\n\t\t\tif( !serializeValue( value, builder ) )\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tfirst = false;\n\t\t}\n\n\t\tbuilder.Append( \"}\" );\n\t\treturn true;\n\t}\n\t\n\t\n\tprotected static bool serializeDictionary( Dictionary<string,string> dict, StringBuilder builder )\n\t{\n\t\tbuilder.Append( \"{\" );\n\t\t\n\t\tbool first = true;\n\t\tforeach( var kv in dict )\n\t\t{\n\t\t\tif( !first )\n\t\t\t\tbuilder.Append( \", \" );\n\t\t\t\n\t\t\tserializeString( kv.Key, builder );\n\t\t\tbuilder.Append( \":\" );\n\t\t\tserializeString( kv.Value, builder );\n\n\t\t\tfirst = false;\n\t\t}\n\n\t\tbuilder.Append( \"}\" );\n\t\treturn true;\n\t}\n\t\n\t\n\tprotected static bool serializeArray( ArrayList anArray, StringBuilder builder )\n\t{\n\t\tbuilder.Append( \"[\" );\n\n\t\tbool first = true;\n\t\tfor( int i = 0; i < anArray.Count; i++ )\n\t\t{\n\t\t\tobject value = anArray[i];\n\n\t\t\tif( !first )\n\t\t\t{\n\t\t\t\tbuilder.Append( \", \" );\n\t\t\t}\n\n\t\t\tif( !serializeValue( value, builder ) )\n\t\t\t{\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tfirst = false;\n\t\t}\n\n\t\tbuilder.Append( \"]\" );\n\t\treturn true;\n\t}\n\n\t\n\tprotected static bool serializeValue( object value, StringBuilder builder )\n\t{\n\t\t// Type t = value.GetType();\n\t\t// Debug.Log(\"type: \" + t.ToString() + \" isArray: \" + t.IsArray);\n\n\t\tif( value == null )\n\t\t{\n\t\t\tbuilder.Append( \"null\" );\n\t\t}\n\t\telse if( value.GetType().IsArray )\n\t\t{\n\t\t\tserializeArray( new ArrayList( (ICollection)value ), builder );\n\t\t}\n\t\telse if( value is string )\n\t\t{\n\t\t\tserializeString( (string)value, builder );\n\t\t}\n\t\telse if( value is Char )\n\t\t{\n\t\t\tserializeString( Convert.ToString( (char)value ), builder );\n\t\t}\n\t\telse if( value is Hashtable )\n\t\t{\n\t\t\tserializeObject( (Hashtable)value, builder );\n\t\t}\n\t\telse if( value is Dictionary<string,string> )\n\t\t{\n\t\t\tserializeDictionary( (Dictionary<string,string>)value, builder );\n\t\t}\n\t\telse if( value is ArrayList )\n\t\t{\n\t\t\tserializeArray( (ArrayList)value, builder );\n\t\t}\n\t\telse if( ( value is Boolean ) && ( (Boolean)value == true ) )\n\t\t{\n\t\t\tbuilder.Append( \"true\" );\n\t\t}\n\t\telse if( ( value is Boolean ) && ( (Boolean)value == false ) )\n\t\t{\n\t\t\tbuilder.Append( \"false\" );\n\t\t}\n\t\telse if( value.GetType().IsPrimitive )\n\t\t{\n\t\t\tserializeNumber( Convert.ToDouble( value ), builder );\n\t\t}\n\t\telse\n\t\t{\n\t\t\treturn false;\n\t\t}\n\n\t\treturn true;\n\t}\n\n\t\n\tprotected static void serializeString( string aString, StringBuilder builder )\n\t{\n\t\tbuilder.Append( \"\\\"\" );\n\n\t\tchar[] charArray = aString.ToCharArray();\n\t\tfor( int i = 0; i < charArray.Length; i++ )\n\t\t{\n\t\t\tchar c = charArray[i];\n\t\t\tif( c == '\"' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\\\\"\" );\n\t\t\t}\n\t\t\telse if( c == '\\\\' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\\\\\\" );\n\t\t\t}\n\t\t\telse if( c == '\\b' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\b\" );\n\t\t\t}\n\t\t\telse if( c == '\\f' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\f\" );\n\t\t\t}\n\t\t\telse if( c == '\\n' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\n\" );\n\t\t\t}\n\t\t\telse if( c == '\\r' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\r\" );\n\t\t\t}\n\t\t\telse if( c == '\\t' )\n\t\t\t{\n\t\t\t\tbuilder.Append( \"\\\\t\" );\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint codepoint = Convert.ToInt32( c );\n\t\t\t\tif( ( codepoint >= 32 ) && ( codepoint <= 126 ) )\n\t\t\t\t{\n\t\t\t\t\tbuilder.Append( c );\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbuilder.Append( \"\\\\u\" + Convert.ToString( codepoint, 16 ).PadLeft( 4, '0' ) );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tbuilder.Append( \"\\\"\" );\n\t}\n\n\t\n\tprotected static void serializeNumber( double number, StringBuilder builder )\n\t{\n\t\tbuilder.Append( Convert.ToString( number ) ); // , CultureInfo.InvariantCulture));\n\t}\n\t\n\t#endregion\n\t\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIJson.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d03d26915d3a63542807ee5e560595e0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIMenu.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This script adds the NGUI menu options to the Unity Editor.\n/// </summary>\n\nstatic public class NGUIMenu\n{\n#region Selection\n\n\tstatic public GameObject SelectedRoot () { return NGUIEditorTools.SelectedRoot(); }\n\n\t[MenuItem(\"NGUI/Selection/Bring To Front &#=\", false, 0)]\n\tstatic public void BringForward2 ()\n\t{\n\t\tint val = 0;\n\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\tval |= NGUITools.AdjustDepth(Selection.gameObjects[i], 1000);\n\n\t\tif ((val & 1) != 0)\n\t\t{\n\t\t\tNGUITools.NormalizePanelDepths();\n\t\t\tif (UIPanelTool.instance != null)\n\t\t\t\tUIPanelTool.instance.Repaint();\n\t\t}\n\t\tif ((val & 2) != 0) NGUITools.NormalizeWidgetDepths();\n\t}\n\n\t[MenuItem(\"NGUI/Selection/Bring To Front &#=\", true)]\n\tstatic public bool BringForward2Validation () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Selection/Push To Back &#-\", false, 0)]\n\tstatic public void PushBack2 ()\n\t{\n\t\tint val = 0;\n\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\tval |= NGUITools.AdjustDepth(Selection.gameObjects[i], -1000);\n\n\t\tif ((val & 1) != 0)\n\t\t{\n\t\t\tNGUITools.NormalizePanelDepths();\n\t\t\tif (UIPanelTool.instance != null)\n\t\t\t\tUIPanelTool.instance.Repaint();\n\t\t}\n\t\tif ((val & 2) != 0) NGUITools.NormalizeWidgetDepths();\n\t}\n\n\t[MenuItem(\"NGUI/Selection/Push To Back &#-\", true)]\n\tstatic public bool PushBack2Validation () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Selection/Adjust Depth By +1 %=\", false, 0)]\n\tstatic public void BringForward ()\n\t{\n\t\tint val = 0;\n\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\tval |= NGUITools.AdjustDepth(Selection.gameObjects[i], 1);\n\t\tif (((val & 1) != 0) && UIPanelTool.instance != null)\n\t\t\tUIPanelTool.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Selection/Adjust Depth By +1 %=\", true)]\n\tstatic public bool BringForwardValidation () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Selection/Adjust Depth By -1 %-\", false, 0)]\n\tstatic public void PushBack ()\n\t{\n\t\tint val = 0;\n\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\tval |= NGUITools.AdjustDepth(Selection.gameObjects[i], -1);\n\t\tif (((val & 1) != 0) && UIPanelTool.instance != null)\n\t\t\tUIPanelTool.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Selection/Adjust Depth By -1 %-\", true)]\n\tstatic public bool PushBackValidation () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Selection/Make Pixel Perfect &#p\", false, 0)]\n\tstatic void PixelPerfectSelection ()\n\t{\n\t\tforeach (Transform t in Selection.transforms)\n\t\t\tNGUITools.MakePixelPerfect(t);\n\t}\n\n\t[MenuItem(\"NGUI/Selection/Make Pixel Perfect &#p\", true)]\n\tstatic bool PixelPerfectSelectionValidation ()\n\t{\n\t\treturn (Selection.activeTransform != null);\n\t}\n\n#endregion\n#region Create\n\n\t[MenuItem(\"NGUI/Create/Sprite &#s\", false, 6)]\n\tstatic public void AddSprite ()\n\t{\n\t\tGameObject go = NGUIEditorTools.SelectedRoot(true);\n\n\t\tif (go != null)\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddSprite(go).gameObject;\n\t\t}\n\t\telse Debug.Log(\"You must select a game object first.\");\n\t}\n\n\t[MenuItem(\"NGUI/Create/Label &#l\", false, 6)]\n\tstatic public void AddLabel ()\n\t{\n\t\tGameObject go = NGUIEditorTools.SelectedRoot(true);\n\n\t\tif (go != null)\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddLabel(go).gameObject;\n\t\t}\n\t\telse Debug.Log(\"You must select a game object first.\");\n\t}\n\n\t[MenuItem(\"NGUI/Create/Texture &#t\", false, 6)]\n\tstatic public void AddTexture ()\n\t{\n\t\tGameObject go = NGUIEditorTools.SelectedRoot(true);\n\n\t\tif (go != null)\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddTexture(go).gameObject;\n\t\t}\n\t\telse Debug.Log(\"You must select a game object first.\");\n\t}\n\n\t[MenuItem(\"NGUI/Create/Unity 2D Sprite &#d\", false, 6)]\n\tstatic public void AddSprite2D ()\n\t{\n\t\tGameObject go = NGUIEditorTools.SelectedRoot(true);\n\t\tif (go != null) Selection.activeGameObject = NGUISettings.Add2DSprite(go).gameObject;\n\t\telse Debug.Log(\"You must select a game object first.\");\n\t}\n\n\t[MenuItem(\"NGUI/Create/Widget &#w\", false, 6)]\n\tstatic public void AddWidget ()\n\t{\n\t\tGameObject go = NGUIEditorTools.SelectedRoot(true);\n\n\t\tif (go != null)\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddWidget(go).gameObject;\n\t\t}\n\t\telse Debug.Log(\"You must select a game object first.\");\n\t}\n\n\t[MenuItem(\"NGUI/Create/\", false, 6)]\n\tstatic void AddBreaker123 () {}\n\n\t[MenuItem(\"NGUI/Create/Anchor (Legacy)\", false, 6)]\n\tstatic void AddAnchor2 () { Add<UIAnchor>(); }\n\n\t[MenuItem(\"NGUI/Create/Panel\", false, 6)]\n\tstatic void AddPanel ()\n\t{\n\t\tUIPanel panel = NGUISettings.AddPanel(SelectedRoot());\n\t\tSelection.activeGameObject = (panel == null) ? NGUIEditorTools.SelectedRoot(true) : panel.gameObject;\n\t}\n\n\t[MenuItem(\"NGUI/Create/Scroll View\", false, 6)]\n\tstatic void AddScrollView ()\n\t{\n\t\tUIPanel panel = NGUISettings.AddPanel(SelectedRoot());\n\t\tif (panel == null) panel = NGUIEditorTools.SelectedRoot(true).GetComponent<UIPanel>();\n\t\tpanel.clipping = UIDrawCall.Clipping.SoftClip;\n\t\tpanel.name = \"Scroll View\";\n\t\tpanel.gameObject.AddComponent<UIScrollView>();\n\t\tSelection.activeGameObject = panel.gameObject;\n\t}\n\n\t[MenuItem(\"NGUI/Create/Grid\", false, 6)]\n\tstatic void AddGrid () { Add<UIGrid>(); }\n\n\t[MenuItem(\"NGUI/Create/Table\", false, 6)]\n\tstatic void AddTable () { Add<UITable>(); }\n\n\tstatic T Add<T> () where T : MonoBehaviour\n\t{\n\t\tT t = NGUITools.AddChild<T>(SelectedRoot());\n\t\tSelection.activeGameObject = t.gameObject;\n\t\treturn t;\n\t}\n\n\t[MenuItem(\"NGUI/Create/2D UI\", false, 6)]\n\t[MenuItem(\"Assets/NGUI/Create 2D UI\", false, 1)]\n\tstatic void Create2D () { UICreateNewUIWizard.CreateNewUI(UICreateNewUIWizard.CameraType.Simple2D); }\n\n\t[MenuItem(\"NGUI/Create/2D UI\", true)]\n\t[MenuItem(\"Assets/NGUI/Create 2D UI\", true, 1)]\n\tstatic bool Create2Da ()\n\t{\n\t\tif (UIRoot.list.Count == 0 || UICamera.list.size == 0) return true;\n\t\tforeach (UICamera c in UICamera.list)\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (NGUITools.GetActive(c) && c.camera.isOrthoGraphic)\n#else\n\t\t\tif (NGUITools.GetActive(c) && c.GetComponent<Camera>().orthographic)\n#endif\n\t\t\t\treturn false;\n\t\treturn true;\n\t}\n\n\t[MenuItem(\"NGUI/Create/3D UI\", false, 6)]\n\t[MenuItem(\"Assets/NGUI/Create 3D UI\", false, 1)]\n\tstatic void Create3D () { UICreateNewUIWizard.CreateNewUI(UICreateNewUIWizard.CameraType.Advanced3D); }\n\n\t[MenuItem(\"NGUI/Create/3D UI\", true)]\n\t[MenuItem(\"Assets/NGUI/Create 3D UI\", true, 1)]\n\tstatic bool Create3Da ()\n\t{\n\t\tif (UIRoot.list.Count == 0 || UICamera.list.size == 0) return true;\n\t\tforeach (UICamera c in UICamera.list)\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (NGUITools.GetActive(c) && !c.camera.isOrthoGraphic)\n#else\n\t\t\tif (NGUITools.GetActive(c) && !c.GetComponent<Camera>().orthographic)\n#endif\n\t\t\t\treturn false;\n\t\treturn true;\n\t}\n\n#endregion\n#region Attach\n\n\tstatic void AddIfMissing<T> () where T : Component\n\t{\n\t\tif (Selection.activeGameObject != null)\n\t\t{\n\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\tSelection.gameObjects[i].AddMissingComponent<T>();\n\t\t}\n\t\telse Debug.Log(\"You must select a game object first.\");\n\t}\n\n\tstatic bool Exists<T> () where T : Component\n\t{\n\t\tGameObject go = Selection.activeGameObject;\n\t\tif (go != null) return go.GetComponent<T>() != null;\n\t\treturn false;\n\t}\n\n\t[MenuItem(\"NGUI/Attach/Collider &#c\", false, 7)]\n\tstatic public void AddCollider ()\n\t{\n\t\tif (Selection.activeGameObject != null)\n\t\t{\n\t\t\tfor (int i = 0; i < Selection.gameObjects.Length; ++i)\n\t\t\t\tNGUITools.AddWidgetCollider(Selection.gameObjects[i]);\n\t\t}\n\t\telse Debug.Log(\"You must select a game object first, such as your button.\");\n\t}\n\n\t//[MenuItem(\"NGUI/Attach/Anchor\", false, 7)]\n\t//static public void Add1 () { AddIfMissing<UIAnchor>(); }\n\n\t//[MenuItem(\"NGUI/Attach/Anchor\", true)]\n\t//static public bool Add1a () { return !Exists<UIAnchor>(); }\n\n\t//[MenuItem(\"NGUI/Attach/Stretch (Legacy)\", false, 7)]\n\t//static public void Add2 () { AddIfMissing<UIStretch>(); }\n\n\t//[MenuItem(\"NGUI/Attach/Stretch (Legacy)\", true)]\n\t//static public bool Add2a () { return !Exists<UIStretch>(); }\n\n\t//[MenuItem(\"NGUI/Attach/\", false, 7)]\n\t//static public void Add3s () {}\n\n\t[MenuItem(\"NGUI/Attach/Button Script\", false, 7)]\n\tstatic public void Add3 () { AddIfMissing<UIButton>(); }\n\n\t[MenuItem(\"NGUI/Attach/Toggle Script\", false, 7)]\n\tstatic public void Add4 () { AddIfMissing<UIToggle>(); }\n\n\t[MenuItem(\"NGUI/Attach/Slider Script\", false, 7)]\n\tstatic public void Add5 () { AddIfMissing<UISlider>(); }\n\n\t[MenuItem(\"NGUI/Attach/Scroll Bar Script\", false, 7)]\n\tstatic public void Add6 () { AddIfMissing<UIScrollBar>(); }\n\n\t[MenuItem(\"NGUI/Attach/Progress Bar Script\", false, 7)]\n\tstatic public void Add7 () { AddIfMissing<UIProgressBar>(); }\n\n\t[MenuItem(\"NGUI/Attach/Popup List Script\", false, 7)]\n\tstatic public void Add8 () { AddIfMissing<UIPopupList>(); }\n\n\t[MenuItem(\"NGUI/Attach/Input Field Script\", false, 7)]\n\tstatic public void Add9 () { AddIfMissing<UIInput>(); }\n\n\t[MenuItem(\"NGUI/Attach/Key Binding Script\", false, 7)]\n\tstatic public void Add10 () { AddIfMissing<UIKeyBinding>(); }\n\n\t[MenuItem(\"NGUI/Attach/Key Navigation Script\", false, 7)]\n\tstatic public void Add10a () { AddIfMissing<UIKeyNavigation>(); }\n\n\t[MenuItem(\"NGUI/Attach/Play Tween Script\", false, 7)]\n\tstatic public void Add11 () { AddIfMissing<UIPlayTween>(); }\n\n\t[MenuItem(\"NGUI/Attach/Play Animation Script\", false, 7)]\n\tstatic public void Add12 () { AddIfMissing<UIPlayAnimation>(); }\n\n\t[MenuItem(\"NGUI/Attach/Play Sound Script\", false, 7)]\n\tstatic public void Add13 () { AddIfMissing<UIPlaySound>(); }\n\n\t[MenuItem(\"NGUI/Attach/Localization Script\", false, 7)]\n\tstatic public void Add14 () { AddIfMissing<UILocalize>(); }\n\n#endregion\n#region Tweens\n\n\t[MenuItem(\"NGUI/Tween/Alpha\", false, 8)]\n\tstatic void Tween1 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenAlpha>(); }\n\n\t[MenuItem(\"NGUI/Tween/Alpha\", true)]\n\tstatic bool Tween1a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); }\n\n\t[MenuItem(\"NGUI/Tween/Color\", false, 8)]\n\tstatic void Tween2 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenColor>(); }\n\n\t[MenuItem(\"NGUI/Tween/Color\", true)]\n\tstatic bool Tween2a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); }\n\n\t[MenuItem(\"NGUI/Tween/Width\", false, 8)]\n\tstatic void Tween3 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenWidth>(); }\n\n\t[MenuItem(\"NGUI/Tween/Width\", true)]\n\tstatic bool Tween3a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); }\n\n\t[MenuItem(\"NGUI/Tween/Height\", false, 8)]\n\tstatic void Tween4 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenHeight>(); }\n\n\t[MenuItem(\"NGUI/Tween/Height\", true)]\n\tstatic bool Tween4a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<UIWidget>() != null); }\n\n\t[MenuItem(\"NGUI/Tween/Position\", false, 8)]\n\tstatic void Tween5 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenPosition>(); }\n\n\t[MenuItem(\"NGUI/Tween/Position\", true)]\n\tstatic bool Tween5a () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Tween/Rotation\", false, 8)]\n\tstatic void Tween6 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenRotation>(); }\n\n\t[MenuItem(\"NGUI/Tween/Rotation\", true)]\n\tstatic bool Tween6a () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Tween/Scale\", false, 8)]\n\tstatic void Tween7 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenScale>(); }\n\n\t[MenuItem(\"NGUI/Tween/Scale\", true)]\n\tstatic bool Tween7a () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Tween/Transform\", false, 8)]\n\tstatic void Tween8 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenTransform>(); }\n\n\t[MenuItem(\"NGUI/Tween/Transform\", true)]\n\tstatic bool Tween8a () { return (Selection.activeGameObject != null); }\n\n\t[MenuItem(\"NGUI/Tween/Volume\", false, 8)]\n\tstatic void Tween9 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenVolume>(); }\n\n\t[MenuItem(\"NGUI/Tween/Volume\", true)]\n\tstatic bool Tween9a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<AudioSource>() != null); }\n\n\t[MenuItem(\"NGUI/Tween/Field of View\", false, 8)]\n\tstatic void Tween10 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenFOV>(); }\n\n\t[MenuItem(\"NGUI/Tween/Field of View\", true)]\n\tstatic bool Tween10a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<Camera>() != null); }\n\n\t[MenuItem(\"NGUI/Tween/Orthographic Size\", false, 8)]\n\tstatic void Tween11 () { if (Selection.activeGameObject != null) Selection.activeGameObject.AddMissingComponent<TweenOrthoSize>(); }\n\n\t[MenuItem(\"NGUI/Tween/Orthographic Size\", true)]\n\tstatic bool Tween11a () { return (Selection.activeGameObject != null) && (Selection.activeGameObject.GetComponent<Camera>() != null); }\n\n#endregion\n#region Open\n\n\t[MenuItem(\"NGUI/Open/Atlas Maker\", false, 9)]\n\t[MenuItem(\"Assets/NGUI/Open Atlas Maker\", false, 0)]\n\tstatic public void OpenAtlasMaker ()\n\t{\n\t\tEditorWindow.GetWindow<UIAtlasMaker>(false, \"Atlas Maker\", true).Show();\n\t}\n\n\t[MenuItem(\"NGUI/Open/Font Maker\", false, 9)]\n\t[MenuItem(\"Assets/NGUI/Open Bitmap Font Maker\", false, 0)]\n\tstatic public void OpenFontMaker ()\n\t{\n\t\tEditorWindow.GetWindow<UIFontMaker>(false, \"Font Maker\", true).Show();\n\t}\n\n\t[MenuItem(\"NGUI/Open/\", false, 9)]\n\t[MenuItem(\"Assets/NGUI/\", false, 0)]\n\tstatic public void OpenSeparator2 () { }\n\n\t[MenuItem(\"NGUI/Open/Prefab Toolbar\", false, 9)]\n\tstatic public void OpenPrefabTool ()\n\t{\n\t\tEditorWindow.GetWindow<UIPrefabTool>(false, \"Prefab Toolbar\", true).Show();\n\t}\n\n\t[MenuItem(\"NGUI/Open/Panel Tool\", false, 9)]\n\tstatic public void OpenPanelWizard ()\n\t{\n\t\tEditorWindow.GetWindow<UIPanelTool>(false, \"Panel Tool\", true).Show();\n\t}\n\n\t[MenuItem(\"NGUI/Open/Draw Call Tool\", false, 9)]\n\tstatic public void OpenDCTool ()\n\t{\n\t\tEditorWindow.GetWindow<UIDrawCallViewer>(false, \"Draw Call Tool\", true).Show();\n\t}\n\n\t[MenuItem(\"NGUI/Open/Camera Tool\", false, 9)]\n\tstatic public void OpenCameraWizard ()\n\t{\n\t\tEditorWindow.GetWindow<UICameraTool>(false, \"Camera Tool\", true).Show();\n\t}\n\n\t[MenuItem(\"NGUI/Open/Widget Wizard (Legacy)\", false, 9)]\n\tstatic public void CreateWidgetWizard ()\n\t{\n\t\tEditorWindow.GetWindow<UICreateWidgetWizard>(false, \"Widget Tool\", true).Show();\n\t}\n\n\t//[MenuItem(\"NGUI/Open/UI Wizard (Legacy)\", false, 9)]\n\t//static public void CreateUIWizard ()\n\t//{\n\t//    EditorWindow.GetWindow<UICreateNewUIWizard>(false, \"UI Tool\", true).Show();\n\t//}\n\n#endregion\n#region Options\n\n\t[MenuItem(\"NGUI/Options/Transform Move Gizmo/Turn On\", false, 10)]\n\tstatic public void TurnGizmosOn ()\n\t{\n\t\tNGUISettings.showTransformHandles = true;\n\t\tNGUIEditorTools.HideMoveTool(false);\n\t}\n\n\t[MenuItem(\"NGUI/Options/Transform Move Gizmo/Turn On\", true, 10)]\n\tstatic public bool TurnGizmosOnCheck () { return !NGUISettings.showTransformHandles; }\n\n\t[MenuItem(\"NGUI/Options/Transform Move Gizmo/Turn Off\", false, 10)]\n\tstatic public void TurnGizmosOff () { NGUISettings.showTransformHandles = false; }\n\n\t[MenuItem(\"NGUI/Options/Transform Move Gizmo/Turn Off\", true, 10)]\n\tstatic public bool TurnGizmosOffCheck () { return NGUISettings.showTransformHandles; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Turn On\", false, 10)]\n\tstatic public void TurnHandlesOn () { UIWidget.showHandlesWithMoveTool = true; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Turn On\", true, 10)]\n\tstatic public bool TurnHandlesOnCheck () { return !UIWidget.showHandlesWithMoveTool; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Turn Off\", false, 10)]\n\tstatic public void TurnHandlesOff () { UIWidget.showHandlesWithMoveTool = false; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Turn Off\", true, 10)]\n\tstatic public bool TurnHandlesOffCheck () { return UIWidget.showHandlesWithMoveTool; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Set to Blue\", false, 10)]\n\tstatic public void SetToBlue () { NGUISettings.colorMode = NGUISettings.ColorMode.Blue; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Set to Blue\", true, 10)]\n\tstatic public bool SetToBlueCheck () { return UIWidget.showHandlesWithMoveTool && NGUISettings.colorMode != NGUISettings.ColorMode.Blue; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Set to Orange\", false, 10)]\n\tstatic public void SetToOrange () { NGUISettings.colorMode = NGUISettings.ColorMode.Orange; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Set to Orange\", true, 10)]\n\tstatic public bool SetToOrangeCheck () { return UIWidget.showHandlesWithMoveTool && NGUISettings.colorMode != NGUISettings.ColorMode.Orange; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Set to Green\", false, 10)]\n\tstatic public void SetToGreen () { NGUISettings.colorMode = NGUISettings.ColorMode.Green; }\n\n\t[MenuItem(\"NGUI/Options/Handles/Set to Green\", true, 10)]\n\tstatic public bool SetToGreenCheck () { return UIWidget.showHandlesWithMoveTool && NGUISettings.colorMode != NGUISettings.ColorMode.Green; }\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Minimalistic\", false, 10)]\n\tstatic public void SetToMin ()\n\t{\n\t\tNGUISettings.minimalisticLook = true;\n\t\tif (NGUITransformInspector.instance != null) NGUITransformInspector.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Minimalistic\", true, 10)]\n\tstatic public bool SetToMinCheck () { return !NGUISettings.minimalisticLook; }\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Distinct\", false, 10)]\n\tstatic public void SetToDistinct ()\n\t{\n\t\tNGUISettings.minimalisticLook = false;\n\t\tif (NGUITransformInspector.instance != null) NGUITransformInspector.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Distinct\", true, 10)]\n\tstatic public bool SetToDistinctCheck () { return NGUISettings.minimalisticLook; }\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Unified\", false, 10)]\n\tstatic public void SetToUnified ()\n\t{\n\t\tNGUISettings.unifiedTransform = true;\n\t\tif (NGUITransformInspector.instance != null) NGUITransformInspector.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Unified\", true, 10)]\n\tstatic public bool SetToUnifiedCheck () { return !NGUISettings.unifiedTransform; }\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Traditional\", false, 10)]\n\tstatic public void SetToTraditional ()\n\t{\n\t\tNGUISettings.unifiedTransform = false;\n\t\tif (NGUITransformInspector.instance != null) NGUITransformInspector.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Options/Inspector Look/Set to Traditional\", true, 10)]\n\tstatic public bool SetToTraditionalCheck () { return NGUISettings.unifiedTransform; }\n\n\t[MenuItem(\"NGUI/Options/Snapping/Turn On\", false, 10)]\n\tstatic public void TurnSnapOn () { NGUISnap.allow = true; }\n\n\t[MenuItem(\"NGUI/Options/Snapping/Turn On\", true, 10)]\n\tstatic public bool TurnSnapOnCheck () { return !NGUISnap.allow; }\n\n\t[MenuItem(\"NGUI/Options/Snapping/Turn Off\", false, 10)]\n\tstatic public void TurnSnapOff () { NGUISnap.allow = false; }\n\n\t[MenuItem(\"NGUI/Options/Snapping/Turn Off\", true, 10)]\n\tstatic public bool TurnSnapOffCheck () { return NGUISnap.allow; }\n\n\t[MenuItem(\"NGUI/Options/Guides/Set to Always On\", false, 10)]\n\tstatic public void TurnGuidesOn () { NGUISettings.drawGuides = true; }\n\n\t[MenuItem(\"NGUI/Options/Guides/Set to Always On\", true, 10)]\n\tstatic public bool TurnGuidesOnCheck () { return !NGUISettings.drawGuides; }\n\n\t[MenuItem(\"NGUI/Options/Guides/Set to Only When Needed\", false, 10)]\n\tstatic public void TurnGuidesOff () { NGUISettings.drawGuides = false; }\n\n\t[MenuItem(\"NGUI/Options/Guides/Set to Only When Needed\", true, 10)]\n\tstatic public bool TurnGuidesOffCheck () { return NGUISettings.drawGuides; }\n\n\t[MenuItem(\"NGUI/Options/Reset Prefab Toolbar\", false, 10)]\n\tstatic public void ResetPrefabTool ()\n\t{\n\t\tif (UIPrefabTool.instance == null) OpenPrefabTool();\n\t\tUIPrefabTool.instance.Reset();\n\t\tUIPrefabTool.instance.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Extras/Switch to 2D Colliders\", false, 10)]\n\tstatic public void SwitchTo2D ()\n\t{\n\t\tBoxCollider[] colliders = NGUITools.FindActive<BoxCollider>();\n\t\t\n\t\tfor (int i = 0; i < colliders.Length; ++i)\n\t\t{\n\t\t\tBoxCollider c = colliders[i];\n\t\t\tGameObject go = c.gameObject;\n\n\t\t\tUICamera cam = UICamera.FindCameraForLayer(go.layer);\n\t\t\tif (cam == null) continue;\n\t\t\tif (cam.eventType == UICamera.EventType.World_3D) continue;\n\t\t\tif (cam.eventType == UICamera.EventType.World_2D) continue;\n\n\t\t\tcam.eventType = UICamera.EventType.UI_2D;\n\n\t\t\tVector3 center = c.center;\n\t\t\tVector3 size = c.size;\n\t\t\tNGUITools.DestroyImmediate(c);\n\n\t\t\tBoxCollider2D bc = go.AddComponent<BoxCollider2D>();\n\t\t\tbc.size = size;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tbc.center = center;\n#else\n\t\t\tbc.offset = center;\n#endif\n\t\t\tbc.isTrigger = true;\n\t\t\tNGUITools.SetDirty(go);\n\n\t\t\tUIPanel p = NGUITools.FindInParents<UIPanel>(go);\n\t\t\t\n\t\t\tif (p != null)\n\t\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tif (p.rigidbody != null) NGUITools.Destroy(p.rigidbody);\n#else\n\t\t\t\tif (p.GetComponent<Rigidbody>() != null) NGUITools.Destroy(p.GetComponent<Rigidbody>());\n#endif\n\t\t\t\t// It's unclear if having a 2D rigidbody actually helps or not\n\t\t\t\t//if (p.GetComponent<Rigidbody2D>() == null)\n\t\t\t\t//{\n\t\t\t\t//    Rigidbody2D rb = p.gameObject.AddComponent<Rigidbody2D>();\n\t\t\t\t//    rb.isKinematic = true;\n\t\t\t\t//}\n\t\t\t}\n\t\t}\n\t}\n\n\t[MenuItem(\"NGUI/Extras/Switch to 3D Colliders\", false, 10)]\n\tstatic public void SwitchTo3D ()\n\t{\n\t\tBoxCollider2D[] colliders = NGUITools.FindActive<BoxCollider2D>();\n\n\t\tfor (int i = 0; i < colliders.Length; ++i)\n\t\t{\n\t\t\tBoxCollider2D c = colliders[i];\n\t\t\tGameObject go = c.gameObject;\n\n\t\t\tUICamera cam = UICamera.FindCameraForLayer(go.layer);\n\t\t\tif (cam == null) continue;\n\t\t\tif (cam.eventType == UICamera.EventType.World_3D) continue;\n\t\t\tif (cam.eventType == UICamera.EventType.World_2D) continue;\n\n\t\t\tcam.eventType = UICamera.EventType.UI_3D;\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tVector3 center = c.center;\n#else\n\t\t\tVector3 center = c.offset;\n#endif\n\t\t\tVector3 size = c.size;\n\t\t\tNGUITools.DestroyImmediate(c);\n\n\t\t\tBoxCollider bc = go.AddComponent<BoxCollider>();\n\n\t\t\tif (bc != null)\n\t\t\t{\n\t\t\t\tbc.size = size;\n\t\t\t\tbc.center = center;\n\t\t\t\tbc.isTrigger = true;\n\t\t\t}\n\t\t\tNGUITools.SetDirty(go);\n\n\t\t\tUIPanel p = NGUITools.FindInParents<UIPanel>(go);\n\t\t\t\n\t\t\tif (p != null)\n\t\t\t{\n\t\t\t\tif (p.GetComponent<Rigidbody2D>() != null)\n\t\t\t\t\tNGUITools.Destroy(p.GetComponent<Rigidbody2D>());\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tif (p.rigidbody == null)\n#else\n\t\t\t\tif (p.GetComponent<Rigidbody>() == null)\n#endif\n\t\t\t\t{\n\t\t\t\t\tRigidbody rb = p.gameObject.AddComponent<Rigidbody>();\n\t\t\t\t\trb.isKinematic = true;\n\t\t\t\t\trb.useGravity = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t[MenuItem(\"NGUI/Extras/Align Scene View to UI\", false, 10)]\n\tstatic public void AlignSVToUI ()\n\t{\n\t\tGameObject go = Selection.activeGameObject ?? UICamera.list[0].gameObject;\n\t\tCamera cam = NGUITools.FindCameraForLayer(go.layer);\n\t\tSceneView sv = SceneView.lastActiveSceneView;\n\t\tCamera svc = sv.camera;\n\t\tsvc.nearClipPlane = cam.nearClipPlane;\n\t\tsvc.farClipPlane = cam.farClipPlane;\n\t\tsv.size = Mathf.Sqrt(svc.aspect) / 0.7071068f;\n\t\tsv.pivot = cam.transform.position;\n\t\tsv.rotation = cam.transform.rotation;\n\t\tsv.orthographic = true;\n\t\tsv.Repaint();\n\t}\n\n\t[MenuItem(\"NGUI/Extras/Align Scene View to UI\", true, 10)]\n\tstatic public bool AlignSVToUICheck ()\n\t{\n\t\tif (SceneView.lastActiveSceneView == null) return false;\n\t\tif (UICamera.list.size == 0) return false;\n\t\t\n\t\tGameObject go = Selection.activeGameObject ?? UICamera.list[0].gameObject;\n\t\tif (go == null) return false;\n\t\t\n\t\tCamera cam = NGUITools.FindCameraForLayer(go.layer);\n\t\tif (cam == null || !cam.orthographic) return false;\n\t\treturn true;\n\t}\n\n\t[MenuItem(\"GameObject/Align View To Selected UI &f\", false, 999)]\n\tstatic public void AlignSVWithSelectedUI () { AlignSVToUI(); }\n\n\t[MenuItem(\"GameObject/Align View To Selected UI &f\", true, 999)]\n\tstatic public bool AlignSVWithSelectedUICheck ()\n\t{\n\t\tGameObject go = Selection.activeGameObject;\n\t\tif (go == null) return false;\n\t\treturn AlignSVToUICheck();\n\t}\n#endregion\n\n\t[MenuItem(\"NGUI/Normalize Depth Hierarchy &#0\", false, 11)]\n\tstatic public void Normalize () { NGUITools.NormalizeDepths(); }\n\n\t[MenuItem(\"NGUI/Help\", false, 120)]\n\tstatic public void Help () { NGUIHelp.Show(); }\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUIMenu.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9e55520451765634c9abb4830c2b53b3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUISelectionTools.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\npublic class NGUISelectionTools\n{\n\t[MenuItem(\"GameObject/Selection/Force Delete\")]\n\tstatic void ForceDelete()\n\t{\n\t\tObject[] gos = Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel);\n\n\t\tif (gos != null && gos.Length > 0)\n\t\t{\n\t\t\tfor (int i = 0; i < gos.Length; ++i)\n\t\t\t{\n\t\t\t\tObject go = gos[i];\n\t\t\t\tNGUITools.DestroyImmediate(go);\n\t\t\t}\n\t\t}\n\t}\n\n\t[MenuItem(\"GameObject/Selection/Toggle 'Active' #&a\")]\n\tstatic void ActivateDeactivate()\n\t{\n\t\tif (HasValidTransform())\n\t\t{\n\t\t\tGameObject[] gos = Selection.gameObjects;\n\t\t\tbool val = !NGUITools.GetActive(Selection.activeGameObject);\n\t\t\tforeach (GameObject go in gos) NGUITools.SetActive(go, val);\n\t\t}\n\t}\n\t\n\t[MenuItem(\"GameObject/Selection/Clear Local Transform\")]\n\tstatic void ClearLocalTransform()\n\t{\n\t\tif (HasValidTransform())\n\t\t{\n\t\t\tTransform t = Selection.activeTransform;\n\t\t\tNGUIEditorTools.RegisterUndo(\"Clear Local Transform\", t);\n\t\t\tt.localPosition = Vector3.zero;\n\t\t\tt.localRotation = Quaternion.identity;\n\t\t\tt.localScale = Vector3.one;\n\t\t}\n\t}\n\n\t[MenuItem(\"GameObject/Selection/Add New Child #&n\")]\n\tstatic void CreateLocalGameObject ()\n\t{\n\t\tif (PrefabCheck())\n\t\t{\n\t\t\t// Make this action undoable\n\t\t\tNGUIEditorTools.RegisterUndo(\"Add New Child\");\n\n\t\t\t// Create our new GameObject\n\t\t\tGameObject newGameObject = new GameObject();\n\t\t\tnewGameObject.name = \"GameObject\";\n\n\t\t\t// If there is a selected object in the scene then make the new object its child.\n\t\t\tif (Selection.activeTransform != null)\n\t\t\t{\n\t\t\t\tnewGameObject.transform.parent = Selection.activeTransform;\n\t\t\t\tnewGameObject.name = \"Child\";\n\n\t\t\t\t// Place the new GameObject at the same position as the parent.\n\t\t\t\tnewGameObject.transform.localPosition = Vector3.zero;\n\t\t\t\tnewGameObject.transform.localRotation = Quaternion.identity;\n\t\t\t\tnewGameObject.transform.localScale = new Vector3(1f, 1f, 1f);\n\t\t\t\tnewGameObject.layer = Selection.activeGameObject.layer;\n\t\t\t}\n\n\t\t\t// Select our newly created GameObject\n\t\t\tSelection.activeGameObject = newGameObject;\n\t\t}\n\t}\n\t\n\t[MenuItem(\"GameObject/Selection/List Dependencies\")]\n\tstatic void ListDependencies()\n\t{\n\t\tif (HasValidSelection())\n\t\t{\n\t\t\tDebug.Log(\"Selection depends on the following assets:\\n\\n\" + GetDependencyText(Selection.objects, false));\n\t\t}\n\t}\n\t\n\t//========================================================================================================\n\n#region Helper Functions\n\t\n\tclass AssetEntry\n\t{\n\t\tpublic string path;\n\t\tpublic List<System.Type> types = new List<System.Type>();\n\t}\n\t\n\t/// <summary>\n\t/// Helper function that checks to see if there are objects selected.\n\t/// </summary>\n\n\tstatic bool HasValidSelection()\n\t{\n\t\tif (Selection.objects == null || Selection.objects.Length == 0)\n\t\t{\n\t\t\tDebug.LogWarning(\"You must select an object first\");\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\t\n\t/// <summary>\n\t/// Helper function that checks to see if there is an object with a Transform component selected.\n\t/// </summary>\n\t\n\tstatic bool HasValidTransform()\n\t{\n\t\tif (Selection.activeTransform == null)\n\t\t{\n\t\t\tDebug.LogWarning(\"You must select an object first\");\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t}\n\t\n\t/// <summary>\n\t/// Helper function that checks to see if a prefab is currently selected.\n\t/// </summary>\n\n\tstatic bool PrefabCheck()\n\t{\n\t\tif (Selection.activeTransform != null)\n\t\t{\n\t\t\t// Check if the selected object is a prefab instance and display a warning\n\t\t\tPrefabType type = PrefabUtility.GetPrefabType(Selection.activeGameObject);\n\n\t\t\tif (type == PrefabType.PrefabInstance)\n\t\t\t{\n\t\t\t\treturn EditorUtility.DisplayDialog(\"Losing prefab\",\n\t\t\t\t\t\"This action will lose the prefab connection. Are you sure you wish to continue?\",\n\t\t\t\t\t\"Continue\", \"Cancel\");\n\t\t\t}\n\t\t}\n\t\treturn true;\n\t}\n\t\n\t/// <summary>\n\t/// Function that collects a list of file dependencies from the specified list of objects.\n\t/// </summary>\n\t\n\tstatic List<AssetEntry> GetDependencyList (Object[] objects, bool reverse)\n\t{\n\t\tObject[] deps = reverse ? EditorUtility.CollectDeepHierarchy(objects) : EditorUtility.CollectDependencies(objects);\n\t\t\n\t\tList<AssetEntry> list = new List<AssetEntry>();\n\t\t\n\t\tforeach (Object obj in deps)\n\t\t{\n\t\t\tstring path = AssetDatabase.GetAssetPath(obj);\n\t\t\t\n\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t{\n\t\t\t\tbool found = false;\n\t\t\t\tSystem.Type type = obj.GetType();\n\t\t\t\t\n\t\t\t\tforeach (AssetEntry ent in list)\n\t\t\t\t{\n\t\t\t\t\tif (ent.path.Equals(path))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!ent.types.Contains(type)) ent.types.Add(type);\n\t\t\t\t\t\tfound = true;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tif (!found)\n\t\t\t\t{\n\t\t\t\t\tAssetEntry ent = new AssetEntry();\n\t\t\t\t\tent.path = path;\n\t\t\t\t\tent.types.Add(type);\n\t\t\t\t\tlist.Add(ent);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t\n\t\tdeps = null;\n\t\tobjects = null;\n\t\treturn list;\n\t}\n\t\n\t/// <summary>\n\t/// Helper function that removes the Unity class prefix from the specified string.\n\t/// </summary>\n\t\n\tstatic string RemovePrefix (string text)\n\t{\n\t\ttext = text.Replace(\"UnityEngine.\", \"\");\n\t\ttext = text.Replace(\"UnityEditor.\", \"\");\n\t\treturn text;\n\t}\n\t\n\t/// <summary>\n\t/// Helper function that gets the dependencies of specified objects and returns them in text format.\n\t/// </summary>\n\t\n\tstatic string GetDependencyText (Object[] objects, bool reverse)\n\t{\n\t\tList<AssetEntry> dependencies = GetDependencyList(objects, reverse);\n\t\tList<string> list = new List<string>();\n\t\tstring text = \"\";\n\n\t\tforeach (AssetEntry ae in dependencies)\n\t\t{\n\t\t\ttext = ae.path.Replace(\"Assets/\", \"\");\n\t\t\t\n\t\t\tif (ae.types.Count > 1)\n\t\t\t{\n\t\t\t\ttext += \" (\" + RemovePrefix(ae.types[0].ToString());\n\t\t\t\n\t\t\t\tfor (int i = 1; i < ae.types.Count; ++i)\n\t\t\t\t{\n\t\t\t\t\ttext += \", \" + RemovePrefix(ae.types[i].ToString());\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\ttext += \")\";\n\t\t\t}\n\t\t\tlist.Add(text);\n\t\t}\n\t\t\n\t\tlist.Sort();\n\t\t\n\t\ttext = \"\";\n\t\tforeach (string s in list) text += s + \"\\n\";\n\t\tlist.Clear();\n\t\tlist = null;\n\t\t\n\t\tdependencies.Clear();\n\t\tdependencies = null;\n\t\treturn text;\n\t}\n#endregion\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUISelectionTools.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 34baafa8cf35dfe4b968d22d0e7556e2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUISettings.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Unity doesn't keep the values of static variables after scripts change get recompiled. One way around this\n/// is to store the references in EditorPrefs -- retrieve them at start, and save them whenever something changes.\n/// </summary>\n\npublic class NGUISettings\n{\n\tpublic enum ColorMode\n\t{\n\t\tOrange,\n\t\tGreen,\n\t\tBlue,\n\t}\n\n#region Generic Get and Set methods\n\t/// <summary>\n\t/// Save the specified boolean value in settings.\n\t/// </summary>\n\n\tstatic public void SetBool (string name, bool val) { EditorPrefs.SetBool(name, val); }\n\n\t/// <summary>\n\t/// Save the specified integer value in settings.\n\t/// </summary>\n\n\tstatic public void SetInt (string name, int val) { EditorPrefs.SetInt(name, val); }\n\n\t/// <summary>\n\t/// Save the specified float value in settings.\n\t/// </summary>\n\n\tstatic public void SetFloat (string name, float val) { EditorPrefs.SetFloat(name, val); }\n\n\t/// <summary>\n\t/// Save the specified string value in settings.\n\t/// </summary>\n\n\tstatic public void SetString (string name, string val) { EditorPrefs.SetString(name, val); }\n\n\t/// <summary>\n\t/// Save the specified color value in settings.\n\t/// </summary>\n\n\tstatic public void SetColor (string name, Color c) { SetString(name, c.r + \" \" + c.g + \" \" + c.b + \" \" + c.a); }\n\n\t/// <summary>\n\t/// Save the specified enum value to settings.\n\t/// </summary>\n\n\tstatic public void SetEnum (string name, System.Enum val) { SetString(name, val.ToString()); }\n\n\t/// <summary>\n\t/// Save the specified object in settings.\n\t/// </summary>\n\n\tstatic public void Set (string name, Object obj)\n\t{\n\t\tif (obj == null)\n\t\t{\n\t\t\tEditorPrefs.DeleteKey(name);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (obj != null)\n\t\t\t{\n\t\t\t\tstring path = AssetDatabase.GetAssetPath(obj);\n\n\t\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t\t{\n\t\t\t\t\tEditorPrefs.SetString(name, path);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tEditorPrefs.SetString(name, obj.GetInstanceID().ToString());\n\t\t\t\t}\n\t\t\t}\n\t\t\telse EditorPrefs.DeleteKey(name);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get the previously saved boolean value.\n\t/// </summary>\n\n\tstatic public bool GetBool (string name, bool defaultValue) { return EditorPrefs.GetBool(name, defaultValue); }\n\n\t/// <summary>\n\t/// Get the previously saved integer value.\n\t/// </summary>\n\n\tstatic public int GetInt (string name, int defaultValue) { return EditorPrefs.GetInt(name, defaultValue); }\n\n\t/// <summary>\n\t/// Get the previously saved float value.\n\t/// </summary>\n\n\tstatic public float GetFloat (string name, float defaultValue) { return EditorPrefs.GetFloat(name, defaultValue); }\n\n\t/// <summary>\n\t/// Get the previously saved string value.\n\t/// </summary>\n\n\tstatic public string GetString (string name, string defaultValue) { return EditorPrefs.GetString(name, defaultValue); }\n\t\n\t/// <summary>\n\t/// Get a previously saved color value.\n\t/// </summary>\n\n\tstatic public Color GetColor (string name, Color c)\n\t{\n\t\tstring strVal = GetString(name, c.r + \" \" + c.g + \" \" + c.b + \" \" + c.a);\n\t\tstring[] parts = strVal.Split(' ');\n\n\t\tif (parts.Length == 4)\n\t\t{\n\t\t\tfloat.TryParse(parts[0], out c.r);\n\t\t\tfloat.TryParse(parts[1], out c.g);\n\t\t\tfloat.TryParse(parts[2], out c.b);\n\t\t\tfloat.TryParse(parts[3], out c.a);\n\t\t}\n\t\treturn c;\n\t}\n\n\t/// <summary>\n\t/// Get a previously saved enum from settings.\n\t/// </summary>\n\n\tstatic public T GetEnum<T> (string name, T defaultValue)\n\t{\n\t\tstring val = GetString(name, defaultValue.ToString());\n\t\tstring[] names = System.Enum.GetNames(typeof(T));\n\t\tSystem.Array values = System.Enum.GetValues(typeof(T));\n\t\t\n\t\tfor (int i = 0; i < names.Length; ++i)\n\t\t{\n\t\t\tif (names[i] == val)\n\t\t\t\treturn (T)values.GetValue(i);\n\t\t}\n\t\treturn defaultValue;\n\t}\n\n\t/// <summary>\n\t/// Get a previously saved object from settings.\n\t/// </summary>\n\n\tstatic public T Get<T> (string name, T defaultValue) where T : Object\n\t{\n\t\tstring path = EditorPrefs.GetString(name);\n\t\tif (string.IsNullOrEmpty(path)) return null;\n\t\t\n\t\tT retVal = NGUIEditorTools.LoadAsset<T>(path);\n\t\t\n\t\tif (retVal == null)\n\t\t{\n\t\t\tint id;\n\t\t\tif (int.TryParse(path, out id))\n\t\t\t\treturn EditorUtility.InstanceIDToObject(id) as T;\n\t\t}\n\t\treturn retVal;\n\t}\n#endregion\n\n#region Convenience accessor properties\n\n\tstatic public bool showTransformHandles\n\t{\n\t\tget { return GetBool(\"NGUI Transform Handles\", false); }\n\t\tset { SetBool(\"NGUI Transform Handles\", value); }\n\t}\n\n\tstatic public bool minimalisticLook\n\t{\n\t\tget { return GetBool(\"NGUI Minimalistic\", false); }\n\t\tset { SetBool(\"NGUI Minimalistic\", value); }\n\t}\n\n\tstatic public bool unifiedTransform\n\t{\n\t\tget { return GetBool(\"NGUI Unified\", false); }\n\t\tset { SetBool(\"NGUI Unified\", value); }\n\t}\n\n\tstatic public Color color\n\t{\n\t\tget { return GetColor(\"NGUI Color\", Color.white); }\n\t\tset { SetColor(\"NGUI Color\", value); }\n\t}\n\n\tstatic public Color foregroundColor\n\t{\n\t\tget { return GetColor(\"NGUI FG Color\", Color.white); }\n\t\tset { SetColor(\"NGUI FG Color\", value); }\n\t}\n\n\tstatic public Color backgroundColor\n\t{\n\t\tget { return GetColor(\"NGUI BG Color\", Color.black); }\n\t\tset { SetColor(\"NGUI BG Color\", value); }\n\t}\n\n\tstatic public ColorMode colorMode\n\t{\n\t\tget { return GetEnum(\"NGUI Color Mode\", ColorMode.Blue); }\n\t\tset { SetEnum(\"NGUI Color Mode\", value); }\n\t}\n\n\tstatic public Object ambigiousFont\n\t{\n\t\tget\n\t\t{\n\t\t\tFont fnt = Get<Font>(\"NGUI Dynamic Font\", null);\n\t\t\tif (fnt != null) return fnt;\n\t\t\treturn Get<UIFont>(\"NGUI Bitmap Font\", null);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (value == null)\n\t\t\t{\n\t\t\t\tSet(\"NGUI Bitmap Font\", null);\n\t\t\t\tSet(\"NGUI Dynamic Font\", null);\n\t\t\t}\n\t\t\telse if (value is Font)\n\t\t\t{\n\t\t\t\tSet(\"NGUI Bitmap Font\", null);\n\t\t\t\tSet(\"NGUI Dynamic Font\", value as Font);\n\t\t\t}\n\t\t\telse if (value is UIFont)\n\t\t\t{\n\t\t\t\tSet(\"NGUI Bitmap Font\", value as UIFont);\n\t\t\t\tSet(\"NGUI Dynamic Font\", null);\n\t\t\t}\n\t\t}\n\t}\n\n\tstatic public UIAtlas atlas\n\t{\n\t\tget { return Get<UIAtlas>(\"NGUI Atlas\", null); }\n\t\tset { Set(\"NGUI Atlas\", value); }\n\t}\n\n\tstatic public Texture texture\n\t{\n\t\tget { return Get<Texture>(\"NGUI Texture\", null); }\n\t\tset { Set(\"NGUI Texture\", value); }\n\t}\n\n\tstatic public Sprite sprite2D\n\t{\n\t\tget { return Get<Sprite>(\"NGUI Sprite2D\", null); }\n\t\tset { Set(\"NGUI Sprite2D\", value); }\n\t}\n\n\tstatic public string selectedSprite\n\t{\n\t\tget { return GetString(\"NGUI Sprite\", null); }\n\t\tset { SetString(\"NGUI Sprite\", value); }\n\t}\n\n\tstatic public UIWidget.Pivot pivot\n\t{\n\t\tget { return GetEnum(\"NGUI Pivot\", UIWidget.Pivot.Center); }\n\t\tset { SetEnum(\"NGUI Pivot\", value); }\n\t}\n\n\tstatic public int layer\n\t{\n\t\tget\n\t\t{\n\t\t\tint layer = GetInt(\"NGUI Layer\", -1);\n\t\t\tif (layer == -1) layer = LayerMask.NameToLayer(\"UI\");\n\t\t\tif (layer == -1) layer = LayerMask.NameToLayer(\"2D UI\");\n\t\t\treturn (layer == -1) ? 9 : layer;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tSetInt(\"NGUI Layer\", value);\n\t\t}\n\t}\n\n\tstatic public TextAsset fontData\n\t{\n\t\tget { return Get<TextAsset>(\"NGUI Font Data\", null); }\n\t\tset { Set(\"NGUI Font Data\", value); }\n\t}\n\n\tstatic public Texture2D fontTexture\n\t{\n\t\tget { return Get<Texture2D>(\"NGUI Font Texture\", null); }\n\t\tset { Set(\"NGUI Font Texture\", value); }\n\t}\n\n\tstatic public int fontSize\n\t{\n\t\tget { return GetInt(\"NGUI Font Size\", 16); }\n\t\tset { SetInt(\"NGUI Font Size\", value); }\n\t}\n\n\tstatic public int FMSize\n\t{\n\t\tget { return GetInt(\"NGUI FM Size\", 16); }\n\t\tset { SetInt(\"NGUI FM Size\", value); }\n\t}\n\n\tstatic public bool fontKerning\n\t{\n\t\tget { return GetBool(\"NGUI Font Kerning\", true); }\n\t\tset { SetBool(\"NGUI Font Kerning\", value); }\n\t}\n\n\tstatic public FontStyle fontStyle\n\t{\n\t\tget { return GetEnum(\"NGUI Font Style\", FontStyle.Normal); }\n\t\tset { SetEnum(\"NGUI Font Style\", value); }\n\t}\n\n\tstatic public Font dynamicFont\n\t{\n\t\tget { return Get<Font>(\"NGUI Dynamic Font\", null); }\n\t\tset { Set(\"NGUI Dynamic Font\", value); }\n\t}\n\n\tstatic public Font FMFont\n\t{\n\t\tget { return Get<Font>(\"NGUI FM Font\", null); }\n\t\tset { Set(\"NGUI FM Font\", value); }\n\t}\n\n\tstatic public UIFont BMFont\n\t{\n\t\tget { return Get<UIFont>(\"NGUI BM Font\", null); }\n\t\tset { Set(\"NGUI BM Font\", value); }\n\t}\n\n\tstatic public UILabel.Overflow overflowStyle\n\t{\n\t\tget { return GetEnum(\"NGUI Overflow\", UILabel.Overflow.ShrinkContent); }\n\t\tset { SetEnum(\"NGUI Overflow\", value); }\n\t}\n\n\tstatic public string partialSprite\n\t{\n\t\tget { return GetString(\"NGUI Partial\", null); }\n\t\tset { SetString(\"NGUI Partial\", value); }\n\t}\n\n\tstatic public int atlasPadding\n\t{\n\t\tget { return GetInt(\"NGUI Padding\", 1); }\n\t\tset { SetInt(\"NGUI Padding\", value); }\n\t}\n\n\tstatic public bool atlasTrimming\n\t{\n\t\tget { return GetBool(\"NGUI Trim\", true); }\n\t\tset { SetBool(\"NGUI Trim\", value); }\n\t}\n\n\tstatic public bool atlasPMA\n\t{\n\t\tget { return GetBool(\"NGUI PMA\", false); }\n\t\tset { SetBool(\"NGUI PMA\", value); }\n\t}\n\n\tstatic public bool unityPacking\n\t{\n\t\tget { return GetBool(\"NGUI Packing\", true); }\n\t\tset { SetBool(\"NGUI Packing\", value); }\n\t}\n\n\tstatic public bool trueColorAtlas\n\t{\n\t\tget { return GetBool(\"NGUI Truecolor\", true); }\n\t\tset { SetBool(\"NGUI Truecolor\", value); }\n\t}\n\n\tstatic public bool autoUpgradeSprites\n\t{\n\t\tget { return GetBool(\"NGUI AutoUpgrade\", false); }\n\t\tset { SetBool(\"NGUI AutoUpgrade\", value); }\n\t}\n\n\tstatic public bool keepPadding\n\t{\n\t\tget { return GetBool(\"NGUI KeepPadding\", false); }\n\t\tset { SetBool(\"NGUI KeepPadding\", value); }\n\t}\n\n\tstatic public bool forceSquareAtlas\n\t{\n\t\tget { return GetBool(\"NGUI Square\", false); }\n\t\tset { SetBool(\"NGUI Square\", value); }\n\t}\n\n\tstatic public bool allow4096\n\t{\n\t\tget { return GetBool(\"NGUI 4096\", true); }\n\t\tset { SetBool(\"NGUI 4096\", value); }\n\t}\n\n\tstatic public bool showAllDCs\n\t{\n\t\tget { return GetBool(\"NGUI DCs\", true); }\n\t\tset { SetBool(\"NGUI DCs\", value); }\n\t}\n\n\tstatic public bool drawGuides\n\t{\n\t\tget { return GetBool(\"NGUI Guides\", false); }\n\t\tset { SetBool(\"NGUI Guides\", value); }\n\t}\n\n\tstatic public string charsToInclude\n\t{\n\t\tget { return GetString(\"NGUI Chars\", \"\"); }\n\t\tset { SetString(\"NGUI Chars\", value); }\n\t}\n\n\tstatic public string defaultPathToFreeType\n\t{\n\t\tget\n\t\t{\n\t\t\tstring path = Application.dataPath;\n\t\t\tif (System.IntPtr.Size == 8) path = System.IO.Path.Combine(path, \"NGUI/Editor/x86_64/\");\n\t\t\telse path = System.IO.Path.Combine(path, \"NGUI/Editor/x86/\");\n\n\t\t\tvar platform = Application.platform;\n\t\t\tif (platform == RuntimePlatform.WindowsEditor) path = System.IO.Path.Combine(path, \"FreeType.dll\");\n\t\t\telse if (platform == RuntimePlatform.OSXEditor) path = System.IO.Path.Combine(path, \"FreeType.dylib\");\n\t\t\treturn path.Replace('\\\\', '/');\n\t\t}\n\t}\n\n\tstatic public string pathToFreeType\n\t{\n\t\tget\n\t\t{\n\t\t\tstring s = GetString(System.IntPtr.Size == 8 ? \"NGUI FreeType64\" : \"NGUI FreeType\", null);\n\t\t\tif (string.IsNullOrEmpty(s)) s = defaultPathToFreeType;\n\t\t\telse if (!System.IO.File.Exists(s)) s = defaultPathToFreeType;\n\t\t\treturn s;\n\t\t}\n\t\tset { SetString(System.IntPtr.Size == 8 ? \"NGUI FreeType64\" : \"NGUI FreeType\", value); }\n\t}\n\n\tstatic public string searchField\n\t{\n\t\tget { return GetString(\"NGUI Search\", null); }\n\t\tset { SetString(\"NGUI Search\", value); }\n\t}\n\n\tstatic public string currentPath\n\t{\n\t\tget { return GetString(\"NGUI Path\", \"Assets/\"); }\n\t\tset { SetString(\"NGUI Path\", value); }\n\t}\n#endregion\n\n\t/// <summary>\n\t/// Convenience method -- add a widget.\n\t/// </summary>\n\n\tstatic public UIWidget AddWidget (GameObject go)\n\t{\n\t\tUIWidget w = NGUITools.AddWidget<UIWidget>(go);\n\t\tw.name = \"Container\";\n\t\tw.pivot = pivot;\n\t\tw.width = 100;\n\t\tw.height = 100;\n\t\treturn w;\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- add a texture.\n\t/// </summary>\n\n\tstatic public UITexture AddTexture (GameObject go)\n\t{\n\t\tUITexture w = NGUITools.AddWidget<UITexture>(go);\n\t\tw.name = \"Texture\";\n\t\tw.pivot = pivot;\n\t\tw.mainTexture = texture;\n\t\tw.width = 100;\n\t\tw.height = 100;\n\t\treturn w;\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- add a UnityEngine.Sprite.\n\t/// </summary>\n\n\tstatic public UI2DSprite Add2DSprite (GameObject go)\n\t{\n\t\tUI2DSprite w = NGUITools.AddWidget<UI2DSprite>(go);\n\t\tw.name = \"2D Sprite\";\n\t\tw.pivot = pivot;\n\t\tw.sprite2D = sprite2D;\n\t\tw.width = 100;\n\t\tw.height = 100;\n\t\treturn w;\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- add a sprite.\n\t/// </summary>\n\n\tstatic public UISprite AddSprite (GameObject go)\n\t{\n\t\tUISprite w = NGUITools.AddWidget<UISprite>(go);\n\t\tw.name = \"Sprite\";\n\t\tw.atlas = atlas;\n\t\tw.spriteName = selectedSprite;\n\n\t\tif (w.atlas != null && !string.IsNullOrEmpty(w.spriteName))\n\t\t{\n\t\t\tUISpriteData sp = w.atlas.GetSprite(w.spriteName);\n\t\t\tif (sp != null && sp.hasBorder)\n\t\t\t\tw.type = UISprite.Type.Sliced;\n\t\t}\n\n\t\tw.pivot = pivot;\n\t\tw.width = 100;\n\t\tw.height = 100;\n\t\tw.MakePixelPerfect();\n\t\treturn w;\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- add a label with default parameters.\n\t/// </summary>\n\n\tstatic public UILabel AddLabel (GameObject go)\n\t{\n\t\tUILabel w = NGUITools.AddWidget<UILabel>(go);\n\t\tw.name = \"Label\";\n\t\tw.ambigiousFont = ambigiousFont;\n\t\tw.text = \"New Label\";\n\t\tw.pivot = pivot;\n\t\tw.width = 120;\n\t\tw.height = Mathf.Max(20, GetInt(\"NGUI Font Height\", 16));\n\t\tw.fontStyle = fontStyle;\n\t\tw.fontSize = fontSize;\n\t\tw.applyGradient = true;\n\t\tw.gradientBottom = new Color(0.7f, 0.7f, 0.7f);\n\t\tw.AssumeNaturalSize();\n\t\treturn w;\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- add a new panel.\n\t/// </summary>\n\n\tstatic public UIPanel AddPanel (GameObject go)\n\t{\n\t\tif (go == null) return null;\n\t\tint depth = UIPanel.nextUnusedDepth;\n\t\tUIPanel panel = NGUITools.AddChild<UIPanel>(go);\n\t\tpanel.depth = depth;\n\t\treturn panel;\n\t}\n\n\t/// <summary>\n\t/// Copy the specified widget's parameters.\n\t/// </summary>\n\n\tstatic public void CopyWidget (UIWidget widget)\n\t{\n\t\tSetInt(\"Width\", widget.width);\n\t\tSetInt(\"Height\", widget.height);\n\t\tSetInt(\"Depth\", widget.depth);\n\t\tSetColor(\"Widget Color\", widget.color);\n\t\tSetEnum(\"Widget Pivot\", widget.pivot);\n\n\t\tif (widget is UISprite) CopySprite(widget as UISprite);\n\t\telse if (widget is UILabel) CopyLabel(widget as UILabel);\n\t}\n\n\t/// <summary>\n\t/// Paste the specified widget's style.\n\t/// </summary>\n\n\tstatic public void PasteWidget (UIWidget widget, bool fully)\n\t{\n\t\twidget.color = GetColor(\"Widget Color\", widget.color);\n\t\twidget.pivot = GetEnum<UIWidget.Pivot>(\"Widget Pivot\", widget.pivot);\n\n\t\tif (fully)\n\t\t{\n\t\t\twidget.width = GetInt(\"Width\", widget.width);\n\t\t\twidget.height = GetInt(\"Height\", widget.height);\n\t\t\twidget.depth = GetInt(\"Depth\", widget.depth);\n\t\t}\n\n\t\tif (widget is UISprite) PasteSprite(widget as UISprite, fully);\n\t\telse if (widget is UILabel) PasteLabel(widget as UILabel, fully);\n\t}\n\n\t/// <summary>\n\t/// Copy the specified sprite's style.\n\t/// </summary>\n\n\tstatic void CopySprite (UISprite sp)\n\t{\n\t\tSetString(\"Atlas\", NGUIEditorTools.ObjectToGUID(sp.atlas));\n\t\tSetString(\"Sprite\", sp.spriteName);\n\t\tSetEnum(\"Sprite Type\", sp.type);\n\t\tSetEnum(\"Left Type\", sp.leftType);\n\t\tSetEnum(\"Right Type\", sp.rightType);\n\t\tSetEnum(\"Top Type\", sp.topType);\n\t\tSetEnum(\"Bottom Type\", sp.bottomType);\n\t\tSetEnum(\"Center Type\", sp.centerType);\n\t\tSetFloat(\"Fill\", sp.fillAmount);\n\t\tSetEnum(\"FDir\", sp.fillDirection);\n\t}\n\n\t/// <summary>\n\t/// Copy the specified label's style.\n\t/// </summary>\n\n\tstatic void CopyLabel (UILabel lbl)\n\t{\n\t\tSetString(\"Font\", NGUIEditorTools.ObjectToGUID(lbl.ambigiousFont));\n\t\tSetInt(\"Font Size\", lbl.fontSize);\n\t\tSetEnum(\"Font Style\", lbl.fontStyle);\n\t\tSetEnum(\"Overflow\", lbl.overflowMethod);\n\t\tSetBool(\"UseFloatSpacing\", lbl.useFloatSpacing);\n\t\tSetFloat(\"FloatSpacingX\", lbl.floatSpacingX);\n\t\tSetFloat(\"FloatSpacingY\", lbl.floatSpacingY);\n\t\tSetInt(\"SpacingX\", lbl.spacingX);\n\t\tSetInt(\"SpacingY\", lbl.spacingY);\n\t\tSetInt(\"MaxLines\", lbl.maxLineCount);\n\t\tSetBool(\"Encoding\", lbl.supportEncoding);\n\t\tSetBool(\"Gradient\", lbl.applyGradient);\n\t\tSetColor(\"Gradient B\", lbl.gradientBottom);\n\t\tSetColor(\"Gradient T\", lbl.gradientTop);\n\t\tSetEnum(\"Effect\", lbl.effectStyle);\n\t\tSetColor(\"Effect C\", lbl.effectColor);\n\t\tSetFloat(\"Effect X\", lbl.effectDistance.x);\n\t\tSetFloat(\"Effect Y\", lbl.effectDistance.y);\n\t}\n\n\t/// <summary>\n\t/// Paste the specified sprite's style.\n\t/// </summary>\n\n\tstatic void PasteSprite (UISprite sp, bool fully)\n\t{\n\t\tif (fully) sp.atlas = NGUIEditorTools.GUIDToObject<UIAtlas>(GetString(\"Atlas\", null));\n\t\tsp.spriteName = GetString(\"Sprite\", sp.spriteName);\n\t\tsp.type = GetEnum<UISprite.Type>(\"Sprite Type\", sp.type);\n\t\tsp.leftType = GetEnum<UISprite.AdvancedType>(\"Left Type\", UISprite.AdvancedType.Sliced);\n\t\tsp.rightType = GetEnum<UISprite.AdvancedType>(\"Right Type\", UISprite.AdvancedType.Sliced);\n\t\tsp.topType = GetEnum<UISprite.AdvancedType>(\"Top Type\", UISprite.AdvancedType.Sliced);\n\t\tsp.bottomType = GetEnum<UISprite.AdvancedType>(\"Bottom Type\", UISprite.AdvancedType.Sliced);\n\t\tsp.centerType = GetEnum<UISprite.AdvancedType>(\"Center Type\", UISprite.AdvancedType.Sliced);\n\t\tsp.fillAmount = GetFloat(\"Fill\", sp.fillAmount);\n\t\tsp.fillDirection = GetEnum<UISprite.FillDirection>(\"FDir\", sp.fillDirection);\n\t\tNGUITools.SetDirty(sp);\n\t}\n\n\t/// <summary>\n\t/// Paste the specified label's style.\n\t/// </summary>\n\n\tstatic void PasteLabel (UILabel lbl, bool fully)\n\t{\n\t\tif (fully)\n\t\t{\n\t\t\tObject obj = NGUIEditorTools.GUIDToObject(GetString(\"Font\", null));\n\n\t\t\tif (obj != null)\n\t\t\t{\n\t\t\t\tif (obj.GetType() == typeof(Font))\n\t\t\t\t{\n\t\t\t\t\tlbl.ambigiousFont = obj as Font;\n\t\t\t\t}\n\t\t\t\telse if (obj.GetType() == typeof(GameObject))\n\t\t\t\t{\n\t\t\t\t\tlbl.ambigiousFont = (obj as GameObject).GetComponent<UIFont>();\n\t\t\t\t}\n\t\t\t}\n\t\t\tlbl.fontSize = GetInt(\"Font Size\", lbl.fontSize);\n\t\t\tlbl.fontStyle = GetEnum<FontStyle>(\"Font Style\", lbl.fontStyle);\n\t\t}\n\n\t\tlbl.overflowMethod = GetEnum<UILabel.Overflow>(\"Overflow\", lbl.overflowMethod);\n\t\tlbl.useFloatSpacing = GetBool(\"UseFloatSpacing\", lbl.useFloatSpacing);\n\t\tlbl.floatSpacingX = GetFloat(\"FloatSpacingX\", lbl.floatSpacingX);\n\t\tlbl.floatSpacingY = GetFloat(\"FloatSpacingY\", lbl.floatSpacingY);\n\t\tlbl.spacingX = GetInt(\"SpacingX\", lbl.spacingX);\n\t\tlbl.spacingY = GetInt(\"SpacingY\", lbl.spacingY);\n\t\tlbl.maxLineCount = GetInt(\"MaxLines\", lbl.maxLineCount);\n\t\tlbl.supportEncoding = GetBool(\"Encoding\", lbl.supportEncoding);\n\t\tlbl.applyGradient = GetBool(\"Gradient\", lbl.applyGradient);\n\t\tlbl.gradientBottom = GetColor(\"Gradient B\", lbl.gradientBottom);\n\t\tlbl.gradientTop = GetColor(\"Gradient T\", lbl.gradientTop);\n\t\tlbl.effectStyle = GetEnum<UILabel.Effect>(\"Effect\", lbl.effectStyle);\n\t\tlbl.effectColor = GetColor(\"Effect C\", lbl.effectColor);\n\n\t\tfloat x = GetFloat(\"Effect X\", lbl.effectDistance.x);\n\t\tfloat y = GetFloat(\"Effect Y\", lbl.effectDistance.y);\n\t\tlbl.effectDistance = new Vector2(x, y);\n\t\tNGUITools.SetDirty(lbl);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUISettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 06fab1249a3cb60469c68b2ee2a0701f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUISnap.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Utility class that makes it easy to perform snapping while dragging widgets.\n/// </summary>\n\nstatic public class NGUISnap\n{\n\tconst float SNAP_THRESHOLD = 10f;\n\n\tstatic BetterList<Vector3> mSnapCenter = new BetterList<Vector3>();\n\tstatic BetterList<Vector3> mSnapCorners = new BetterList<Vector3>();\n\n\tstatic int mSnapping = -1;\n\n\t/// <summary>\n\t/// Whether widgets will snap to edges of other widgets when dragged around.\n\t/// </summary>\n\n\tstatic public bool allow\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mSnapping == -1)\n\t\t\t{\n\t\t\t\tmSnapping = UnityEditor.EditorPrefs.GetInt(\"NGUI Snap\", 1);\n\t\t\t}\n\t\t\treturn (mSnapping == 1);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tint val = value ? 1 : 0;\n\n\t\t\tif (mSnapping != val)\n\t\t\t{\n\t\t\t\tmSnapping = val;\n\t\t\t\tUnityEditor.EditorPrefs.SetInt(\"NGUI Handles\", mSnapping);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Recalculate all snapping edges.\n\t/// </summary>\n\n\tstatic public void Recalculate (Object obj)\n\t{\n\t\tmSnapCenter.Clear();\n\t\tmSnapCorners.Clear();\n\n\t\tif (obj is UIWidget)\n\t\t{\n\t\t\tUIWidget w = obj as UIWidget;\n\t\t\tRecalculate(w.cachedTransform);\n\t\t}\n\t\telse if (obj is UIPanel)\n\t\t{\n\t\t\tUIPanel p = obj as UIPanel;\n\t\t\tRecalculate(p.cachedTransform);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Recalculate all snapping edges.\n\t/// </summary>\n\n\tstatic void Recalculate (Transform t)\n\t{\n\t\t// If the transform is rotated, ignore it\n\t\tif (Vector3.Dot(t.localRotation * Vector3.up, Vector3.up) < 0.999f) return;\n\n\t\tTransform parent = t.parent;\n\n\t\tif (parent != null)\n\t\t{\n\t\t\tAdd(t, parent);\n\n\t\t\tfor (int i = 0; i < parent.childCount; ++i)\n\t\t\t{\n\t\t\t    Transform child = parent.GetChild(i);\n\t\t\t\tif (child != t) Add(t, child);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add the specified transform's edges to the lists.\n\t/// </summary>\n\n\tstatic void Add (Transform root, Transform child)\n\t{\n\t\tUIWidget w = child.GetComponent<UIWidget>();\n\t\tif (w != null) Add(root, child, w.localCorners);\n\n\t\tUIPanel p = child.GetComponent<UIPanel>();\n\t\tif (p != null) Add(root, child, p.localCorners);\n\t}\n\n\t/// <summary>\n\t/// Add the specified transform's edges to the list.\n\t/// </summary>\n\n\tstatic void Add (Transform root, Transform child, Vector3[] local)\n\t{\n\t\t// If the transform is rotated, ignore it\n\t\tif (Vector3.Dot(child.localRotation * Vector3.forward, Vector3.forward) < 0.999f) return;\n\n\t\t// Make the coordinates relative to 'mine' transform\n\t\tif (root != child)\n\t\t{\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t{\n\t\t\t\tlocal[i] = root.InverseTransformPoint(child.TransformPoint(local[i]));\n\t\t\t}\n\t\t}\n\n\t\tVector3 pos = root.localPosition;\n\t\tmSnapCenter.Add(pos + (local[0] + local[2]) * 0.5f);\n\t\tmSnapCorners.Add(pos + local[0]);\n\t\tmSnapCorners.Add(pos + local[2]);\n\t}\n\n\t/// <summary>\n\t/// Snap the X coordinate using the previously calculated snapping edges.\n\t/// </summary>\n\n\tstatic public Vector3 Snap (Vector3 pos, Vector3[] local, bool snapToEdges)\n\t{\n\t\tif (snapToEdges && allow)\n\t\t{\n\t\t\tVector3 center = pos + (local[0] + local[2]) * 0.5f;\n\t\t\tVector3 bl = pos + local[0];\n\t\t\tVector3 tr = pos + local[2];\n\t\t\tVector2 best = new Vector2(float.MaxValue, float.MaxValue);\n\n\t\t\tfor (int i = 0; i < mSnapCenter.size; ++i)\n\t\t\t\tChooseBest(ref best, mSnapCenter[i] - center);\n\n\t\t\tfor (int i = 0; i < mSnapCorners.size; ++i)\n\t\t\t{\n\t\t\t\tChooseBest(ref best, mSnapCorners[i] - bl);\n\t\t\t\tChooseBest(ref best, mSnapCorners[i] - tr);\n\t\t\t}\n\n\t\t\tif (Mathf.Abs(best.x) < SNAP_THRESHOLD) pos.x += best.x;\n\t\t\tif (Mathf.Abs(best.y) < SNAP_THRESHOLD) pos.y += best.y;\n\t\t}\n\t\t\n\t\tpos.x = Mathf.Round(pos.x);\n\t\tpos.y = Mathf.Round(pos.y);\n\t\tpos.z = Mathf.Round(pos.z);\n\t\treturn pos;\n\t}\n\n\t/// <summary>\n\t/// Choose the closest edge.\n\t/// </summary>\n\n\tstatic void ChooseBest (ref Vector2 best, Vector3 diff)\n\t{\n\t\tif (Mathf.Abs(best.x) > Mathf.Abs(diff.x)) best.x = diff.x;\n\t\tif (Mathf.Abs(best.y) > Mathf.Abs(diff.y)) best.y = diff.y;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUISnap.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa846fbc3d8dc874295406a55de7e200\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUITransformInspector.cs",
    "content": "//----------------------------------------------\n//\t\t\t  NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(Transform), true)]\npublic class NGUITransformInspector : Editor\n{\n\tstatic public NGUITransformInspector instance;\n\n\tSerializedProperty mPos;\n\tSerializedProperty mRot;\n\tSerializedProperty mScale;\n\n\tvoid OnEnable ()\n\t{\n\t\tinstance = this;\n\n\t\tif (this)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tvar so = serializedObject;\n\t\t\t\tmPos = so.FindProperty(\"m_LocalPosition\");\n\t\t\t\tmRot = so.FindProperty(\"m_LocalRotation\");\n\t\t\t\tmScale = so.FindProperty(\"m_LocalScale\");\n\t\t\t}\n\t\t\tcatch { }\n\t\t}\n\t}\n\n\tvoid OnDestroy () { instance = null; }\n\n\t/// <summary>\n\t/// Draw the inspector widget.\n\t/// </summary>\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(15f);\n\n\t\tserializedObject.Update();\n\n\t\tbool widgets = false;\n\n\t\tforeach (Object obj in serializedObject.targetObjects)\n\t\t{\n\t\t\tTransform t = obj as Transform;\n\n\t\t\tif (t.GetComponent<UIWidget>() != null)\n\t\t\t{\n\t\t\t\twidgets = true;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tDrawPosition();\n\t\tDrawRotation(widgets);\n\t\tDrawScale(widgets);\n\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tif (NGUISettings.unifiedTransform)\n\t\t{\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t\n\t\t\tif (UIWidgetInspector.instance != null)\n\t\t\t{\n\t\t\t\tUIWidgetInspector.instance.serializedObject.Update();\n\t\t\t\tUIWidgetInspector.instance.DrawWidgetTransform();\n\t\t\t\tif (NGUISettings.minimalisticLook) GUILayout.Space(-4f);\n\t\t\t\tUIWidgetInspector.instance.serializedObject.ApplyModifiedProperties();\n\t\t\t}\n\n\t\t\tif (UIRectEditor.instance != null)\n\t\t\t{\n\t\t\t\tUIRectEditor.instance.serializedObject.Update();\n\t\t\t\tUIRectEditor.instance.DrawAnchorTransform();\n\t\t\t\tUIRectEditor.instance.serializedObject.ApplyModifiedProperties();\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid DrawPosition ()\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tbool reset = GUILayout.Button(\"P\", GUILayout.Width(20f));\n\t\tEditorGUILayout.PropertyField(mPos.FindPropertyRelative(\"x\"));\n\t\tEditorGUILayout.PropertyField(mPos.FindPropertyRelative(\"y\"));\n\t\tEditorGUILayout.PropertyField(mPos.FindPropertyRelative(\"z\"));\n\t\tGUILayout.EndHorizontal();\n\n\t\t//GUILayout.BeginHorizontal();\n\t\t//reset = GUILayout.Button(\"W\", GUILayout.Width(20f));\n\t\t//EditorGUILayout.Vector3Field(\"\", (target as Transform).position);\n\n\t\tif (reset) mPos.vector3Value = Vector3.zero;\n\t\t//GUILayout.EndHorizontal();\n\t}\n\n\tvoid DrawScale (bool isWidget)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tbool reset = GUILayout.Button(\"S\", GUILayout.Width(20f));\n\n\t\t\tif (isWidget) GUI.color = new Color(0.7f, 0.7f, 0.7f);\n\t\t\tEditorGUILayout.PropertyField(mScale.FindPropertyRelative(\"x\"));\n\t\t\tEditorGUILayout.PropertyField(mScale.FindPropertyRelative(\"y\"));\n\t\t\tEditorGUILayout.PropertyField(mScale.FindPropertyRelative(\"z\"));\n\t\t\tif (isWidget) GUI.color = Color.white;\n\n\t\t\tif (reset) mScale.vector3Value = Vector3.one;\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n\n#region Rotation is ugly as hell... since there is no native support for quaternion property drawing\n\tenum Axes : int\n\t{\n\t\tNone = 0,\n\t\tX = 1,\n\t\tY = 2,\n\t\tZ = 4,\n\t\tAll = 7,\n\t}\n\n\tAxes CheckDifference (Transform t, Vector3 original)\n\t{\n\t\tVector3 next = t.localEulerAngles;\n\n\t\tAxes axes = Axes.None;\n\n\t\tif (Differs(next.x, original.x)) axes |= Axes.X;\n\t\tif (Differs(next.y, original.y)) axes |= Axes.Y;\n\t\tif (Differs(next.z, original.z)) axes |= Axes.Z;\n\n\t\treturn axes;\n\t}\n\n\tAxes CheckDifference (SerializedProperty property)\n\t{\n\t\tAxes axes = Axes.None;\n\n\t\tif (property.hasMultipleDifferentValues)\n\t\t{\n\t\t\tVector3 original = property.quaternionValue.eulerAngles;\n\n\t\t\tforeach (Object obj in serializedObject.targetObjects)\n\t\t\t{\n\t\t\t\taxes |= CheckDifference(obj as Transform, original);\n\t\t\t\tif (axes == Axes.All) break;\n\t\t\t}\n\t\t}\n\t\treturn axes;\n\t}\n\n\t/// <summary>\n\t/// Draw an editable float field.\n\t/// </summary>\n\t/// <param name=\"hidden\">Whether to replace the value with a dash</param>\n\t/// <param name=\"greyedOut\">Whether the value should be greyed out or not</param>\n\n\tstatic bool FloatField (string name, ref float value, bool hidden, bool greyedOut, GUILayoutOption opt)\n\t{\n\t\tfloat newValue = value;\n\t\tGUI.changed = false;\n\n\t\tif (!hidden)\n\t\t{\n\t\t\tif (greyedOut)\n\t\t\t{\n\t\t\t\tGUI.color = new Color(0.7f, 0.7f, 0.7f);\n\t\t\t\tnewValue = EditorGUILayout.FloatField(name, newValue, opt);\n\t\t\t\tGUI.color = Color.white;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tnewValue = EditorGUILayout.FloatField(name, newValue, opt);\n\t\t\t}\n\t\t}\n\t\telse if (greyedOut)\n\t\t{\n\t\t\tGUI.color = new Color(0.7f, 0.7f, 0.7f);\n\t\t\tfloat.TryParse(EditorGUILayout.TextField(name, \"--\", opt), out newValue);\n\t\t\tGUI.color = Color.white;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfloat.TryParse(EditorGUILayout.TextField(name, \"--\", opt), out newValue);\n\t\t}\n\n\t\tif (GUI.changed && Differs(newValue, value))\n\t\t{\n\t\t\tvalue = newValue;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Because Mathf.Approximately is too sensitive.\n\t/// </summary>\n\n\tstatic bool Differs (float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }\n\n\tvoid DrawRotation (bool isWidget)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tbool reset = GUILayout.Button(\"R\", GUILayout.Width(20f));\n\n\t\t\tVector3 visible = (serializedObject.targetObject as Transform).localEulerAngles;\n\n\t\t\tvisible.x = NGUIMath.WrapAngle(visible.x);\n\t\t\tvisible.y = NGUIMath.WrapAngle(visible.y);\n\t\t\tvisible.z = NGUIMath.WrapAngle(visible.z);\n\n\t\t\tAxes changed = CheckDifference(mRot);\n\t\t\tAxes altered = Axes.None;\n\n\t\t\tGUILayoutOption opt = GUILayout.MinWidth(30f);\n\n\t\t\tif (FloatField(\"X\", ref visible.x, (changed & Axes.X) != 0, isWidget, opt)) altered |= Axes.X;\n\t\t\tif (FloatField(\"Y\", ref visible.y, (changed & Axes.Y) != 0, isWidget, opt)) altered |= Axes.Y;\n\t\t\tif (FloatField(\"Z\", ref visible.z, (changed & Axes.Z) != 0, false, opt)) altered |= Axes.Z;\n\n\t\t\tif (reset)\n\t\t\t{\n\t\t\t\tmRot.quaternionValue = Quaternion.identity;\n\t\t\t}\n\t\t\telse if (altered != Axes.None)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Change Rotation\", serializedObject.targetObjects);\n\n\t\t\t\tforeach (Object obj in serializedObject.targetObjects)\n\t\t\t\t{\n\t\t\t\t\tTransform t = obj as Transform;\n\t\t\t\t\tVector3 v = t.localEulerAngles;\n\n\t\t\t\t\tif ((altered & Axes.X) != 0) v.x = visible.x;\n\t\t\t\t\tif ((altered & Axes.Y) != 0) v.y = visible.y;\n\t\t\t\t\tif ((altered & Axes.Z) != 0) v.z = visible.z;\n\n\t\t\t\t\tt.localEulerAngles = v;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n#endregion\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/NGUITransformInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9997db2c14b24cd4d94a8ebb76fff1f5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/PropertyBindingEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(PropertyBinding))]\npublic class PropertyBindingEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tPropertyBinding pb = target as PropertyBinding;\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tserializedObject.Update();\n\n\t\tif (pb.direction == PropertyBinding.Direction.TargetUpdatesSource && pb.target != null)\n\t\t\tPropertyReferenceDrawer.filter = pb.target.GetPropertyType();\n\n\t\tGUILayout.Space(3f);\n\t\tPropertyBinding.Direction dir = (target as PropertyBinding).direction;\n\n\t\tPropertyReferenceDrawer.mustRead = (dir == PropertyBinding.Direction.SourceUpdatesTarget ||\n\t\t\tdir == PropertyBinding.Direction.BiDirectional);\n\t\tPropertyReferenceDrawer.mustWrite = (dir == PropertyBinding.Direction.TargetUpdatesSource ||\n\t\t\tdir == PropertyBinding.Direction.BiDirectional);\n\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"source\");\n\n\t\tif (pb.direction == PropertyBinding.Direction.SourceUpdatesTarget && pb.source != null)\n\t\t\tPropertyReferenceDrawer.filter = pb.source.GetPropertyType();\n\n\t\tif (pb.source.target != null)\n\t\t{\n\t\t\tGUILayout.Space(-18f);\n\n\t\t\tif (pb.direction == PropertyBinding.Direction.TargetUpdatesSource)\n\t\t\t{\n\t\t\t\tGUILayout.Label(\"   \\u25B2\"); // Up\n\t\t\t}\n\t\t\telse if (pb.direction == PropertyBinding.Direction.SourceUpdatesTarget)\n\t\t\t{\n\t\t\t\tGUILayout.Label(\"   \\u25BC\"); // Down\n\t\t\t}\n\t\t\telse GUILayout.Label(\"  \\u25B2\\u25BC\");\n\t\t}\n\n\t\tGUILayout.Space(1f);\n\n\t\tPropertyReferenceDrawer.mustRead = (dir == PropertyBinding.Direction.TargetUpdatesSource ||\n\t\t\tdir == PropertyBinding.Direction.BiDirectional);\n\t\tPropertyReferenceDrawer.mustWrite = (dir == PropertyBinding.Direction.SourceUpdatesTarget ||\n\t\t\tdir == PropertyBinding.Direction.BiDirectional);\n\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"target\");\n\n\t\tPropertyReferenceDrawer.mustRead = false;\n\t\tPropertyReferenceDrawer.mustWrite = false;\n\t\tPropertyReferenceDrawer.filter = typeof(void);\n\n\t\tGUILayout.Space(1f);\n\t\tNGUIEditorTools.DrawPaddedProperty(serializedObject, \"direction\");\n\t\tNGUIEditorTools.DrawPaddedProperty(serializedObject, \"update\");\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUIEditorTools.DrawProperty(\" \", serializedObject, \"editMode\", GUILayout.Width(100f));\n\t\tGUILayout.Label(\"Update in Edit Mode\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (!serializedObject.isEditingMultipleObjects)\n\t\t{\n\t\t\tif (pb.source != null && pb.target != null && pb.source.GetPropertyType() != pb.target.GetPropertyType())\n\t\t\t{\n\t\t\t\tif (pb.direction == PropertyBinding.Direction.BiDirectional)\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.HelpBox(\"Bi-Directional updates require both Source and Target to reference values of the same type.\", MessageType.Error);\n\t\t\t\t}\n\t\t\t\telse if (pb.direction == PropertyBinding.Direction.SourceUpdatesTarget)\n\t\t\t\t{\n\t\t\t\t\tif (!PropertyReference.Convert(pb.source.Get(), pb.target.GetPropertyType()))\n\t\t\t\t\t{\n\t\t\t\t\t\tEditorGUILayout.HelpBox(\"Unable to convert \" + pb.source.GetPropertyType() + \" to \" + pb.target.GetPropertyType(), MessageType.Error);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (!PropertyReference.Convert(pb.target.Get(), pb.source.GetPropertyType()))\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.HelpBox(\"Unable to convert \" + pb.target.GetPropertyType() + \" to \" + pb.source.GetPropertyType(), MessageType.Error);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/PropertyBindingEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e580c777427c3a64983b83b4858c68e1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/PropertyReferenceDrawer.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\nusing System;\nusing System.Reflection;\n\n/// <summary>\n/// Generic property binding drawer.\n/// </summary>\n\n#if !UNITY_3_5\n[CustomPropertyDrawer(typeof(PropertyReference))]\npublic class PropertyReferenceDrawer : PropertyDrawer\n#else\npublic class PropertyReferenceDrawer\n#endif\n{\n\tpublic class Entry\n\t{\n\t\tpublic Component target;\n\t\tpublic string name;\n\t}\n\n\t/// <summary>\n\t/// If you want the property drawer to limit its selection list to values of specified type, set this to something other than 'void'.\n\t/// </summary>\n\n\tstatic public Type filter = typeof(void);\n\n\t/// <summary>\n\t/// Whether it's possible to convert between basic types, such as int to string.\n\t/// </summary>\n\n\tstatic public bool canConvert = true;\n\n\t/// <summary>\n\t/// Whether the property should be readable. Used to filter the property selection list.\n\t/// </summary>\n\n\tstatic public bool mustRead = false;\n\n\t/// <summary>\n\t/// Whether the property should be writable. Used to filter the property selection list.\n\t/// </summary>\n\n\tstatic public bool mustWrite = false;\n\n\t/// <summary>\n\t/// Collect a list of usable properties and fields.\n\t/// </summary>\n\n\tstatic public List<Entry> GetProperties (GameObject target, bool read, bool write)\n\t{\n\t\tComponent[] comps = target.GetComponents<Component>();\n\n\t\tList<Entry> list = new List<Entry>();\n\n\t\tfor (int i = 0, imax = comps.Length; i < imax; ++i)\n\t\t{\n\t\t\tComponent comp = comps[i];\n\t\t\tif (comp == null) continue;\n\n\t\t\tType type = comp.GetType();\n\t\t\tBindingFlags flags = BindingFlags.Instance | BindingFlags.Public;\n\t\t\tFieldInfo[] fields = type.GetFields(flags);\n\t\t\tPropertyInfo[] props = type.GetProperties(flags);\n\n\t\t\t// The component itself without any method\n\t\t\tif (PropertyReference.Convert(comp, filter))\n\t\t\t{\n\t\t\t\tEntry ent = new Entry();\n\t\t\t\tent.target = comp;\n\t\t\t\tlist.Add(ent);\n\t\t\t}\n\n\t\t\tfor (int b = 0; b < fields.Length; ++b)\n\t\t\t{\n\t\t\t\tFieldInfo field = fields[b];\n\n\t\t\t\tif (filter != typeof(void))\n\t\t\t\t{\n\t\t\t\t\tif (canConvert)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!PropertyReference.Convert(field.FieldType, filter)) continue;\n\t\t\t\t\t}\n\t\t\t\t\telse if (!filter.IsAssignableFrom(field.FieldType)) continue;\n\t\t\t\t}\n\n\t\t\t\tEntry ent = new Entry();\n\t\t\t\tent.target = comp;\n\t\t\t\tent.name = field.Name;\n\t\t\t\tlist.Add(ent);\n\t\t\t}\n\n\t\t\tfor (int b = 0; b < props.Length; ++b)\n\t\t\t{\n\t\t\t\tPropertyInfo prop = props[b];\n\t\t\t\tif (read && !prop.CanRead) continue;\n\t\t\t\tif (write && !prop.CanWrite) continue;\n\n\t\t\t\tif (filter != typeof(void))\n\t\t\t\t{\n\t\t\t\t\tif (canConvert)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!PropertyReference.Convert(prop.PropertyType, filter)) continue;\n\t\t\t\t\t}\n\t\t\t\t\telse if (!filter.IsAssignableFrom(prop.PropertyType)) continue;\n\t\t\t\t}\n\n\t\t\t\tEntry ent = new Entry();\n\t\t\t\tent.target = comp;\n\t\t\t\tent.name = prop.Name;\n\t\t\t\tlist.Add(ent);\n\t\t\t}\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified list of delegate entries into a string array.\n\t/// </summary>\n\n\tstatic public string[] GetNames (List<Entry> list, string choice, out int index)\n\t{\n\t\tindex = 0;\n\t\tstring[] names = new string[list.Count + 1];\n\t\tnames[0] = string.IsNullOrEmpty(choice) ? \"<Choose>\" : choice;\n\n\t\tfor (int i = 0; i < list.Count; )\n\t\t{\n\t\t\tEntry ent = list[i];\n\t\t\tstring del = NGUITools.GetFuncName(ent.target, ent.name);\n\t\t\tnames[++i] = del;\n\t\t\tif (index == 0 && string.Equals(del, choice))\n\t\t\t\tindex = i;\n\t\t}\n\t\t//Array.Sort(names);\n\t\treturn names;\n\t}\n\n\t/// <summary>\n\t/// The property is either going to be 16 or 34 pixels tall, depending on whether the target has been set or not.\n\t/// </summary>\n\n\tpublic override float GetPropertyHeight (SerializedProperty prop, GUIContent label)\n\t{\n\t\tSerializedProperty target = prop.FindPropertyRelative(\"mTarget\");\n\t\tComponent comp = target.objectReferenceValue as Component;\n\t\treturn (comp != null) ? 36f : 16f;\n\t}\n\n\t/// <summary>\n\t/// Draw the actual property.\n\t/// </summary>\n\n\tpublic override void OnGUI (Rect rect, SerializedProperty prop, GUIContent label)\n\t{\n\t\tSerializedProperty target = prop.FindPropertyRelative(\"mTarget\");\n\t\tSerializedProperty field = prop.FindPropertyRelative(\"mName\");\n\n\t\trect.height = 16f;\n\t\tEditorGUI.PropertyField(rect, target, label);\n\n\t\tComponent comp = target.objectReferenceValue as Component;\n\n\t\tif (comp != null)\n\t\t{\n\t\t\trect.y += 18f;\n\t\t\tGUI.changed = false;\n\t\t\tEditorGUI.BeginDisabledGroup(target.hasMultipleDifferentValues);\n\t\t\tint index = 0;\n\n\t\t\t// Get all the properties on the target game object\n\t\t\tList<Entry> list = GetProperties(comp.gameObject, mustRead, mustWrite);\n\n\t\t\t// We want the field to look like \"Component.property\" rather than just \"property\"\n\t\t\tstring current = PropertyReference.ToString(target.objectReferenceValue as Component, field.stringValue);\n\n\t\t\t// Convert all the properties to names\n\t\t\tstring[] names = PropertyReferenceDrawer.GetNames(list, current, out index);\n\n\t\t\t// Draw a selection list\n\t\t\tGUI.changed = false;\n\t\t\trect.xMin += EditorGUIUtility.labelWidth;\n\t\t\trect.width -= 18f;\n\t\t\tint choice = EditorGUI.Popup(rect, \"\", index, names);\n\n\t\t\t// Update the target object and property name\n\t\t\tif (GUI.changed && choice > 0)\n\t\t\t{\n\t\t\t\tEntry ent = list[choice - 1];\n\t\t\t\ttarget.objectReferenceValue = ent.target;\n\t\t\t\tfield.stringValue = ent.name;\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/PropertyReferenceDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 788be684805fb7f4bb044f3cdf3206be\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/SpriteSelector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Editor component used to display a list of sprites.\n/// </summary>\n\npublic class SpriteSelector : ScriptableWizard\n{\n\tstatic public SpriteSelector instance;\n\n\tvoid OnEnable () { instance = this; }\n\tvoid OnDisable () { instance = null; }\n\n\tpublic delegate void Callback (string sprite);\n\n\tSerializedObject mObject;\n\tSerializedProperty mProperty;\n\n\tUISprite mSprite;\n\tVector2 mPos = Vector2.zero;\n\tCallback mCallback;\n\tfloat mClickTime = 0f;\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tif (NGUISettings.atlas == null)\n\t\t{\n\t\t\tGUILayout.Label(\"No Atlas selected.\", \"LODLevelNotifyText\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tUIAtlas atlas = NGUISettings.atlas;\n\t\t\tbool close = false;\n\t\t\tGUILayout.Label(atlas.name + \" Sprites\", \"LODLevelNotifyText\");\n\t\t\tNGUIEditorTools.DrawSeparator();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(84f);\n\n\t\t\tstring before = NGUISettings.partialSprite;\n\t\t\tstring after = EditorGUILayout.TextField(\"\", before, \"SearchTextField\");\n\t\t\tif (before != after) NGUISettings.partialSprite = after;\n\n\t\t\tif (GUILayout.Button(\"\", \"SearchCancelButton\", GUILayout.Width(18f)))\n\t\t\t{\n\t\t\t\tNGUISettings.partialSprite = \"\";\n\t\t\t\tGUIUtility.keyboardControl = 0;\n\t\t\t}\n\t\t\tGUILayout.Space(84f);\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tTexture2D tex = atlas.texture as Texture2D;\n\n\t\t\tif (tex == null)\n\t\t\t{\n\t\t\t\tGUILayout.Label(\"The atlas doesn't have a texture to work with\");\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tBetterList<string> sprites = atlas.GetListOfSprites(NGUISettings.partialSprite);\n\t\t\t\n\t\t\tfloat size = 80f;\n\t\t\tfloat padded = size + 10f;\n#if UNITY_4_7\n\t\t\tint screenWidth = Screen.width;\n#else\n\t\t\tint screenWidth = (int)EditorGUIUtility.currentViewWidth;\n#endif\n\t\t\tint columns = Mathf.FloorToInt(screenWidth / padded);\n\t\t\tif (columns < 1) columns = 1;\n\n\t\t\tint offset = 0;\n\t\t\tRect rect = new Rect(10f, 0, size, size);\n\n\t\t\tGUILayout.Space(10f);\n\t\t\tmPos = GUILayout.BeginScrollView(mPos);\n\t\t\tint rows = 1;\n\n\t\t\twhile (offset < sprites.size)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t{\n\t\t\t\t\tint col = 0;\n\t\t\t\t\trect.x = 10f;\n\n\t\t\t\t\tfor (; offset < sprites.size; ++offset)\n\t\t\t\t\t{\n\t\t\t\t\t\tUISpriteData sprite = atlas.GetSprite(sprites[offset]);\n\t\t\t\t\t\tif (sprite == null) continue;\n\n\t\t\t\t\t\t// Button comes first\n\t\t\t\t\t\tif (GUI.Button(rect, \"\"))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (Event.current.button == 0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tfloat delta = Time.realtimeSinceStartup - mClickTime;\n\t\t\t\t\t\t\t\tmClickTime = Time.realtimeSinceStartup;\n\n\t\t\t\t\t\t\t\tif (NGUISettings.selectedSprite != sprite.name)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tif (mSprite != null)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Atlas Selection\", mSprite);\n\t\t\t\t\t\t\t\t\t\tmSprite.MakePixelPerfect();\n\t\t\t\t\t\t\t\t\t\tEditorUtility.SetDirty(mSprite.gameObject);\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tNGUISettings.selectedSprite = sprite.name;\n\t\t\t\t\t\t\t\t\tNGUIEditorTools.RepaintSprites();\n\t\t\t\t\t\t\t\t\tif (mCallback != null) mCallback(sprite.name);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (delta < 0.5f) close = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUIContextMenu.AddItem(\"Edit\", false, EditSprite, sprite);\n\t\t\t\t\t\t\t\tNGUIContextMenu.AddItem(\"Delete\", false, DeleteSprite, sprite);\n\t\t\t\t\t\t\t\tNGUIContextMenu.Show();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Event.current.type == EventType.Repaint)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// On top of the button we have a checkboard grid\n\t\t\t\t\t\t\tNGUIEditorTools.DrawTiledTexture(rect, NGUIEditorTools.backdropTexture);\n\t\t\t\t\t\t\tRect uv = new Rect(sprite.x, sprite.y, sprite.width, sprite.height);\n\t\t\t\t\t\t\tuv = NGUIMath.ConvertToTexCoords(uv, tex.width, tex.height);\n\t\n\t\t\t\t\t\t\t// Calculate the texture's scale that's needed to display the sprite in the clipped area\n\t\t\t\t\t\t\tfloat scaleX = rect.width / uv.width;\n\t\t\t\t\t\t\tfloat scaleY = rect.height / uv.height;\n\t\n\t\t\t\t\t\t\t// Stretch the sprite so that it will appear proper\n\t\t\t\t\t\t\tfloat aspect = (scaleY / scaleX) / ((float)tex.height / tex.width);\n\t\t\t\t\t\t\tRect clipRect = rect;\n\t\n\t\t\t\t\t\t\tif (aspect != 1f)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tif (aspect < 1f)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t// The sprite is taller than it is wider\n\t\t\t\t\t\t\t\t\tfloat padding = size * (1f - aspect) * 0.5f;\n\t\t\t\t\t\t\t\t\tclipRect.xMin += padding;\n\t\t\t\t\t\t\t\t\tclipRect.xMax -= padding;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t// The sprite is wider than it is taller\n\t\t\t\t\t\t\t\t\tfloat padding = size * (1f - 1f / aspect) * 0.5f;\n\t\t\t\t\t\t\t\t\tclipRect.yMin += padding;\n\t\t\t\t\t\t\t\t\tclipRect.yMax -= padding;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\n\t\t\t\t\t\t\tGUI.DrawTextureWithTexCoords(clipRect, tex, uv);\n\t\n\t\t\t\t\t\t\t// Draw the selection\n\t\t\t\t\t\t\tif (NGUISettings.selectedSprite == sprite.name)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUIEditorTools.DrawOutline(rect, new Color(0.4f, 1f, 0f, 1f));\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tGUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f);\n\t\t\t\t\t\tGUI.contentColor = new Color(1f, 1f, 1f, 0.7f);\n\t\t\t\t\t\tGUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), sprite.name, \"ProgressBarBack\");\n\t\t\t\t\t\tGUI.contentColor = Color.white;\n\t\t\t\t\t\tGUI.backgroundColor = Color.white;\n\n\t\t\t\t\t\tif (++col >= columns)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t++offset;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\trect.x += padded;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\tGUILayout.Space(padded);\n\t\t\t\trect.y += padded + 26;\n\t\t\t\t++rows;\n\t\t\t}\n\t\t\tGUILayout.Space(rows * 26);\n\t\t\tGUILayout.EndScrollView();\n\n\t\t\tif (close) Close();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Edit the sprite (context menu selection)\n\t/// </summary>\n\n\tvoid EditSprite (object obj)\n\t{\n\t\tif (this == null) return;\n\t\tUISpriteData sd = obj as UISpriteData;\n\t\tNGUIEditorTools.SelectSprite(sd.name);\n\t\tClose();\n\t}\n\n\t/// <summary>\n\t/// Delete the sprite (context menu selection)\n\t/// </summary>\n\n\tvoid DeleteSprite (object obj)\n\t{\n\t\tif (this == null) return;\n\t\tUISpriteData sd = obj as UISpriteData;\n\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(NGUISettings.atlas, sprites);\n\n\t\tfor (int i = sprites.Count; i > 0; )\n\t\t{\n\t\t\tUIAtlasMaker.SpriteEntry ent = sprites[--i];\n\t\t\tif (ent.name == sd.name)\n\t\t\t\tsprites.RemoveAt(i);\n\t\t}\n\t\tUIAtlasMaker.UpdateAtlas(NGUISettings.atlas, sprites);\n\t\tNGUIEditorTools.RepaintSprites();\n\t}\n\n\t/// <summary>\n\t/// Property-based selection result.\n\t/// </summary>\n\n\tvoid OnSpriteSelection (string sp)\n\t{\n\t\tif (mObject != null && mProperty != null)\n\t\t{\n\t\t\tmObject.Update();\n\t\t\tmProperty.stringValue = sp;\n\t\t\tmObject.ApplyModifiedProperties();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Show the sprite selection wizard.\n\t/// </summary>\n\n\tstatic public void ShowSelected ()\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tShow(delegate(string sel) { NGUIEditorTools.SelectSprite(sel); });\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Show the sprite selection wizard.\n\t/// </summary>\n\n\tstatic public void Show (SerializedObject ob, SerializedProperty pro, UIAtlas atlas)\n\t{\n\t\tif (instance != null)\n\t\t{\n\t\t\tinstance.Close();\n\t\t\tinstance = null;\n\t\t}\n\n\t\tif (ob != null && pro != null && atlas != null)\n\t\t{\n\t\t\tSpriteSelector comp = ScriptableWizard.DisplayWizard<SpriteSelector>(\"Select a Sprite\");\n\t\t\tNGUISettings.atlas = atlas;\n\t\t\tNGUISettings.selectedSprite = pro.hasMultipleDifferentValues ? null : pro.stringValue;\n\t\t\tcomp.mSprite = null;\n\t\t\tcomp.mObject = ob;\n\t\t\tcomp.mProperty = pro;\n\t\t\tcomp.mCallback = comp.OnSpriteSelection;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Show the selection wizard.\n\t/// </summary>\n\n\tstatic public void Show (Callback callback)\n\t{\n        if (instance != null)\n\t\t{\n            try\n            {\n                instance.Close();\n            }\n            catch (System.Exception ex)\n            {\n                Debug.LogError(\"What's the fuck!!! ===> \" + ex.Message);\n            }\n\t\t\tinstance = null;\n\t\t}\n\n\t\tSpriteSelector comp = ScriptableWizard.DisplayWizard<SpriteSelector>(\"Select a Sprite\");\n\t\tcomp.mSprite = null;\n\t\tcomp.mCallback = callback;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/SpriteSelector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 623be2c02ff0ce24d83ce440e4fa393d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenAlphaEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenAlpha))]\npublic class TweenAlphaEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenAlpha tw = target as TweenAlpha;\n\t\tGUI.changed = false;\n\n\t\tfloat from = EditorGUILayout.Slider(\"From\", tw.from, 0f, 1f);\n\t\tfloat to = EditorGUILayout.Slider(\"To\", tw.to, 0f, 1f);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenAlphaEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6ca1a2b070be6f04f9dc2b6756d084ff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenColorEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenColor))]\npublic class TweenColorEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenColor tw = target as TweenColor;\n\t\tGUI.changed = false;\n\n\t\tColor from = EditorGUILayout.ColorField(\"From\", tw.from);\n\t\tColor to = EditorGUILayout.ColorField(\"To\", tw.to);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenColorEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7928b5af346eed04ba391047b8b0ddc8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenFOVEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenFOV))]\npublic class TweenFOVEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenFOV tw = target as TweenFOV;\n\t\tGUI.changed = false;\n\n\t\tfloat from = EditorGUILayout.Slider(\"From\", tw.from, 1f, 180f);\n\t\tfloat to = EditorGUILayout.Slider(\"To\", tw.to, 1f, 180f);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenFOVEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 11db62d6da2a5f34590f41ebb958bd94\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenHeightEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenHeight))]\npublic class TweenHeightEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenHeight tw = target as TweenHeight;\n\t\tGUI.changed = false;\n\n\t\tint from = EditorGUILayout.IntField(\"From\", tw.from);\n\t\tint to = EditorGUILayout.IntField(\"To\", tw.to);\n\t\tbool table = EditorGUILayout.Toggle(\"Update Table\", tw.updateTable);\n\n\t\tif (from < 0) from = 0;\n\t\tif (to < 0) to = 0;\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\ttw.updateTable = table;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenHeightEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4c135e5506eb921409b47fa6543134ec\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenOrthoSizeEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenOrthoSize))]\npublic class TweenOrthoSizeEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenOrthoSize tw = target as TweenOrthoSize;\n\t\tGUI.changed = false;\n\n\t\tfloat from = EditorGUILayout.FloatField(\"From\", tw.from);\n\t\tfloat to = EditorGUILayout.FloatField(\"To\", tw.to);\n\n\t\tif (from < 0f) from = 0f;\n\t\tif (to < 0f) to = 0f;\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenOrthoSizeEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 37cda4ddb333a6d469473d36a439d20e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenPositionEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenPosition))]\npublic class TweenPositionEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenPosition tw = target as TweenPosition;\n\t\tGUI.changed = false;\n\n\t\tVector3 from = EditorGUILayout.Vector3Field(\"From\", tw.from);\n\t\tVector3 to = EditorGUILayout.Vector3Field(\"To\", tw.to);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenPositionEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5c3ed7d7dc3fe434d8fbe43ba848c7de\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenRotationEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenRotation))]\npublic class TweenRotationEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenRotation tw = target as TweenRotation;\n\t\tGUI.changed = false;\n\n\t\tVector3 from = EditorGUILayout.Vector3Field(\"From\", tw.from);\n\t\tVector3 to = EditorGUILayout.Vector3Field(\"To\", tw.to);\n\t\tvar quat = EditorGUILayout.Toggle(\"Quaternion\", tw.quaternionLerp);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\ttw.quaternionLerp = quat;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenRotationEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 37920e4b9f98bd44fa1250a9d995475c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenScaleEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenScale))]\npublic class TweenScaleEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenScale tw = target as TweenScale;\n\t\tGUI.changed = false;\n\n\t\tVector3 from = EditorGUILayout.Vector3Field(\"From\", tw.from);\n\t\tVector3 to = EditorGUILayout.Vector3Field(\"To\", tw.to);\n\t\tbool table = EditorGUILayout.Toggle(\"Update Table\", tw.updateTable);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\ttw.updateTable = table;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenScaleEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 50b7b0504ae552a42b20841c085dc185\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenTransformEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenTransform))]\npublic class TweenTransformEditor : UITweenerEditor\n{\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenTransformEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9ff6713338f44844c82de82685521dd3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenVolumeEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenVolume))]\npublic class TweenVolumeEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenVolume tw = target as TweenVolume;\n\t\tGUI.changed = false;\n\n\t\tfloat from = EditorGUILayout.Slider(\"From\", tw.from, 0f, 1f);\n\t\tfloat to = EditorGUILayout.Slider(\"To\", tw.to, 0f, 1f);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenVolumeEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 023e6404a70e48148b315cf9737211af\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenWidthEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(TweenWidth))]\npublic class TweenWidthEditor : UITweenerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tTweenWidth tw = target as TweenWidth;\n\t\tGUI.changed = false;\n\n\t\tint from = EditorGUILayout.IntField(\"From\", tw.from);\n\t\tint to = EditorGUILayout.IntField(\"To\", tw.to);\n\t\tbool table = EditorGUILayout.Toggle(\"Update Table\", tw.updateTable);\n\n\t\tif (from < 0) from = 0;\n\t\tif (to < 0) to = 0;\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.from = from;\n\t\t\ttw.to = to;\n\t\t\ttw.updateTable = table;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tDrawCommonProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TweenWidthEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d35cd8e39586acb4a842a0c77019d598\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TypewriterEffectEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(TypewriterEffect))]\npublic class TypewriterEffectEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tserializedObject.Update();\n\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"charsPerSecond\");\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"fadeInTime\");\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"delayOnPeriod\");\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"delayOnNewLine\");\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"scrollView\");\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"keepFullDimensions\");\n\n\t\tTypewriterEffect tw = target as TypewriterEffect;\n\t\tNGUIEditorTools.DrawEvents(\"On Finished\", tw, tw.onFinished);\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/TypewriterEffectEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d00aad4a2618d0c43b705a5834ec944a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UI2DSpriteEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Inspector class used to edit UITextures.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UI2DSprite), true)]\npublic class UI2DSpriteEditor : UIBasicSpriteEditor\n{\n\tUI2DSprite mSprite;\n\n\tprotected override void OnEnable ()\n\t{\n\t\tbase.OnEnable();\n\t\tmSprite = target as UI2DSprite;\n\t}\n\n\t/// <summary>\n\t/// Should we draw the widget's custom properties?\n\t/// </summary>\n\n\tprotected override bool ShouldDrawProperties ()\n\t{\n\t\tGUI.changed = false;\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"2D Sprite\", serializedObject, \"mSprite\");\n\n#if !UNITY_4_3\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tUnityEngine.Sprite sprite = sp.objectReferenceValue as Sprite;\n\n\t\t\tif (sprite != null)\n\t\t\t{\n\t\t\t\tSerializedProperty border = serializedObject.FindProperty(\"mBorder\");\n\t\t\t\tborder.vector4Value = sprite.border;\n\t\t\t}\n\t\t}\n#endif\n\t\tNGUISettings.sprite2D = sp.objectReferenceValue as Sprite;\n\n\t\tNGUIEditorTools.DrawProperty(\"Material\", serializedObject, \"mMat\");\n\n\t\tif (mSprite.material == null || serializedObject.isEditingMultipleObjects)\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Shader\", serializedObject, \"mShader\");\n\t\t}\n\n\t\tNGUIEditorTools.DrawProperty(\"Pixel Size\", serializedObject, \"mPixelSize\");\n\n\t\tSerializedProperty fa = serializedObject.FindProperty(\"mFixedAspect\");\n\t\tbool before = fa.boolValue;\n\t\tNGUIEditorTools.DrawProperty(\"Fixed Aspect\", fa);\n\t\tif (fa.boolValue != before) (target as UIWidget).drawRegion = new Vector4(0f, 0f, 1f, 1f);\n\n\t\tif (fa.boolValue)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"Note that Fixed Aspect mode is not compatible with Draw Region modifications done by sliders and progress bars.\", MessageType.Info);\n\t\t}\n\t\treturn (sp.objectReferenceValue != null);\n\t}\n\n\t/// <summary>\n\t/// Allow the texture to be previewed.\n\t/// </summary>\n\n\tpublic override bool HasPreviewGUI ()\n\t{\n\t\treturn (Selection.activeGameObject == null || Selection.gameObjects.Length == 1) &&\n\t\t\t(mSprite != null) && (mSprite.mainTexture as Texture2D != null);\n\t}\n\n\t/// <summary>\n\t/// Draw the sprite preview.\n\t/// </summary>\n\n\tpublic override void OnPreviewGUI (Rect rect, GUIStyle background)\n\t{\n\t\tif (mSprite != null && mSprite.sprite2D != null)\n\t\t{\n\t\t\tTexture2D tex = mSprite.mainTexture as Texture2D;\n\t\t\tif (tex != null) NGUIEditorTools.DrawSprite(tex, rect, mSprite.color, mSprite.sprite2D.textureRect, mSprite.border);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UI2DSpriteEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3b58c690fc6247742b470d68991b0b45\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIAnchorEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIAnchor))]\npublic class UIAnchorEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tbase.OnInspectorGUI();\n\t\tEditorGUILayout.HelpBox(\"All NGUI widgets have anchoring functionality built-in.\", MessageType.Info);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIAnchorEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ea085d118cd5e4419b53cd2a6037c70\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIAtlasInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\nusing System.IO;\n\n/// <summary>\n/// Inspector class used to edit the UIAtlas.\n/// </summary>\n\n[CustomEditor(typeof(UIAtlas))]\npublic class UIAtlasInspector : Editor\n{\n\tstatic public UIAtlasInspector instance;\n\n\tenum AtlasType\n\t{\n\t\tNormal,\n\t\tReference,\n\t}\n\n\tUIAtlas mAtlas;\n\tAtlasType mType = AtlasType.Normal;\n\tUIAtlas mReplacement = null;\n\n\tvoid OnEnable () { instance = this; }\n\tvoid OnDisable () { instance = null; }\n\n\t/// <summary>\n\t/// Convenience function -- mark all widgets using the sprite as changed.\n\t/// </summary>\n\n\tvoid MarkSpriteAsDirty ()\n\t{\n\t\tUISpriteData sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null;\n\t\tif (sprite == null) return;\n\n\t\tUISprite[] sprites = NGUITools.FindActive<UISprite>();\n\n\t\tforeach (UISprite sp in sprites)\n\t\t{\n\t\t\tif (UIAtlas.CheckIfRelated(sp.atlas, mAtlas) && sp.spriteName == sprite.name)\n\t\t\t{\n\t\t\t\tUIAtlas atl = sp.atlas;\n\t\t\t\tsp.atlas = null;\n\t\t\t\tsp.atlas = atl;\n\t\t\t\tEditorUtility.SetDirty(sp);\n\t\t\t}\n\t\t}\n\n\t\tUILabel[] labels = NGUITools.FindActive<UILabel>();\n\n\t\tforeach (UILabel lbl in labels)\n\t\t{\n\t\t\tif (lbl.bitmapFont != null && UIAtlas.CheckIfRelated(lbl.bitmapFont.atlas, mAtlas) && lbl.bitmapFont.UsesSprite(sprite.name))\n\t\t\t{\n\t\t\t\tUIFont font = lbl.bitmapFont;\n\t\t\t\tlbl.bitmapFont = null;\n\t\t\t\tlbl.bitmapFont = font;\n\t\t\t\tEditorUtility.SetDirty(lbl);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Replacement atlas selection callback.\n\t/// </summary>\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tif (mReplacement != obj)\n\t\t{\n\t\t\t// Undo doesn't work correctly in this case... so I won't bother.\n\t\t\t//NGUIEditorTools.RegisterUndo(\"Atlas Change\");\n\t\t\t//NGUIEditorTools.RegisterUndo(\"Atlas Change\", mAtlas);\n\n\t\t\tmAtlas.replacement = obj as UIAtlas;\n\t\t\tmReplacement = mAtlas.replacement;\n\t\t\tNGUITools.SetDirty(mAtlas);\n\t\t\tif (mReplacement == null) mType = AtlasType.Normal;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw the inspector widget.\n\t/// </summary>\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tmAtlas = target as UIAtlas;\n\n\t\tUISpriteData sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null;\n\n\t\tGUILayout.Space(6f);\n\n\t\tif (mAtlas.replacement != null)\n\t\t{\n\t\t\tmType = AtlasType.Reference;\n\t\t\tmReplacement = mAtlas.replacement;\n\t\t}\n\n\t\tGUILayout.BeginHorizontal();\n\t\tAtlasType after = (AtlasType)EditorGUILayout.EnumPopup(\"Atlas Type\", mType);\n\t\tNGUIEditorTools.DrawPadding();\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (mType != after)\n\t\t{\n\t\t\tif (after == AtlasType.Normal)\n\t\t\t{\n\t\t\t\tmType = AtlasType.Normal;\n\t\t\t\tOnSelectAtlas(null);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmType = AtlasType.Reference;\n\t\t\t}\n\t\t}\n\n\t\tif (mType == AtlasType.Reference)\n\t\t{\n\t\t\tComponentSelector.Draw<UIAtlas>(mAtlas.replacement, OnSelectAtlas, true);\n\n\t\t\tGUILayout.Space(6f);\n\t\t\tEditorGUILayout.HelpBox(\"You can have one atlas simply point to \" +\n\t\t\t\t\"another one. This is useful if you want to be \" +\n\t\t\t\t\"able to quickly replace the contents of one \" +\n\t\t\t\t\"atlas with another one, for example for \" +\n\t\t\t\t\"swapping an SD atlas with an HD one, or \" +\n\t\t\t\t\"replacing an English atlas with a Chinese \" +\n\t\t\t\t\"one. All the sprites referencing this atlas \" +\n\t\t\t\t\"will update their references to the new one.\", MessageType.Info);\n\n\t\t\tif (mReplacement != mAtlas && mAtlas.replacement != mReplacement)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Atlas Change\", mAtlas);\n\t\t\t\tmAtlas.replacement = mReplacement;\n\t\t\t\tNGUITools.SetDirty(mAtlas);\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\n\t\t//GUILayout.Space(6f);\n\t\tMaterial mat = EditorGUILayout.ObjectField(\"Material\", mAtlas.spriteMaterial, typeof(Material), false) as Material;\n\n\t\tif (mAtlas.spriteMaterial != mat)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Atlas Change\", mAtlas);\n\t\t\tmAtlas.spriteMaterial = mat;\n\n\t\t\t// Ensure that this atlas has valid import settings\n\t\t\tif (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false, !mAtlas.premultipliedAlpha);\n\n\t\t\tmAtlas.MarkAsChanged();\n\t\t}\n\n\t\tif (mat != null)\n\t\t{\n\t\t\tTextAsset ta = EditorGUILayout.ObjectField(\"TP Import\", null, typeof(TextAsset), false) as TextAsset;\n\n\t\t\tif (ta != null)\n\t\t\t{\n\t\t\t\t// Ensure that this atlas has valid import settings\n\t\t\t\tif (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false, !mAtlas.premultipliedAlpha);\n\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Import Sprites\", mAtlas);\n\t\t\t\tNGUIJson.LoadSpriteData(mAtlas, ta);\n\t\t\t\tif (sprite != null) sprite = mAtlas.GetSprite(sprite.name);\n\t\t\t\tmAtlas.MarkAsChanged();\n\t\t\t}\n\n\t\t\tfloat pixelSize = EditorGUILayout.FloatField(\"Pixel Size\", mAtlas.pixelSize, GUILayout.Width(120f));\n\n\t\t\tif (pixelSize != mAtlas.pixelSize)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Atlas Change\", mAtlas);\n\t\t\t\tmAtlas.pixelSize = pixelSize;\n\t\t\t}\n\t\t}\n\n\t\tif (mAtlas.spriteMaterial != null)\n\t\t{\n\t\t\tColor blueColor = new Color(0f, 0.7f, 1f, 1f);\n\t\t\tColor greenColor = new Color(0.4f, 1f, 0f, 1f);\n\n\t\t\tif (sprite == null && mAtlas.spriteList.Count > 0)\n\t\t\t{\n\t\t\t\tstring spriteName = NGUISettings.selectedSprite;\n\t\t\t\tif (!string.IsNullOrEmpty(spriteName)) sprite = mAtlas.GetSprite(spriteName);\n\t\t\t\tif (sprite == null) sprite = mAtlas.spriteList[0];\n\t\t\t}\n\n\t\t\tif (sprite != null)\n\t\t\t{\n\t\t\t\tif (sprite == null) return;\n\t\t\t\t\t\n\t\t\t\tTexture2D tex = mAtlas.spriteMaterial.mainTexture as Texture2D;\n\n\t\t\t\tif (tex != null)\n\t\t\t\t{\n\t\t\t\t\tif (!NGUIEditorTools.DrawHeader(\"Sprite Details\")) return;\n\n\t\t\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\t\t\tGUILayout.Space(3f);\n\t\t\t\t\tNGUIEditorTools.DrawAdvancedSpriteField(mAtlas, sprite.name, SelectSprite, true);\n\t\t\t\t\tGUILayout.Space(6f);\n\n\t\t\t\t\tGUI.changed = false;\n\n\t\t\t\t\tGUI.backgroundColor = greenColor;\n\t\t\t\t\tNGUIEditorTools.IntVector sizeA = NGUIEditorTools.IntPair(\"Dimensions\", \"X\", \"Y\", sprite.x, sprite.y);\n\t\t\t\t\tNGUIEditorTools.IntVector sizeB = NGUIEditorTools.IntPair(null, \"Width\", \"Height\", sprite.width, sprite.height);\n\n\t\t\t\t\tEditorGUILayout.Separator();\n\t\t\t\t\tGUI.backgroundColor = blueColor;\n\t\t\t\t\tNGUIEditorTools.IntVector borderA = NGUIEditorTools.IntPair(\"Border\", \"Left\", \"Right\", sprite.borderLeft, sprite.borderRight);\n\t\t\t\t\tNGUIEditorTools.IntVector borderB = NGUIEditorTools.IntPair(null, \"Bottom\", \"Top\", sprite.borderBottom, sprite.borderTop);\n\n\t\t\t\t\tEditorGUILayout.Separator();\n\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t\tNGUIEditorTools.IntVector padA = NGUIEditorTools.IntPair(\"Padding\", \"Left\", \"Right\", sprite.paddingLeft, sprite.paddingRight);\n\t\t\t\t\tNGUIEditorTools.IntVector padB = NGUIEditorTools.IntPair(null, \"Bottom\", \"Top\", sprite.paddingBottom, sprite.paddingTop);\n\n\t\t\t\t\tif (GUI.changed)\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Atlas Change\", mAtlas);\n\t\t\t\t\t\t\n\t\t\t\t\t\tsprite.x = sizeA.x;\n\t\t\t\t\t\tsprite.y = sizeA.y;\n\t\t\t\t\t\tsprite.width = sizeB.x;\n\t\t\t\t\t\tsprite.height = sizeB.y;\n\n\t\t\t\t\t\tsprite.paddingLeft = padA.x;\n\t\t\t\t\t\tsprite.paddingRight = padA.y;\n\t\t\t\t\t\tsprite.paddingBottom = padB.x;\n\t\t\t\t\t\tsprite.paddingTop = padB.y;\n\n\t\t\t\t\t\tsprite.borderLeft = borderA.x;\n\t\t\t\t\t\tsprite.borderRight = borderA.y;\n\t\t\t\t\t\tsprite.borderBottom = borderB.x;\n\t\t\t\t\t\tsprite.borderTop = borderB.y;\n\n\t\t\t\t\t\tMarkSpriteAsDirty();\n\t\t\t\t\t}\n\n\t\t\t\t\tGUILayout.Space(3f);\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\n\t\t\t\t\tif (GUILayout.Button(\"Duplicate\"))\n\t\t\t\t\t{\n\t\t\t\t\t\tUIAtlasMaker.SpriteEntry se = UIAtlasMaker.DuplicateSprite(mAtlas, sprite.name);\n\t\t\t\t\t\tif (se != null) NGUISettings.selectedSprite = se.name;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (GUILayout.Button(\"Save As...\"))\n\t\t\t\t\t{\n\t\t\t\t\t\tstring path = EditorUtility.SaveFilePanel(\"Save As\",\n\t\t\t\t\t\t\tNGUISettings.currentPath, sprite.name + \".png\", \"png\");\n\n\t\t\t\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);\n\t\t\t\t\t\t\tUIAtlasMaker.SpriteEntry se = UIAtlasMaker.ExtractSprite(mAtlas, sprite.name);\n\n\t\t\t\t\t\t\tif (se != null)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tbyte[] bytes = se.tex.EncodeToPNG();\n\t\t\t\t\t\t\t\tFile.WriteAllBytes(path, bytes);\n\t\t\t\t\t\t\t\t//AssetDatabase.ImportAsset(path);\n\t\t\t\t\t\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t\t}\n\n\t\t\t\tif (NGUIEditorTools.DrawHeader(\"Modify\"))\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\t\t\tEditorGUILayout.BeginHorizontal();\n\t\t\t\t\tGUILayout.Space(20f);\n\t\t\t\t\tEditorGUILayout.BeginVertical();\n\n\t\t\t\t\tNGUISettings.backgroundColor = EditorGUILayout.ColorField(\"Background\", NGUISettings.backgroundColor);\n\n\t\t\t\t\tif (GUILayout.Button(\"Add a Shadow\")) AddShadow(sprite);\n\t\t\t\t\tif (GUILayout.Button(\"Add a Soft Outline\")) AddOutline(sprite);\n\n\t\t\t\t\tif (GUILayout.Button(\"Add a Transparent Border\")) AddTransparentBorder(sprite);\n\t\t\t\t\tif (GUILayout.Button(\"Add a Clamped Border\")) AddClampedBorder(sprite);\n\t\t\t\t\tif (GUILayout.Button(\"Add a Tiled Border\")) AddTiledBorder(sprite);\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(!sprite.hasBorder);\n\t\t\t\t\tif (GUILayout.Button(\"Crop Border\")) CropBorder(sprite);\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\t\tEditorGUILayout.EndVertical();\n\t\t\t\t\tGUILayout.Space(20f);\n\t\t\t\t\tEditorGUILayout.EndHorizontal();\n\n\t\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t\t}\n\n\t\t\t\tif (NGUIEditorTools.previousSelection != null)\n\t\t\t\t{\n\t\t\t\t\tGUILayout.Space(3f);\n\t\t\t\t\tGUI.backgroundColor = Color.green;\n\n\t\t\t\t\tif (GUILayout.Button(\"<< Return to \" + NGUIEditorTools.previousSelection.name))\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIEditorTools.SelectPrevious();\n\t\t\t\t\t}\n\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite selection callback.\n\t/// </summary>\n\n\tvoid SelectSprite (string spriteName)\n\t{\n\t\tif (NGUISettings.selectedSprite != spriteName)\n\t\t{\n\t\t\tNGUISettings.selectedSprite = spriteName;\n\t\t\tRepaint();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// All widgets have a preview.\n\t/// </summary>\n\n\tpublic override bool HasPreviewGUI () { return true; }\n\n\t/// <summary>\n\t/// Draw the sprite preview.\n\t/// </summary>\n\n\tpublic override void OnPreviewGUI (Rect rect, GUIStyle background)\n\t{\n\t\tUISpriteData sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null;\n\t\tif (sprite == null) return;\n\n\t\tTexture2D tex = mAtlas.texture as Texture2D;\n\t\tif (tex != null) NGUIEditorTools.DrawSprite(tex, rect, sprite, Color.white);\n\t}\n\n\t/// <summary>\n\t/// Add a transparent border around the sprite.\n\t/// </summary>\n\n\tvoid AddTransparentBorder (UISpriteData sprite)\n\t{\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(mAtlas, sprites);\n\t\tUIAtlasMaker.SpriteEntry se = null;\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tif (sprites[i].name == sprite.name)\n\t\t\t{\n\t\t\t\tse = sprites[i];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (se != null)\n\t\t{\n\t\t\tint w1 = se.tex.width;\n\t\t\tint h1 = se.tex.height;\n\n\t\t\tint w2 = w1 + 2;\n\t\t\tint h2 = h1 + 2;\n\n\t\t\tColor32[] c2 = NGUIEditorTools.AddBorder(se.tex.GetPixels32(), w1, h1);\n\n\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\n\t\t\t++se.borderLeft;\n\t\t\t++se.borderRight;\n\t\t\t++se.borderTop;\n\t\t\t++se.borderBottom;\n\n\t\t\tse.tex = new Texture2D(w2, h2);\n\t\t\tse.tex.name = sprite.name;\n\t\t\tse.tex.SetPixels32(c2);\n\t\t\tse.tex.Apply();\n\t\t\tse.temporaryTexture = true;\n\n\t\t\tUIAtlasMaker.UpdateAtlas(mAtlas, sprites);\n\n\t\t\tDestroyImmediate(se.tex);\n\t\t\tse.tex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a border around the sprite that extends the existing edge pixels.\n\t/// </summary>\n\n\tvoid AddClampedBorder (UISpriteData sprite)\n\t{\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(mAtlas, sprites);\n\t\tUIAtlasMaker.SpriteEntry se = null;\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tif (sprites[i].name == sprite.name)\n\t\t\t{\n\t\t\t\tse = sprites[i];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (se != null)\n\t\t{\n\t\t\tint w1 = se.tex.width - se.borderLeft - se.borderRight;\n\t\t\tint h1 = se.tex.height - se.borderBottom - se.borderTop;\n\n\t\t\tint w2 = se.tex.width + 2;\n\t\t\tint h2 = se.tex.height + 2;\n\n\t\t\tColor32[] c1 = se.tex.GetPixels32();\n\t\t\tColor32[] c2 = new Color32[w2 * h2];\n\n\t\t\tfor (int y2 = 0; y2 < h2; ++y2)\n\t\t\t{\n\t\t\t\tint y1 = se.borderBottom + NGUIMath.ClampIndex(y2 - se.borderBottom - 1, h1);\n\n\t\t\t\tfor (int x2 = 0; x2 < w2; ++x2)\n\t\t\t\t{\n\t\t\t\t\tint x1 = se.borderLeft + NGUIMath.ClampIndex(x2 - se.borderLeft - 1, w1);\n\t\t\t\t\tc2[x2 + y2 * w2] = c1[x1 + y1 * se.tex.width];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\n\t\t\t++se.borderLeft;\n\t\t\t++se.borderRight;\n\t\t\t++se.borderTop;\n\t\t\t++se.borderBottom;\n\n\t\t\tse.tex = new Texture2D(w2, h2);\n\t\t\tse.tex.name = sprite.name;\n\t\t\tse.tex.SetPixels32(c2);\n\t\t\tse.tex.Apply();\n\t\t\tse.temporaryTexture = true;\n\n\t\t\tUIAtlasMaker.UpdateAtlas(mAtlas, sprites);\n\n\t\t\tDestroyImmediate(se.tex);\n\t\t\tse.tex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a border around the sprite that copies the pixels from the opposite side, making it possible for the sprite to tile without seams.\n\t/// </summary>\n\n\tvoid AddTiledBorder (UISpriteData sprite)\n\t{\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(mAtlas, sprites);\n\t\tUIAtlasMaker.SpriteEntry se = null;\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tif (sprites[i].name == sprite.name)\n\t\t\t{\n\t\t\t\tse = sprites[i];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (se != null)\n\t\t{\n\t\t\tint w1 = se.tex.width - se.borderLeft - se.borderRight;\n\t\t\tint h1 = se.tex.height - se.borderBottom - se.borderTop;\n\n\t\t\tint w2 = se.tex.width + 2;\n\t\t\tint h2 = se.tex.height + 2;\n\n\t\t\tColor32[] c1 = se.tex.GetPixels32();\n\t\t\tColor32[] c2 = new Color32[w2 * h2];\n\n\t\t\tfor (int y2 = 0; y2 < h2; ++y2)\n\t\t\t{\n\t\t\t\tint y1 = se.borderBottom + NGUIMath.RepeatIndex(y2 - se.borderBottom - 1, h1);\n\n\t\t\t\tfor (int x2 = 0; x2 < w2; ++x2)\n\t\t\t\t{\n\t\t\t\t\tint x1 = se.borderLeft + NGUIMath.RepeatIndex(x2 - se.borderLeft - 1, w1);\n\t\t\t\t\tc2[x2 + y2 * w2] = c1[x1 + y1 * se.tex.width];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\n\t\t\t++se.borderLeft;\n\t\t\t++se.borderRight;\n\t\t\t++se.borderTop;\n\t\t\t++se.borderBottom;\n\n\t\t\tse.tex = new Texture2D(w2, h2);\n\t\t\tse.tex.name = sprite.name;\n\t\t\tse.tex.SetPixels32(c2);\n\t\t\tse.tex.Apply();\n\t\t\tse.temporaryTexture = true;\n\n\t\t\tUIAtlasMaker.UpdateAtlas(mAtlas, sprites);\n\n\t\t\tDestroyImmediate(se.tex);\n\t\t\tse.tex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Crop the border pixels around the sprite.\n\t/// </summary>\n\n\tvoid CropBorder (UISpriteData sprite)\n\t{\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(mAtlas, sprites);\n\t\tUIAtlasMaker.SpriteEntry se = null;\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tif (sprites[i].name == sprite.name)\n\t\t\t{\n\t\t\t\tse = sprites[i];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (se != null)\n\t\t{\n\t\t\tint w1 = se.tex.width;\n\t\t\tint h1 = se.tex.height;\n\n\t\t\tint w2 = w1 - se.borderLeft - se.borderRight;\n\t\t\tint h2 = h1 - se.borderTop - se.borderBottom;\n\n\t\t\tColor32[] c1 = se.tex.GetPixels32();\n\t\t\tColor32[] c2 = new Color32[w2 * h2];\n\n\t\t\tfor (int y2 = 0; y2 < h2; ++y2)\n\t\t\t{\n\t\t\t\tint y1 = y2 + se.borderBottom;\n\n\t\t\t\tfor (int x2 = 0; x2 < w2; ++x2)\n\t\t\t\t{\n\t\t\t\t\tint x1 = x2 + se.borderLeft;\n\t\t\t\t\tc2[x2 + y2 * w2] = c1[x1 + y1 * w1];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tse.borderLeft = 0;\n\t\t\tse.borderRight = 0;\n\t\t\tse.borderTop = 0;\n\t\t\tse.borderBottom = 0;\n\n\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\n\t\t\tse.tex = new Texture2D(w2, h2);\n\t\t\tse.tex.name = sprite.name;\n\t\t\tse.tex.SetPixels32(c2);\n\t\t\tse.tex.Apply();\n\t\t\tse.temporaryTexture = true;\n\n\t\t\tUIAtlasMaker.UpdateAtlas(mAtlas, sprites);\n\n\t\t\tDestroyImmediate(se.tex);\n\t\t\tse.tex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a dark shadow below and to the right of the sprite.\n\t/// </summary>\n\n\tvoid AddShadow (UISpriteData sprite)\n\t{\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(mAtlas, sprites);\n\t\tUIAtlasMaker.SpriteEntry se = null;\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tif (sprites[i].name == sprite.name)\n\t\t\t{\n\t\t\t\tse = sprites[i];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (se != null)\n\t\t{\n\t\t\tint w1 = se.tex.width;\n\t\t\tint h1 = se.tex.height;\n\n\t\t\tint w2 = w1 + 2;\n\t\t\tint h2 = h1 + 2;\n\n\t\t\tColor32[] c2 = NGUIEditorTools.AddBorder(se.tex.GetPixels32(), w1, h1);\n\t\t\tNGUIEditorTools.AddShadow(c2, w2, h2, NGUISettings.backgroundColor);\n\n\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\n\t\t\tif ((se.borderLeft | se.borderRight | se.borderBottom | se.borderTop) != 0)\n\t\t\t{\n\t\t\t\t++se.borderLeft;\n\t\t\t\t++se.borderRight;\n\t\t\t\t++se.borderTop;\n\t\t\t\t++se.borderBottom;\n\t\t\t}\n\n\t\t\tse.tex = new Texture2D(w2, h2);\n\t\t\tse.tex.name = sprite.name;\n\t\t\tse.tex.SetPixels32(c2);\n\t\t\tse.tex.Apply();\n\t\t\tse.temporaryTexture = true;\n\n\t\t\tUIAtlasMaker.UpdateAtlas(mAtlas, sprites);\n\n\t\t\tDestroyImmediate(se.tex);\n\t\t\tse.tex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a dark shadowy outline around the sprite, giving it some visual depth.\n\t/// </summary>\n\n\tvoid AddOutline (UISpriteData sprite)\n\t{\n\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\tUIAtlasMaker.ExtractSprites(mAtlas, sprites);\n\t\tUIAtlasMaker.SpriteEntry se = null;\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tif (sprites[i].name == sprite.name)\n\t\t\t{\n\t\t\t\tse = sprites[i];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (se != null)\n\t\t{\n\t\t\tint w1 = se.tex.width;\n\t\t\tint h1 = se.tex.height;\n\n\t\t\tint w2 = w1 + 2;\n\t\t\tint h2 = h1 + 2;\n\n\t\t\tColor32[] c2 = NGUIEditorTools.AddBorder(se.tex.GetPixels32(), w1, h1);\n\t\t\tNGUIEditorTools.AddDepth(c2, w2, h2, NGUISettings.backgroundColor);\n\n\t\t\tif (se.temporaryTexture) DestroyImmediate(se.tex);\n\n\t\t\tif ((se.borderLeft | se.borderRight | se.borderBottom | se.borderTop) != 0)\n\t\t\t{\n\t\t\t\t++se.borderLeft;\n\t\t\t\t++se.borderRight;\n\t\t\t\t++se.borderTop;\n\t\t\t\t++se.borderBottom;\n\t\t\t}\n\n\t\t\tse.tex = new Texture2D(w2, h2);\n\t\t\tse.tex.name = sprite.name;\n\t\t\tse.tex.SetPixels32(c2);\n\t\t\tse.tex.Apply();\n\t\t\tse.temporaryTexture = true;\n\n\t\t\tUIAtlasMaker.UpdateAtlas(mAtlas, sprites);\n\n\t\t\tDestroyImmediate(se.tex);\n\t\t\tse.tex = null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIAtlasInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7163253a2d8b90f4cbdd7b0630b84dcd\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIAtlasMaker.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Atlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer.\n/// </summary>\n\npublic class UIAtlasMaker : EditorWindow\n{\n\tstatic public UIAtlasMaker instance;\n\n\tpublic class SpriteEntry : UISpriteData\n\t{\n\t\t// Sprite texture -- original texture or a temporary texture\n\t\tpublic Texture2D tex;\n\n\t\t// Temporary game object -- used to prevent Unity from unloading the texture\n\t\tpublic GameObject tempGO;\n\n\t\t// Temporary material -- same usage as the temporary game object\n\t\tpublic Material tempMat;\n\t\t\n\t\t// Whether the texture is temporary and should be deleted\n\t\tpublic bool temporaryTexture = false;\n\n\t\t/// <summary>\n\t\t/// HACK: Prevent Unity from unloading temporary textures.\n\t\t/// Discovered by \"alexkring\": http://www.tasharen.com/forum/index.php?topic=3079.45\n\t\t/// </summary>\n\n\t\tpublic void SetTexture (Color32[] newPixels, int newWidth, int newHeight)\n\t\t{\n\t\t\tRelease();\n\n\t\t\ttemporaryTexture = true;\n\n\t\t\ttex = new Texture2D(newWidth, newHeight);\n\t\t\ttex.name = name;\n\t\t\ttex.SetPixels32(newPixels);\n\t\t\ttex.Apply();\n\n\t\t\ttempMat = new Material(NGUISettings.atlas.spriteMaterial);\n\t\t\ttempMat.hideFlags = HideFlags.HideAndDontSave;\n\t\t\ttempMat.SetTexture(\"_MainTex\", tex);\n\t\t\t\n\t\t\ttempGO = EditorUtility.CreateGameObjectWithHideFlags(name, HideFlags.HideAndDontSave, typeof(MeshRenderer));\n\t\t\ttempGO.GetComponent<MeshRenderer>().sharedMaterial = tempMat;\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Release temporary resources.\n\t\t/// </summary>\n\n\t\tpublic void Release ()\n\t\t{\n\t\t\tif (temporaryTexture)\n\t\t\t{\n\t\t\t\tObject.DestroyImmediate(tempGO);\n\t\t\t\tObject.DestroyImmediate(tempMat);\n\t\t\t\tObject.DestroyImmediate(tex);\n\n\t\t\t\ttempGO = null;\n\t\t\t\ttempMat = null;\n\t\t\t\ttex = null;\n\t\t\t\ttemporaryTexture = false;\n\t\t\t}\n\t\t}\n\t}\n\n\tVector2 mScroll = Vector2.zero;\n\tList<string> mDelNames = new List<string>();\n\tUIAtlas mLastAtlas;\n\n\tvoid OnEnable () { instance = this; }\n\tvoid OnDisable () { instance = null; }\n\n\t/// <summary>\n\t/// Atlas selection callback.\n\t/// </summary>\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tif (NGUISettings.atlas != obj)\n\t\t{\n\t\t\tNGUISettings.atlas = obj as UIAtlas;\n\t\t\tRepaint();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Refresh the window on selection.\n\t/// </summary>\n\n\tvoid OnSelectionChange () { mDelNames.Clear(); Repaint(); }\n\n\t/// <summary>\n\t/// Helper function that retrieves the list of currently selected textures.\n\t/// </summary>\n\n\tList<Texture> GetSelectedTextures ()\n\t{\n\t\tList<Texture> textures = new List<Texture>();\n\n\t\tif (Selection.objects != null && Selection.objects.Length > 0)\n\t\t{\n\t\t\tObject[] objects = EditorUtility.CollectDependencies(Selection.objects);\n\n\t\t\tforeach (Object o in objects)\n\t\t\t{\n\t\t\t\tTexture tex = o as Texture;\n\t\t\t\tif (tex == null || tex.name == \"Font Texture\") continue;\n\t\t\t\tif (NGUISettings.atlas == null || NGUISettings.atlas.texture != tex) textures.Add(tex);\n\t\t\t}\n\t\t}\n\t\treturn textures;\n\t}\n\n\t/// <summary>\n\t/// Load the specified list of textures as Texture2Ds, fixing their import properties as necessary.\n\t/// </summary>\n\n\tstatic List<Texture2D> LoadTextures (List<Texture> textures)\n\t{\n\t\tList<Texture2D> list = new List<Texture2D>();\n\n\t\tforeach (Texture tex in textures)\n\t\t{\n\t\t\tTexture2D t2 = NGUIEditorTools.ImportTexture(tex, true, false, true);\n\t\t\tif (t2 != null) list.Add(t2);\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Used to sort the sprites by pixels used\n\t/// </summary>\n\t\n\tstatic int Compare (SpriteEntry a, SpriteEntry b)\n\t{\n\t\t// A is null b is not b is greater so put it at the front of the list\n\t\tif (a == null && b != null) return 1;\n\n\t\t// A is not null b is null a is greater so put it at the front of the list\n\t\tif (a != null && b == null) return -1;\n\n\t\t// Get the total pixels used for each sprite\n\t\tint aPixels = a.width * a.height;\n\t\tint bPixels = b.width * b.height;\n\n\t\tif (aPixels > bPixels) return -1;\n\t\telse if (aPixels < bPixels) return 1;\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed.\n\t/// </summary>\n\n\tstatic bool PackTextures (Texture2D tex, List<SpriteEntry> sprites)\n\t{\n\t\tTexture2D[] textures = new Texture2D[sprites.Count];\n\t\tRect[] rects;\n\n#if UNITY_3_5 || UNITY_4_0\n\t\tint maxSize = 4096;\n#else\n\t\tint maxSize = SystemInfo.maxTextureSize;\n#endif\n\n#if UNITY_ANDROID || UNITY_IPHONE\n\t\tmaxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048);\n#endif\n\t\tif (NGUISettings.unityPacking)\n\t\t{\n\t\t\tfor (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;\n\t\t\trects = tex.PackTextures(textures, NGUISettings.atlasPadding, maxSize);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tsprites.Sort(Compare);\n\t\t\tfor (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;\n\t\t\trects = UITexturePacker.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, maxSize);\n\t\t}\n\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tRect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true);\n\n\t\t\t// Apparently Unity can take the liberty of destroying temporary textures without any warning\n\t\t\tif (textures[i] == null) return false;\n\n\t\t\t// Make sure that we don't shrink the textures\n\t\t\tif (Mathf.RoundToInt(rect.width) != textures[i].width) return false;\n\n\t\t\tSpriteEntry se = sprites[i];\n\t\t\tse.x = Mathf.RoundToInt(rect.x);\n\t\t\tse.y = Mathf.RoundToInt(rect.y);\n\t\t\tse.width = Mathf.RoundToInt(rect.width);\n\t\t\tse.height = Mathf.RoundToInt(rect.height);\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Helper function that creates a single sprite list from both the atlas's sprites as well as selected textures.\n\t/// Dictionary value meaning:\n\t/// 0 = No change\n\t/// 1 = Update\n\t/// 2 = Add\n\t/// </summary>\n\n\tDictionary<string, int> GetSpriteList (List<Texture> textures)\n\t{\n\t\tDictionary<string, int> spriteList = new Dictionary<string, int>();\n\n\t\t// If we have textures to work with, include them as well\n\t\tif (textures.Count > 0)\n\t\t{\n\t\t\tList<string> texNames = new List<string>();\n\t\t\tforeach (Texture tex in textures) texNames.Add(tex.name);\n\t\t\ttexNames.Sort();\n\t\t\tforeach (string tex in texNames) spriteList.Add(tex, 2);\n\t\t}\n\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tBetterList<string> spriteNames = NGUISettings.atlas.GetListOfSprites();\n\t\t\tforeach (string sp in spriteNames)\n\t\t\t{\n\t\t\t\tif (spriteList.ContainsKey(sp)) spriteList[sp] = 1;\n\t\t\t\telse spriteList.Add(sp, 0);\n\t\t\t}\n\t\t}\n\t\treturn spriteList;\n\t}\n\n\t/// <summary>\n\t/// Add a new sprite to the atlas, given the texture it's coming from and the packed rect within the atlas.\n\t/// </summary>\n\n\tstatic public UISpriteData AddSprite (List<UISpriteData> sprites, SpriteEntry se)\n\t{\n\t\t// See if this sprite already exists\n\t\tforeach (UISpriteData sp in sprites)\n\t\t{\n\t\t\tif (sp.name == se.name)\n\t\t\t{\n\t\t\t\tsp.CopyFrom(se);\n\t\t\t\treturn sp;\n\t\t\t}\n\t\t}\n\n\t\tUISpriteData sprite = new UISpriteData();\n\t\tsprite.CopyFrom(se);\n\t\tsprites.Add(sprite);\n\t\treturn sprite;\n\t}\n\n\t/// <summary>\n\t/// Create a list of sprites using the specified list of textures.\n\t/// </summary>\n\n\tstatic public List<SpriteEntry> CreateSprites (List<Texture> textures)\n\t{\n\t\tList<SpriteEntry> list = new List<SpriteEntry>();\n\n\t\tforeach (Texture tex in textures)\n\t\t{\n\t\t\tTexture2D oldTex = NGUIEditorTools.ImportTexture(tex, true, false, true);\n\t\t\tif (oldTex == null) oldTex = tex as Texture2D;\n\t\t\tif (oldTex == null) continue;\n\n\t\t\t// If we aren't doing trimming, just use the texture as-is\n\t\t\tif (!NGUISettings.atlasTrimming && !NGUISettings.atlasPMA)\n\t\t\t{\n\t\t\t\tSpriteEntry sprite = new SpriteEntry();\n\t\t\t\tsprite.SetRect(0, 0, oldTex.width, oldTex.height);\n\t\t\t\tsprite.tex = oldTex;\n\t\t\t\tsprite.name = oldTex.name;\n\t\t\t\tsprite.temporaryTexture = false;\n\t\t\t\tlist.Add(sprite);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// If we want to trim transparent pixels, there is more work to be done\n\t\t\tColor32[] pixels = oldTex.GetPixels32();\n\n\t\t\tint xmin = oldTex.width;\n\t\t\tint xmax = 0;\n\t\t\tint ymin = oldTex.height;\n\t\t\tint ymax = 0;\n\t\t\tint oldWidth = oldTex.width;\n\t\t\tint oldHeight = oldTex.height;\n\n\t\t\t// Find solid pixels\n\t\t\tif (NGUISettings.atlasTrimming)\n\t\t\t{\n\t\t\t\tfor (int y = 0, yw = oldHeight; y < yw; ++y)\n\t\t\t\t{\n\t\t\t\t\tfor (int x = 0, xw = oldWidth; x < xw; ++x)\n\t\t\t\t\t{\n\t\t\t\t\t\tColor32 c = pixels[y * xw + x];\n\n\t\t\t\t\t\tif (c.a != 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (y < ymin) ymin = y;\n\t\t\t\t\t\t\tif (y > ymax) ymax = y;\n\t\t\t\t\t\t\tif (x < xmin) xmin = x;\n\t\t\t\t\t\t\tif (x > xmax) xmax = x;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\txmin = 0;\n\t\t\t\txmax = oldWidth - 1;\n\t\t\t\tymin = 0;\n\t\t\t\tymax = oldHeight - 1;\n\t\t\t}\n\n\t\t\tint newWidth  = (xmax - xmin) + 1;\n\t\t\tint newHeight = (ymax - ymin) + 1;\n\n\t\t\tif (newWidth > 0 && newHeight > 0)\n\t\t\t{\n\t\t\t\tSpriteEntry sprite = new SpriteEntry();\n\t\t\t\tsprite.x = 0;\n\t\t\t\tsprite.y = 0;\n\t\t\t\tsprite.width = oldTex.width;\n\t\t\t\tsprite.height = oldTex.height;\n\n\t\t\t\t// If the dimensions match, then nothing was actually trimmed\n\t\t\t\tif (!NGUISettings.atlasPMA && (newWidth == oldWidth && newHeight == oldHeight))\n\t\t\t\t{\n\t\t\t\t\tsprite.tex = oldTex;\n\t\t\t\t\tsprite.name = oldTex.name;\n\t\t\t\t\tsprite.temporaryTexture = false;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t// Copy the non-trimmed texture data into a temporary buffer\n\t\t\t\t\tColor32[] newPixels = new Color32[newWidth * newHeight];\n\n\t\t\t\t\tfor (int y = 0; y < newHeight; ++y)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int x = 0; x < newWidth; ++x)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tint newIndex = y * newWidth + x;\n\t\t\t\t\t\t\tint oldIndex = (ymin + y) * oldWidth + (xmin + x);\n\t\t\t\t\t\t\tif (NGUISettings.atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]);\n\t\t\t\t\t\t\telse newPixels[newIndex] = pixels[oldIndex];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Create a new texture\n\t\t\t\t\tsprite.name = oldTex.name;\n\t\t\t\t\tsprite.SetTexture(newPixels, newWidth, newHeight);\n\n\t\t\t\t\t// Remember the padding offset\n\t\t\t\t\tsprite.SetPadding(xmin, ymin, oldWidth - newWidth - xmin, oldHeight - newHeight - ymin);\n\t\t\t\t}\n\t\t\t\tlist.Add(sprite);\n\t\t\t}\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Release all temporary textures created for the sprites.\n\t/// </summary>\n\n\tstatic public void ReleaseSprites (List<SpriteEntry> sprites)\n\t{\n\t\tforeach (SpriteEntry se in sprites) se.Release();\n\t\tResources.UnloadUnusedAssets();\n\t}\n\n\t/// <summary>\n\t/// Replace the sprites within the atlas.\n\t/// </summary>\n\n\tstatic public void ReplaceSprites (UIAtlas atlas, List<SpriteEntry> sprites)\n\t{\n\t\t// Get the list of sprites we'll be updating\n\t\tList<UISpriteData> spriteList = atlas.spriteList;\n\t\tList<UISpriteData> kept = new List<UISpriteData>();\n\n\t\t// Run through all the textures we added and add them as sprites to the atlas\n\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t{\n\t\t\tSpriteEntry se = sprites[i];\n\t\t\tUISpriteData sprite = AddSprite(spriteList, se);\n\t\t\tkept.Add(sprite);\n\t\t}\n\n\t\t// Remove unused sprites\n\t\tfor (int i = spriteList.Count; i > 0; )\n\t\t{\n\t\t\tUISpriteData sp = spriteList[--i];\n\t\t\tif (!kept.Contains(sp)) spriteList.RemoveAt(i);\n\t\t}\n\n\t\t// Sort the sprites so that they are alphabetical within the atlas\n\t\tatlas.SortAlphabetically();\n\t\tatlas.MarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Duplicate the specified sprite.\n\t/// </summary>\n\n\tstatic public SpriteEntry DuplicateSprite (UIAtlas atlas, string spriteName)\n\t{\n\t\tif (atlas == null || atlas.texture == null) return null;\n\t\tUISpriteData sd = atlas.GetSprite(spriteName);\n\t\tif (sd == null) return null;\n\n\t\tTexture2D tex = NGUIEditorTools.ImportTexture(atlas.texture, true, true, false);\n\t\tSpriteEntry se = ExtractSprite(sd, tex);\n\n\t\tif (se != null)\n\t\t{\n\t\t\tse.name = se.name + \" (Copy)\";\n\n\t\t\tList<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();\n\t\t\tUIAtlasMaker.ExtractSprites(atlas, sprites);\n\t\t\tsprites.Add(se);\n\t\t\tUIAtlasMaker.UpdateAtlas(atlas, sprites);\n\t\t\tse.Release();\n\t\t}\n\t\telse NGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);\n\t\treturn se;\n\t}\n\n\t/// <summary>\n\t/// Extract the specified sprite from the atlas.\n\t/// </summary>\n\n\tstatic public SpriteEntry ExtractSprite (UIAtlas atlas, string spriteName)\n\t{\n\t\tif (atlas.texture == null) return null;\n\t\tUISpriteData sd = atlas.GetSprite(spriteName);\n\t\tif (sd == null) return null;\n\n\t\tTexture2D tex = NGUIEditorTools.ImportTexture(atlas.texture, true, true, false);\n\t\tSpriteEntry se = ExtractSprite(sd, tex);\n\t\tNGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);\n\t\treturn se;\n\t}\n\n\t/// <summary>\n\t/// Extract the specified sprite from the atlas texture.\n\t/// </summary>\n\n\tstatic SpriteEntry ExtractSprite (UISpriteData es, Texture2D tex)\n\t{\n\t\treturn (tex != null) ? ExtractSprite(es, tex.GetPixels32(), tex.width, tex.height) : null;\n\t}\n\n\t/// <summary>\n\t/// Extract the specified sprite from the atlas texture.\n\t/// </summary>\n\n\tstatic SpriteEntry ExtractSprite (UISpriteData es, Color32[] oldPixels, int oldWidth, int oldHeight)\n\t{\n\t\tint xmin = Mathf.Clamp(es.x, 0, oldWidth);\n\t\tint ymin = Mathf.Clamp(es.y, 0, oldHeight);\n\t\tint xmax = Mathf.Min(xmin + es.width, oldWidth - 1);\n\t\tint ymax = Mathf.Min(ymin + es.height, oldHeight - 1);\n\t\tint newWidth = Mathf.Clamp(es.width, 0, oldWidth);\n\t\tint newHeight = Mathf.Clamp(es.height, 0, oldHeight);\n\n\t\tif (newWidth == 0 || newHeight == 0) return null;\n\n\t\tColor32[] newPixels = new Color32[newWidth * newHeight];\n\n\t\tfor (int y = 0; y < newHeight; ++y)\n\t\t{\n\t\t\tint cy = ymin + y;\n\t\t\tif (cy > ymax) cy = ymax;\n\n\t\t\tfor (int x = 0; x < newWidth; ++x)\n\t\t\t{\n\t\t\t\tint cx = xmin + x;\n\t\t\t\tif (cx > xmax) cx = xmax;\n\n\t\t\t\tint newIndex = (newHeight - 1 - y) * newWidth + x;\n\t\t\t\tint oldIndex = (oldHeight - 1 - cy) * oldWidth + cx;\n\n\t\t\t\tnewPixels[newIndex] = oldPixels[oldIndex];\n\t\t\t}\n\t\t}\n\n\t\t// Create a new sprite\n\t\tSpriteEntry sprite = new SpriteEntry();\n\t\tsprite.CopyFrom(es);\n\t\tsprite.SetRect(0, 0, newWidth, newHeight);\n\t\tsprite.SetTexture(newPixels, newWidth, newHeight);\n\t\treturn sprite;\n\t}\n\n\t/// <summary>\n\t/// Extract sprites from the atlas, adding them to the list.\n\t/// </summary>\n\n\tstatic public void ExtractSprites (UIAtlas atlas, List<SpriteEntry> finalSprites)\n\t{\n\t\tShowProgress(0f);\n\n\t\t// Make the atlas texture readable\n\t\tTexture2D tex = NGUIEditorTools.ImportTexture(atlas.texture, true, true, false);\n\n\t\tif (tex != null)\n\t\t{\n\t\t\tColor32[] pixels = null;\n\t\t\tint width = tex.width;\n\t\t\tint height = tex.height;\n\t\t\tList<UISpriteData> sprites = atlas.spriteList;\n\t\t\tfloat count = sprites.Count;\n\t\t\tint index = 0;\n\n\t\t\tforeach (UISpriteData es in sprites)\n\t\t\t{\n\t\t\t\tShowProgress((index++) / count);\n\n\t\t\t\tbool found = false;\n\n\t\t\t\tforeach (SpriteEntry fs in finalSprites)\n\t\t\t\t{\n\t\t\t\t\tif (es.name == fs.name)\n\t\t\t\t\t{\n\t\t\t\t\t\tfs.CopyBorderFrom(es);\n\t\t\t\t\t\tfound = true;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (!found)\n\t\t\t\t{\n\t\t\t\t\tif (pixels == null) pixels = tex.GetPixels32();\n\t\t\t\t\tSpriteEntry sprite = ExtractSprite(es, pixels, width, height);\n\t\t\t\t\tif (sprite != null) finalSprites.Add(sprite);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// The atlas no longer needs to be readable\n\t\tNGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);\n\t\tShowProgress(1f);\n\t}\n\n\t/// <summary>\n\t/// Combine all sprites into a single texture and save it to disk.\n\t/// </summary>\n\n\tstatic public bool UpdateTexture (UIAtlas atlas, List<SpriteEntry> sprites)\n\t{\n\t\t// Get the texture for the atlas\n\t\tTexture2D tex = atlas.texture as Texture2D;\n\t\tstring oldPath = (tex != null) ? AssetDatabase.GetAssetPath(tex.GetInstanceID()) : \"\";\n\t\tstring newPath = NGUIEditorTools.GetSaveableTexturePath(atlas);\n\n\t\t// Clear the read-only flag in texture file attributes\n\t\tif (System.IO.File.Exists(newPath))\n\t\t{\n#if !UNITY_4_1 && !UNITY_4_0 && !UNITY_3_5\n\t\t\tif (!AssetDatabase.IsOpenForEdit(newPath))\n\t\t\t{\n\t\t\t\tDebug.LogError(newPath + \" is not editable. Did you forget to do a check out?\");\n\t\t\t\treturn false;\n\t\t\t}\n#endif\n\t\t\tSystem.IO.FileAttributes newPathAttrs = System.IO.File.GetAttributes(newPath);\n\t\t\tnewPathAttrs &= ~System.IO.FileAttributes.ReadOnly;\n\t\t\tSystem.IO.File.SetAttributes(newPath, newPathAttrs);\n\t\t}\n\n\t\tbool newTexture = (tex == null || oldPath != newPath);\n\n\t\tif (newTexture)\n\t\t{\n\t\t\t// Create a new texture for the atlas\n\t\t\ttex = new Texture2D(1, 1, TextureFormat.ARGB32, false);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Make the atlas readable so we can save it\n\t\t\ttex = NGUIEditorTools.ImportTexture(oldPath, true, false, false);\n\t\t}\n\n\t\t// Pack the sprites into this texture\n\t\tif (PackTextures(tex, sprites))\n\t\t{\n\t\t\tbyte[] bytes = tex.EncodeToPNG();\n\t\t\tSystem.IO.File.WriteAllBytes(newPath, bytes);\n\t\t\tbytes = null;\n\n\t\t\t// Load the texture we just saved as a Texture2D\n\t\t\tAssetDatabase.SaveAssets();\n\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\t\t\ttex = NGUIEditorTools.ImportTexture(newPath, false, true, !atlas.premultipliedAlpha);\n\n\t\t\t// Update the atlas texture\n\t\t\tif (newTexture)\n\t\t\t{\n\t\t\t\tif (tex == null) Debug.LogError(\"Failed to load the created atlas saved as \" + newPath);\n\t\t\t\telse atlas.spriteMaterial.mainTexture = tex;\n\t\t\t\tReleaseSprites(sprites);\n\t\t\t\t\n\t\t\t\tAssetDatabase.SaveAssets();\n\t\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (!newTexture) NGUIEditorTools.ImportTexture(oldPath, false, true, !atlas.premultipliedAlpha);\n\t\t\t\n\t\t\t//Debug.LogError(\"Operation canceled: The selected sprites can't fit into the atlas.\\n\" +\n\t\t\t//\t\"Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead.\");\n\t\t\t\n\t\t\tEditorUtility.DisplayDialog(\"Operation Canceled\", \"The selected sprites can't fit into the atlas.\\n\" +\n\t\t\t\t\t\"Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead\", \"OK\");\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Show a progress bar.\n\t/// </summary>\n\n\tstatic public void ShowProgress (float val)\n\t{\n\t\tEditorUtility.DisplayProgressBar(\"Updating\", \"Updating the atlas, please wait...\", val);\n\t}\n\n\t/// <summary>\n\t/// Add the specified texture to the atlas, or update an existing one.\n\t/// </summary>\n\n\tstatic public void AddOrUpdate (UIAtlas atlas, Texture2D tex)\n\t{\n\t\tif (atlas != null && tex != null)\n\t\t{\n\t\t\tList<Texture> textures = new List<Texture>();\n\t\t\ttextures.Add(tex);\n\t\t\tList<SpriteEntry> sprites = CreateSprites(textures);\n\t\t\tExtractSprites(atlas, sprites);\n\t\t\tUpdateAtlas(atlas, sprites);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add the specified texture to the atlas, or update an existing one.\n\t/// </summary>\n\n\tstatic public void AddOrUpdate (UIAtlas atlas, SpriteEntry se)\n\t{\n\t\tif (atlas != null && se != null)\n\t\t{\n\t\t\tList<SpriteEntry> sprites = new List<SpriteEntry>();\n\t\t\tsprites.Add(se);\n\t\t\tExtractSprites(atlas, sprites);\n\t\t\tUpdateAtlas(atlas, sprites);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the sprites within the texture atlas, preserving the sprites that have not been selected.\n\t/// </summary>\n\n\tvoid UpdateAtlas (List<Texture> textures, bool keepSprites)\n\t{\n\t\t// Create a list of sprites using the collected textures\n\t\tList<SpriteEntry> sprites = CreateSprites(textures);\n\n\t\tif (sprites.Count > 0)\n\t\t{\n\t\t\t// Extract sprites from the atlas, filling in the missing pieces\n\t\t\tif (keepSprites) ExtractSprites(NGUISettings.atlas, sprites);\n\n\t\t\t// NOTE: It doesn't seem to be possible to undo writing to disk, and there also seems to be no way of\n\t\t\t// detecting an Undo event. Without either of these it's not possible to restore the texture saved to disk,\n\t\t\t// so the undo process doesn't work right. Because of this I'd rather disable it altogether until a solution is found.\n\n\t\t\t// The ability to undo this action is always useful\n\t\t\t//NGUIEditorTools.RegisterUndo(\"Update Atlas\", UISettings.atlas, UISettings.atlas.texture, UISettings.atlas.material);\n\n\t\t\t// Update the atlas\n\t\t\tUpdateAtlas(NGUISettings.atlas, sprites);\n\t\t}\n\t\telse if (!keepSprites)\n\t\t{\n\t\t\tUpdateAtlas(NGUISettings.atlas, sprites);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the sprite atlas, keeping only the sprites that are on the specified list.\n\t/// </summary>\n\n\tstatic public void UpdateAtlas (UIAtlas atlas, List<SpriteEntry> sprites)\n\t{\n\t\tif (sprites.Count > 0)\n\t\t{\n\t\t\t// Combine all sprites into a single texture and save it\n\t\t\tif (UpdateTexture(atlas, sprites))\n\t\t\t{\n\t\t\t\t// Replace the sprites within the atlas\n\t\t\t\tReplaceSprites(atlas, sprites);\n\t\t\t}\n\n\t\t\t// Release the temporary textures\n\t\t\tReleaseSprites(sprites);\n\t\t\tEditorUtility.ClearProgressBar();\n\t\t\treturn;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tatlas.spriteList.Clear();\n\t\t\tstring path = NGUIEditorTools.GetSaveableTexturePath(atlas);\n\t\t\tatlas.spriteMaterial.mainTexture = null;\n\t\t\tif (!string.IsNullOrEmpty(path)) AssetDatabase.DeleteAsset(path);\n\t\t}\n\n\t\tatlas.MarkAsChanged();\n\t\tSelection.activeGameObject = (NGUISettings.atlas != null) ? NGUISettings.atlas.gameObject : null;\n\t\tEditorUtility.ClearProgressBar();\n\t}\n\n\t/// <summary>\n\t/// Draw the UI for this tool.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tif (mLastAtlas != NGUISettings.atlas)\n\t\t\tmLastAtlas = NGUISettings.atlas;\n\n\t\tbool update = false;\n\t\tbool replace = false;\n\n\t\tNGUIEditorTools.SetLabelWidth(84f);\n\t\tGUILayout.Space(3f);\n\n\t\tNGUIEditorTools.DrawHeader(\"Input\", true);\n\t\tNGUIEditorTools.BeginContents(false);\n\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tComponentSelector.Draw<UIAtlas>(\"Atlas\", NGUISettings.atlas, OnSelectAtlas, true, GUILayout.MinWidth(80f));\n\n\t\t\tEditorGUI.BeginDisabledGroup(NGUISettings.atlas == null);\n\t\t\tif (GUILayout.Button(\"New\", GUILayout.Width(40f)))\n\t\t\t\tNGUISettings.atlas = null;\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\n\t\tList<Texture> textures = GetSelectedTextures();\n\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tMaterial mat = NGUISettings.atlas.spriteMaterial;\n\t\t\tTexture tex = NGUISettings.atlas.texture;\n\n\t\t\t// Material information\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tif (mat != null)\n\t\t\t\t{\n\t\t\t\t\tif (GUILayout.Button(\"Material\", GUILayout.Width(76f))) Selection.activeObject = mat;\n\t\t\t\t\tGUILayout.Label(\" \" + mat.name);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tGUI.color = Color.grey;\n\t\t\t\t\tGUILayout.Button(\"Material\", GUILayout.Width(76f));\n\t\t\t\t\tGUI.color = Color.white;\n\t\t\t\t\tGUILayout.Label(\" N/A\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t// Texture atlas information\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tif (tex != null)\n\t\t\t\t{\n\t\t\t\t\tif (GUILayout.Button(\"Texture\", GUILayout.Width(76f))) Selection.activeObject = tex;\n\t\t\t\t\tGUILayout.Label(\" \" + tex.width + \"x\" + tex.height);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tGUI.color = Color.grey;\n\t\t\t\t\tGUILayout.Button(\"Texture\", GUILayout.Width(76f));\n\t\t\t\t\tGUI.color = Color.white;\n\t\t\t\t\tGUILayout.Label(\" N/A\");\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.atlasPadding = Mathf.Clamp(EditorGUILayout.IntField(\"Padding\", NGUISettings.atlasPadding, GUILayout.Width(100f)), 0, 8);\n\t\tGUILayout.Label((NGUISettings.atlasPadding == 1 ? \"pixel\" : \"pixels\") + \" between sprites\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.atlasTrimming = EditorGUILayout.Toggle(\"Trim Alpha\", NGUISettings.atlasTrimming, GUILayout.Width(100f));\n\t\tGUILayout.Label(\"Remove empty space\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tbool fixedShader = false;\n\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tMaterial mat = NGUISettings.atlas.spriteMaterial;\n\n\t\t\tif (mat != null)\n\t\t\t{\n\t\t\t\tShader shader = mat.shader;\n\n\t\t\t\tif (shader != null)\n\t\t\t\t{\n\t\t\t\t\tif (shader.name == \"Unlit/Transparent Colored\")\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUISettings.atlasPMA = false;\n\t\t\t\t\t\tfixedShader = true;\n\t\t\t\t\t}\n\t\t\t\t\telse if (shader.name == \"Unlit/Premultiplied Colored\")\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUISettings.atlasPMA = true;\n\t\t\t\t\t\tfixedShader = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (!fixedShader)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUISettings.atlasPMA = EditorGUILayout.Toggle(\"PMA Shader\", NGUISettings.atlasPMA, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Pre-multiplied alpha\", GUILayout.MinWidth(70f));\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\n\t\t//GUILayout.BeginHorizontal();\n\t\t//NGUISettings.keepPadding = EditorGUILayout.Toggle(\"Keep Padding\", NGUISettings.keepPadding, GUILayout.Width(100f));\n\t\t//GUILayout.Label(\"or replace with trimmed pixels\", GUILayout.MinWidth(70f));\n\t\t//GUILayout.EndHorizontal();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.unityPacking = EditorGUILayout.Toggle(\"Unity Packer\", NGUISettings.unityPacking, GUILayout.Width(100f));\n\t\tGUILayout.Label(\"or custom packer\", GUILayout.MinWidth(70f));\n\t\tGUILayout.EndHorizontal();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.trueColorAtlas = EditorGUILayout.Toggle(\"Truecolor\", NGUISettings.trueColorAtlas, GUILayout.Width(100f));\n\t\tGUILayout.Label(\"force ARGB32 textures\", GUILayout.MinWidth(70f));\n\t\tGUILayout.EndHorizontal();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.autoUpgradeSprites = EditorGUILayout.Toggle(\"Auto-upgrade\", NGUISettings.trueColorAtlas, GUILayout.Width(100f));\n\t\tGUILayout.Label(\"replace textures with sprites\", GUILayout.MinWidth(70f));\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (!NGUISettings.unityPacking)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUISettings.forceSquareAtlas = EditorGUILayout.Toggle(\"Force Square\", NGUISettings.forceSquareAtlas, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"if on, forces a square atlas texture\", GUILayout.MinWidth(70f));\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\n#if UNITY_IPHONE || UNITY_ANDROID\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.allow4096 = EditorGUILayout.Toggle(\"4096x4096\", NGUISettings.allow4096, GUILayout.Width(100f));\n\t\tGUILayout.Label(\"if off, limit atlases to 2048x2048\");\n\t\tGUILayout.EndHorizontal();\n#endif\n\t\tNGUIEditorTools.EndContents();\n\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(20f);\n\n\t\t\tif (textures.Count > 0)\n\t\t\t{\n\t\t\t\tupdate = GUILayout.Button(\"Add/Update\");\n\t\t\t}\n\t\t\telse if (GUILayout.Button(\"View Sprites\"))\n\t\t\t{\n\t\t\t\tSpriteSelector.ShowSelected();\n\t\t\t}\n\n\t\t\tGUILayout.Space(20f);\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"You can create a new atlas by selecting one or more textures in the Project View window, then clicking \\\"Create\\\".\", MessageType.Info);\n\n\t\t\tEditorGUI.BeginDisabledGroup(textures.Count == 0);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(20f);\n\t\t\tbool create = GUILayout.Button(\"Create\");\n\t\t\tGUILayout.Space(20f);\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tif (create)\n\t\t\t{\n\t\t\t\tstring path = EditorUtility.SaveFilePanelInProject(\"Save As\",\n\t\t\t\t\t\"New Atlas.prefab\", \"prefab\", \"Save atlas as...\", NGUISettings.currentPath);\n\n\t\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t\t{\n\t\t\t\t\tNGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);\n\t\t\t\t\tGameObject go = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;\n\t\t\t\t\tstring matPath = path.Replace(\".prefab\", \".mat\");\n\t\t\t\t\treplace = true;\n\n\t\t\t\t\t// Try to load the material\n\t\t\t\t\tMaterial mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;\n\n\t\t\t\t\t// If the material doesn't exist, create it\n\t\t\t\t\tif (mat == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tShader shader = Shader.Find(NGUISettings.atlasPMA ? \"Unlit/Premultiplied Colored\" : \"Unlit/Transparent Colored\");\n\t\t\t\t\t\tmat = new Material(shader);\n\n\t\t\t\t\t\t// Save the material\n\t\t\t\t\t\tAssetDatabase.CreateAsset(mat, matPath);\n\t\t\t\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\n\t\t\t\t\t\t// Load the material so it's usable\n\t\t\t\t\t\tmat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Create a new prefab for the atlas\n\t\t\t\t\tObject prefab = (go != null) ? go : PrefabUtility.CreateEmptyPrefab(path);\n\n\t\t\t\t\t// Create a new game object for the atlas\n\t\t\t\t\tstring atlasName = path.Replace(\".prefab\", \"\");\n\t\t\t\t\tatlasName = atlasName.Substring(path.LastIndexOfAny(new char[] { '/', '\\\\' }) + 1);\n\t\t\t\t\tgo = new GameObject(atlasName);\n\t\t\t\t\tgo.AddComponent<UIAtlas>().spriteMaterial = mat;\n\n\t\t\t\t\t// Update the prefab\n\t\t\t\t\tPrefabUtility.ReplacePrefab(go, prefab);\n\t\t\t\t\tDestroyImmediate(go);\n\t\t\t\t\tAssetDatabase.SaveAssets();\n\t\t\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\n\t\t\t\t\t// Select the atlas\n\t\t\t\t\tgo = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;\n\t\t\t\t\tNGUISettings.atlas = go.GetComponent<UIAtlas>();\n\t\t\t\t\tSelection.activeGameObject = go;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tstring selection = null;\n\t\tDictionary<string, int> spriteList = GetSpriteList(textures);\n\n\t\tif (spriteList.Count > 0)\n\t\t{\n\t\t\tNGUIEditorTools.DrawHeader(\"Sprites\", true);\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Space(3f);\n\t\t\t\tGUILayout.BeginVertical();\n\n\t\t\t\tmScroll = GUILayout.BeginScrollView(mScroll);\n\n\t\t\t\tbool delete = false;\n\t\t\t\tint index = 0;\n\t\t\t\tforeach (KeyValuePair<string, int> iter in spriteList)\n\t\t\t\t{\n\t\t\t\t\t++index;\n\n\t\t\t\t\tGUILayout.Space(-1f);\n\t\t\t\t\tbool highlight = (UIAtlasInspector.instance != null) && (NGUISettings.selectedSprite == iter.Key);\n\t\t\t\t\tGUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f);\n\t\t\t\t\tGUILayout.BeginHorizontal(\"AS TextArea\", GUILayout.MinHeight(20f));\n\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t\tGUILayout.Label(index.ToString(), GUILayout.Width(24f));\n\n\t\t\t\t\tif (GUILayout.Button(iter.Key, \"OL TextField\", GUILayout.Height(20f)))\n\t\t\t\t\t\tselection = iter.Key;\n\n\t\t\t\t\tif (iter.Value == 2)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUI.color = Color.green;\n\t\t\t\t\t\tGUILayout.Label(\"Add\", GUILayout.Width(27f));\n\t\t\t\t\t\tGUI.color = Color.white;\n\t\t\t\t\t}\n\t\t\t\t\telse if (iter.Value == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUI.color = Color.cyan;\n\t\t\t\t\t\tGUILayout.Label(\"Update\", GUILayout.Width(45f));\n\t\t\t\t\t\tGUI.color = Color.white;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mDelNames.Contains(iter.Key))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUI.backgroundColor = Color.red;\n\n\t\t\t\t\t\t\tif (GUILayout.Button(\"Delete\", GUILayout.Width(60f)))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tdelete = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tGUI.backgroundColor = Color.green;\n\t\t\t\t\t\t\tif (GUILayout.Button(\"X\", GUILayout.Width(22f)))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tmDelNames.Remove(iter.Key);\n\t\t\t\t\t\t\t\tdelete = false;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// If we have not yet selected a sprite for deletion, show a small \"X\" button\n\t\t\t\t\t\t\tif (GUILayout.Button(\"X\", GUILayout.Width(22f))) mDelNames.Add(iter.Key);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t}\n\t\t\t\tGUILayout.EndScrollView();\n\t\t\t\tGUILayout.EndVertical();\n\t\t\t\tGUILayout.Space(3f);\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\t// If this sprite was marked for deletion, remove it from the atlas\n\t\t\t\tif (delete)\n\t\t\t\t{\n\t\t\t\t\tList<SpriteEntry> sprites = new List<SpriteEntry>();\n\t\t\t\t\tExtractSprites(NGUISettings.atlas, sprites);\n\n\t\t\t\t\tfor (int i = sprites.Count; i > 0; )\n\t\t\t\t\t{\n\t\t\t\t\t\tSpriteEntry ent = sprites[--i];\n\t\t\t\t\t\tif (mDelNames.Contains(ent.name))\n\t\t\t\t\t\t\tsprites.RemoveAt(i);\n\t\t\t\t\t}\n\t\t\t\t\tUpdateAtlas(NGUISettings.atlas, sprites);\n\t\t\t\t\tmDelNames.Clear();\n\t\t\t\t\tNGUIEditorTools.RepaintSprites();\n\t\t\t\t}\n\t\t\t\telse if (update) UpdateAtlas(textures, true);\n\t\t\t\telse if (replace) UpdateAtlas(textures, false);\n\n\t\t\t\tif (NGUISettings.atlas != null && !string.IsNullOrEmpty(selection))\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.SelectSprite(selection);\n\t\t\t\t}\n\t\t\t\telse if (NGUISettings.autoUpgradeSprites && (update || replace))\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.UpgradeTexturesToSprites(NGUISettings.atlas);\n\t\t\t\t\tNGUIEditorTools.RepaintSprites();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (NGUISettings.atlas != null && textures.Count == 0)\n\t\t\tEditorGUILayout.HelpBox(\"You can reveal more options by selecting one or more textures in the Project View window.\", MessageType.Info);\n\n\t\t// Uncomment this line if you want to be able to force-sort the atlas\n\t\t//if (NGUISettings.atlas != null && GUILayout.Button(\"Sort Alphabetically\")) NGUISettings.atlas.SortAlphabetically();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIAtlasMaker.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6640bfdeeb55c3846ae12d39c4be16c7\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIBasicSpriteEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n#define POLYGON_CLIP\n#define SPRITE_EXTENTION\n#define SPRITE_UVOFFSET\n\nusing UnityEditor;\nusing UnityEngine;\n\n/// <summary>\n/// Inspector class used to edit UITextures.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIBasicSprite), true)]\npublic class UIBasicSpriteEditor : UIWidgetInspector\n{\n#if SPRITE_EXTENTION\n    UIBasicSprite mBasicSprite;\n    protected override void OnEnable()\n    {\n        base.OnEnable();\n        mBasicSprite = target as UIBasicSprite;\n    }\n#endif\n\t/// <summary>\n\t/// Draw all the custom properties such as sprite type, flip setting, fill direction, etc.\n\t/// </summary>\n\n\tprotected override void DrawCustomProperties ()\n\t{\n\t\tGUILayout.Space(6f);\n\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Type\", serializedObject, \"mType\", GUILayout.MinWidth(20f));\n\n\t\tUISprite.Type type = (UISprite.Type)sp.intValue;\n\n\t\tif (type == UISprite.Type.Simple)\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n\t\t}\n\t\telse if (type == UISprite.Type.Tiled)\n\t\t{\n\t\t\tNGUIEditorTools.DrawBorderProperty(\"Trim\", serializedObject, \"mBorder\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n\t\t}\n\t\telse if (type == UISprite.Type.Sliced)\n\t\t{\n\t\t\tNGUIEditorTools.DrawBorderProperty(\"Border\", serializedObject, \"mBorder\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n\n\t\t\tEditorGUI.BeginDisabledGroup(sp.hasMultipleDifferentValues);\n\t\t\t{\n\t\t\t\tsp = serializedObject.FindProperty(\"centerType\");\n\t\t\t\tbool val = (sp.intValue != (int)UISprite.AdvancedType.Invisible);\n\n\t\t\t\tif (val != EditorGUILayout.Toggle(\"Fill Center\", val))\n\t\t\t\t{\n\t\t\t\t\tsp.intValue = val ? (int)UISprite.AdvancedType.Invisible : (int)UISprite.AdvancedType.Sliced;\n\t\t\t\t}\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t}\n\t\telse if (type == UISprite.Type.Filled)\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Fill Dir\", serializedObject, \"mFillDirection\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(4f);\n\t\t\tNGUIEditorTools.DrawProperty(\"Fill Amount\", serializedObject, \"mFillAmount\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.Space(4f);\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tNGUIEditorTools.DrawProperty(\"Invert Fill\", serializedObject, \"mInvert\", GUILayout.MinWidth(20f));\n\t\t}\n\t\telse if (type == UISprite.Type.Advanced)\n\t\t{\n\t\t\tNGUIEditorTools.DrawBorderProperty(\"Border\", serializedObject, \"mBorder\");\n\t\t\tNGUIEditorTools.DrawProperty(\"  Left\", serializedObject, \"leftType\");\n\t\t\tNGUIEditorTools.DrawProperty(\"  Right\", serializedObject, \"rightType\");\n\t\t\tNGUIEditorTools.DrawProperty(\"  Top\", serializedObject, \"topType\");\n\t\t\tNGUIEditorTools.DrawProperty(\"  Bottom\", serializedObject, \"bottomType\");\n\t\t\tNGUIEditorTools.DrawProperty(\"  Center\", serializedObject, \"centerType\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n\t\t}\n\t\t#if POLYGON_CLIP\n        else if (type == UIBasicSprite.Type.PolygonClip)\n        {\n            SerializedProperty tps = serializedObject.FindProperty(\"mClipNodes\");\n            EditorGUI.BeginChangeCheck();\n            EditorGUILayout.PropertyField(tps, new GUIContent(\"ClipNodes\"), true);\n            if (EditorGUI.EndChangeCheck())\n                serializedObject.ApplyModifiedProperties();\n            //NGUIEditorTools.DrawProperty(\"ClipNodes\", serializedObject, \"mClipNodes\",true);           \n        }\n#endif\n#if SPRITE_EXTENTION\n        else if (type == UISprite.Type.SlicedAlphaed)\n        {\n            NGUIEditorTools.DrawBorderProperty(\"Border\", serializedObject, \"mBorder\");\n            NGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n\n            EditorGUI.BeginDisabledGroup(sp.hasMultipleDifferentValues);\n            {\n                sp = serializedObject.FindProperty(\"centerType\");\n                bool val = (sp.intValue != (int)UISprite.AdvancedType.Invisible);\n\n                if (val != EditorGUILayout.Toggle(\"Fill Center\", val))\n                {\n                    sp.intValue = val ? (int)UISprite.AdvancedType.Invisible : (int)UISprite.AdvancedType.Sliced;\n                }\n            }\n            EditorGUI.EndDisabledGroup();\n\n            NGUIEditorTools.DrawProperty(\"SlicedAlphaSide\", serializedObject, \"mSlicedAlphaSide\");\n            if (mBasicSprite != null && mBasicSprite.slicedAlphaSide == false)\n            {\n                NGUIEditorTools.DrawProperty(\"Left Bottm\", serializedObject, \"mLeftBottomAlpha\", GUILayout.MinWidth(20f));\n                NGUIEditorTools.DrawProperty(\"Left Top\", serializedObject, \"mLeftTopAlpha\", GUILayout.MinWidth(20f));\n                NGUIEditorTools.DrawProperty(\"Right Top\", serializedObject, \"mRightTopAlpha\", GUILayout.MinWidth(20f));\n                NGUIEditorTools.DrawProperty(\"Right Bottom\", serializedObject, \"mRightBottomAlpha\", GUILayout.MinWidth(20f));\n            }\n            else\n            {\n                NGUIEditorTools.DrawProperty(\"Left\", serializedObject, \"mSlicedLeftAlpha\", GUILayout.MinWidth(20f));\n                NGUIEditorTools.DrawProperty(\"Center\", serializedObject, \"mSlicedCenterAlpha\", GUILayout.MinWidth(20f));\n                NGUIEditorTools.DrawProperty(\"Right\", serializedObject, \"mSlicedRightAlpha\", GUILayout.MinWidth(20f));\n            }\n        }\n        else if (type == UISprite.Type.Cuted)\n        {\n            NGUIEditorTools.DrawProperty(\"Left\", serializedObject, \"mLeftBottomAlpha\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Top\", serializedObject, \"mLeftTopAlpha\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Right\", serializedObject, \"mRightTopAlpha\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Bottom\", serializedObject, \"mRightBottomAlpha\", GUILayout.MinWidth(20f));\n        }\n        else if (type == UISprite.Type.Alphaed)\n        {\n            NGUIEditorTools.DrawProperty(\"Left Bottm\", serializedObject, \"mLeftBottomAlpha\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Left Top\", serializedObject, \"mLeftTopAlpha\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Right Top\", serializedObject, \"mRightTopAlpha\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Right Bottom\", serializedObject, \"mRightBottomAlpha\", GUILayout.MinWidth(20f));\n        }\n        else if (type == UISprite.Type.Mirrored)\n        {\n            NGUIEditorTools.DrawProperty(\"Offset X\", serializedObject, \"mTiledOffset.x\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Offset Y\", serializedObject, \"mTiledOffset.y\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Flip\", serializedObject, \"mFlip\");\n        }\n#endif\n#if SPRITE_UVOFFSET\n        SerializedProperty offset = NGUIEditorTools.DrawProperty(\"UVOffset\", serializedObject, \"mEnablePixelOffset\", GUILayout.MinWidth(20f));\n\t\tbool enablePixelOffset = (bool)offset.boolValue;\n        if (enablePixelOffset)\n        {\n            NGUIEditorTools.DrawProperty(\"Horizontal\", serializedObject, \"mHorizontalPixelOffset\", GUILayout.MinWidth(20f));\n            NGUIEditorTools.DrawProperty(\"Vertical\", serializedObject, \"mVerticalPixelOffset\", GUILayout.MinWidth(20f));\n        }\n#endif\n\t\t//GUI.changed = false;\n\t\t//Vector4 draw = EditorGUILayout.Vector4Field(\"Draw Region\", mWidget.drawRegion);\n\n\t\t//if (GUI.changed)\n\t\t//{\n\t\t//    NGUIEditorTools.RegisterUndo(\"Draw Region\", mWidget);\n\t\t//    mWidget.drawRegion = draw;\n        //}\n\n\t\tif (type == UIBasicSprite.Type.Simple || type == UIBasicSprite.Type.Sliced) // Gradients get too complicated for tiled and filled.\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tSerializedProperty gr = NGUIEditorTools.DrawProperty(\"Gradient\", serializedObject, \"mApplyGradient\", GUILayout.Width(95f));\n\n\t\t\tEditorGUI.BeginDisabledGroup(!gr.hasMultipleDifferentValues && !gr.boolValue);\n\t\t\t{\n\t\t\t\tNGUIEditorTools.SetLabelWidth(30f);\n\t\t\t\tserializedObject.DrawProperty(\"mGradientTop\", \"Top\", GUILayout.MinWidth(40f));\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tNGUIEditorTools.SetLabelWidth(50f);\n\t\t\t\tGUILayout.Space(79f);\n\n\t\t\t\tserializedObject.DrawProperty(\"mGradientBottom\", \"Bottom\", GUILayout.MinWidth(40f));\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t\tbase.DrawCustomProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIBasicSpriteEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8bb84ce4e2503cc4d90712c5e8b16f75\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonColorEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n#if UNITY_3_5\n[CustomEditor(typeof(UIButtonColor))]\n#else\n[CustomEditor(typeof(UIButtonColor), true)]\n#endif\npublic class UIButtonColorEditor : UIWidgetContainerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(86f);\n\n\t\tserializedObject.Update();\n\t\tNGUIEditorTools.DrawProperty(\"Tween Target\", serializedObject, \"tweenTarget\");\n\t\tDrawProperties();\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tif (target.GetType() == typeof(UIButtonColor))\n\t\t{\n\t\t\tGUILayout.Space(3f);\n\n\t\t\tif (GUILayout.Button(\"Upgrade to a Button\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.ReplaceClass(serializedObject, typeof(UIButton));\n\t\t\t\tSelection.activeGameObject = null;\n\t\t\t}\n\t\t}\n\t}\n\n\tprotected virtual void DrawProperties ()\n\t{\n\t\tDrawTransition();\n\t\tDrawColors();\n\t}\n\n\tprotected void DrawColors ()\n\t{\n\t\tif (serializedObject.FindProperty(\"tweenTarget\").objectReferenceValue == null) return;\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Colors\", \"Colors\", false, true))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents(true);\n\t\t\tNGUIEditorTools.SetLabelWidth(76f);\n\t\t\tUIButtonColor btn = target as UIButtonColor;\n\n\t\t\tif (btn.tweenTarget != null)\n\t\t\t{\n\t\t\t\tUIWidget widget = btn.tweenTarget.GetComponent<UIWidget>();\n\n\t\t\t\tif (widget != null)\n\t\t\t\t{\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects);\n\t\t\t\t\t{\n\t\t\t\t\t\tSerializedObject obj = new SerializedObject(widget);\n\t\t\t\t\t\tobj.Update();\n\t\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Normal\", obj, \"mColor\");\n\t\t\t\t\t\tobj.ApplyModifiedProperties();\n\t\t\t\t\t}\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tNGUIEditorTools.DrawProperty(\"Hover\", serializedObject, \"hover\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Pressed\", serializedObject, \"pressed\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Disabled\", serializedObject, \"disabledColor\");\n\t\t\tif (Application.isPlaying) EditorGUILayout.ColorField(\"Default\", (target as UIButtonColor).defaultColor);\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t}\n\n\tprotected void DrawTransition ()\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUIEditorTools.DrawProperty(\"Transition\", serializedObject, \"duration\", GUILayout.Width(120f));\n\t\tGUILayout.Label(\"seconds\");\n\t\tGUILayout.EndHorizontal();\n\t\tGUILayout.Space(3f);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonColorEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 911094946c3d42444ae2f537f02a998e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n#if UNITY_3_5\n[CustomEditor(typeof(UIButton))]\n#else\n[CustomEditor(typeof(UIButton), true)]\n#endif\npublic class UIButtonEditor : UIButtonColorEditor\n{\n\tenum Highlight\n\t{\n\t\tDoNothing,\n\t\tPress,\n\t}\n\n\tprotected override void DrawProperties ()\n\t{\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"dragHighlight\");\n\t\tHighlight ht = sp.boolValue ? Highlight.Press : Highlight.DoNothing;\n\t\tGUILayout.BeginHorizontal();\n\t\tbool highlight = (Highlight)EditorGUILayout.EnumPopup(\"Drag Over\", ht) == Highlight.Press;\n\t\tNGUIEditorTools.DrawPadding();\n\t\tGUILayout.EndHorizontal();\n\t\tif (sp.boolValue != highlight) sp.boolValue = highlight;\n\n\t\tDrawTransition();\n\t\tDrawColors();\n\n\t\tUIButton btn = target as UIButton;\n\n\t\tif (btn.tweenTarget != null)\n\t\t{\n\t\t\tUISprite sprite = btn.tweenTarget.GetComponent<UISprite>();\n\t\t\tUI2DSprite s2d = btn.tweenTarget.GetComponent<UI2DSprite>();\n\n\t\t\tif (sprite != null)\n\t\t\t{\n\t\t\t\tif (NGUIEditorTools.DrawHeader(\"Sprites\", \"Sprites\", false, true))\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.BeginContents(true);\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects);\n\t\t\t\t\t{\n\t\t\t\t\t\tSerializedObject obj = new SerializedObject(sprite);\n\t\t\t\t\t\tobj.Update();\n\t\t\t\t\t\tSerializedProperty atlas = obj.FindProperty(\"mAtlas\");\n\t\t\t\t\t\tNGUIEditorTools.DrawSpriteField(\"Normal\", obj, atlas, obj.FindProperty(\"mSpriteName\"));\n\t\t\t\t\t\tobj.ApplyModifiedProperties();\n\n\t\t\t\t\t\tNGUIEditorTools.DrawSpriteField(\"Hover\", serializedObject, atlas, serializedObject.FindProperty(\"hoverSprite\"), true);\n\t\t\t\t\t\tNGUIEditorTools.DrawSpriteField(\"Pressed\", serializedObject, atlas, serializedObject.FindProperty(\"pressedSprite\"), true);\n\t\t\t\t\t\tNGUIEditorTools.DrawSpriteField(\"Disabled\", serializedObject, atlas, serializedObject.FindProperty(\"disabledSprite\"), true);\n\t\t\t\t\t}\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Pixel Snap\", serializedObject, \"pixelSnap\");\n\t\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (s2d != null)\n\t\t\t{\n\t\t\t\tif (NGUIEditorTools.DrawHeader(\"Sprites\", \"Sprites\", false, true))\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.BeginContents(true);\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects);\n\t\t\t\t\t{\n\t\t\t\t\t\tSerializedObject obj = new SerializedObject(s2d);\n\t\t\t\t\t\tobj.Update();\n\t\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Normal\", obj, \"mSprite\");\n\t\t\t\t\t\tobj.ApplyModifiedProperties();\n\n\t\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Hover\", serializedObject, \"hoverSprite2D\");\n\t\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Pressed\", serializedObject, \"pressedSprite2D\");\n\t\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Disabled\", serializedObject, \"disabledSprite2D\");\n\t\t\t\t\t}\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Pixel Snap\", serializedObject, \"pixelSnap\");\n\t\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tUIButton button = target as UIButton;\n\t\tNGUIEditorTools.DrawEvents(\"On Click\", button, button.onClick, false);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f5c5298e1d742444a84b57652af46ff8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonKeysEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n#if UNITY_3_5\n[CustomEditor(typeof(UIButtonKeys))]\n#else\n[CustomEditor(typeof(UIButtonKeys), true)]\n#endif\npublic class UIButtonKeysEditor : UIKeyNavigationEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tbase.OnInspectorGUI();\n\t\tEditorGUILayout.HelpBox(\"This component has been replaced by UIKeyNavigation.\", MessageType.Warning);\n\n\t\tif (GUILayout.Button(\"Auto-Upgrade\"))\n\t\t{\n\t\t\tNGUIEditorTools.ReplaceClass(serializedObject, typeof(UIKeyNavigation));\n\t\t\tSelection.activeGameObject = null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonKeysEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ebef6265308ce534dbdb180b5240c568\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonMessageEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIButtonMessage))]\npublic class UIButtonMessageEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tEditorGUILayout.HelpBox(\"This is a legacy component. Consider using the Event Trigger instead.\", MessageType.Warning);\n\t\tbase.OnInspectorGUI();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIButtonMessageEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c44704a953b80c343a2ed6cd9ea1a77d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UICameraEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UICamera))]\npublic class UICameraEditor : Editor\n{\n\tenum EventsGo\n\t{\n\t\tColliders,\n\t\tRigidbodies,\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tUICamera cam = target as UICamera;\n\t\tGUILayout.Space(3f);\n\n\t\tserializedObject.Update();\n\n\t\tSerializedProperty et = serializedObject.FindProperty(\"eventType\");\n\n\t\tif (et.hasMultipleDifferentValues)\n\t\t{\n\t\t\tEditorGUILayout.PropertyField(et);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tstring[] options = new string[] { \"3D World\", \"3D UI\", \"2D World\", \"2D UI\" };\n\t\t\tint val = EditorGUILayout.Popup(\"Event Type\", et.intValue, options);\n\t\t\tif (val != et.intValue) et.intValue = val;\n\t\t}\n\n\t\tSerializedProperty ev = serializedObject.FindProperty(\"eventsGoToColliders\");\n\n\t\tif (ev != null)\n\t\t{\n\t\t\tbool val = ev.boolValue;\n\t\t\tbool newVal = EventsGo.Colliders == (EventsGo)EditorGUILayout.EnumPopup(\"Events go to...\",\n\t\t\t\tev.boolValue ? EventsGo.Colliders : EventsGo.Rigidbodies);\n\t\t\tif (val != newVal) ev.boolValue = newVal;\n\t\t}\n\n\t\tif (UICamera.eventHandler != cam)\n\t\t{\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"eventReceiverMask\"), new GUIContent(\"Event Mask\"));\n\t\t\tserializedObject.ApplyModifiedProperties();\n\n\t\t\tEditorGUILayout.HelpBox(\"All other settings are inherited from the First Camera.\", MessageType.Info);\n\n\t\t\tif (GUILayout.Button(\"Select the First Camera\"))\n\t\t\t{\n\t\t\t\tSelection.activeGameObject = UICamera.eventHandler.gameObject;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tserializedObject.DrawProperty(\"processEventsIn\");\n\n\t\t\tSerializedProperty mouse = serializedObject.FindProperty(\"useMouse\");\n\t\t\tSerializedProperty touch = serializedObject.FindProperty(\"useTouch\");\n\t\t\tSerializedProperty keyboard = serializedObject.FindProperty(\"useKeyboard\");\n\t\t\tSerializedProperty controller = serializedObject.FindProperty(\"useController\");\n\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"eventReceiverMask\"), new GUIContent(\"Event Mask\"));\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"debug\"));\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"commandClick\"), GUILayout.Width(140f));\n\t\t\tGUILayout.Label(\"= Right-Click on OSX\", GUILayout.MinWidth(30f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tEditorGUI.BeginDisabledGroup(!mouse.boolValue && !touch.boolValue);\n\t\t\t{\n\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"allowMultiTouch\"));\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tEditorGUI.BeginDisabledGroup(!(mouse.boolValue && (touch.boolValue || controller.boolValue)));\n\t\t\t{\n\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"autoHideCursor\"));\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tEditorGUI.BeginDisabledGroup(!mouse.boolValue);\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"stickyTooltip\"));\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"longPressTooltip\"));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tEditorGUI.BeginDisabledGroup(!mouse.boolValue);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"tooltipDelay\"));\n\t\t\tGUILayout.Label(\"seconds\", GUILayout.MinWidth(60f));\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tSerializedProperty rd = serializedObject.FindProperty(\"rangeDistance\");\n\t\t\tEditorGUILayout.PropertyField(rd, new GUIContent(\"Raycast Range\"));\n\t\t\tGUILayout.Label(rd.floatValue < 0f ? \"unlimited\" : \"units\", GUILayout.MinWidth(60f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\t\tif (NGUIEditorTools.DrawHeader(\"Event Sources\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.BeginContents();\n\t\t\t\t{\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tEditorGUILayout.PropertyField(mouse, new GUIContent(\"Mouse\"), GUILayout.MinWidth(100f));\n\t\t\t\t\tEditorGUILayout.PropertyField(touch, new GUIContent(\"Touch\"), GUILayout.MinWidth(100f));\n\t\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tEditorGUILayout.PropertyField(keyboard, new GUIContent(\"Keyboard\"), GUILayout.MinWidth(100f));\n\t\t\t\t\tEditorGUILayout.PropertyField(controller, new GUIContent(\"Controller\"), GUILayout.MinWidth(100f));\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t}\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t}\n\n\t\t\tif ((mouse.boolValue || touch.boolValue) && NGUIEditorTools.DrawHeader(\"Thresholds\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.BeginContents();\n\t\t\t\t{\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(!mouse.boolValue);\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"mouseDragThreshold\"), new GUIContent(\"Mouse Drag\"), GUILayout.Width(120f));\n\t\t\t\t\tGUILayout.Label(\"pixels\");\n\t\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"mouseClickThreshold\"), new GUIContent(\"Mouse Click\"), GUILayout.Width(120f));\n\t\t\t\t\tGUILayout.Label(\"pixels\");\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(!touch.boolValue);\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"touchDragThreshold\"), new GUIContent(\"Touch Drag\"), GUILayout.Width(120f));\n\t\t\t\t\tGUILayout.Label(\"pixels\");\n\t\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"touchClickThreshold\"), new GUIContent(\"Touch Tap\"), GUILayout.Width(120f));\n\t\t\t\t\tGUILayout.Label(\"pixels\");\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\t}\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t}\n\n\t\t\tif ((mouse.boolValue || keyboard.boolValue || controller.boolValue) && NGUIEditorTools.DrawHeader(\"Axes and Keys\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.BeginContents();\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"horizontalAxisName\"), new GUIContent(\"Navigate X\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"verticalAxisName\"), new GUIContent(\"Navigate Y\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"horizontalPanAxisName\"), new GUIContent(\"Pan X\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"verticalPanAxisName\"), new GUIContent(\"Pan Y\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"scrollAxisName\"), new GUIContent(\"Scroll\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"submitKey0\"), new GUIContent(\"Submit 1\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"submitKey1\"), new GUIContent(\"Submit 2\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"cancelKey0\"), new GUIContent(\"Cancel 1\"));\n\t\t\t\t\tEditorGUILayout.PropertyField(serializedObject.FindProperty(\"cancelKey1\"), new GUIContent(\"Cancel 2\"));\n\t\t\t\t}\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t}\n\t\t\tserializedObject.ApplyModifiedProperties();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UICameraEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d0a55f2ca4ffa1b438ee5421182da48a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UICameraTool.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Panel wizard that allows a bird's eye view of all cameras in your scene.\n/// </summary>\n\npublic class UICameraTool : EditorWindow\n{\n\tVector2 mScroll = Vector2.zero;\n\n\t/// <summary>\n\t/// Layer mask field, originally from:\n\t/// http://answers.unity3d.com/questions/60959/mask-field-in-the-editor.html\n\t/// </summary>\n\n\tstatic public int LayerMaskField (string label, int mask, params GUILayoutOption[] options)\n\t{\n\t\tList<string> layers = new List<string>();\n\t\tList<int> layerNumbers = new List<int>();\n\n\t\tstring selectedLayers = \"\";\n\n\t\tfor (int i = 0; i < 32; ++i)\n\t\t{\n\t\t\tstring layerName = LayerMask.LayerToName(i);\n\n\t\t\tif (!string.IsNullOrEmpty(layerName))\n\t\t\t{\n\t\t\t\tif (mask == (mask | (1 << i)))\n\t\t\t\t{\n\t\t\t\t\tif (string.IsNullOrEmpty(selectedLayers))\n\t\t\t\t\t{\n\t\t\t\t\t\tselectedLayers = layerName;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tselectedLayers = \"Mixed\";\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (Event.current.type != EventType.MouseDown && Event.current.type != EventType.ExecuteCommand)\n\t\t{\n\t\t\tif (mask == 0)\n\t\t\t{\n\t\t\t\tlayers.Add(\"Nothing\");\n\t\t\t}\n\t\t\telse if (mask == -1)\n\t\t\t{\n\t\t\t\tlayers.Add(\"Everything\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tlayers.Add(selectedLayers);\n\t\t\t}\n\t\t\tlayerNumbers.Add(-1);\n\t\t}\n\n\t\tlayers.Add((mask == 0 ? \"[+] \" : \"      \") + \"Nothing\");\n\t\tlayerNumbers.Add(-2);\n\n\t\tlayers.Add((mask == -1 ? \"[+] \" : \"      \") + \"Everything\");\n\t\tlayerNumbers.Add(-3);\n\n\t\tfor (int i = 0; i < 32; ++i)\n\t\t{\n\t\t\tstring layerName = LayerMask.LayerToName(i);\n\n\t\t\tif (layerName != \"\")\n\t\t\t{\n\t\t\t\tif (mask == (mask | (1 << i)))\n\t\t\t\t{\n\t\t\t\t\tlayers.Add(\"[+] \" + layerName);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tlayers.Add(\"      \" + layerName);\n\t\t\t\t}\n\t\t\t\tlayerNumbers.Add(i);\n\t\t\t}\n\t\t}\n\n\t\tbool preChange = GUI.changed;\n\n\t\tGUI.changed = false;\n\n\t\tint newSelected = 0;\n\n\t\tif (Event.current.type == EventType.MouseDown)\n\t\t{\n\t\t\tnewSelected = -1;\n\t\t}\n\n\t\tif (string.IsNullOrEmpty(label))\n\t\t{\n\t\t\tnewSelected = EditorGUILayout.Popup(newSelected, layers.ToArray(), EditorStyles.layerMaskField, options);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tnewSelected = EditorGUILayout.Popup(label, newSelected, layers.ToArray(), EditorStyles.layerMaskField, options);\n\t\t}\n\n\t\tif (GUI.changed && newSelected >= 0)\n\t\t{\n\t\t\tif (newSelected == 0)\n\t\t\t{\n\t\t\t\tmask = 0;\n\t\t\t}\n\t\t\telse if (newSelected == 1)\n\t\t\t{\n\t\t\t\tmask = -1;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (mask == (mask | (1 << layerNumbers[newSelected])))\n\t\t\t\t{\n\t\t\t\t\tmask &= ~(1 << layerNumbers[newSelected]);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmask = mask | (1 << layerNumbers[newSelected]);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUI.changed = preChange;\n\t\t}\n\t\treturn mask;\n\t}\n\n\tstatic public int LayerMaskField (int mask, params GUILayoutOption[] options)\n\t{\n\t\treturn LayerMaskField(null, mask, options);\n\t}\n\n\t/// <summary>\n\t/// Refresh the window on selection.\n\t/// </summary>\n\n\tvoid OnSelectionChange () { Repaint(); }\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tList<Camera> list = NGUIEditorTools.FindAll<Camera>();\n\n\t\tif (list.Count > 0)\n\t\t{\n\t\t\tDrawRow(null);\n\t\t\tNGUIEditorTools.DrawSeparator();\n\t\t\tmScroll = GUILayout.BeginScrollView(mScroll);\n\t\t\tforeach (Camera cam in list) DrawRow(cam);\n\t\t\tGUILayout.EndScrollView();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.Label(\"No cameras found in the scene\");\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function used to print things in columns.\n\t/// </summary>\n\n\tvoid DrawRow (Camera cam)\n\t{\n\t\tbool highlight = (cam == null || Selection.activeGameObject == null) ? false :\n\t\t\t\t(0 != (cam.cullingMask & (1 << Selection.activeGameObject.layer)));\n\n\t\tif (cam != null)\n\t\t{\n\t\t\tGUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f);\n\t\t\tGUILayout.BeginHorizontal(\"AS TextArea\", GUILayout.MinHeight(20f));\n\t\t\tGUI.backgroundColor = Color.white;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t}\n\n\t\tbool enabled = (cam == null || (NGUITools.GetActive(cam.gameObject) && cam.enabled));\n\n\t\tGUI.color = Color.white;\n\n\t\tif (cam != null)\n\t\t{\n\t\t\tif (enabled != EditorGUILayout.Toggle(enabled, GUILayout.Width(20f)))\n\t\t\t{\n\t\t\t\tcam.enabled = !enabled;\n\t\t\t\tEditorUtility.SetDirty(cam.gameObject);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.Space(30f);\n\t\t}\n\n\t\tif (enabled)\n\t\t{\n\t\t\tGUI.color = highlight ? new Color(0f, 0.8f, 1f) : Color.white;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUI.color = highlight ? new Color(0f, 0.5f, 0.8f) : Color.grey;\n\t\t}\n\n\t\tstring camName, camLayer;\n\n\t\tif (cam == null)\n\t\t{\n\t\t\tcamName = \"Camera's Name\";\n\t\t\tcamLayer = \"Layer\";\n\t\t}\n\t\telse\n\t\t{\n\t\t\tcamName = cam.name + (cam.orthographic ? \" (2D)\" : \" (3D)\");\n\t\t\tcamLayer = LayerMask.LayerToName(cam.gameObject.layer);\n\t\t}\n\n\t\tif (GUILayout.Button(camName, EditorStyles.label, GUILayout.MinWidth(100f)) && cam != null)\n\t\t{\n\t\t\tSelection.activeGameObject = cam.gameObject;\n\t\t\tEditorUtility.SetDirty(cam.gameObject);\n\t\t}\n\t\tGUILayout.Label(camLayer, GUILayout.Width(70f));\n\n\t\tGUI.color = enabled ? Color.white : new Color(0.7f, 0.7f, 0.7f);\n\n\t\tif (cam == null)\n\t\t{\n\t\t\tGUILayout.Label(\"EV\", GUILayout.Width(26f));\n\t\t}\n\t\telse\n\t\t{\n\t\t\tUICamera uic = cam.GetComponent<UICamera>();\n\t\t\tbool ev = (uic != null && uic.enabled);\n\n\t\t\tif (ev != EditorGUILayout.Toggle(ev, GUILayout.Width(20f)))\n\t\t\t{\n\t\t\t\tif (uic == null) uic = cam.gameObject.AddComponent<UICamera>();\n\t\t\t\tuic.enabled = !ev;\n\t\t\t}\n\t\t}\n\n\t\tif (cam == null)\n\t\t{\n\t\t\tGUILayout.Label(\"Mask\", GUILayout.Width(100f));\n\t\t}\n\t\telse\n\t\t{\n\t\t\tint mask = LayerMaskField(cam.cullingMask, GUILayout.Width(105f));\n\n\t\t\tif (cam.cullingMask != mask)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Camera Mask Change\", cam);\n\t\t\t\tcam.cullingMask = mask;\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UICameraTool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 395f00539de3dd44e8e1dffd3531a1ae\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIColorPickerEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIColorPicker))]\npublic class UIColorPickerEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tserializedObject.Update();\n\n\t\tNGUIEditorTools.SetLabelWidth(100f);\n\t\tUIColorPicker picker = target as UIColorPicker;\n\n\t\tGUILayout.Space(6f);\n\t\tGUI.changed = false;\n\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"value\");\n\t\tNGUIEditorTools.DrawProperty(serializedObject, \"selectionWidget\");\n\n\t\tGUILayout.Space(6f);\n\t\tGUI.changed = false;\n\n\t\tNGUIEditorTools.DrawEvents(\"On Value Change\", picker, picker.onChange);\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIColorPickerEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ad4bb028f6b2a704bb8a0fc75f6b0652\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UICreateNewUIWizard.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// UI Creation Wizard. This tool has been made obsolete with NGUI 3.0.6.\n/// </summary>\n\npublic class UICreateNewUIWizard : EditorWindow\n{\n\tpublic enum CameraType\n\t{\n\t\tNone,\n\t\tSimple2D,\n\t\tAdvanced3D,\n\t}\n\n\tstatic public CameraType camType = CameraType.Simple2D;\n\n\t/// <summary>\n\t/// Refresh the window on selection.\n\t/// </summary>\n\n\tvoid OnSelectionChange () { Repaint(); }\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tGUILayout.Label(\"Create a new UI with the following parameters:\");\n\t\tNGUIEditorTools.DrawSeparator();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tNGUISettings.layer = EditorGUILayout.LayerField(\"Layer\", NGUISettings.layer, GUILayout.Width(200f));\n\t\tGUILayout.Space(20f);\n\t\tGUILayout.Label(\"This is the layer your UI will reside on\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tcamType = (CameraType)EditorGUILayout.EnumPopup(\"Camera\", camType, GUILayout.Width(200f));\n\t\tGUILayout.Space(20f);\n\t\tGUILayout.Label(\"Should this UI have a camera?\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tNGUIEditorTools.DrawSeparator();\n\t\tGUILayout.BeginHorizontal();\n\t\tEditorGUILayout.PrefixLabel(\"When ready,\");\n\t\tbool create = GUILayout.Button(\"Create Your UI\", GUILayout.Width(120f));\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (create) CreateNewUI(camType);\n\n\t\tEditorGUILayout.HelpBox(\"This tool has become obsolete with NGUI 3.0.6. You can create UIs from the NGUI -> Create menu.\", MessageType.Warning);\n\t}\n\n\t/// <summary>\n\t/// Create a brand-new UI hierarchy.\n\t/// </summary>\n\n\tstatic public GameObject CreateNewUI (CameraType type)\n\t{\n\t\tUIPanel p = NGUITools.CreateUI(type == CameraType.Advanced3D, NGUISettings.layer);\n\t\tSelection.activeGameObject = p.gameObject;\n\t\treturn Selection.activeGameObject;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UICreateNewUIWizard.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d900a06197aa6b841b6f2ae5d629f2f3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UICreateWidgetWizard.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_3_5 && !UNITY_FLASH\n#define DYNAMIC_FONT\n#endif\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// UI Widget Creation Wizard\n/// </summary>\n\npublic class UICreateWidgetWizard : EditorWindow\n{\n\tpublic enum WidgetType\n\t{\n\t\tLabel,\n\t\tSprite,\n\t\tTexture,\n\t\tButton,\n\t\tImageButton,\n\t\tToggle,\n\t\tProgressBar,\n\t\tSlider,\n\t\tInput,\n\t\tPopupList,\n\t\tPopupMenu,\n\t\tScrollBar,\n\t}\n\n\tstatic WidgetType mWidgetType = WidgetType.Button;\n\tstatic string mButton = \"\";\n\tstatic string mImage0 = \"\";\n\tstatic string mImage1 = \"\";\n\tstatic string mImage2 = \"\";\n\tstatic string mImage3 = \"\";\n\tstatic string mSliderBG = \"\";\n\tstatic string mSliderFG = \"\";\n\tstatic string mSliderTB = \"\";\n\tstatic string mCheckBG = \"\";\n\tstatic string mCheck = \"\";\n\tstatic string mInputBG = \"\";\n\tstatic string mListFG = \"\";\n\tstatic string mListBG = \"\";\n\tstatic string mListHL = \"\";\n\tstatic string mScrollBG = \"\";\n\tstatic string mScrollFG = \"\";\n\tstatic Color mColor = Color.white;\n\tstatic bool mLoaded = false;\n\tstatic bool mScrollCL = true;\n\tstatic UIScrollBar.FillDirection mFillDir = UIScrollBar.FillDirection.LeftToRight;\n\n\t/// <summary>\n\t/// Save the specified string into player prefs.\n\t/// </summary>\n\n\tstatic void SaveString (string field, string val)\n\t{\n\t\tif (string.IsNullOrEmpty(val))\n\t\t{\n\t\t\tEditorPrefs.DeleteKey(field);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tEditorPrefs.SetString(field, val);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Load the specified string from player prefs.\n\t/// </summary>\n\n\tstatic string LoadString (string field) { string s = EditorPrefs.GetString(field); return (string.IsNullOrEmpty(s)) ? \"\" : s; }\n\n\t/// <summary>\n\t/// Save all serialized values in editor prefs.\n\t/// This is necessary because static values get wiped out as soon as scripts get recompiled.\n\t/// </summary>\n\n\tstatic void Save ()\n\t{\n\t\tEditorPrefs.SetInt(\"NGUI Widget Type\", (int)mWidgetType);\n\t\tEditorPrefs.SetInt(\"NGUI Color\", NGUIMath.ColorToInt(mColor));\n\t\tEditorPrefs.SetBool(\"NGUI ScrollCL\", mScrollCL);\n\t\tEditorPrefs.SetInt(\"NGUI Fill Dir\", (int)mFillDir);\n\n\t\tSaveString(\"NGUI Button\", mButton);\n\t\tSaveString(\"NGUI Image 0\", mImage0);\n\t\tSaveString(\"NGUI Image 1\", mImage1);\n\t\tSaveString(\"NGUI Image 2\", mImage2);\n\t\tSaveString(\"NGUI Image 3\", mImage3);\n\t\tSaveString(\"NGUI CheckBG\", mCheckBG);\n\t\tSaveString(\"NGUI Check\", mCheck);\n\t\tSaveString(\"NGUI SliderBG\", mSliderBG);\n\t\tSaveString(\"NGUI SliderFG\", mSliderFG);\n\t\tSaveString(\"NGUI SliderTB\", mSliderTB);\n\t\tSaveString(\"NGUI InputBG\", mInputBG);\n\t\tSaveString(\"NGUI ListFG\", mListFG);\n\t\tSaveString(\"NGUI ListBG\", mListBG);\n\t\tSaveString(\"NGUI ListHL\", mListHL);\n\t\tSaveString(\"NGUI ScrollBG\", mScrollBG);\n\t\tSaveString(\"NGUI ScrollFG\", mScrollFG);\n\t}\n\n\t/// <summary>\n\t/// Load all serialized values from editor prefs.\n\t/// This is necessary because static values get wiped out as soon as scripts get recompiled.\n\t/// </summary>\n\n\tstatic void Load ()\n\t{\n\t\tmWidgetType = (WidgetType)EditorPrefs.GetInt(\"NGUI Widget Type\", 0);\n\t\tmFillDir = (UIScrollBar.FillDirection)EditorPrefs.GetInt(\"NGUI Fill Dir\", 0);\n\n\t\tint color = EditorPrefs.GetInt(\"NGUI Color\", -1);\n\t\tif (color != -1) mColor = NGUIMath.IntToColor(color);\n\n\t\tmButton\t\t= LoadString(\"NGUI Button\");\n\t\tmImage0\t\t= LoadString(\"NGUI Image 0\");\n\t\tmImage1\t\t= LoadString(\"NGUI Image 1\");\n\t\tmImage2\t\t= LoadString(\"NGUI Image 2\");\n\t\tmImage3\t\t= LoadString(\"NGUI Image 3\");\n\t\tmCheckBG\t= LoadString(\"NGUI CheckBG\");\n\t\tmCheck\t\t= LoadString(\"NGUI Check\");\n\t\tmSliderBG\t= LoadString(\"NGUI SliderBG\");\n\t\tmSliderFG\t= LoadString(\"NGUI SliderFG\");\n\t\tmSliderTB\t= LoadString(\"NGUI SliderTB\");\n\t\tmInputBG\t= LoadString(\"NGUI InputBG\");\n\t\tmListFG\t\t= LoadString(\"NGUI ListFG\");\n\t\tmListBG\t\t= LoadString(\"NGUI ListBG\");\n\t\tmListHL\t\t= LoadString(\"NGUI ListHL\");\n\t\tmScrollBG\t= LoadString(\"NGUI ScrollBG\");\n\t\tmScrollFG\t= LoadString(\"NGUI ScrollFG\");\n\t\tmScrollCL\t= EditorPrefs.GetBool(\"NGUI ScrollCL\", true);\n\t}\n\n\t/// <summary>\n\t/// Atlas selection function.\n\t/// </summary>\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tif (NGUISettings.atlas != obj)\n\t\t{\n\t\t\tNGUISettings.atlas = obj as UIAtlas;\n\t\t\tRepaint();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Font selection function.\n\t/// </summary>\n\n\tvoid OnSelectFont (Object obj)\n\t{\n\t\tObject fnt = obj as UIFont;\n\n\t\tif (NGUISettings.ambigiousFont != fnt)\n\t\t{\n\t\t\tNGUISettings.ambigiousFont = fnt;\n\t\t\tRepaint();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function -- creates the \"Add To\" button and the parent object field to the right of it.\n\t/// </summary>\n\n\tstatic public bool ShouldCreate (GameObject go, bool isValid)\n\t{\n\t\tGUI.color = isValid ? Color.green : Color.grey;\n\n\t\tGUILayout.BeginHorizontal();\n\t\tbool retVal = GUILayout.Button(\"Add To\", GUILayout.Width(76f));\n\t\tGUI.color = Color.white;\n\t\tGameObject sel = EditorGUILayout.ObjectField(go, typeof(GameObject), true, GUILayout.Width(140f)) as GameObject;\n\t\tGUILayout.Label(\"Select the parent in the Hierarchy View\", GUILayout.MinWidth(10000f));\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (sel != go) Selection.activeGameObject = sel;\n\n\t\tif (retVal && isValid)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Add a Widget\");\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Label creation function.\n\t/// </summary>\n\n\tvoid CreateLabel (GameObject go)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tColor c = EditorGUILayout.ColorField(\"Color\", mColor, GUILayout.Width(220f));\n\t\tGUILayout.Label(\"Color tint the label will start with\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (mColor != c)\n\t\t{\n\t\t\tmColor = c;\n\t\t\tSave();\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.ambigiousFont != null))\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddLabel(go).gameObject;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite creation function.\n\t/// </summary>\n\n\tvoid CreateSprite (GameObject go)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Sprite\", \"Sprite that will be created\", NGUISettings.atlas, NGUISettings.selectedSprite, OnSprite, GUILayout.Width(120f));\n\n\t\t\tif (!string.IsNullOrEmpty(NGUISettings.selectedSprite))\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tNGUISettings.pivot = (UIWidget.Pivot)EditorGUILayout.EnumPopup(\"Pivot\", NGUISettings.pivot, GUILayout.Width(200f));\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tGUILayout.Label(\"Initial pivot point used by the sprite\");\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null))\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddSprite(go).gameObject;\n\t\t}\n\t}\n\n\tvoid OnSprite (string val)\n\t{\n\t\tif (NGUISettings.selectedSprite != val)\n\t\t{\n\t\t\tNGUISettings.selectedSprite = val;\n\t\t\tRepaint();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// UI Texture doesn't do anything other than creating the widget.\n\t/// </summary>\n\n\tvoid CreateSimpleTexture (GameObject go)\n\t{\n\t\tif (ShouldCreate(go, true))\n\t\t{\n\t\t\tSelection.activeGameObject = NGUISettings.AddTexture(go).gameObject;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Button creation function.\n\t/// </summary>\n\n\tvoid CreateButton (GameObject go)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Background\", \"Sliced Sprite for the background\", NGUISettings.atlas, mButton, OnButton, GUILayout.Width(120f));\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = \"Button\";\n\n\t\t\tUISprite bg = NGUITools.AddWidget<UISprite>(go);\n\t\t\tbg.type = UISprite.Type.Sliced;\n\t\t\tbg.name = \"Background\";\n\t\t\tbg.depth = depth;\n\t\t\tbg.atlas = NGUISettings.atlas;\n\t\t\tbg.spriteName = mButton;\n\t\t\tbg.width = 200;\n\t\t\tbg.height = 50;\n\t\t\tbg.MakePixelPerfect();\n\n\t\t\tif (NGUISettings.ambigiousFont != null)\n\t\t\t{\n\t\t\t\tUILabel lbl = NGUITools.AddWidget<UILabel>(go);\n\t\t\t\tlbl.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\t\tlbl.text = go.name;\n\t\t\t\tlbl.AssumeNaturalSize();\n\t\t\t}\n\n\t\t\t// Add a collider\n\t\t\tNGUITools.AddWidgetCollider(go);\n\n\t\t\t// Add the scripts\n\t\t\tgo.AddComponent<UIButton>().tweenTarget = bg.gameObject;\n\t\t\tgo.AddComponent<UIPlaySound>();\n\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnButton (string val) { mButton = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Button creation function.\n\t/// </summary>\n\n\tvoid CreateImageButton (GameObject go)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Normal\", \"Normal state sprite\", NGUISettings.atlas, mImage0, OnImage0, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Hover\", \"Hover state sprite\", NGUISettings.atlas, mImage1, OnImage1, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Pressed\", \"Pressed state sprite\", NGUISettings.atlas, mImage2, OnImage2, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Disabled\", \"Disabled state sprite\", NGUISettings.atlas, mImage3, OnImage3, GUILayout.Width(120f));\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = \"Image Button\";\n\n\t\t\tUISpriteData sp = NGUISettings.atlas.GetSprite(mImage0);\n\t\t\tUISprite sprite = NGUITools.AddWidget<UISprite>(go);\n\t\t\tsprite.type = sp.hasBorder ? UISprite.Type.Sliced : UISprite.Type.Simple;\n\t\t\tsprite.name = \"Background\";\n\t\t\tsprite.depth = depth;\n\t\t\tsprite.atlas = NGUISettings.atlas;\n\t\t\tsprite.spriteName = mImage0;\n\t\t\tsprite.width = 150;\n\t\t\tsprite.height = 40;\n\t\t\tsprite.MakePixelPerfect();\n\n\t\t\tif (NGUISettings.ambigiousFont != null)\n\t\t\t{\n\t\t\t\tUILabel lbl = NGUITools.AddWidget<UILabel>(go);\n\t\t\t\tlbl.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\t\tlbl.text = go.name;\n\t\t\t\tlbl.AssumeNaturalSize();\n\t\t\t}\n\n\t\t\t// Add a collider\n\t\t\tNGUITools.AddWidgetCollider(go);\n\n\t\t\t// Add the scripts\n\t\t\tUIImageButton ib\t= go.AddComponent<UIImageButton>();\n\t\t\tib.target\t\t\t= sprite;\n\t\t\tib.normalSprite\t\t= mImage0;\n\t\t\tib.hoverSprite\t\t= mImage1;\n\t\t\tib.pressedSprite\t= mImage2;\n\t\t\tib.disabledSprite\t= mImage3;\n\t\t\tgo.AddComponent<UIPlaySound>();\n\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnImage0 (string val) { mImage0 = val; Save(); Repaint(); }\n\tvoid OnImage1 (string val) { mImage1 = val; Save(); Repaint(); }\n\tvoid OnImage2 (string val) { mImage2 = val; Save(); Repaint(); }\n\tvoid OnImage3 (string val) { mImage3 = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Toggle creation function.\n\t/// </summary>\n\n\tvoid CreateToggle (GameObject go)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Background\", \"Sprite used for the background\", NGUISettings.atlas, mCheckBG, OnCheckBG, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Checkmark\", \"Sprite used for the checkmark\", NGUISettings.atlas, mCheck, OnCheck, GUILayout.Width(120f));\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = \"Toggle\";\n\n\t\t\tUISprite bg = NGUITools.AddWidget<UISprite>(go);\n\t\t\tbg.type = UISprite.Type.Sliced;\n\t\t\tbg.name = \"Background\";\n\t\t\tbg.depth = depth;\n\t\t\tbg.atlas = NGUISettings.atlas;\n\t\t\tbg.spriteName = mCheckBG;\n\t\t\tbg.width = 26;\n\t\t\tbg.height = 26;\n\t\t\tbg.MakePixelPerfect();\n\n\t\t\tUISprite fg = NGUITools.AddWidget<UISprite>(go);\n\t\t\tfg.name = \"Checkmark\";\n\t\t\tfg.atlas = NGUISettings.atlas;\n\t\t\tfg.spriteName = mCheck;\n\t\t\tfg.MakePixelPerfect();\n\n\t\t\tif (NGUISettings.ambigiousFont != null)\n\t\t\t{\n\t\t\t\tUILabel lbl = NGUITools.AddWidget<UILabel>(go);\n\t\t\t\tlbl.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\t\tlbl.text = go.name;\n\t\t\t\tlbl.pivot = UIWidget.Pivot.Left;\n\t\t\t\tlbl.transform.localPosition = new Vector3(16f, 0f, 0f);\n\t\t\t\tlbl.AssumeNaturalSize();\n\t\t\t}\n\n\t\t\t// Add a collider\n\t\t\tNGUITools.AddWidgetCollider(go);\n\n\t\t\t// Add the scripts\n\t\t\tgo.AddComponent<UIToggle>().activeSprite = fg;\n\t\t\tgo.AddComponent<UIButton>().tweenTarget = bg.gameObject;\n\t\t\tgo.AddComponent<UIButtonScale>().tweenTarget = bg.transform;\n\t\t\tgo.AddComponent<UIPlaySound>();\n\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnCheckBG (string val) { mCheckBG = val; Save(); Repaint(); }\n\tvoid OnCheck (string val) { mCheck = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Scroll bar template.\n\t/// </summary>\n\n\tvoid CreateScrollBar (GameObject go)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Background\", \"Sprite used for the background\", NGUISettings.atlas, mScrollBG, OnScrollBG, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Foreground\", \"Sprite used for the foreground (thumb)\", NGUISettings.atlas, mScrollFG, OnScrollFG, GUILayout.Width(120f));\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tUIScrollBar.FillDirection dir = (UIScrollBar.FillDirection)EditorGUILayout.EnumPopup(\"Direction\", mFillDir, GUILayout.Width(200f));\n\t\t\tGUILayout.Space(20f);\n\t\t\tGUILayout.Label(\"Add colliders?\", GUILayout.Width(90f));\n\t\t\tbool draggable = EditorGUILayout.Toggle(mScrollCL);\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mScrollCL != draggable || mFillDir != dir)\n\t\t\t{\n\t\t\t\tmScrollCL = draggable;\n\t\t\t\tmFillDir = dir;\n\t\t\t\tSave();\n\t\t\t}\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = \"Scroll Bar\";\n\n\t\t\tUISprite bg = NGUITools.AddWidget<UISprite>(go);\n\t\t\tbg.type = UISprite.Type.Sliced;\n\t\t\tbg.name = \"Background\";\n\t\t\tbg.depth = depth;\n\t\t\tbg.atlas = NGUISettings.atlas;\n\t\t\tbg.spriteName = mScrollBG;\n\n\t\t\tVector4 border = bg.border;\n\t\t\tbg.width = Mathf.RoundToInt(400f + border.x + border.z);\n\t\t\tbg.height = Mathf.RoundToInt(14f + border.y + border.w);\n\t\t\tbg.MakePixelPerfect();\n\n\t\t\tUISprite fg = NGUITools.AddWidget<UISprite>(go);\n\t\t\tfg.type = UISprite.Type.Sliced;\n\t\t\tfg.name = \"Foreground\";\n\t\t\tfg.atlas = NGUISettings.atlas;\n\t\t\tfg.spriteName = mScrollFG;\n\n\t\t\tUIScrollBar sb = go.AddComponent<UIScrollBar>();\n\t\t\tsb.foregroundWidget = fg;\n\t\t\tsb.backgroundWidget = bg;\n\t\t\tsb.fillDirection = mFillDir;\n\t\t\tsb.barSize = 0.3f;\n\t\t\tsb.value = 0.3f;\n\t\t\tsb.ForceUpdate();\n\n\t\t\tif (mScrollCL)\n\t\t\t{\n\t\t\t\tNGUITools.AddWidgetCollider(bg.gameObject);\n\t\t\t\tNGUITools.AddWidgetCollider(fg.gameObject);\n\t\t\t}\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnScrollBG (string val) { mScrollBG = val; Save(); Repaint(); }\n\tvoid OnScrollFG (string val) { mScrollFG = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Progress bar creation function.\n\t/// </summary>\n\n\tvoid CreateSlider (GameObject go, bool slider)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Empty\", \"Sprite for the background (empty bar)\", NGUISettings.atlas, mSliderBG, OnSliderBG, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Full\", \"Sprite for the foreground (full bar)\", NGUISettings.atlas, mSliderFG, OnSliderFG, GUILayout.Width(120f));\n\n\t\t\tif (slider)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawSpriteField(\"Thumb\", \"Sprite for the thumb indicator\", NGUISettings.atlas, mSliderTB, OnSliderTB, GUILayout.Width(120f));\n\t\t\t}\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = slider ? \"Slider\" : \"Progress Bar\";\n\n\t\t\t// Background sprite\n\t\t\tUISpriteData bgs = NGUISettings.atlas.GetSprite(mSliderBG);\n\t\t\tUISprite back = (UISprite)NGUITools.AddWidget<UISprite>(go);\n\n\t\t\tback.type = bgs.hasBorder ? UISprite.Type.Sliced : UISprite.Type.Simple;\n\t\t\tback.name = \"Background\";\n\t\t\tback.depth = depth;\n\t\t\tback.pivot = UIWidget.Pivot.Left;\n\t\t\tback.atlas = NGUISettings.atlas;\n\t\t\tback.spriteName = mSliderBG;\n\t\t\tback.width = 200;\n\t\t\tback.height = 30;\n\t\t\tback.transform.localPosition = Vector3.zero;\n\t\t\tback.MakePixelPerfect();\n\n\t\t\t// Foreground sprite\n\t\t\tUISpriteData fgs = NGUISettings.atlas.GetSprite(mSliderFG);\n\t\t\tUISprite front = NGUITools.AddWidget<UISprite>(go);\n\t\t\tfront.type = fgs.hasBorder ? UISprite.Type.Sliced : UISprite.Type.Simple;\n\t\t\tfront.name = \"Foreground\";\n\t\t\tfront.pivot = UIWidget.Pivot.Left;\n\t\t\tfront.atlas = NGUISettings.atlas;\n\t\t\tfront.spriteName = mSliderFG;\n\t\t\tfront.width = 200;\n\t\t\tfront.height = 30;\n\t\t\tfront.transform.localPosition = Vector3.zero;\n\t\t\tfront.MakePixelPerfect();\n\n\t\t\t// Add a collider\n\t\t\tif (slider) NGUITools.AddWidgetCollider(go);\n\n\t\t\t// Add the slider script\n\t\t\tUISlider uiSlider = go.AddComponent<UISlider>();\n\t\t\tuiSlider.foregroundWidget = front;\n\n\t\t\t// Thumb sprite\n\t\t\tif (slider)\n\t\t\t{\n\t\t\t\tUISpriteData tbs = NGUISettings.atlas.GetSprite(mSliderTB);\n\t\t\t\tUISprite thb = NGUITools.AddWidget<UISprite>(go);\n\n\t\t\t\tthb.type = tbs.hasBorder ? UISprite.Type.Sliced : UISprite.Type.Simple;\n\t\t\t\tthb.name = \"Thumb\";\n\t\t\t\tthb.atlas = NGUISettings.atlas;\n\t\t\t\tthb.spriteName = mSliderTB;\n\t\t\t\tthb.width = 20;\n\t\t\t\tthb.height = 40;\n\t\t\t\tthb.transform.localPosition = new Vector3(200f, 0f, 0f);\n\t\t\t\tthb.MakePixelPerfect();\n\n\t\t\t\tNGUITools.AddWidgetCollider(thb.gameObject);\n\t\t\t\tthb.gameObject.AddComponent<UIButtonColor>();\n\t\t\t\tthb.gameObject.AddComponent<UIButtonScale>();\n\n\t\t\t\tuiSlider.thumb = thb.transform;\n\t\t\t}\n\t\t\tuiSlider.value = 1f;\n\n\t\t\t// Select the slider\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnSliderBG (string val) { mSliderBG = val; Save(); Repaint(); }\n\tvoid OnSliderFG (string val) { mSliderFG = val; Save(); Repaint(); }\n\tvoid OnSliderTB (string val) { mSliderTB = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Input field creation function.\n\t/// </summary>\n\n\tvoid CreateInput (GameObject go)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Background\", \"Sliced Sprite for the background\", NGUISettings.atlas, mInputBG, OnInputBG, GUILayout.Width(120f));\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.ambigiousFont != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = \"Input\";\n\t\t\tint padding = 3;\n\n\t\t\tUISprite bg = NGUITools.AddWidget<UISprite>(go);\n\t\t\tbg.type = UISprite.Type.Sliced;\n\t\t\tbg.name = \"Background\";\n\t\t\tbg.depth = depth;\n\t\t\tbg.atlas = NGUISettings.atlas;\n\t\t\tbg.spriteName = mInputBG;\n\t\t\tbg.pivot = UIWidget.Pivot.Left;\n\t\t\tbg.width = 400;\n\t\t\tbg.height = NGUISettings.fontSize + padding * 2;\n\t\t\tbg.transform.localPosition = Vector3.zero;\n\t\t\tbg.MakePixelPerfect();\n\n\t\t\tUILabel lbl = NGUITools.AddWidget<UILabel>(go);\n\t\t\tlbl.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\tlbl.pivot = UIWidget.Pivot.Left;\n\t\t\tlbl.transform.localPosition = new Vector3(padding, 0f, 0f);\n\t\t\tlbl.multiLine = false;\n\t\t\tlbl.supportEncoding = false;\n\t\t\tlbl.width = Mathf.RoundToInt(400f - padding * 2f);\n\t\t\tlbl.text = \"You can type here\";\n\t\t\tlbl.AssumeNaturalSize();\n\n\t\t\t// Add a collider to the background\n\t\t\tNGUITools.AddWidgetCollider(go);\n\n\t\t\t// Add an input script to the background and have it point to the label\n\t\t\tUIInput input = go.AddComponent<UIInput>();\n\t\t\tinput.label = lbl;\n\n\t\t\t// Update the selection\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnInputBG (string val) { mInputBG = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Create a popup list or a menu.\n\t/// </summary>\n\n\tvoid CreatePopup (GameObject go, bool isDropDown)\n\t{\n\t\tif (NGUISettings.atlas != null)\n\t\t{\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Foreground\", \"Foreground sprite (shown on the button)\", NGUISettings.atlas, mListFG, OnListFG, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Background\", \"Background sprite (envelops the options)\", NGUISettings.atlas, mListBG, OnListBG, GUILayout.Width(120f));\n\t\t\tNGUIEditorTools.DrawSpriteField(\"Highlight\", \"Sprite used to highlight the selected option\", NGUISettings.atlas, mListHL, OnListHL, GUILayout.Width(120f));\n\t\t}\n\n\t\tif (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.ambigiousFont != null))\n\t\t{\n\t\t\tint depth = NGUITools.CalculateNextDepth(go);\n\t\t\tgo = NGUITools.AddChild(go);\n\t\t\tgo.name = isDropDown ? \"Popup List\" : \"Popup Menu\";\n\n\t\t\tUISpriteData sphl = NGUISettings.atlas.GetSprite(mListHL);\n\t\t\tUISpriteData spfg = NGUISettings.atlas.GetSprite(mListFG);\n\n\t\t\tVector2 hlPadding = new Vector2(Mathf.Max(4f, sphl.paddingLeft), Mathf.Max(4f, sphl.paddingTop));\n\t\t\tVector2 fgPadding = new Vector2(Mathf.Max(4f, spfg.paddingLeft), Mathf.Max(4f, spfg.paddingTop));\n\n\t\t\t// Background sprite\n\t\t\tUISprite sprite = NGUITools.AddSprite(go, NGUISettings.atlas, mListFG);\n\t\t\tsprite.depth = depth;\n\t\t\tsprite.atlas = NGUISettings.atlas;\n\t\t\tsprite.pivot = UIWidget.Pivot.Left;\n\t\t\tsprite.width = Mathf.RoundToInt(150f + fgPadding.x * 2f);\n\t\t\tsprite.height = Mathf.RoundToInt(NGUISettings.fontSize + fgPadding.y * 2f);\n\t\t\tsprite.transform.localPosition = Vector3.zero;\n\t\t\tsprite.MakePixelPerfect();\n\n\t\t\t// Text label\n\t\t\tUILabel lbl = NGUITools.AddWidget<UILabel>(go);\n\t\t\tlbl.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\tlbl.fontSize = NGUISettings.fontSize;\n\t\t\tlbl.fontStyle = NGUISettings.fontStyle;\n\t\t\tlbl.text = go.name;\n\t\t\tlbl.pivot = UIWidget.Pivot.Left;\n\t\t\tlbl.cachedTransform.localPosition = new Vector3(fgPadding.x, 0f, 0f);\n\t\t\tlbl.AssumeNaturalSize();\n\n\t\t\t// Add a collider\n\t\t\tNGUITools.AddWidgetCollider(go);\n\n\t\t\t// Add the popup list\n\t\t\tUIPopupList list = go.AddComponent<UIPopupList>();\n\t\t\tlist.atlas = NGUISettings.atlas;\n\t\t\tlist.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\tlist.fontSize = NGUISettings.fontSize;\n\t\t\tlist.fontStyle = NGUISettings.fontStyle;\n\t\t\tlist.backgroundSprite = mListBG;\n\t\t\tlist.highlightSprite = mListHL;\n\t\t\tlist.padding = hlPadding;\n\t\t\tif (isDropDown) EventDelegate.Add(list.onChange, lbl.SetCurrentSelection);\n\t\t\tfor (int i = 0; i < 5; ++i) list.items.Add(isDropDown ? (\"List Option \" + i) : (\"Menu Option \" + i));\n\n\t\t\t// Add the scripts\n\t\t\tgo.AddComponent<UIButton>().tweenTarget = sprite.gameObject;\n\t\t\tgo.AddComponent<UIPlaySound>();\n\n\t\t\tSelection.activeGameObject = go;\n\t\t}\n\t}\n\n\tvoid OnListFG (string val) { mListFG = val; Save(); Repaint(); }\n\tvoid OnListBG (string val) { mListBG = val; Save(); Repaint(); }\n\tvoid OnListHL (string val) { mListHL = val; Save(); Repaint(); }\n\n\t/// <summary>\n\t/// Repaint the window on selection.\n\t/// </summary>\n\n\tvoid OnSelectionChange () { Repaint(); }\n\n#if DYNAMIC_FONT\n\tUILabelInspector.FontType mType = UILabelInspector.FontType.Unity;\n#else\n\tUILabelInspector.FontType mType = UILabelInspector.FontType.Unity;\n#endif\n\n\tvoid OnFont (Object obj) { NGUISettings.ambigiousFont = obj; }\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\t// Load the saved preferences\n\t\tif (!mLoaded)\n\t\t{\n\t\t\tmLoaded = true;\n\t\t\tLoad();\n#if DYNAMIC_FONT\n\t\t\tObject font = NGUISettings.ambigiousFont;\n\t\t\tmType = ((font != null) && (font is UIFont)) ? UILabelInspector.FontType.NGUI : UILabelInspector.FontType.Unity;\n#else\n\t\t\tmType = UILabelInspector.FontType.NGUI;\n#endif\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tGameObject go = NGUIEditorTools.SelectedRoot();\n\n\t\tif (go == null)\n\t\t{\n\t\t\tGUILayout.Label(\"You must create a UI first.\");\n\t\t\t\n\t\t\tif (GUILayout.Button(\"Open the New UI Wizard\"))\n\t\t\t{\n\t\t\t\tEditorWindow.GetWindow<UICreateNewUIWizard>(false, \"New UI\", true);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.Space(4f);\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tComponentSelector.Draw<UIAtlas>(NGUISettings.atlas, OnSelectAtlas, false, GUILayout.Width(140f));\n\t\t\tGUILayout.Label(\"Texture atlas used by widgets\", GUILayout.Width(10000f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\n\t\t\tif (NGUIEditorTools.DrawPrefixButton(\"Font\"))\n\t\t\t{\n\t\t\t\tif (mType == UILabelInspector.FontType.NGUI)\n\t\t\t\t{\n\t\t\t\t\tComponentSelector.Show<UIFont>(OnFont);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tComponentSelector.Show<Font>(OnFont, new string[] { \".ttf\", \".otf\" });\n\t\t\t\t}\n\t\t\t}\n\n#if DYNAMIC_FONT\n\t\t\tGUI.changed = false;\n\n\t\t\tif (mType == UILabelInspector.FontType.Unity)\n\t\t\t{\n\t\t\t\tNGUISettings.ambigiousFont = EditorGUILayout.ObjectField(NGUISettings.ambigiousFont, typeof(Font), false, GUILayout.Width(140f));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tNGUISettings.ambigiousFont = EditorGUILayout.ObjectField(NGUISettings.ambigiousFont, typeof(UIFont), false, GUILayout.Width(140f));\n\t\t\t}\n\t\t\tmType = (UILabelInspector.FontType)EditorGUILayout.EnumPopup(mType, GUILayout.Width(62f));\n#else\n\t\t\tNGUISettings.ambigiousFont = EditorGUILayout.ObjectField(NGUISettings.ambigiousFont, typeof(UIFont), false, GUILayout.Width(140f));\n#endif\n\t\t\tGUILayout.Label(\"size\", GUILayout.Width(30f));\n\t\t\tEditorGUI.BeginDisabledGroup(mType == UILabelInspector.FontType.NGUI);\n\t\t\tNGUISettings.fontSize = EditorGUILayout.IntField(NGUISettings.fontSize, GUILayout.Width(30f));\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tGUILayout.Label(\"font used by the labels\");\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tNGUIEditorTools.DrawSeparator();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tWidgetType wt = (WidgetType)EditorGUILayout.EnumPopup(\"Template\", mWidgetType, GUILayout.Width(200f));\n\t\t\tGUILayout.Space(20f);\n\t\t\tGUILayout.Label(\"Select a widget template to use\");\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mWidgetType != wt) { mWidgetType = wt; Save(); }\n\n\t\t\tswitch (mWidgetType)\n\t\t\t{\n\t\t\t\tcase WidgetType.Label:\t\t\tCreateLabel(go); break;\n\t\t\t\tcase WidgetType.Sprite:\t\t\tCreateSprite(go); break;\n\t\t\t\tcase WidgetType.Texture:\t\tCreateSimpleTexture(go); break;\n\t\t\t\tcase WidgetType.Button:\t\t\tCreateButton(go); break;\n\t\t\t\tcase WidgetType.ImageButton:\tCreateImageButton(go); break;\n\t\t\t\tcase WidgetType.Toggle:\t\t\tCreateToggle(go); break;\n\t\t\t\tcase WidgetType.ProgressBar:\tCreateSlider(go, false); break;\n\t\t\t\tcase WidgetType.Slider:\t\t\tCreateSlider(go, true); break;\n\t\t\t\tcase WidgetType.Input:\t\t\tCreateInput(go); break;\n\t\t\t\tcase WidgetType.PopupList:\t\tCreatePopup(go, true); break;\n\t\t\t\tcase WidgetType.PopupMenu:\t\tCreatePopup(go, false); break;\n\t\t\t\tcase WidgetType.ScrollBar:\t\tCreateScrollBar(go); break;\n\t\t\t}\n\n\t\t\tEditorGUILayout.HelpBox(\"Widget Tool has become far less useful with NGUI 3.0.6. Search the Project view for 'Control', then simply drag & drop one of them into your Scene View.\", MessageType.Warning);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UICreateWidgetWizard.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 245788f199aedac469f04dfc612b041f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIDragObjectEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIDragObject))]\npublic class UIDragObjectEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tserializedObject.Update();\n\n\t\tNGUIEditorTools.SetLabelWidth(100f);\n\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Target\", serializedObject, \"target\");\n\n\t\tEditorGUI.BeginDisabledGroup(sp.objectReferenceValue == null);\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Label(\"Movement\", GUILayout.Width(78f));\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"\", serializedObject, \"scale\");\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Label(\"Scroll Wheel\", GUILayout.Width(78f));\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"\", serializedObject, \"scrollMomentum\");\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tsp = NGUIEditorTools.DrawPaddedProperty(\"Drag Effect\", serializedObject, \"dragEffect\");\n\n\t\t\tif (sp.hasMultipleDifferentValues || (UIDragObject.DragEffect)sp.intValue != UIDragObject.DragEffect.None)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"  Momentum\", serializedObject, \"momentumAmount\", GUILayout.Width(140f));\n\t\t\t}\n\n\t\t\tsp = NGUIEditorTools.DrawProperty(\"Keep Visible\", serializedObject, \"restrictWithinPanel\");\n\n\t\t\tif (sp.hasMultipleDifferentValues || sp.boolValue)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"  Content Rect\", serializedObject, \"contentRect\");\n\t\t\t\tNGUIEditorTools.DrawProperty(\"  Panel Region\", serializedObject, \"panelRegion\");\n\t\t\t}\n\t\t}\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIDragObjectEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7b214795e1e6ed049b4f9679743d48fe\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIDrawCallInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n/// <summary>\n/// Inspector class used to view UIDrawCalls.\n/// </summary>\n\n[CustomEditor(typeof(UIDrawCall))]\npublic class UIDrawCallInspector : Editor\n{\n\t/// <summary>\n\t/// Draw the inspector widget.\n\t/// </summary>\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tif (Event.current.type == EventType.Repaint || Event.current.type == EventType.Layout)\n\t\t{\n\t\t\tUIDrawCall dc = target as UIDrawCall;\n\n\t\t\tif (dc.manager != null)\n\t\t\t{\n\t\t\t\tEditorGUILayout.LabelField(\"Render Queue\", dc.renderQueue.ToString());\n\t\t\t\tEditorGUILayout.LabelField(\"Owner Panel\", NGUITools.GetHierarchy(dc.manager.gameObject));\n\t\t\t\tEditorGUILayout.LabelField(\"Triangles\", dc.triangles.ToString());\n\t\t\t}\n\t\t\telse if (Event.current.type == EventType.Repaint)\n\t\t\t{\n\t\t\t\tDebug.LogWarning(\"Orphaned UIDrawCall detected!\\nUse [Selection -> Force Delete] to get rid of it.\");\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIDrawCallInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ba9d9afe888570648bcbad1b0d7a3971\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIDrawCallViewer.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Draw Call Viewer shows a list of draw calls created by NGUI and lets you hide them selectively.\n/// </summary>\n\npublic class UIDrawCallViewer : EditorWindow\n{\n\tstatic public UIDrawCallViewer instance;\n\n\tenum Visibility\n\t{\n\t\tVisible,\n\t\tHidden,\n\t}\n\n\tenum ShowFilter\n\t{\n\t\tAllPanels,\n\t\tSelectedPanel,\n\t}\n\n\tVector2 mScroll = Vector2.zero;\n\n\tvoid OnEnable () { instance = this; }\n\tvoid OnDisable () { instance = null; }\n\tvoid OnSelectionChange () { Repaint(); }\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tBetterList<UIDrawCall> dcs = UIDrawCall.activeList;\n\n\t\tdcs.Sort(delegate(UIDrawCall a, UIDrawCall b)\n\t\t{\n\t\t\treturn a.finalRenderQueue.CompareTo(b.finalRenderQueue);\n\t\t});\n\n\t\tif (dcs.size == 0)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"No NGUI draw calls present in the scene\", MessageType.Info);\n\t\t\treturn;\n\t\t}\n\n\t\tUIPanel selectedPanel = NGUITools.FindInParents<UIPanel>(Selection.activeGameObject);\n\n\t\tGUILayout.Space(12f);\n\n\t\tNGUIEditorTools.SetLabelWidth(100f);\n\t\tShowFilter show = (NGUISettings.showAllDCs ? ShowFilter.AllPanels : ShowFilter.SelectedPanel);\n\n\t\tif ((ShowFilter)EditorGUILayout.EnumPopup(\"Draw Call Filter\", show) != show)\n\t\t\tNGUISettings.showAllDCs = !NGUISettings.showAllDCs;\n\n\t\tGUILayout.Space(6f);\n\n\t\tif (selectedPanel == null && !NGUISettings.showAllDCs)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"No panel selected\", MessageType.Info);\n\t\t\treturn;\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tmScroll = GUILayout.BeginScrollView(mScroll);\n\n\t\tint dcCount = 0;\n\n\t\tfor (int i = 0; i < dcs.size; ++i)\n\t\t{\n\t\t\tUIDrawCall dc = dcs[i];\n\t\t\tstring key = \"Draw Call \" + (i + 1);\n\t\t\tbool highlight = (selectedPanel == null || selectedPanel == dc.manager);\n\n\t\t\tif (!highlight)\n\t\t\t{\n\t\t\t\tif (!NGUISettings.showAllDCs) continue;\n\t\t\t\t\n\t\t\t\tif (UnityEditor.EditorPrefs.GetBool(key, true))\n\t\t\t\t{\n\t\t\t\t\tGUI.color = new Color(0.85f, 0.85f, 0.85f);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tGUI.contentColor = new Color(0.85f, 0.85f, 0.85f);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse GUI.contentColor = Color.white;\n\n\t\t\t++dcCount;\n\t\t\tstring name = key + \" of \" + dcs.size;\n\t\t\tif (!dc.isActive) name = name + \" (HIDDEN)\";\n\t\t\telse if (!highlight) name = name + \" (\" + dc.manager.name + \")\";\n\n\t\t\tif (NGUIEditorTools.DrawHeader(name, key))\n\t\t\t{\n\t\t\t\tGUI.color = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f);\n\n\t\t\t\tNGUIEditorTools.BeginContents();\n\t\t\t\tEditorGUILayout.ObjectField(\"Material\", dc.dynamicMaterial, typeof(Material), false);\n\n\t\t\t\tint count = 0;\n\n\t\t\t\tfor (int a = 0; a < UIPanel.list.Count; ++a)\n\t\t\t\t{\n\t\t\t\t\tUIPanel p = UIPanel.list[a];\n\n\t\t\t\t\tfor (int b = 0; b < p.widgets.Count; ++b)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIWidget w = p.widgets[b];\n\t\t\t\t\t\tif (w.drawCall == dc) ++count;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tstring myPath = NGUITools.GetHierarchy(dc.manager.cachedGameObject);\n\t\t\t\tstring remove = myPath + \"\\\\\";\n\t\t\t\tstring[] list = new string[count + 1];\n\t\t\t\tlist[0] = count.ToString();\n\t\t\t\tcount = 0;\n\n\t\t\t\tfor (int a = 0; a < UIPanel.list.Count; ++a)\n\t\t\t\t{\n\t\t\t\t\tUIPanel p = UIPanel.list[a];\n\n\t\t\t\t\tfor (int b = 0; b < p.widgets.Count; ++b)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIWidget w = p.widgets[b];\n\n\t\t\t\t\t\tif (w.drawCall == dc)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring path = NGUITools.GetHierarchy(w.cachedGameObject);\n\t\t\t\t\t\t\tlist[++count] = count + \". \" + (string.Equals(path, myPath) ? w.name : path.Replace(remove, \"\"));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tint sel = EditorGUILayout.Popup(\"Widgets\", 0, list);\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (sel != 0)\n\t\t\t\t{\n\t\t\t\t\tcount = 0;\n\n\t\t\t\t\tfor (int a = 0; a < UIPanel.list.Count; ++a)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIPanel p = UIPanel.list[a];\n\n\t\t\t\t\t\tfor (int b = 0; b < p.widgets.Count; ++b)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUIWidget w = p.widgets[b];\n\n\t\t\t\t\t\t\tif (w.drawCall == dc && ++count == sel)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tSelection.activeGameObject = w.gameObject;\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tEditorGUILayout.LabelField(\"Render Q\", dc.finalRenderQueue.ToString(), GUILayout.Width(120f));\n\t\t\t\tbool draw = (Visibility)EditorGUILayout.EnumPopup(dc.isActive ? Visibility.Visible : Visibility.Hidden) == Visibility.Visible;\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (dc.isActive != draw)\n\t\t\t\t{\n\t\t\t\t\tdc.isActive = draw;\n\t\t\t\t\tNGUITools.SetDirty(dc.manager);\n\t\t\t\t}\n\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tEditorGUILayout.LabelField(\"Triangles\", dc.triangles.ToString(), GUILayout.Width(120f));\n\n\t\t\t\tif (dc.manager != selectedPanel)\n\t\t\t\t{\n\t\t\t\t\tif (GUILayout.Button(\"Select the Panel\"))\n\t\t\t\t\t{\n\t\t\t\t\t\tSelection.activeGameObject = dc.manager.gameObject;\n\t\t\t\t\t}\n\t\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\t}\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (dc.manager.clipping != UIDrawCall.Clipping.None && !dc.isClipped)\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.HelpBox(\"You must switch this material's shader to Unlit/Transparent Colored or Unlit/Premultiplied Colored in order for clipping to work.\",\n\t\t\t\t\t\tMessageType.Warning);\n\t\t\t\t}\n\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t\tGUI.color = Color.white;\n\t\t\t}\n\t\t}\n\n\t\tif (dcCount == 0)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"No draw calls found\", MessageType.Info);\n\t\t}\n\t\tGUILayout.EndScrollView();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIDrawCallViewer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dfd51f6d22e704742bbfa42849ad6d43\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIEventTriggerEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n[CustomEditor(typeof(UIEventTrigger))]\npublic class UIEventTriggerEditor : Editor\n{\n\tUIEventTrigger mTrigger;\n\n\tvoid OnEnable ()\n\t{\n\t\tmTrigger = target as UIEventTrigger;\n\t\tEditorPrefs.SetBool(\"ET0\", EventDelegate.IsValid(mTrigger.onHoverOver));\n\t\tEditorPrefs.SetBool(\"ET1\", EventDelegate.IsValid(mTrigger.onHoverOut));\n\t\tEditorPrefs.SetBool(\"ET2\", EventDelegate.IsValid(mTrigger.onPress));\n\t\tEditorPrefs.SetBool(\"ET3\", EventDelegate.IsValid(mTrigger.onRelease));\n\t\tEditorPrefs.SetBool(\"ET4\", EventDelegate.IsValid(mTrigger.onSelect));\n\t\tEditorPrefs.SetBool(\"ET5\", EventDelegate.IsValid(mTrigger.onDeselect));\n\t\tEditorPrefs.SetBool(\"ET6\", EventDelegate.IsValid(mTrigger.onClick));\n\t\tEditorPrefs.SetBool(\"ET7\", EventDelegate.IsValid(mTrigger.onDoubleClick));\n\t\tEditorPrefs.SetBool(\"ETA\", EventDelegate.IsValid(mTrigger.onDragStart));\n\t\tEditorPrefs.SetBool(\"ET8\", EventDelegate.IsValid(mTrigger.onDragOver));\n\t\tEditorPrefs.SetBool(\"ET9\", EventDelegate.IsValid(mTrigger.onDragOut));\n\t\tEditorPrefs.SetBool(\"ETB\", EventDelegate.IsValid(mTrigger.onDragEnd));\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(3f);\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tbool minimalistic = NGUISettings.minimalisticLook;\n\t\tDrawEvents(\"ET0\", \"On Hover Over\", mTrigger.onHoverOver, minimalistic);\n\t\tDrawEvents(\"ET1\", \"On Hover Out\", mTrigger.onHoverOut, minimalistic);\n\t\tDrawEvents(\"ET2\", \"On Press\", mTrigger.onPress, minimalistic);\n\t\tDrawEvents(\"ET3\", \"On Release\", mTrigger.onRelease, minimalistic);\n\t\tDrawEvents(\"ET4\", \"On Select\", mTrigger.onSelect, minimalistic);\n\t\tDrawEvents(\"ET5\", \"On Deselect\", mTrigger.onDeselect, minimalistic);\n\t\tDrawEvents(\"ET6\", \"On Click/Tap\", mTrigger.onClick, minimalistic);\n\t\tDrawEvents(\"ET7\", \"On Double-Click/Tap\", mTrigger.onDoubleClick, minimalistic);\n\t\tDrawEvents(\"ETA\", \"On Drag Start\", mTrigger.onDragStart, minimalistic);\n\t\tDrawEvents(\"ET8\", \"On Drag Over\", mTrigger.onDragOver, minimalistic);\n\t\tDrawEvents(\"ET9\", \"On Drag Out\", mTrigger.onDragOut, minimalistic);\n\t\tDrawEvents(\"ETB\", \"On Drag End\", mTrigger.onDragEnd, minimalistic);\n\t}\n\n\tvoid DrawEvents (string key, string text, List<EventDelegate> list, bool minimalistic)\n\t{\n\t\tif (!NGUIEditorTools.DrawHeader(text, key, false, minimalistic)) return;\n\t\tNGUIEditorTools.BeginContents();\n\t\tEventDelegateEditor.Field(mTrigger, list, null, null, minimalistic);\n\t\tNGUIEditorTools.EndContents();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIEventTriggerEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8342876081aa9364485fc9d21d5f481f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIFontInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n// Dynamic font support contributed by the NGUI community members:\n// Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK.\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Inspector class used to view and edit UIFonts.\n/// </summary>\n\n[CustomEditor(typeof(UIFont))]\npublic class UIFontInspector : Editor\n{\n\tenum View\n\t{\n\t\tNothing,\n\t\tAtlas,\n\t\tFont,\n\t}\n\n\tenum FontType\n\t{\n\t\tBitmap,\n\t\tReference,\n\t\tDynamic,\n\t}\n\n\tstatic View mView = View.Font;\n\tstatic bool mUseShader = false;\n\n\tUIFont mFont;\n\tFontType mType = FontType.Bitmap;\n\tUIFont mReplacement = null;\n\tstring mSymbolSequence = \"\";\n\tstring mSymbolSprite = \"\";\n\tBMSymbol mSelectedSymbol = null;\n\tAnimationCurve mCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f));\n\n\tpublic override bool HasPreviewGUI () { return mView != View.Nothing; }\n\n\tvoid OnSelectFont (Object obj)\n\t{\n\t\t// Undo doesn't work correctly in this case... so I won't bother.\n\t\t//NGUIEditorTools.RegisterUndo(\"Font Change\");\n\t\t//NGUIEditorTools.RegisterUndo(\"Font Change\", mFont);\n\n\t\tmFont.replacement = obj as UIFont;\n\t\tmReplacement = mFont.replacement;\n\t\tNGUITools.SetDirty(mFont);\n\t}\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tif (mFont != null && mFont.atlas != obj)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Font Atlas\", mFont);\n\t\t\tmFont.atlas = obj as UIAtlas;\n\t\t\tMarkAsChanged();\n\t\t}\n\t}\n\n\tvoid MarkAsChanged ()\n\t{\n\t\tList<UILabel> labels = NGUIEditorTools.FindAll<UILabel>();\n\n\t\tforeach (UILabel lbl in labels)\n\t\t{\n\t\t\tif (UIFont.CheckIfRelated(lbl.bitmapFont, mFont))\n\t\t\t{\n\t\t\t\tlbl.bitmapFont = null;\n\t\t\t\tlbl.bitmapFont = mFont;\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tmFont = target as UIFont;\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tGUILayout.Space(6f);\n\n\t\tif (mFont.replacement != null)\n\t\t{\n\t\t\tmType = FontType.Reference;\n\t\t\tmReplacement = mFont.replacement;\n\t\t}\n\t\telse if (mFont.dynamicFont != null)\n\t\t{\n\t\t\tmType = FontType.Dynamic;\n\t\t}\n\n\t\tGUI.changed = false;\n\t\tGUILayout.BeginHorizontal();\n\t\tmType = (FontType)EditorGUILayout.EnumPopup(\"Font Type\", mType);\n\t\tNGUIEditorTools.DrawPadding();\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tif (mType == FontType.Bitmap)\n\t\t\t\tOnSelectFont(null);\n\n\t\t\tif (mType != FontType.Dynamic && mFont.dynamicFont != null)\n\t\t\t\tmFont.dynamicFont = null;\n\t\t}\n\n\t\tif (mType == FontType.Reference)\n\t\t{\n\t\t\tComponentSelector.Draw<UIFont>(mFont.replacement, OnSelectFont, true);\n\n\t\t\tGUILayout.Space(6f);\n\t\t\tEditorGUILayout.HelpBox(\"You can have one font simply point to \" +\n\t\t\t\t\"another one. This is useful if you want to be \" +\n\t\t\t\t\"able to quickly replace the contents of one \" +\n\t\t\t\t\"font with another one, for example for \" +\n\t\t\t\t\"swapping an SD font with an HD one, or \" +\n\t\t\t\t\"replacing an English font with a Chinese \" +\n\t\t\t\t\"one. All the labels referencing this font \" +\n\t\t\t\t\"will update their references to the new one.\", MessageType.Info);\n\n\t\t\tif (mReplacement != mFont && mFont.replacement != mReplacement)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font Change\", mFont);\n\t\t\t\tmFont.replacement = mReplacement;\n\t\t\t\tNGUITools.SetDirty(mFont);\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\t\telse if (mType == FontType.Dynamic)\n\t\t{\n#if UNITY_3_5\n\t\t\tEditorGUILayout.HelpBox(\"Dynamic fonts require Unity 4.0 or higher.\", MessageType.Error);\n#else\n\t\t\tFont fnt = EditorGUILayout.ObjectField(\"TTF Font\", mFont.dynamicFont, typeof(Font), false) as Font;\n\t\t\t\n\t\t\tif (fnt != mFont.dynamicFont)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font change\", mFont);\n\t\t\t\tmFont.dynamicFont = fnt;\n\t\t\t}\n\n\t\t\tMaterial mat = EditorGUILayout.ObjectField(\"Material\", mFont.material, typeof(Material), false) as Material;\n\n\t\t\tif (mFont.material != mat)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font Material\", mFont);\n\t\t\t\tmFont.material = mat;\n\t\t\t}\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tint size = EditorGUILayout.IntField(\"Default Size\", mFont.defaultSize, GUILayout.Width(120f));\n\t\t\tFontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle);\n\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (size != mFont.defaultSize)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font change\", mFont);\n\t\t\t\tmFont.defaultSize = size;\n\t\t\t}\n\n\t\t\tif (style != mFont.dynamicFontStyle)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font change\", mFont);\n\t\t\t\tmFont.dynamicFontStyle = style;\n\t\t\t}\n#endif\n\t\t}\n\t\telse\n\t\t{\n\t\t\tComponentSelector.Draw<UIAtlas>(mFont.atlas, OnSelectAtlas, true);\n\n\t\t\tif (mFont.atlas != null)\n\t\t\t{\n\t\t\t\tif (mFont.bmFont.isValid)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.DrawAdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false);\n\t\t\t\t}\n\t\t\t\tEditorGUILayout.Space();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// No atlas specified -- set the material and texture rectangle directly\n\t\t\t\tMaterial mat = EditorGUILayout.ObjectField(\"Material\", mFont.material, typeof(Material), false) as Material;\n\n\t\t\t\tif (mFont.material != mat)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font Material\", mFont);\n\t\t\t\t\tmFont.material = mat;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// For updating the font's data when importing from an external source, such as the texture packer\n\t\t\tbool resetWidthHeight = false;\n\n\t\t\tif (mFont.atlas != null || mFont.material != null)\n\t\t\t{\n\t\t\t\tTextAsset data = EditorGUILayout.ObjectField(\"Import Data\", null, typeof(TextAsset), false) as TextAsset;\n\n\t\t\t\tif (data != null)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Import Font Data\", mFont);\n\t\t\t\t\tBMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes);\n\t\t\t\t\tmFont.MarkAsChanged();\n\t\t\t\t\tresetWidthHeight = true;\n\t\t\t\t\tDebug.Log(\"Imported \" + mFont.bmFont.glyphCount + \" characters\");\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (mFont.bmFont.isValid)\n\t\t\t{\n\t\t\t\tTexture2D tex = mFont.texture;\n\n\t\t\t\tif (tex != null && mFont.atlas == null)\n\t\t\t\t{\n\t\t\t\t\t// Pixels are easier to work with than UVs\n\t\t\t\t\tRect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false);\n\n\t\t\t\t\t// Automatically set the width and height of the rectangle to be the original font texture's dimensions\n\t\t\t\t\tif (resetWidthHeight)\n\t\t\t\t\t{\n\t\t\t\t\t\tpixels.width = mFont.texWidth;\n\t\t\t\t\t\tpixels.height = mFont.texHeight;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Font sprite rectangle\n\t\t\t\t\tpixels = EditorGUILayout.RectField(\"Pixel Rect\", pixels);\n\n\t\t\t\t\t// Convert the pixel coordinates back to UV coordinates\n\t\t\t\t\tRect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height);\n\n\t\t\t\t\tif (mFont.uvRect != uvRect)\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Font Pixel Rect\", mFont);\n\t\t\t\t\t\tmFont.uvRect = uvRect;\n\t\t\t\t\t}\n\t\t\t\t\t//NGUIEditorTools.DrawSeparator();\n\t\t\t\t\tEditorGUILayout.Space();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Dynamic fonts don't support emoticons\n\t\tif (!mFont.isDynamic && mFont.bmFont.isValid)\n\t\t{\n\t\t\tif (mFont.atlas != null)\n\t\t\t{\n\t\t\t\tif (NGUIEditorTools.DrawHeader(\"Symbols and Emoticons\"))\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\t\t\tList<BMSymbol> symbols = mFont.symbols;\n\n\t\t\t\t\tfor (int i = 0; i < symbols.Count; )\n\t\t\t\t\t{\n\t\t\t\t\t\tBMSymbol sym = symbols[i];\n\n\t\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\t\tGUILayout.Label(sym.sequence, GUILayout.Width(40f));\n\t\t\t\t\t\tif (NGUIEditorTools.DrawSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite, GUILayout.MinWidth(100f)))\n\t\t\t\t\t\t\tmSelectedSymbol = sym;\n\n\t\t\t\t\t\tif (GUILayout.Button(\"Edit\", GUILayout.Width(40f)))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mFont.atlas != null)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUISettings.atlas = mFont.atlas;\n\t\t\t\t\t\t\t\tNGUISettings.selectedSprite = sym.spriteName;\n\t\t\t\t\t\t\t\tNGUIEditorTools.Select(mFont.atlas.gameObject);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tGUI.backgroundColor = Color.red;\n\n\t\t\t\t\t\tif (GUILayout.Button(\"X\", GUILayout.Width(22f)))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Remove symbol\", mFont);\n\t\t\t\t\t\t\tmSymbolSequence = sym.sequence;\n\t\t\t\t\t\t\tmSymbolSprite = sym.spriteName;\n\t\t\t\t\t\t\tsymbols.Remove(sym);\n\t\t\t\t\t\t\tmFont.MarkAsChanged();\n\t\t\t\t\t\t}\n\t\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t\t\tGUILayout.Space(4f);\n\t\t\t\t\t\t++i;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (symbols.Count > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUILayout.Space(6f);\n\t\t\t\t\t}\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tmSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f));\n\t\t\t\t\tNGUIEditorTools.DrawSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite);\n\n\t\t\t\t\tbool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite);\n\t\t\t\t\tGUI.backgroundColor = isValid ? Color.green : Color.grey;\n\n\t\t\t\t\tif (GUILayout.Button(\"Add\", GUILayout.Width(40f)) && isValid)\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Add symbol\", mFont);\n\t\t\t\t\t\tmFont.AddSymbol(mSymbolSequence, mSymbolSprite);\n\t\t\t\t\t\tmFont.MarkAsChanged();\n\t\t\t\t\t\tmSymbolSequence = \"\";\n\t\t\t\t\t\tmSymbolSprite = \"\";\n\t\t\t\t\t}\n\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\t\tif (symbols.Count == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tEditorGUILayout.HelpBox(\"Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.\", MessageType.Info);\n\t\t\t\t\t}\n\t\t\t\t\telse GUILayout.Space(4f);\n\n\t\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (mFont.bmFont != null && mFont.bmFont.isValid)\n\t\t{\n\t\t\tif (NGUIEditorTools.DrawHeader(\"Modify\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\t\tUISpriteData sd = mFont.sprite;\n\n\t\t\t\tbool disable = (sd != null && (sd.paddingLeft != 0 || sd.paddingBottom != 0));\n\t\t\t\tEditorGUI.BeginDisabledGroup(disable || mFont.packedFontShader);\n\n\t\t\t\tEditorGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tEditorGUILayout.BeginVertical();\n\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\tNGUISettings.foregroundColor = EditorGUILayout.ColorField(\"Foreground\", NGUISettings.foregroundColor);\n\t\t\t\tNGUISettings.backgroundColor = EditorGUILayout.ColorField(\"Background\", NGUISettings.backgroundColor);\n\t\t\t\tGUILayout.EndVertical();\n\t\t\t\tmCurve = EditorGUILayout.CurveField(\"\", mCurve, GUILayout.Width(40f), GUILayout.Height(40f));\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (GUILayout.Button(\"Add a Shadow\")) ApplyEffect(Effect.Shadow, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\t\t\t\tif (GUILayout.Button(\"Add a Soft Outline\")) ApplyEffect(Effect.Outline, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\t\t\t\tif (GUILayout.Button(\"Rebalance Colors\")) ApplyEffect(Effect.Rebalance, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\t\t\t\tif (GUILayout.Button(\"Apply Curve to Alpha\")) ApplyEffect(Effect.AlphaCurve, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\t\t\t\tif (GUILayout.Button(\"Apply Curve to Foreground\")) ApplyEffect(Effect.ForegroundCurve, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\t\t\t\tif (GUILayout.Button(\"Apply Curve to Background\")) ApplyEffect(Effect.BackgroundCurve, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\n\t\t\t\tGUILayout.Space(10f);\n\t\t\t\tif (GUILayout.Button(\"Add Transparent Border (+1)\")) ApplyEffect(Effect.Border, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\t\t\t\tif (GUILayout.Button(\"Remove Border (-1)\")) ApplyEffect(Effect.Crop, NGUISettings.foregroundColor, NGUISettings.backgroundColor);\n\n\t\t\t\tEditorGUILayout.EndVertical();\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tEditorGUILayout.EndHorizontal();\n\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\tif (disable)\n\t\t\t\t{\n\t\t\t\t\tGUILayout.Space(3f);\n\t\t\t\t\tEditorGUILayout.HelpBox(\"The sprite used by this font has been trimmed and is not suitable for modification. \" +\n\t\t\t\t\t\t\"Try re-adding this sprite with 'Trim Alpha' disabled.\", MessageType.Warning);\n\t\t\t\t}\n\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t}\n\t\t}\n\n\t\t// The font must be valid at this point for the rest of the options to show up\n\t\tif (mFont.isDynamic || mFont.bmFont.isValid)\n\t\t{\n\t\t\tif (mFont.atlas == null)\n\t\t\t{\n\t\t\t\tmView = View.Font;\n\t\t\t\tmUseShader = false;\n\t\t\t}\n\t\t}\n\n\t\t// Preview option\n\t\tif (!mFont.isDynamic && mFont.atlas != null)\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tmView = (View)EditorGUILayout.EnumPopup(\"Preview\", mView);\n\t\t\t\tGUILayout.Label(\"Shader\", GUILayout.Width(45f));\n\t\t\t\tmUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f));\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// \"New Sprite\" selection.\n\t/// </summary>\n\n\tvoid SelectSymbolSprite (string spriteName)\n\t{\n\t\tmSymbolSprite = spriteName;\n\t\tRepaint();\n\t}\n\n\t/// <summary>\n\t/// Existing sprite selection.\n\t/// </summary>\n\n\tvoid ChangeSymbolSprite (string spriteName)\n\t{\n\t\tif (mSelectedSymbol != null && mFont != null)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Change symbol\", mFont);\n\t\t\tmSelectedSymbol.spriteName = spriteName;\n\t\t\tRepaint();\n\t\t\tmFont.MarkAsChanged();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw the font preview window.\n\t/// </summary>\n\n\tpublic override void OnPreviewGUI (Rect rect, GUIStyle background)\n\t{\n\t\tmFont = target as UIFont;\n\t\tif (mFont == null) return;\n\t\tTexture2D tex = mFont.texture;\n\n\t\tif (mView != View.Nothing && tex != null)\n\t\t{\n\t\t\tMaterial m = (mUseShader ? mFont.material : null);\n\n\t\t\tif (mView == View.Font && mFont.atlas != null && mFont.sprite != null)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawSprite(tex, rect, mFont.sprite, Color.white, m);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawTexture(tex, rect, new Rect(0f, 0f, 1f, 1f), Color.white, m);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite selection callback.\n\t/// </summary>\n\n\tvoid SelectSprite (string spriteName)\n\t{\n\t\tNGUIEditorTools.RegisterUndo(\"Font Sprite\", mFont);\n\t\tmFont.spriteName = spriteName;\n\t\tRepaint();\n\t}\n\n\tenum Effect\n\t{\n\t\tRebalance,\n\t\tForegroundCurve,\n\t\tBackgroundCurve,\n\t\tAlphaCurve,\n\t\tBorder,\n\t\tShadow,\n\t\tOutline,\n\t\tCrop,\n\t}\n\n\t/// <summary>\n\t/// Apply an effect to the font.\n\t/// </summary>\n\n\tvoid ApplyEffect (Effect effect, Color foreground, Color background)\n\t{\n\t\tBMFont bf = mFont.bmFont;\n\t\tint offsetX = 0;\n\t\tint offsetY = 0;\n\n\t\tif (mFont.atlas != null)\n\t\t{\n\t\t\tUISpriteData sd = mFont.atlas.GetSprite(bf.spriteName);\n\t\t\tif (sd == null) return;\n\t\t\toffsetX = sd.x;\n\t\t\toffsetY = sd.y + mFont.texHeight - sd.paddingTop;\n\t\t}\n\n\t\tstring path = AssetDatabase.GetAssetPath(mFont.texture);\n\t\tTexture2D bfTex = NGUIEditorTools.ImportTexture(path, true, true, false);\n\t\tColor32[] atlas = bfTex.GetPixels32();\n\n\t\t// First we need to extract textures for all the glyphs, making them bigger in the process\n\t\tList<BMGlyph> glyphs = bf.glyphs;\n\t\tList<Texture2D> glyphTextures = new List<Texture2D>(glyphs.Count);\n\n\t\tfor (int i = 0, imax = glyphs.Count; i < imax; ++i)\n\t\t{\n\t\t\tBMGlyph glyph = glyphs[i];\n\t\t\tif (glyph.width < 1 || glyph.height < 1) continue;\n\n\t\t\tint width = glyph.width;\n\t\t\tint height = glyph.height;\n\n\t\t\tif (effect == Effect.Outline || effect == Effect.Shadow || effect == Effect.Border)\n\t\t\t{\n\t\t\t\twidth += 2;\n\t\t\t\theight += 2;\n\t\t\t\t--glyph.offsetX;\n\t\t\t\t--glyph.offsetY;\n\t\t\t}\n\t\t\telse if (effect == Effect.Crop && width > 2 && height > 2)\n\t\t\t{\n\t\t\t\twidth -= 2;\n\t\t\t\theight -= 2;\n\t\t\t\t++glyph.offsetX;\n\t\t\t\t++glyph.offsetY;\n\t\t\t}\n\n\t\t\tint size = width * height;\n\t\t\tColor32[] colors = new Color32[size];\n\t\t\tColor32 clear = background;\n\t\t\tclear.a = 0;\n\t\t\tfor (int b = 0; b < size; ++b) colors[b] = clear;\n\n\t\t\tif (effect == Effect.Crop)\n\t\t\t{\n\t\t\t\tfor (int y = 0; y < height; ++y)\n\t\t\t\t{\n\t\t\t\t\tfor (int x = 0; x < width; ++x)\n\t\t\t\t\t{\n\t\t\t\t\t\tint fx = x + glyph.x + offsetX + 1;\n\t\t\t\t\t\tint fy = y + (mFont.texHeight - glyph.y - glyph.height) + 1;\n\t\t\t\t\t\tif (mFont.atlas != null) fy += bfTex.height - offsetY;\n\t\t\t\t\t\tcolors[x + y * width] = atlas[fx + fy * bfTex.width];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor (int y = 0; y < glyph.height; ++y)\n\t\t\t\t{\n\t\t\t\t\tfor (int x = 0; x < glyph.width; ++x)\n\t\t\t\t\t{\n\t\t\t\t\t\tint fx = x + glyph.x + offsetX;\n\t\t\t\t\t\tint fy = y + (mFont.texHeight - glyph.y - glyph.height);\n\t\t\t\t\t\tif (mFont.atlas != null) fy += bfTex.height - offsetY;\n\n\t\t\t\t\t\tColor c = atlas[fx + fy * bfTex.width];\n\n\t\t\t\t\t\tif (effect == Effect.Border)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcolors[x + 1 + (y + 1) * width] = c;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (effect == Effect.AlphaCurve) c.a = Mathf.Clamp01(mCurve.Evaluate(c.a));\n\n\t\t\t\t\t\t\tColor bg = background;\n\t\t\t\t\t\t\tbg.a = (effect == Effect.BackgroundCurve) ? Mathf.Clamp01(mCurve.Evaluate(c.a)) : c.a;\n\n\t\t\t\t\t\t\tColor fg = foreground;\n\t\t\t\t\t\t\tfg.a = (effect == Effect.ForegroundCurve) ? Mathf.Clamp01(mCurve.Evaluate(c.a)) : c.a;\n\n\t\t\t\t\t\t\tif (effect == Effect.Outline || effect == Effect.Shadow)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tcolors[x + 1 + (y + 1) * width] = Color.Lerp(bg, c, c.a);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tcolors[x + y * width] = Color.Lerp(bg, fg, c.a);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Apply the appropriate affect\n\t\t\t\tif (effect == Effect.Shadow) NGUIEditorTools.AddShadow(colors, width, height, NGUISettings.backgroundColor);\n\t\t\t\telse if (effect == Effect.Outline) NGUIEditorTools.AddDepth(colors, width, height, NGUISettings.backgroundColor);\n\t\t\t}\n\n\t\t\tTexture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);\n\t\t\ttex.SetPixels32(colors);\n\t\t\ttex.Apply();\n\t\t\tglyphTextures.Add(tex);\n\t\t}\n\n\t\t// Pack all glyphs into a new texture\n\t\tTexture2D final = new Texture2D(bfTex.width, bfTex.height, TextureFormat.ARGB32, false);\n\t\tRect[] rects = final.PackTextures(glyphTextures.ToArray(), 1);\n\t\tfinal.Apply();\n\n\t\t// Make RGB channel use the background color (Unity makes it black by default)\n\t\tColor32[] fcs = final.GetPixels32();\n\t\tColor32 bc = background;\n\n\t\tfor (int i = 0, imax = fcs.Length; i < imax; ++i)\n\t\t{\n\t\t\tif (fcs[i].a == 0)\n\t\t\t{\n\t\t\t\tfcs[i].r = bc.r;\n\t\t\t\tfcs[i].g = bc.g;\n\t\t\t\tfcs[i].b = bc.b;\n\t\t\t}\n\t\t}\n\n\t\tfinal.SetPixels32(fcs);\n\t\tfinal.Apply();\n\n\t\t// Update the glyph rectangles\n\t\tint index = 0;\n\t\tint tw = final.width;\n\t\tint th = final.height;\n\n\t\tfor (int i = 0, imax = glyphs.Count; i < imax; ++i)\n\t\t{\n\t\t\tBMGlyph glyph = glyphs[i];\n\t\t\tif (glyph.width < 1 || glyph.height < 1) continue;\n\n\t\t\tRect rect = rects[index++];\n\t\t\tglyph.x = Mathf.RoundToInt(rect.x * tw);\n\t\t\tglyph.y = Mathf.RoundToInt(rect.y * th);\n\t\t\tglyph.width = Mathf.RoundToInt(rect.width * tw);\n\t\t\tglyph.height = Mathf.RoundToInt(rect.height * th);\n\t\t\tglyph.y = th - glyph.y - glyph.height;\n\t\t}\n\n\t\t// Update the font's texture dimensions\n\t\tmFont.texWidth = final.width;\n\t\tmFont.texHeight = final.height;\n\n\t\tif (mFont.atlas == null)\n\t\t{\n\t\t\t// Save the final texture\n\t\t\tbyte[] bytes = final.EncodeToPNG();\n\t\t\tNGUITools.DestroyImmediate(final);\n\t\t\tSystem.IO.File.WriteAllBytes(path, bytes);\n\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Update the atlas\n\t\t\tfinal.name = mFont.spriteName;\n\t\t\tbool val = NGUISettings.atlasTrimming;\n\t\t\tNGUISettings.atlasTrimming = false;\n\t\t\tUIAtlasMaker.AddOrUpdate(mFont.atlas, final);\n\t\t\tNGUISettings.atlasTrimming = val;\n\t\t\tNGUITools.DestroyImmediate(final);\n\t\t}\n\n\t\t// Cleanup\n\t\tfor (int i = 0; i < glyphTextures.Count; ++i)\n\t\t\tNGUITools.DestroyImmediate(glyphTextures[i]);\n\n\t\t// Refresh all labels\n\t\tmFont.MarkAsChanged();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIFontInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a1bf769ed077fac4b821591f35174d8a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIFontMaker.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\nusing System.Text;\nusing System.IO;\n\n/// <summary>\n/// Font maker lets you create font prefabs with a single click of a button.\n/// </summary>\n\npublic class UIFontMaker : EditorWindow\n{\n\tpublic enum FontType\n\t{\n\t\tGeneratedBitmap,\t// Bitmap font, created from a dynamic font using FreeType\n\t\tImportedBitmap,\t\t// Imported bitmap font, created using BMFont or another external tool\n\t\tDynamic,\t\t\t// Dynamic font, used as-is\n\t}\n\n\tpublic enum Create\n\t{\n\t\tNone,\n\t\tBitmap,\t\t// Bitmap font, created from a dynamic font using FreeType\n\t\tImport,\t\t// Imported bitmap font\n\t\tDynamic,\t// Dynamic font, used as-is\n\t}\n\n\tpublic enum CharacterMap\n\t{\n\t\tNumeric,\t// 0 through 9\n\t\tAscii,\t\t// Character IDs 32 through 127\n\t\tLatin,\t\t// Ascii + various accented character such as \"é\"\n\t\tCustom,\t\t// Only explicitly specified characters will be included\n\t}\n\n\t[System.NonSerialized] FontType mType = FontType.GeneratedBitmap;\n\t[System.NonSerialized] int mFaceIndex = 0;\n\n\t/// <summary>\n\t/// Type of character map chosen for export.\n\t/// </summary>\n\n\tstatic CharacterMap characterMap\n\t{\n\t\tget { return (CharacterMap)NGUISettings.GetInt(\"NGUI Character Map\", (int)CharacterMap.Ascii); }\n\t\tset { NGUISettings.SetInt(\"NGUI Character Map\", (int)value); }\n\t}\n\n\t/// <summary>\n\t/// Update all labels associated with this font.\n\t/// </summary>\n\n\tvoid MarkAsChanged ()\n\t{\n\t\tObject obj = (Object)NGUISettings.FMFont ?? (Object)NGUISettings.BMFont;\n\n\t\tif (obj != null)\n\t\t{\n\t\t\tList<UILabel> labels = NGUIEditorTools.FindAll<UILabel>();\n\n\t\t\tforeach (UILabel lbl in labels)\n\t\t\t{\n\t\t\t\tif (lbl.ambigiousFont == obj)\n\t\t\t\t{\n\t\t\t\t\tlbl.ambigiousFont = null;\n\t\t\t\t\tlbl.ambigiousFont = obj;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Atlas selection callback.\n\t/// </summary>\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tif (NGUISettings.atlas != obj)\n\t\t{\n\t\t\tNGUISettings.atlas = obj as UIAtlas;\n\t\t\tRepaint();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Refresh the window on selection.\n\t/// </summary>\n\n\tvoid OnSelectionChange () { Repaint(); }\n\n\tvoid OnUnityFont (Object obj)\n\t{\n\t\tNGUISettings.FMFont = (Font)obj;\n\t\tRepaint();\n\t}\n\n\t/// <summary>\n\t/// Draw the UI for this tool.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tObject fnt = (Object)NGUISettings.FMFont ?? (Object)NGUISettings.BMFont;\n\t\tUIFont uiFont = (fnt as UIFont);\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tGUILayout.Space(3f);\n\n\t\tNGUIEditorTools.DrawHeader(\"Input\", true);\n\t\tNGUIEditorTools.BeginContents(false);\n\n\t\tGUILayout.BeginHorizontal();\n\t\tmType = (FontType)EditorGUILayout.EnumPopup(\"Type\", mType, GUILayout.MinWidth(200f));\n\t\tNGUIEditorTools.DrawPadding();\n\t\tGUILayout.EndHorizontal();\n\t\tCreate create = Create.None;\n\n\t\tif (mType == FontType.ImportedBitmap)\n\t\t{\n\t\t\tNGUISettings.fontData = EditorGUILayout.ObjectField(\"Font Data\", NGUISettings.fontData, typeof(TextAsset), false) as TextAsset;\n\t\t\tNGUISettings.fontTexture = EditorGUILayout.ObjectField(\"Texture\", NGUISettings.fontTexture, typeof(Texture2D), false, GUILayout.Width(140f)) as Texture2D;\n\t\t\tNGUIEditorTools.EndContents();\n\n\t\t\t// Draw the atlas selection only if we have the font data and texture specified, just to make it easier\n\t\t\tEditorGUI.BeginDisabledGroup(NGUISettings.fontData == null || NGUISettings.fontTexture == null);\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawHeader(\"Output\", true);\n\t\t\t\tNGUIEditorTools.BeginContents(false);\n\t\t\t\tComponentSelector.Draw<UIAtlas>(NGUISettings.atlas, OnSelectAtlas, false);\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tif (NGUISettings.fontData == null)\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"To create a font from a previously exported FNT file, you need to use BMFont on \" +\n\t\t\t\t\t\"Windows or your choice of Glyph Designer or the less expensive bmGlyph on the Mac.\\n\\n\" +\n\t\t\t\t\t\"Either of these tools will create a FNT file for you that you will drag & drop into the field above.\", MessageType.Info);\n\t\t\t}\n\t\t\telse if (NGUISettings.fontTexture == null)\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"When exporting your font, you should get two files: the FNT, and the texture. Only one texture can be used per font.\", MessageType.Info);\n\t\t\t}\n\t\t\telse if (NGUISettings.atlas == null)\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"You can create a font that doesn't use a texture atlas. This will mean that the text \" +\n\t\t\t\t\t\"labels using this font will generate an extra draw call.\\n\\nIf you do specify an atlas, the font's texture will be added to it automatically.\", MessageType.Info);\n\t\t\t}\n\n\t\t\tEditorGUI.BeginDisabledGroup(NGUISettings.fontData == null || NGUISettings.fontTexture == null);\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tif (GUILayout.Button(\"Create the Font\")) create = Create.Import;\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tif (NGUIEditorTools.DrawPrefixButton(\"Source\"))\n\t\t\t\tComponentSelector.Show<Font>(OnUnityFont, new string[] { \".ttf\", \".otf\" });\n\n\t\t\tFont ttf = EditorGUILayout.ObjectField(NGUISettings.FMFont, typeof(Font), false) as Font;\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tNGUISettings.FMSize = EditorGUILayout.IntField(\"Size\", NGUISettings.FMSize, GUILayout.Width(120f));\n\n\t\t\t\tif (mType == FontType.Dynamic)\n\t\t\t\t{\n\t\t\t\t\tNGUISettings.fontStyle = (FontStyle)EditorGUILayout.EnumPopup(NGUISettings.fontStyle);\n\t\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t// Choose the font style if there are multiple faces present\n\t\t\tif (mType == FontType.GeneratedBitmap)\n\t\t\t{\n\t\t\t\tif (!FreeType.isPresent)\n\t\t\t\t{\n\t\t\t\t\tstring filename = (Application.platform == RuntimePlatform.WindowsEditor) ? \"FreeType.dll\" : \"FreeType.dylib\";\n\t\t\t\t\tEditorGUILayout.HelpBox(filename + \" is missing\", MessageType.Error);\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tGUILayout.Space(20f);\n\n\t\t\t\t\tif (GUILayout.Button(\"Find \" + filename))\n\t\t\t\t\t{\n\t\t\t\t\t\tstring path = EditorUtility.OpenFilePanel(\"Find \" + filename, NGUISettings.currentPath,\n\t\t\t\t\t\t\t(Application.platform == RuntimePlatform.WindowsEditor) ? \"dll\" : \"dylib\");\n\n\t\t\t\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (System.IO.Path.GetFileName(path) == filename)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);\n\t\t\t\t\t\t\t\tNGUISettings.pathToFreeType = path;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse Debug.LogError(\"The library must be named '\" + filename + \"'\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tGUILayout.Space(20f);\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t}\n\t\t\t\telse if (ttf != null)\n\t\t\t\t{\n\t\t\t\t\tstring[] faces = FreeType.GetFaces(ttf);\n\n\t\t\t\t\tif (faces != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mFaceIndex >= faces.Length) mFaceIndex = 0;\n\n\t\t\t\t\t\tif (faces.Length > 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUILayout.Label(\"Style\", EditorStyles.boldLabel);\n\t\t\t\t\t\t\tfor (int i = 0; i < faces.Length; ++i)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\t\t\t\tGUILayout.Space(10f);\n\t\t\t\t\t\t\t\tif (DrawOption(i == mFaceIndex, \" \" + faces[i]))\n\t\t\t\t\t\t\t\t\tmFaceIndex = i;\n\t\t\t\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tNGUISettings.fontKerning = EditorGUILayout.Toggle(\"Kerning\", NGUISettings.fontKerning);\n\n\t\t\t\t\tGUILayout.Label(\"Characters\", EditorStyles.boldLabel);\n\n\t\t\t\t\tCharacterMap cm = characterMap;\n\n\t\t\t\t\tGUILayout.BeginHorizontal(GUILayout.Width(100f));\n\t\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\t\tGUI.changed = false;\n\t\t\t\t\tif (DrawOption(cm == CharacterMap.Numeric, \" Numeric\")) cm = CharacterMap.Numeric;\n\t\t\t\t\tif (DrawOption(cm == CharacterMap.Ascii, \" ASCII\")) cm = CharacterMap.Ascii;\n\t\t\t\t\tif (DrawOption(cm == CharacterMap.Latin, \" Latin\")) cm = CharacterMap.Latin;\n\t\t\t\t\tif (DrawOption(cm == CharacterMap.Custom, \" Custom\")) cm = CharacterMap.Custom;\n\t\t\t\t\tif (GUI.changed) characterMap = cm;\n\t\t\t\t\tGUILayout.EndVertical();\n\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(cm != CharacterMap.Custom);\n\t\t\t\t\t{\n\t\t\t\t\t\tif (cm != CharacterMap.Custom)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring chars = \"\";\n\n\t\t\t\t\t\t\tif (cm == CharacterMap.Ascii)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tfor (int i = 33; i < 127; ++i)\n\t\t\t\t\t\t\t\t\tchars += System.Convert.ToChar(i);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (cm == CharacterMap.Numeric)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tchars = \"0123456789\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse if (cm == CharacterMap.Latin)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tfor (int i = 33; i < 127; ++i)\n\t\t\t\t\t\t\t\t\tchars += System.Convert.ToChar(i);\n\n\t\t\t\t\t\t\t\tfor (int i = 161; i < 256; ++i)\n\t\t\t\t\t\t\t\t\tchars += System.Convert.ToChar(i);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tNGUISettings.charsToInclude = chars;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tGUI.changed = false;\n\n\t\t\t\t\t\tstring text = NGUISettings.charsToInclude;\n\n\t\t\t\t\t\tif (cm == CharacterMap.Custom)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\ttext = EditorGUILayout.TextArea(text, GUI.skin.textArea,\n\t\t\t\t\t\t\t\tGUILayout.Height(80f), GUILayout.Width(Screen.width - 100f));\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUILayout.Label(text, GUI.skin.textArea,\n\t\t\t\t\t\t\t\tGUILayout.Height(80f), GUILayout.Width(Screen.width - 100f));\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (GUI.changed)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstring final = \"\";\n\n\t\t\t\t\t\t\tfor (int i = 0; i < text.Length; ++i)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tchar c = text[i];\n\t\t\t\t\t\t\t\tif (c < 33) continue;\n\t\t\t\t\t\t\t\tstring s = c.ToString();\n\t\t\t\t\t\t\t\tif (!final.Contains(s)) final += s;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (final.Length > 0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tchar[] chars = final.ToCharArray();\n\t\t\t\t\t\t\t\tSystem.Array.Sort(chars);\n\t\t\t\t\t\t\t\tfinal = new string(chars);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse final = \"\";\n\n\t\t\t\t\t\t\tNGUISettings.charsToInclude = final;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t}\n\t\t\t}\n\t\t\tNGUIEditorTools.EndContents();\n\n\t\t\tif (mType == FontType.Dynamic)\n\t\t\t{\n\t\t\t\tEditorGUI.BeginDisabledGroup(ttf == null);\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tif (GUILayout.Button(\"Create the Font\")) create = Create.Dynamic;\n\t\t\t\tGUILayout.Space(20f);\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\tEditorGUI.EndDisabledGroup();\n#if UNITY_3_5\n\t\t\t\tEditorGUILayout.HelpBox(\"Dynamic fonts require Unity 4.0 or higher.\", MessageType.Error);\n#else\n\t\t\t\t// Helpful info\n\t\t\t\tif (ttf == null)\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.HelpBox(\"You don't have to create a UIFont to use dynamic fonts. You can just reference the Unity Font directly on the label.\", MessageType.Info);\n\t\t\t\t}\n\t\t\t\tEditorGUILayout.HelpBox(\"Please note that dynamic fonts can't be made a part of an atlas, and using dynamic fonts will result in at least one extra draw call.\", MessageType.Warning);\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tbool isBuiltIn = (ttf != null) && string.IsNullOrEmpty(UnityEditor.AssetDatabase.GetAssetPath(ttf));\n\n\t\t\t\t// Draw the atlas selection only if we have the font data and texture specified, just to make it easier\n\t\t\t\tEditorGUI.BeginDisabledGroup(ttf == null || isBuiltIn || !FreeType.isPresent);\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.DrawHeader(\"Output\", true);\n\t\t\t\t\tNGUIEditorTools.BeginContents(false);\n\t\t\t\t\tComponentSelector.Draw<UIAtlas>(NGUISettings.atlas, OnSelectAtlas, false);\n\t\t\t\t\tNGUIEditorTools.EndContents();\n\n\t\t\t\t\tif (ttf == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tEditorGUILayout.HelpBox(\"You can create a bitmap font by specifying a dynamic font to use as the source.\", MessageType.Info);\n\t\t\t\t\t}\n\t\t\t\t\telse if (isBuiltIn)\n\t\t\t\t\t{\n\t\t\t\t\t\tEditorGUILayout.HelpBox(\"You chose an embedded font. You can't create a bitmap font from an embedded resource.\", MessageType.Warning);\n\t\t\t\t\t}\n\t\t\t\t\telse if (NGUISettings.atlas == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tEditorGUILayout.HelpBox(\"You can create a font that doesn't use a texture atlas. This will mean that the text \" +\n\t\t\t\t\t\t\t\"labels using this font will generate an extra draw call.\\n\\nIf you do specify an atlas, the font's texture will be added to it automatically.\", MessageType.Info);\n\t\t\t\t\t}\n\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tGUILayout.Space(20f);\n\t\t\t\t\tif (GUILayout.Button(\"Create the Font\")) create = Create.Bitmap;\n\t\t\t\t\tGUILayout.Space(20f);\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t}\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t}\n\t\t}\n\n\t\tif (create == Create.None) return;\n\n\t\t// Open the \"Save As\" file dialog\n#if UNITY_3_5\n\t\tstring prefabPath = EditorUtility.SaveFilePanel(\"Save As\",\n\t\t\tNGUISettings.currentPath, \"New Font.prefab\", \"prefab\");\n#else\n\t\tstring prefabPath = EditorUtility.SaveFilePanelInProject(\"Save As\",\n\t\t\t\"New Font.prefab\", \"prefab\", \"Save font as...\", NGUISettings.currentPath);\n#endif\n\t\tif (string.IsNullOrEmpty(prefabPath)) return;\n\t\tNGUISettings.currentPath = System.IO.Path.GetDirectoryName(prefabPath);\n\n\t\t// Load the font's prefab\n\t\tGameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;\n\t\tObject prefab = null;\n\t\tstring fontName;\n\n\t\t// Font doesn't exist yet\n\t\tif (go == null || go.GetComponent<UIFont>() == null)\n\t\t{\n\t\t\t// Create a new prefab for the atlas\n\t\t\tprefab = PrefabUtility.CreateEmptyPrefab(prefabPath);\n\n\t\t\tfontName = prefabPath.Replace(\".prefab\", \"\");\n\t\t\tfontName = fontName.Substring(prefabPath.LastIndexOfAny(new char[] { '/', '\\\\' }) + 1);\n\n\t\t\t// Create a new game object for the font\n\t\t\tgo = new GameObject(fontName);\n\t\t\tuiFont = go.AddComponent<UIFont>();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tuiFont = go.GetComponent<UIFont>();\n\t\t\tfontName = go.name;\n\t\t}\n\n\t\tif (create == Create.Dynamic)\n\t\t{\n\t\t\tuiFont.atlas = null;\n\t\t\tuiFont.dynamicFont = NGUISettings.FMFont;\n\t\t\tuiFont.dynamicFontStyle = NGUISettings.fontStyle;\n\t\t\tuiFont.defaultSize = NGUISettings.FMSize;\n\t\t}\n\t\telse if (create == Create.Import)\n\t\t{\n\t\t\tMaterial mat = null;\n\n\t\t\tif (NGUISettings.atlas != null)\n\t\t\t{\n\t\t\t\t// Add the font's texture to the atlas\n\t\t\t\tUIAtlasMaker.AddOrUpdate(NGUISettings.atlas, NGUISettings.fontTexture);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Create a material for the font\n\t\t\t\tstring matPath = prefabPath.Replace(\".prefab\", \".mat\");\n\t\t\t\tmat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;\n\n\t\t\t\t// If the material doesn't exist, create it\n\t\t\t\tif (mat == null)\n\t\t\t\t{\n\t\t\t\t\tShader shader = Shader.Find(\"Unlit/Transparent Colored\");\n\t\t\t\t\tmat = new Material(shader);\n\n\t\t\t\t\t// Save the material\n\t\t\t\t\tAssetDatabase.CreateAsset(mat, matPath);\n\t\t\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\n\t\t\t\t\t// Load the material so it's usable\n\t\t\t\t\tmat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;\n\t\t\t\t}\n\n\t\t\t\tmat.mainTexture = NGUISettings.fontTexture;\n\t\t\t}\n\n\t\t\tuiFont.dynamicFont = null;\n\t\t\tBMFontReader.Load(uiFont.bmFont, NGUITools.GetHierarchy(uiFont.gameObject), NGUISettings.fontData.bytes);\n\n\t\t\tif (NGUISettings.atlas == null)\n\t\t\t{\n\t\t\t\tuiFont.atlas = null;\n\t\t\t\tuiFont.material = mat;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tuiFont.spriteName = NGUISettings.fontTexture.name;\n\t\t\t\tuiFont.atlas = NGUISettings.atlas;\n\t\t\t}\n\t\t\tNGUISettings.FMSize = uiFont.defaultSize;\n\t\t}\n\t\telse if (create == Create.Bitmap)\n\t\t{\n\t\t\t// Create the bitmap font\n\t\t\tBMFont bmFont;\n\t\t\tTexture2D tex;\n\n\t\t\tif (FreeType.CreateFont(\n\t\t\t\tNGUISettings.FMFont,\n\t\t\t\tNGUISettings.FMSize, mFaceIndex,\n\t\t\t\tNGUISettings.fontKerning,\n\t\t\t\tNGUISettings.charsToInclude, 1, out bmFont, out tex))\n\t\t\t{\n\t\t\t\tuiFont.bmFont = bmFont;\n\t\t\t\ttex.name = fontName;\n\n\t\t\t\tif (NGUISettings.atlas != null)\n\t\t\t\t{\n\t\t\t\t\t// Add this texture to the atlas and destroy it\n\t\t\t\t\tUIAtlasMaker.AddOrUpdate(NGUISettings.atlas, tex);\n\t\t\t\t\tNGUITools.DestroyImmediate(tex);\n\t\t\t\t\tNGUISettings.fontTexture = null;\n\t\t\t\t\ttex = null;\n\n\t\t\t\t\tuiFont.atlas = NGUISettings.atlas;\n\t\t\t\t\tuiFont.spriteName = fontName;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tstring texPath = prefabPath.Replace(\".prefab\", \".png\");\n\t\t\t\t\tstring matPath = prefabPath.Replace(\".prefab\", \".mat\");\n\n\t\t\t\t\tbyte[] png = tex.EncodeToPNG();\n\t\t\t\t\tFileStream fs = File.OpenWrite(texPath);\n\t\t\t\t\tfs.Write(png, 0, png.Length);\n\t\t\t\t\tfs.Close();\n\n\t\t\t\t\t// See if the material already exists\n\t\t\t\t\tMaterial mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;\n\n\t\t\t\t\t// If the material doesn't exist, create it\n\t\t\t\t\tif (mat == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tShader shader = Shader.Find(\"Unlit/Transparent Colored\");\n\t\t\t\t\t\tmat = new Material(shader);\n\n\t\t\t\t\t\t// Save the material\n\t\t\t\t\t\tAssetDatabase.CreateAsset(mat, matPath);\n\t\t\t\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\n\t\t\t\t\t\t// Load the material so it's usable\n\t\t\t\t\t\tmat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;\n\t\t\t\t\t}\n\t\t\t\t\telse AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\n\t\t\t\t\t// Re-load the texture\n\t\t\t\t\ttex = AssetDatabase.LoadAssetAtPath(texPath, typeof(Texture2D)) as Texture2D;\n\n\t\t\t\t\t// Assign the texture\n\t\t\t\t\tmat.mainTexture = tex;\n\t\t\t\t\tNGUISettings.fontTexture = tex;\n\n\t\t\t\t\tuiFont.atlas = null;\n\t\t\t\t\tuiFont.material = mat;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse return;\n\t\t}\n\n\t\tif (prefab != null)\n\t\t{\n\t\t\t// Update the prefab\n\t\t\tPrefabUtility.ReplacePrefab(go, prefab);\n\t\t\tDestroyImmediate(go);\n\t\t\tAssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n\n\t\t\t// Select the atlas\n\t\t\tgo = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;\n\t\t\tuiFont = go.GetComponent<UIFont>();\n\t\t}\n\n\t\tif (uiFont != null)\n\t\t{\n\t\t\tNGUISettings.FMFont = null;\n\t\t\tNGUISettings.BMFont = uiFont;\n\t\t}\n\t\tMarkAsChanged();\n\t\tSelection.activeGameObject = go;\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws a slightly padded toggle\n\t/// </summary>\n\n\tstatic public bool DrawOption (bool state, string text, params GUILayoutOption[] options)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Space(10f);\n\t\tbool val = GUILayout.Toggle(state, text, EditorStyles.radioButton, options);\n\t\tGUILayout.EndHorizontal();\n\t\treturn val;\n\t}\n\n\t/// <summary>\n\t/// Create the specified font.\n\t/// </summary>\n\n\tstatic void ImportFont (UIFont font, Create create, Material mat)\n\t{\n\t\t// New bitmap font\n\t\tfont.dynamicFont = null;\n\t\tBMFontReader.Load(font.bmFont, NGUITools.GetHierarchy(font.gameObject), NGUISettings.fontData.bytes);\n\n\t\tif (NGUISettings.atlas == null)\n\t\t{\n\t\t\tfont.atlas = null;\n\t\t\tfont.material = mat;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfont.spriteName = NGUISettings.fontTexture.name;\n\t\t\tfont.atlas = NGUISettings.atlas;\n\t\t}\n\t\tNGUISettings.FMSize = font.defaultSize;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIFontMaker.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e14f05c1fecce3c489e85a9d53b8c9a5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIForwardEventsEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIForwardEvents))]\npublic class UIForwardEventsEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tEditorGUILayout.HelpBox(\"This is a legacy component. Consider using the Event Trigger instead.\", MessageType.Warning);\n\t\tbase.OnInspectorGUI();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIForwardEventsEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 852d1257bb24f5548baaa48bb3220ccb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIGridEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIGrid), true)]\npublic class UIGridEditor : UIWidgetContainerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tserializedObject.Update();\n\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Arrangement\", serializedObject, \"arrangement\");\n\n\t\tNGUIEditorTools.DrawProperty(\"  Cell Width\", serializedObject, \"cellWidth\");\n\t\tNGUIEditorTools.DrawProperty(\"  Cell Height\", serializedObject, \"cellHeight\");\n\n\t\tif (sp.intValue < 2)\n\t\t{\n\t\t\tbool columns = (sp.hasMultipleDifferentValues || (UIGrid.Arrangement)sp.intValue == UIGrid.Arrangement.Horizontal);\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tsp = NGUIEditorTools.DrawProperty(columns ? \"  Column Limit\" : \"  Row Limit\", serializedObject, \"maxPerLine\");\n\t\t\t\tif (sp.intValue < 0) sp.intValue = 0;\n\t\t\t\tif (sp.intValue == 0) GUILayout.Label(\"Unlimited\");\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tUIGrid.Sorting sort = (UIGrid.Sorting)NGUIEditorTools.DrawProperty(\"Sorting\", serializedObject, \"sorting\").intValue;\n\n\t\t\tif (sp.intValue != 0 && (sort == UIGrid.Sorting.Horizontal || sort == UIGrid.Sorting.Vertical))\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"Horizontal and Vertical sortinig only works if the number of rows/columns remains at 0.\", MessageType.Warning);\n\t\t\t}\n\t\t}\n\n\t\tNGUIEditorTools.DrawProperty(\"Pivot\", serializedObject, \"pivot\");\n\t\tNGUIEditorTools.DrawProperty(\"Smooth Tween\", serializedObject, \"animateSmoothly\");\n\t\tNGUIEditorTools.DrawProperty(\"Hide Inactive\", serializedObject, \"hideInactive\");\n\t\tNGUIEditorTools.DrawProperty(\"Constrain to Panel\", serializedObject, \"keepWithinPanel\");\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIGridEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 25768f77ff311df4280e5930a00c6a2a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIImageButtonInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Inspector class used to edit UISprites.\n/// </summary>\n\n[CustomEditor(typeof(UIImageButton))]\npublic class UIImageButtonInspector : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tEditorGUILayout.HelpBox(\"Image Button component's functionality is now a part of UIButton. You no longer need UIImageButton.\", MessageType.Warning, true);\n\n\t\tif (GUILayout.Button(\"Auto-Upgrade\"))\n\t\t{\n\t\t\tUIImageButton img = target as UIImageButton;\n\n\t\t\tUIButton btn = img.GetComponent<UIButton>();\n\n\t\t\tif (btn == null)\n\t\t\t{\n\t\t\t\tbtn = img.gameObject.AddComponent<UIButton>();\n\t\t\t\tif (img.target != null) btn.tweenTarget = img.target.gameObject;\n\t\t\t\telse btn.tweenTarget = img.gameObject;\n\n\t\t\t\tUISprite sp = btn.tweenTarget.GetComponent<UISprite>();\n\t\t\t\tif (sp != null) sp.spriteName = img.normalSprite;\n\t\t\t}\n\n\t\t\tbtn.hoverSprite = img.hoverSprite;\n\t\t\tbtn.pressedSprite = img.pressedSprite;\n\t\t\tbtn.disabledSprite = img.disabledSprite;\n\t\t\tbtn.pixelSnap = img.pixelSnap;\n\n\t\t\tNGUITools.DestroyImmediate(img);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIImageButtonInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8a405728ee80ddd458732a8e2ac86dff\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIInputEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_WP_8_1 || UNITY_BLACKBERRY\n#define MOBILE\n#endif\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n#if UNITY_3_5\n[CustomEditor(typeof(UIInput))]\n#else\n[CustomEditor(typeof(UIInput), true)]\n#endif\npublic class UIInputEditor : UIWidgetContainerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tUIInput input = target as UIInput;\n\t\tserializedObject.Update();\n\t\tGUILayout.Space(3f);\n\t\tNGUIEditorTools.SetLabelWidth(110f);\n\t\t//NGUIEditorTools.DrawProperty(serializedObject, \"m_Script\");\n\n\t\tEditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects);\n\t\tSerializedProperty label = NGUIEditorTools.DrawProperty(serializedObject, \"label\");\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\tEditorGUI.BeginDisabledGroup(label == null || label.objectReferenceValue == null);\n\t\t{\n\t\t\tif (Application.isPlaying) NGUIEditorTools.DrawPaddedProperty(\"Value\", serializedObject, \"mValue\");\n\t\t\telse NGUIEditorTools.DrawPaddedProperty(\"Starting Value\", serializedObject, \"mValue\");\n\t\t\tNGUIEditorTools.DrawPaddedProperty(serializedObject, \"savedAs\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Active Text Color\", serializedObject, \"activeTextColor\");\n\n\t\t\tEditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects);\n\t\t\t{\n\t\t\t\tif (label != null && label.objectReferenceValue != null)\n\t\t\t\t{\n\t\t\t\t\tSerializedObject ob = new SerializedObject(label.objectReferenceValue);\n\t\t\t\t\tob.Update();\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Inactive Color\", ob, \"mColor\");\n\t\t\t\t\tob.ApplyModifiedProperties();\n\t\t\t\t}\n\t\t\t\telse EditorGUILayout.ColorField(\"Inactive Color\", Color.white);\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tNGUIEditorTools.DrawProperty(\"Caret Color\", serializedObject, \"caretColor\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Selection Color\", serializedObject, \"selectionColor\");\n\t\t\tNGUIEditorTools.DrawPaddedProperty(serializedObject, \"inputType\");\n\t\t\tNGUIEditorTools.DrawPaddedProperty(serializedObject, \"validation\");\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"Mobile Keyboard\", serializedObject, \"keyboardType\");\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"  Hide Input\", serializedObject, \"hideInput\");\n\t\t\tNGUIEditorTools.DrawPaddedProperty(serializedObject, \"onReturnKey\");\n\n\t\t\t// Deprecated, use UIKeyNavigation instead.\n\t\t\t//NGUIEditorTools.DrawProperty(serializedObject, \"selectOnTab\");\n\n\t\t\tSerializedProperty sp = serializedObject.FindProperty(\"characterLimit\");\n\n\t\t\tGUILayout.BeginHorizontal();\n\n\t\t\tif (sp.hasMultipleDifferentValues || input.characterLimit > 0)\n\t\t\t{\n\t\t\t\tEditorGUILayout.PropertyField(sp);\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tEditorGUILayout.PropertyField(sp);\n\t\t\t\tGUILayout.Label(\"unlimited\");\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\tEditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects);\n\t\t\tNGUIEditorTools.DrawEvents(\"On Submit\", input, input.onSubmit);\n\t\t\tNGUIEditorTools.DrawEvents(\"On Change\", input, input.onChange);\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t}\n\t\tEditorGUI.EndDisabledGroup();\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIInputEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8bb325a2f543b4d46af7efdc8dfac540\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIKeyNavigationEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n#if UNITY_3_5\n[CustomEditor(typeof(UIKeyNavigation))]\n#else\n[CustomEditor(typeof(UIKeyNavigation), true)]\n#endif\npublic class UIKeyNavigationEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\n\t\tserializedObject.Update();\n\t\tNGUIEditorTools.DrawProperty(\"Starts Selected\", serializedObject, \"startsSelected\");\n\t\tNGUIEditorTools.DrawProperty(\"Constraint\", serializedObject, \"constraint\");\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Override\"))\n\t\t{\n\t\t\tNGUIEditorTools.SetLabelWidth(60f);\n\t\t\tNGUIEditorTools.BeginContents();\n\t\t\tNGUIEditorTools.DrawProperty(\"Left\", serializedObject, \"onLeft\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Right\", serializedObject, \"onRight\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Up\", serializedObject, \"onUp\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Down\", serializedObject, \"onDown\");\n\t\t\tNGUIEditorTools.DrawProperty(\"OnClick\", serializedObject, \"onClick\");\n\n\t\t\tif (serializedObject.isEditingMultipleObjects || (target as UIKeyNavigation).GetComponent<UIInput>() != null)\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Tab\", serializedObject, \"onTab\");\n\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIKeyNavigationEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7bd6e95688f06384c9b0c964d1a95dc2\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UILabelInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_FLASH\n#define DYNAMIC_FONT\n#endif\n\nusing UnityEngine;\nusing UnityEditor;\n\n/// <summary>\n/// Inspector class used to edit UILabels.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UILabel), true)]\npublic class UILabelInspector : UIWidgetInspector\n{\n\tpublic enum FontType\n\t{\n\t\tNGUI,\n\t\tUnity,\n\t}\n\n\tUILabel mLabel;\n\tFontType mFontType;\n\n\tprotected override void OnEnable ()\n\t{\n\t\tbase.OnEnable();\n\t\tSerializedProperty bit = serializedObject.FindProperty(\"mFont\");\n\t\tmFontType = (bit != null && bit.objectReferenceValue != null) ? FontType.NGUI : FontType.Unity;\n\t}\n\n\tvoid OnNGUIFont (Object obj)\n\t{\n\t\tserializedObject.Update();\n\t\t\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"mFont\");\n\t\tsp.objectReferenceValue = obj;\n\n\t\tsp = serializedObject.FindProperty(\"mTrueTypeFont\");\n\t\tsp.objectReferenceValue = null;\n\t\t\n\t\tserializedObject.ApplyModifiedProperties();\n\t\tNGUISettings.ambigiousFont = obj;\n\t}\n\n\tvoid OnUnityFont (Object obj)\n\t{\n\t\tserializedObject.Update();\n\t\t\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"mTrueTypeFont\");\n\t\tsp.objectReferenceValue = obj;\n\n\t\tsp = serializedObject.FindProperty(\"mFont\");\n\t\tsp.objectReferenceValue = null;\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t\tNGUISettings.ambigiousFont = obj;\n\t}\n\n\t/// <summary>\n\t/// Draw the label's properties.\n\t/// </summary>\n\n\tprotected override bool ShouldDrawProperties ()\n\t{\n\t\tmLabel = mWidget as UILabel;\n\n\t\tGUILayout.BeginHorizontal();\n\n#if DYNAMIC_FONT\n\t\tmFontType = (FontType)EditorGUILayout.EnumPopup(mFontType, \"DropDown\", GUILayout.Width(74f));\n\t\tif (NGUIEditorTools.DrawPrefixButton(\"Font\", GUILayout.Width(64f)))\n#else\n\t\tmFontType = FontType.NGUI;\n\t\tif (NGUIEditorTools.DrawPrefixButton(\"Font\", GUILayout.Width(74f)))\n#endif\n\t\t{\n\t\t\tif (mFontType == FontType.NGUI)\n\t\t\t{\n\t\t\t\tComponentSelector.Show<UIFont>(OnNGUIFont);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tComponentSelector.Show<Font>(OnUnityFont, new string[] { \".ttf\", \".otf\" });\n\t\t\t}\n\t\t}\n\n\t\tbool isValid = false;\n\t\tSerializedProperty fnt = null;\n\t\tSerializedProperty ttf = null;\n\n\t\tif (mFontType == FontType.NGUI)\n\t\t{\n\t\t\tGUI.changed = false;\n\t\t\tfnt = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"mFont\", GUILayout.MinWidth(40f));\n\n\t\t\tif (fnt.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tif (GUI.changed) serializedObject.FindProperty(\"mTrueTypeFont\").objectReferenceValue = null;\n\t\t\t\tNGUISettings.ambigiousFont = fnt.objectReferenceValue;\n\t\t\t\tisValid = true;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUI.changed = false;\n\t\t\tttf = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"mTrueTypeFont\", GUILayout.MinWidth(40f));\n\n\t\t\tif (ttf.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tif (GUI.changed) serializedObject.FindProperty(\"mFont\").objectReferenceValue = null;\n\t\t\t\tNGUISettings.ambigiousFont = ttf.objectReferenceValue;\n\t\t\t\tisValid = true;\n\t\t\t}\n\t\t}\n\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (mFontType == FontType.Unity)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"Dynamic fonts suffer from issues in Unity itself where your characters may disappear, get garbled, or just not show at times. Use this feature at your own risk.\\n\\n\" +\n\t\t\t\t\"When you do run into such issues, please submit a Bug Report to Unity via Help -> Report a Bug (as this is will be a Unity bug, not an NGUI one).\", MessageType.Warning);\n\t\t}\n\n\t\tNGUIEditorTools.DrawProperty(\"Material\", serializedObject, \"mMat\");\n\n\t\tEditorGUI.BeginDisabledGroup(!isValid);\n\t\t{\n\t\t\tUIFont uiFont = (fnt != null) ? fnt.objectReferenceValue as UIFont : null;\n\t\t\tFont dynFont = (ttf != null) ? ttf.objectReferenceValue as Font : null;\n\n\t\t\tif (uiFont != null && uiFont.isDynamic)\n\t\t\t{\n\t\t\t\tdynFont = uiFont.dynamicFont;\n\t\t\t\tuiFont = null;\n\t\t\t}\n\n\t\t\tif (dynFont != null)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t{\n\t\t\t\t\tEditorGUI.BeginDisabledGroup((ttf != null) ? ttf.hasMultipleDifferentValues : fnt.hasMultipleDifferentValues);\n\t\t\t\t\t\n\t\t\t\t\tSerializedProperty prop = NGUIEditorTools.DrawProperty(\"Font Size\", serializedObject, \"mFontSize\", GUILayout.Width(142f));\n\t\t\t\t\tNGUISettings.fontSize = prop.intValue;\n\t\t\t\t\t\n\t\t\t\t\tprop = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"mFontStyle\", GUILayout.MinWidth(40f));\n\t\t\t\t\tNGUISettings.fontStyle = (FontStyle)prop.intValue;\n\t\t\t\t\t\n\t\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\t}\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\telse if (uiFont != null)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tSerializedProperty prop = NGUIEditorTools.DrawProperty(\"Font Size\", serializedObject, \"mFontSize\", GUILayout.Width(142f));\n\n\t\t\t\tEditorGUI.BeginDisabledGroup(true);\n\t\t\t\tif (!serializedObject.isEditingMultipleObjects)\n\t\t\t\t{\n\t\t\t\t\tif (mLabel.overflowMethod == UILabel.Overflow.ShrinkContent)\n\t\t\t\t\t\tGUILayout.Label(\" Actual: \" + mLabel.finalFontSize + \"/\" + mLabel.defaultFontSize);\n\t\t\t\t\telse GUILayout.Label(\" Default: \" + mLabel.defaultFontSize);\n\t\t\t\t}\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\t\tNGUISettings.fontSize = prop.intValue;\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\n\t\t\tbool ww = GUI.skin.textField.wordWrap;\n\t\t\tGUI.skin.textField.wordWrap = true;\n\t\t\tSerializedProperty sp = serializedObject.FindProperty(\"mText\");\n\n\t\t\tif (sp.hasMultipleDifferentValues)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"\", sp, GUILayout.Height(128f));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tGUIStyle style = new GUIStyle(EditorStyles.textField);\n\t\t\t\tstyle.wordWrap = true;\n\n\t\t\t\tfloat height = style.CalcHeight(new GUIContent(sp.stringValue), Screen.width - 100f);\n\t\t\t\tbool offset = true;\n\n\t\t\t\tif (height > 90f)\n\t\t\t\t{\n\t\t\t\t\toffset = false;\n\t\t\t\t\theight = style.CalcHeight(new GUIContent(sp.stringValue), Screen.width - 20f);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\tGUILayout.BeginVertical(GUILayout.Width(76f));\n\t\t\t\t\tGUILayout.Space(3f);\n\t\t\t\t\tGUILayout.Label(\"Text\");\n\t\t\t\t\tGUILayout.EndVertical();\n\t\t\t\t\tGUILayout.BeginVertical();\n\t\t\t\t}\n\t\t\t\tRect rect = EditorGUILayout.GetControlRect(GUILayout.Height(height));\n\n\t\t\t\tGUI.changed = false;\n\t\t\t\tstring text = EditorGUI.TextArea(rect, sp.stringValue, style);\n\t\t\t\tif (GUI.changed) sp.stringValue = text;\n\n\t\t\t\tif (offset)\n\t\t\t\t{\n\t\t\t\t\tGUILayout.EndVertical();\n\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tGUI.skin.textField.wordWrap = ww;\n\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"Modifier\", serializedObject, \"mModifier\");\n\n\t\t\tSerializedProperty ov = NGUIEditorTools.DrawPaddedProperty(\"Overflow\", serializedObject, \"mOverflow\");\n\t\t\tNGUISettings.overflowStyle = (UILabel.Overflow)ov.intValue;\n\t\t\tif (NGUISettings.overflowStyle == UILabel.Overflow.ClampContent)\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Use Ellipsis\", serializedObject, \"mOverflowEllipsis\", GUILayout.Width(110f));\n\n\t\t\tif (NGUISettings.overflowStyle == UILabel.Overflow.ResizeFreely)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tSerializedProperty s = NGUIEditorTools.DrawPaddedProperty(\"Max Width\", serializedObject, \"mOverflowWidth\");\n\t\t\t\tif (s != null && s.intValue < 1) GUILayout.Label(\"unlimited\");\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"Alignment\", serializedObject, \"mAlignment\");\n\n\t\t\tif (dynFont != null)\n\t\t\t\tNGUIEditorTools.DrawPaddedProperty(\"Keep crisp\", serializedObject, \"keepCrispWhenShrunk\");\n\n\t\t\tEditorGUI.BeginDisabledGroup(mLabel.bitmapFont != null && mLabel.bitmapFont.packedFontShader);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tSerializedProperty gr = NGUIEditorTools.DrawProperty(\"Gradient\", serializedObject, \"mApplyGradient\",\n\t\t\tGUILayout.Width(95f));\n\n\t\t\tEditorGUI.BeginDisabledGroup(!gr.hasMultipleDifferentValues && !gr.boolValue);\n\t\t\t{\n\t\t\t\tNGUIEditorTools.SetLabelWidth(30f);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Top\", serializedObject, \"mGradientTop\", GUILayout.MinWidth(40f));\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tNGUIEditorTools.SetLabelWidth(50f);\n\t\t\t\tGUILayout.Space(79f);\n\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Bottom\", serializedObject, \"mGradientBottom\", GUILayout.MinWidth(40f));\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Label(\"Effect\", GUILayout.Width(76f));\n\t\t\tsp = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"mEffectStyle\", GUILayout.MinWidth(16f));\n\n\t\t\tEditorGUI.BeginDisabledGroup(!sp.hasMultipleDifferentValues && !sp.boolValue);\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"\", serializedObject, \"mEffectColor\", GUILayout.MinWidth(10f));\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t{\n\t\t\t\t\tGUILayout.Label(\" \", GUILayout.Width(56f));\n\t\t\t\t\tNGUIEditorTools.SetLabelWidth(20f);\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"X\", serializedObject, \"mEffectDistance.x\", GUILayout.MinWidth(40f));\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Y\", serializedObject, \"mEffectDistance.y\", GUILayout.MinWidth(40f));\n\t\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t\t}\n\t\t\t}\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tEditorGUI.EndDisabledGroup();\n\n\t\t\tsp = NGUIEditorTools.DrawProperty(\"Float spacing\", serializedObject, \"mUseFloatSpacing\", GUILayout.Width(100f));\n\n\t\t\tif (!sp.boolValue)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Label(\"Spacing\", GUILayout.Width(56f));\n\t\t\t\tNGUIEditorTools.SetLabelWidth(20f);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"X\", serializedObject, \"mSpacingX\", GUILayout.MinWidth(40f));\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Y\", serializedObject, \"mSpacingY\", GUILayout.MinWidth(40f));\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Label(\"Spacing\", GUILayout.Width(56f));\n\t\t\t\tNGUIEditorTools.SetLabelWidth(20f);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"X\", serializedObject, \"mFloatSpacingX\", GUILayout.MinWidth(40f));\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Y\", serializedObject, \"mFloatSpacingY\", GUILayout.MinWidth(40f));\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\t\n\t\t\tNGUIEditorTools.DrawProperty(\"Max Lines\", serializedObject, \"mMaxLineCount\", GUILayout.Width(110f));\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tsp = NGUIEditorTools.DrawProperty(\"BBCode\", serializedObject, \"mEncoding\", GUILayout.Width(100f));\n\t\t\tEditorGUI.BeginDisabledGroup(!sp.boolValue || mLabel.bitmapFont == null || !mLabel.bitmapFont.hasSymbols);\n\t\t\tNGUIEditorTools.SetLabelWidth(60f);\n\t\t\tNGUIEditorTools.DrawPaddedProperty(\"Symbols\", serializedObject, \"mSymbols\");\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t\tEditorGUI.EndDisabledGroup();\n\t\treturn isValid;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UILabelInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 04cb63f7bb5b23f4faa0e2bc480e77c8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UILocalizeEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UILocalize), true)]\npublic class UILocalizeEditor : Editor\n{\n\tList<string> mKeys;\n\n\tvoid OnEnable ()\n\t{\n\t\tDictionary<string, string[]> dict = Localization.dictionary;\n\n\t\tif (dict.Count > 0)\n\t\t{\n\t\t\tmKeys = new List<string>();\n\n\t\t\tforeach (KeyValuePair<string, string[]> pair in dict)\n\t\t\t{\n\t\t\t\tif (pair.Key == \"KEY\") continue;\n\t\t\t\tmKeys.Add(pair.Key);\n\t\t\t}\n\t\t\tmKeys.Sort(delegate (string left, string right) { return left.CompareTo(right); });\n\t\t}\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tserializedObject.Update();\n\t\t\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tGUILayout.BeginHorizontal();\n\t\t// Key not found in the localization file -- draw it as a text field\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Key\", serializedObject, \"key\");\n\n\t\tstring myKey = sp.stringValue;\n\t\tbool isPresent = (mKeys != null) && mKeys.Contains(myKey);\n\t\tGUI.color = isPresent ? Color.green : Color.red;\n\t\tGUILayout.BeginVertical(GUILayout.Width(22f));\n\t\tGUILayout.Space(2f);\n\t\tGUILayout.Label(isPresent? \"\\u2714\" : \"\\u2718\", \"TL SelectionButtonNew\", GUILayout.Height(20f));\n\t\tGUILayout.EndVertical();\n\t\tGUI.color = Color.white;\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (isPresent)\n\t\t{\n\t\t\tif (NGUIEditorTools.DrawHeader(\"Preview\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\t\tstring[] keys = Localization.knownLanguages;\n\t\t\t\tstring[] values;\n\n\t\t\t\tif (Localization.dictionary.TryGetValue(myKey, out values))\n\t\t\t\t{\n\t\t\t\t\tif (keys.Length != values.Length)\n\t\t\t\t\t{\n\t\t\t\t\t\tEditorGUILayout.HelpBox(\"Number of keys doesn't match the number of values! Did you modify the dictionaries by hand at some point?\", MessageType.Error);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < keys.Length; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t\t\t\tGUILayout.Label(keys[i], GUILayout.Width(66f));\n\n\t\t\t\t\t\t\tif (GUILayout.Button(values[i], \"AS TextArea\", GUILayout.MinWidth(80f), GUILayout.MaxWidth(Screen.width - 110f)))\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t(target as UILocalize).value = values[i];\n\t\t\t\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse GUILayout.Label(\"No preview available\");\n\n\t\t\t\tNGUIEditorTools.EndContents();\n\t\t\t}\n\t\t}\n\t\telse if (mKeys != null && !string.IsNullOrEmpty(myKey))\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(80f);\n\t\t\tGUILayout.BeginVertical();\n\t\t\tGUI.backgroundColor = new Color(1f, 1f, 1f, 0.35f);\n\n\t\t\tint matches = 0;\n\n\t\t\tfor (int i = 0, imax = mKeys.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tif (mKeys[i].StartsWith(myKey, System.StringComparison.OrdinalIgnoreCase) || mKeys[i].Contains(myKey))\n\t\t\t\t{\n\t\t\t\t\tif (GUILayout.Button(mKeys[i] + \" \\u25B2\", \"CN CountBadge\"))\n\t\t\t\t\t{\n\t\t\t\t\t\tsp.stringValue = mKeys[i];\n\t\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tif (++matches == 8)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUILayout.Label(\"...and more\");\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUI.backgroundColor = Color.white;\n\t\t\tGUILayout.EndVertical();\n\t\t\tGUILayout.Space(22f);\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t\t\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UILocalizeEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6134566833bb545429829e1abb8bb4ba\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPanelInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\nusing UnityEditorInternal;\nusing System.Reflection;\n\n/// <summary>\n/// Editor class used to view panels.\n/// </summary>\n\n[CustomEditor(typeof(UIPanel))]\npublic class UIPanelInspector : UIRectEditor\n{\n\tstatic int s_Hash = \"PanelHash\".GetHashCode();\n\n\tUIPanel mPanel;\n\tUIWidgetInspector.Action mAction = UIWidgetInspector.Action.None;\n\tUIWidgetInspector.Action mActionUnderMouse = UIWidgetInspector.Action.None;\n\tbool mAllowSelection = true;\n\n\tVector3 mLocalPos = Vector3.zero;\n\tVector3 mWorldPos = Vector3.zero;\n\tVector4 mStartCR = Vector4.zero;\n\tVector3 mStartDrag = Vector3.zero;\n\tVector2 mStartMouse = Vector2.zero;\n\tVector3 mStartRot = Vector3.zero;\n\tVector3 mStartDir = Vector3.right;\n\tUIWidget.Pivot mDragPivot = UIWidget.Pivot.Center;\n\tGUIStyle mStyle0 = null;\n\tGUIStyle mStyle1 = null;\n\n\tprotected override void OnEnable ()\n\t{\n\t\tbase.OnEnable();\n\t\tmPanel = target as UIPanel;\n\t}\n\n\tprotected override void OnDisable ()\n\t{\n\t\tbase.OnDisable();\n\t\tNGUIEditorTools.HideMoveTool(false);\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws draggable knobs.\n\t/// </summary>\n\n\tvoid DrawKnob (Vector4 point, int id, bool canResize)\n\t{\n\t\tif (mStyle0 == null) mStyle0 = \"sv_label_0\";\n\t\tif (mStyle1 == null) mStyle1 = \"sv_label_7\";\n\t\tVector2 screenPoint = HandleUtility.WorldToGUIPoint(point);\n\t\tRect rect = new Rect(screenPoint.x - 7f, screenPoint.y - 7f, 14f, 14f);\n\n\t\tif (canResize)\n\t\t{\n\t\t\tmStyle1.Draw(rect, GUIContent.none, id);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmStyle0.Draw(rect, GUIContent.none, id);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Handles & interaction.\n\t/// </summary>\n\n\tpublic void OnSceneGUI ()\n\t{\n\t\tif (Selection.objects.Length > 1) return;\n\n\t\tUICamera cam = UICamera.FindCameraForLayer(mPanel.gameObject.layer);\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (cam == null || !cam.cachedCamera.isOrthoGraphic) return;\n#else\n\t\tif (cam == null || !cam.cachedCamera.orthographic) return;\n#endif\n\n\t\tNGUIEditorTools.HideMoveTool(true);\n\t\tif (!UIWidget.showHandles) return;\n\n\t\tEvent e = Event.current;\n\t\tint id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);\n\t\tEventType type = e.GetTypeForControl(id);\n\t\tTransform t = mPanel.cachedTransform;\n\n\t\tVector3[] handles = UIWidgetInspector.GetHandles(mPanel.worldCorners);\n\n\t\t// Time to figure out what kind of action is underneath the mouse\n\t\tUIWidgetInspector.Action actionUnderMouse = mAction;\n\n\t\tColor handlesColor = new Color(0.5f, 0f, 0.5f);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[0], handles[1], handlesColor);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[1], handles[2], handlesColor);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[2], handles[3], handlesColor);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[0], handles[3], handlesColor);\n\n\t\tif (mPanel.isAnchored)\n\t\t{\n\t\t\tUIWidgetInspector.DrawAnchorHandle(mPanel.leftAnchor, mPanel.cachedTransform, handles, 0, id);\n\t\t\tUIWidgetInspector.DrawAnchorHandle(mPanel.topAnchor, mPanel.cachedTransform, handles, 1, id);\n\t\t\tUIWidgetInspector.DrawAnchorHandle(mPanel.rightAnchor, mPanel.cachedTransform, handles, 2, id);\n\t\t\tUIWidgetInspector.DrawAnchorHandle(mPanel.bottomAnchor, mPanel.cachedTransform, handles, 3, id);\n\t\t}\n\n\t\tif (type == EventType.Repaint)\n\t\t{\n\t\t\tbool showDetails = (mAction == UIWidgetInspector.Action.Scale) || NGUISettings.drawGuides;\n\t\t\tif (mAction == UIWidgetInspector.Action.None && e.modifiers == EventModifiers.Control) showDetails = true;\n\t\t\tif (NGUITools.GetActive(mPanel) && mPanel.parent == null) showDetails = true;\n\t\t\tif (showDetails) NGUIHandles.DrawSize(handles, Mathf.RoundToInt(mPanel.width), Mathf.RoundToInt(mPanel.height));\n\t\t}\n\n\t\tbool canResize = (mPanel.clipping != UIDrawCall.Clipping.None);\n\n\t\t// NOTE: Remove this part when it's possible to neatly resize rotated anchored panels.\n\t\tif (canResize && mPanel.isAnchored)\n\t\t{\n\t\t\tQuaternion rot = mPanel.cachedTransform.localRotation;\n\t\t\tif (Quaternion.Angle(rot, Quaternion.identity) > 0.01f) canResize = false;\n\t\t}\n\n\t\tbool[] resizable = new bool[8];\n\n\t\tresizable[4] = canResize;\t// left\n\t\tresizable[5] = canResize;\t// top\n\t\tresizable[6] = canResize;\t// right\n\t\tresizable[7] = canResize;\t// bottom\n\n\t\tresizable[0] = resizable[7] && resizable[4]; // bottom-left\n\t\tresizable[1] = resizable[5] && resizable[4]; // top-left\n\t\tresizable[2] = resizable[5] && resizable[6]; // top-right\n\t\tresizable[3] = resizable[7] && resizable[6]; // bottom-right\n\n\t\tUIWidget.Pivot pivotUnderMouse = UIWidgetInspector.GetPivotUnderMouse(handles, e, resizable, true, ref actionUnderMouse);\n\n\t\tswitch (type)\n\t\t{\n\t\t\tcase EventType.Repaint:\n\t\t\t{\n\t\t\t\tVector3 v0 = HandleUtility.WorldToGUIPoint(handles[0]);\n\t\t\t\tVector3 v2 = HandleUtility.WorldToGUIPoint(handles[2]);\n\n\t\t\t\tif ((v2 - v0).magnitude > 60f)\n\t\t\t\t{\n\t\t\t\t\tVector3 v1 = HandleUtility.WorldToGUIPoint(handles[1]);\n\t\t\t\t\tVector3 v3 = HandleUtility.WorldToGUIPoint(handles[3]);\n\n\t\t\t\t\tHandles.BeginGUI();\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\t\tDrawKnob(handles[i], id, resizable[i]);\n\n\t\t\t\t\t\tif (Mathf.Abs(v1.y - v0.y) > 80f)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mPanel.leftAnchor.target == null || mPanel.leftAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[4], id, resizable[4]);\n\n\t\t\t\t\t\t\tif (mPanel.rightAnchor.target == null || mPanel.rightAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[6], id, resizable[6]);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (Mathf.Abs(v3.x - v0.x) > 80f)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mPanel.topAnchor.target == null || mPanel.topAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[5], id, resizable[5]);\n\n\t\t\t\t\t\t\tif (mPanel.bottomAnchor.target == null || mPanel.bottomAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[7], id, resizable[7]);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tHandles.EndGUI();\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseDown:\n\t\t\t{\n\t\t\t\tif (actionUnderMouse != UIWidgetInspector.Action.None)\n\t\t\t\t{\n\t\t\t\t\tmStartMouse = e.mousePosition;\n\t\t\t\t\tmAllowSelection = true;\n\n\t\t\t\t\tif (e.button == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (e.modifiers == 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUIUtility.hotControl = GUIUtility.keyboardControl = id;\n\t\t\t\t\t\t\te.Use();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (e.button == 0 && actionUnderMouse != UIWidgetInspector.Action.None &&\n\t\t\t\t\t\tUIWidgetInspector.Raycast(handles, out mStartDrag))\n\t\t\t\t\t{\n\t\t\t\t\t\tmWorldPos = t.position;\n\t\t\t\t\t\tmLocalPos = t.localPosition;\n\t\t\t\t\t\tmStartRot = t.localRotation.eulerAngles;\n\t\t\t\t\t\tmStartDir = mStartDrag - t.position;\n\t\t\t\t\t\tmStartCR = mPanel.baseClipRegion;\n\t\t\t\t\t\tmDragPivot = pivotUnderMouse;\n\t\t\t\t\t\tmActionUnderMouse = actionUnderMouse;\n\t\t\t\t\t\tGUIUtility.hotControl = GUIUtility.keyboardControl = id;\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseUp:\n\t\t\t{\n\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t{\n\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\n\t\t\t\t\tif (e.button < 2)\n\t\t\t\t\t{\n\t\t\t\t\t\tbool handled = false;\n\n\t\t\t\t\t\tif (e.button == 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Right-click: Open a context menu listing all widgets underneath\n\t\t\t\t\t\t\tNGUIEditorTools.ShowSpriteSelectionMenu(e.mousePosition);\n\t\t\t\t\t\t\thandled = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (mAction == UIWidgetInspector.Action.None)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mAllowSelection)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t// Left-click: Select the topmost widget\n\t\t\t\t\t\t\t\tNGUIEditorTools.SelectWidget(e.mousePosition);\n\t\t\t\t\t\t\t\thandled = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Finished dragging something\n\t\t\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\t\t\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\t\t\t\t\tpos.z = Mathf.Round(pos.z);\n\t\t\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\t\t\thandled = true;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (handled) e.Use();\n\t\t\t\t\t}\n\n\t\t\t\t\t// Clear the actions\n\t\t\t\t\tmActionUnderMouse = UIWidgetInspector.Action.None;\n\t\t\t\t\tmAction = UIWidgetInspector.Action.None;\n\t\t\t\t}\n\t\t\t\telse if (mAllowSelection)\n\t\t\t\t{\n\t\t\t\t\tList<UIWidget> widgets = NGUIEditorTools.SceneViewRaycast(e.mousePosition);\n\t\t\t\t\tif (widgets.Count > 0) Selection.activeGameObject = widgets[0].gameObject;\n\t\t\t\t}\n\t\t\t\tmAllowSelection = true;\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseDrag:\n\t\t\t{\n\t\t\t\t// Prevent selection once the drag operation begins\n\t\t\t\tbool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;\n\t\t\t\tif (dragStarted) mAllowSelection = false;\n\n\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t{\n\t\t\t\t\te.Use();\n\n\t\t\t\t\tif (mAction != UIWidgetInspector.Action.None || mActionUnderMouse != UIWidgetInspector.Action.None)\n\t\t\t\t\t{\n\t\t\t\t\t\tVector3 pos;\n\n\t\t\t\t\t\tif (UIWidgetInspector.Raycast(handles, out pos))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mAction == UIWidgetInspector.Action.None && mActionUnderMouse != UIWidgetInspector.Action.None)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t// Wait until the mouse moves by more than a few pixels\n\t\t\t\t\t\t\t\tif (dragStarted)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tif (mActionUnderMouse == UIWidgetInspector.Action.Move)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tNGUISnap.Recalculate(mPanel);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\telse if (mActionUnderMouse == UIWidgetInspector.Action.Rotate)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tmStartRot = t.localRotation.eulerAngles;\n\t\t\t\t\t\t\t\t\t\tmStartDir = mStartDrag - t.position;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\telse if (mActionUnderMouse == UIWidgetInspector.Action.Scale)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tmStartCR = mPanel.baseClipRegion;\n\t\t\t\t\t\t\t\t\t\tmDragPivot = pivotUnderMouse;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\tmAction = actionUnderMouse;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (mAction != UIWidgetInspector.Action.None)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Change Rect\", t);\n\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Change Rect\", mPanel);\n\n\t\t\t\t\t\t\t\tif (mAction == UIWidgetInspector.Action.Move)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tVector3 before = t.position;\n\t\t\t\t\t\t\t\t\tVector3 beforeLocal = t.localPosition;\n\t\t\t\t\t\t\t\t\tt.position = mWorldPos + (pos - mStartDrag);\n\t\t\t\t\t\t\t\t\tpos = NGUISnap.Snap(t.localPosition, mPanel.localCorners,\n\t\t\t\t\t\t\t\t\t\te.modifiers != EventModifiers.Control) - beforeLocal;\n\t\t\t\t\t\t\t\t\tt.position = before;\n\n\t\t\t\t\t\t\t\t\tNGUIMath.MoveRect(mPanel, pos.x, pos.y);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (mAction == UIWidgetInspector.Action.Rotate)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tVector3 dir = pos - t.position;\n\t\t\t\t\t\t\t\t\tfloat angle = Vector3.Angle(mStartDir, dir);\n\n\t\t\t\t\t\t\t\t\tif (angle > 0f)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tfloat dot = Vector3.Dot(Vector3.Cross(mStartDir, dir), t.forward);\n\t\t\t\t\t\t\t\t\t\tif (dot < 0f) angle = -angle;\n\t\t\t\t\t\t\t\t\t\tangle = mStartRot.z + angle;\n\t\t\t\t\t\t\t\t\t\tangle = (NGUISnap.allow && e.modifiers != EventModifiers.Control) ?\n\t\t\t\t\t\t\t\t\t\t\tMathf.Round(angle / 15f) * 15f : Mathf.Round(angle);\n\t\t\t\t\t\t\t\t\t\tt.localRotation = Quaternion.Euler(mStartRot.x, mStartRot.y, angle);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (mAction == UIWidgetInspector.Action.Scale)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t// World-space delta since the drag started\n\t\t\t\t\t\t\t\t\tVector3 delta = pos - mStartDrag;\n\n\t\t\t\t\t\t\t\t\t// Adjust the widget's position and scale based on the delta, restricted by the pivot\n\t\t\t\t\t\t\t\t\tAdjustClipping(mPanel, mLocalPos, mStartCR, delta, mDragPivot);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.KeyDown:\n\t\t\t{\n\t\t\t\tif (e.keyCode == KeyCode.UpArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mPanel);\n\t\t\t\t\tNGUIMath.MoveRect(mPanel, 0f, 1f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.DownArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mPanel);\n\t\t\t\t\tNGUIMath.MoveRect(mPanel, 0f, -1f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.LeftArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mPanel);\n\t\t\t\t\tNGUIMath.MoveRect(mPanel, -1f, 0f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.RightArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mPanel);\n\t\t\t\t\tNGUIMath.MoveRect(mPanel, 1f, 0f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.Escape)\n\t\t\t\t{\n\t\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mAction != UIWidgetInspector.Action.None)\n\t\t\t\t\t\t\tUndo.PerformUndo();\n\n\t\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\n\t\t\t\t\t\tmActionUnderMouse = UIWidgetInspector.Action.None;\n\t\t\t\t\t\tmAction = UIWidgetInspector.Action.None;\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t\telse Selection.activeGameObject = null;\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw the inspector widget.\n\t/// </summary>\n\n\tprotected override bool ShouldDrawProperties ()\n\t{\n\t\tfloat alpha = EditorGUILayout.Slider(\"Alpha\", mPanel.alpha, 0f, 1f);\n\n\t\tif (alpha != mPanel.alpha)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Panel Alpha\", mPanel);\n\t\t\tmPanel.alpha = alpha;\n\t\t}\n\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tEditorGUILayout.PrefixLabel(\"Depth\");\n\n\t\t\tint depth = mPanel.depth;\n\t\t\tif (GUILayout.Button(\"Back\", GUILayout.Width(60f))) --depth;\n\t\t\tdepth = EditorGUILayout.IntField(depth, GUILayout.MinWidth(20f));\n\t\t\tif (GUILayout.Button(\"Forward\", GUILayout.Width(68f))) ++depth;\n\n\t\t\tif (mPanel.depth != depth)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Panel Depth\", mPanel);\n\t\t\t\tmPanel.depth = depth;\n\n\t\t\t\tif (UIPanelTool.instance != null)\n\t\t\t\t\tUIPanelTool.instance.Repaint();\n\n\t\t\t\tif (UIDrawCallViewer.instance != null)\n\t\t\t\t\tUIDrawCallViewer.instance.Repaint();\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\n\t\tint matchingDepths = 0;\n\n\t\tfor (int i = 0, imax = UIPanel.list.Count; i < imax; ++i)\n\t\t{\n\t\t\tUIPanel p = UIPanel.list[i];\n\t\t\tif (p != null && mPanel.depth == p.depth)\n\t\t\t\t++matchingDepths;\n\t\t}\n\n\t\tif (matchingDepths > 1)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(matchingDepths + \" panels are sharing the depth value of \" + mPanel.depth, MessageType.Warning);\n\t\t}\n\n\t\tUIDrawCall.Clipping clipping = (UIDrawCall.Clipping)EditorGUILayout.EnumPopup(\"Clipping\", mPanel.clipping);\n\n\t\tif (mPanel.clipping != clipping)\n\t\t{\n\t\t\tmPanel.clipping = clipping;\n\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t}\n\n\t\t// Contributed by Benzino07: http://www.tasharen.com/forum/index.php?topic=6956.15\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tEditorGUILayout.PrefixLabel(\"Sorting Layer\");\n\n\t\t\t// Get the names of the Sorting layers\n\t\t\tSystem.Type internalEditorUtilityType = typeof(InternalEditorUtility);\n\t\t\tPropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty(\"sortingLayerNames\", BindingFlags.Static | BindingFlags.NonPublic);\n\t\t\tstring[] names = (string[])sortingLayersProperty.GetValue(null, new object[0]);\n\n\t\t\tint index = 0;\n\t\t\tif (!string.IsNullOrEmpty(mPanel.sortingLayerName))\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < names.Length; i++)\n\t\t\t\t{\n\t\t\t\t\tif (mPanel.sortingLayerName == names[i])\n\t\t\t\t\t{\n\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Get the selected index and update the panel sorting layer if it has changed\n\t\t\tint selectedIndex = EditorGUILayout.Popup(index, names);\n\n\t\t\tif (index != selectedIndex)\n\t\t\t{\n\t\t\t\tmPanel.sortingLayerName = names[selectedIndex];\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (mPanel.clipping != UIDrawCall.Clipping.None)\n\t\t{\n\t\t\tVector4 range = mPanel.baseClipRegion;\n\n\t\t\t// Scroll view is anchored, meaning it adjusts the offset itself, so we don't want it to be modifiable\n\t\t\t//EditorGUI.BeginDisabledGroup(mPanel.GetComponent<UIScrollView>() != null);\n\t\t\tGUI.changed = false;\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(80f);\n\t\t\tVector3 off = EditorGUILayout.Vector2Field(\"Offset\", mPanel.clipOffset, GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (GUI.changed)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Clipping Change\", mPanel);\n\t\t\t\tmPanel.clipOffset = off;\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\t\t\t//EditorGUI.EndDisabledGroup();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(80f);\n\t\t\tVector2 pos = EditorGUILayout.Vector2Field(\"Center\", new Vector2(range.x, range.y), GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(80f);\n\t\t\tVector2 size = EditorGUILayout.Vector2Field(\"Size\", new Vector2(range.z, range.w), GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (size.x < 0f) size.x = 0f;\n\t\t\tif (size.y < 0f) size.y = 0f;\n\n\t\t\trange.x = pos.x;\n\t\t\trange.y = pos.y;\n\t\t\trange.z = size.x;\n\t\t\trange.w = size.y;\n\n\t\t\tif (mPanel.baseClipRegion != range)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Clipping Change\", mPanel);\n\t\t\t\tmPanel.baseClipRegion = range;\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\n\t\t\tif (mPanel.clipping == UIDrawCall.Clipping.SoftClip)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\tGUILayout.Space(80f);\n\t\t\t\tVector2 soft = EditorGUILayout.Vector2Field(\"Softness\", mPanel.clipSoftness, GUILayout.MinWidth(20f));\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (soft.x < 0f) soft.x = 0f;\n\t\t\t\tif (soft.y < 0f) soft.y = 0f;\n\n\t\t\t\tif (mPanel.clipSoftness != soft)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Clipping Change\", mPanel);\n\t\t\t\t\tmPanel.clipSoftness = soft;\n\t\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mPanel.clipping == UIDrawCall.Clipping.TextureMask)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.SetLabelWidth(0f);\n\t\t\t\tGUILayout.Space(-90f);\n\t\t\t\tTexture2D tex = (Texture2D)EditorGUILayout.ObjectField(mPanel.clipTexture,\n\t\t\t\t\ttypeof(Texture2D), false, GUILayout.Width(70f), GUILayout.Height(70f));\n\t\t\t\tGUILayout.Space(20f);\n\n\t\t\t\tif (mPanel.clipTexture != tex)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Clipping Change\", mPanel);\n\t\t\t\t\tmPanel.clipTexture = tex;\n\t\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t\t}\n\t\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\t}\n\t\t}\n\n\t\tif (clipping != UIDrawCall.Clipping.None && !NGUIEditorTools.IsUniform(mPanel.transform.lossyScale))\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"Clipped panels must have a uniform scale, or clipping won't work properly!\", MessageType.Error);\n\n\t\t\tif (GUILayout.Button(\"Auto-fix\"))\n\t\t\t{\n\t\t\t\tNGUIEditorTools.FixUniform(mPanel.gameObject);\n\t\t\t}\n\t\t}\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Advanced Options\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tUIPanel.RenderQueue rq = (UIPanel.RenderQueue)EditorGUILayout.EnumPopup(\"Render Q\", mPanel.renderQueue);\n\n\t\t\tif (mPanel.renderQueue != rq)\n\t\t\t{\n\t\t\t\tmPanel.renderQueue = rq;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t\tif (UIDrawCallViewer.instance != null)\n\t\t\t\t\tUIDrawCallViewer.instance.Repaint();\n\t\t\t}\n\n\t\t\tif (rq != UIPanel.RenderQueue.Automatic)\n\t\t\t{\n\t\t\t\tint sq = EditorGUILayout.IntField(mPanel.startingRenderQueue, GUILayout.Width(40f));\n\n\t\t\t\tif (mPanel.startingRenderQueue != sq)\n\t\t\t\t{\n\t\t\t\t\tmPanel.startingRenderQueue = sq;\n\t\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t\t\tif (UIDrawCallViewer.instance != null)\n\t\t\t\t\t\tUIDrawCallViewer.instance.Repaint();\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUI.changed = false;\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tint so = EditorGUILayout.IntField(\"Sort Order\", mPanel.sortingOrder, GUILayout.Width(120f));\n\t\t\tif (so == 0) GUILayout.Label(\"Automatic\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tif (GUI.changed) mPanel.sortingOrder = so;\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tbool norms = EditorGUILayout.Toggle(\"Normals\", mPanel.generateNormals, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Needed for lit shaders\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.generateNormals != norms)\n\t\t\t{\n\t\t\t\tmPanel.generateNormals = norms;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tbool uv2 = EditorGUILayout.Toggle(\"UV2\", mPanel.generateUV2, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"For custom shader effects\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.generateUV2 != uv2)\n\t\t\t{\n\t\t\t\tmPanel.generateUV2 = uv2;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n#if !UNITY_4_7\n\t\t\tserializedObject.DrawProperty(\"shadowMode\");\n#endif\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tbool cull = EditorGUILayout.Toggle(\"Cull\", mPanel.cullWhileDragging, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Cull widgets while dragging them\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.cullWhileDragging != cull)\n\t\t\t{\n\t\t\t\tmPanel.cullWhileDragging = cull;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tbool alw = EditorGUILayout.Toggle(\"Visible\", mPanel.alwaysOnScreen, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Check if widgets never go off-screen\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.alwaysOnScreen != alw)\n\t\t\t{\n\t\t\t\tmPanel.alwaysOnScreen = alw;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUIEditorTools.DrawProperty(\"Padding\", serializedObject, \"softBorderPadding\", GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Soft border pads content\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tEditorGUI.BeginDisabledGroup(mPanel.GetComponent<UIRoot>() != null);\n\t\t\tbool off = EditorGUILayout.Toggle(\"Offset\", mPanel.anchorOffset && mPanel.GetComponent<UIRoot>() == null, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Offset anchors by position\", GUILayout.MinWidth(20f));\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.anchorOffset != off)\n\t\t\t{\n\t\t\t\tmPanel.anchorOffset = off;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tbool stat = EditorGUILayout.Toggle(\"Static\", mPanel.widgetsAreStatic, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Check if widgets won't move\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.widgetsAreStatic != stat)\n\t\t\t{\n\t\t\t\tmPanel.widgetsAreStatic = stat;\n\t\t\t\tmPanel.RebuildAllDrawCalls();\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t}\n\n\t\t\tif (stat)\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"Only mark the panel as 'static' if you know FOR CERTAIN that the widgets underneath will not move, rotate, or scale. Doing this improves performance, but moving widgets around will have no effect.\", MessageType.Warning);\n\t\t\t}\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tbool tool = EditorGUILayout.Toggle(\"Panel Tool\", mPanel.showInPanelTool, GUILayout.Width(100f));\n\t\t\tGUILayout.Label(\"Show in panel tool\");\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (mPanel.showInPanelTool != tool)\n\t\t\t{\n\t\t\t\tmPanel.showInPanelTool = !mPanel.showInPanelTool;\n\t\t\t\tEditorUtility.SetDirty(mPanel);\n\t\t\t\tEditorWindow.FocusWindowIfItsOpen<UIPanelTool>();\n\t\t\t}\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Add the \"Show draw calls\" button at the very end.\n\t/// </summary>\n\n\tprotected override void DrawFinalProperties ()\n\t{\n\t\tbase.DrawFinalProperties();\n\t\t\n\t\tif (GUILayout.Button(\"Show Draw Calls\"))\n\t\t{\n\t\t\tNGUISettings.showAllDCs = false;\n\n\t\t\tif (UIDrawCallViewer.instance != null)\n\t\t\t{\n\t\t\t\tUIDrawCallViewer.instance.Focus();\n\t\t\t\tUIDrawCallViewer.instance.Repaint();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tEditorWindow.GetWindow<UIDrawCallViewer>(false, \"Draw Call Tool\", true);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the panel's position and clipping rectangle.\n\t/// </summary>\n\n\tvoid AdjustClipping (UIPanel p, Vector3 startLocalPos, Vector4 startCR, Vector3 worldDelta, UIWidget.Pivot pivot)\n\t{\n\t\tTransform t = p.cachedTransform;\n\t\tTransform parent = t.parent;\n\t\tMatrix4x4 parentToLocal = (parent != null) ? t.parent.worldToLocalMatrix : Matrix4x4.identity;\n\t\tMatrix4x4 worldToLocal = parentToLocal;\n\t\tQuaternion invRot = Quaternion.Inverse(t.localRotation);\n\t\tworldToLocal = worldToLocal * Matrix4x4.TRS(Vector3.zero, invRot, Vector3.one);\n\t\tVector3 localDelta = worldToLocal.MultiplyVector(worldDelta);\n\n\t\tfloat left = 0f;\n\t\tfloat right = 0f;\n\t\tfloat top = 0f;\n\t\tfloat bottom = 0f;\n\n\t\tVector2 dragPivot = NGUIMath.GetPivotOffset(pivot);\n\n\t\tif (dragPivot.x == 0f && dragPivot.y == 1f)\n\t\t{\n\t\t\tleft = localDelta.x;\n\t\t\ttop = localDelta.y;\n\t\t}\n\t\telse if (dragPivot.x == 0f && dragPivot.y == 0.5f)\n\t\t{\n\t\t\tleft = localDelta.x;\n\t\t}\n\t\telse if (dragPivot.x == 0f && dragPivot.y == 0f)\n\t\t{\n\t\t\tleft = localDelta.x;\n\t\t\tbottom = localDelta.y;\n\t\t}\n\t\telse if (dragPivot.x == 0.5f && dragPivot.y == 1f)\n\t\t{\n\t\t\ttop = localDelta.y;\n\t\t}\n\t\telse if (dragPivot.x == 0.5f && dragPivot.y == 0f)\n\t\t{\n\t\t\tbottom = localDelta.y;\n\t\t}\n\t\telse if (dragPivot.x == 1f && dragPivot.y == 1f)\n\t\t{\n\t\t\tright = localDelta.x;\n\t\t\ttop = localDelta.y;\n\t\t}\n\t\telse if (dragPivot.x == 1f && dragPivot.y == 0.5f)\n\t\t{\n\t\t\tright = localDelta.x;\n\t\t}\n\t\telse if (dragPivot.x == 1f && dragPivot.y == 0f)\n\t\t{\n\t\t\tright = localDelta.x;\n\t\t\tbottom = localDelta.y;\n\t\t}\n\n\t\tAdjustClipping(p, startCR,\n\t\t\tMathf.RoundToInt(left),\n\t\t\tMathf.RoundToInt(top),\n\t\t\tMathf.RoundToInt(right),\n\t\t\tMathf.RoundToInt(bottom));\n\t}\n\n\t/// <summary>\n\t/// Adjust the panel's clipping rectangle based on the specified modifier values.\n\t/// </summary>\n\n\tvoid AdjustClipping (UIPanel p, Vector4 cr, int left, int top, int right, int bottom)\n\t{\n\t\t// Make adjustment values dividable by two since the clipping is centered\n\t\tright\t= ((right  >> 1) << 1);\n\t\tleft\t= ((left   >> 1) << 1);\n\t\tbottom\t= ((bottom >> 1) << 1);\n\t\ttop\t\t= ((top    >> 1) << 1);\n\n\t\tint x = Mathf.RoundToInt(cr.x + (left + right) * 0.5f);\n\t\tint y = Mathf.RoundToInt(cr.y + (top + bottom) * 0.5f);\n\n\t\tint width  = Mathf.RoundToInt(cr.z + right - left);\n\t\tint height = Mathf.RoundToInt(cr.w + top - bottom);\n\n\t\tVector2 soft = p.clipSoftness;\n\t\tint minx = Mathf.RoundToInt(Mathf.Max(20f, soft.x));\n\t\tint miny = Mathf.RoundToInt(Mathf.Max(20f, soft.y));\n\n\t\tif (width < minx) width = minx;\n\t\tif (height < miny) height = miny;\n\n\t\tif ((width  & 1) == 1) ++width;\n\t\tif ((height & 1) == 1) ++height;\n\n\t\tp.baseClipRegion = new Vector4(x, y, width, height);\n\t\tUpdateAnchors(false);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPanelInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0b826b69ae58db24e94e9e2441b5bde8\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPanelTool.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Panel wizard that allows enabling / disabling and selecting panels in the scene.\n/// </summary>\n\npublic class UIPanelTool : EditorWindow\n{\n\tstatic public UIPanelTool instance;\n\n\tenum Visibility\n\t{\n\t\tVisible,\n\t\tHidden,\n\t}\n\n\tclass Entry\n\t{\n\t\tpublic UIPanel panel;\n\t\tpublic bool isEnabled = false;\n\t\tpublic bool widgetsEnabled = false;\n\t\tpublic List<UIWidget> widgets = new List<UIWidget>();\n\t}\n\n\t/// <summary>\n\t/// First sort by depth, then alphabetically, then by instance ID.\n\t/// </summary>\n\n\tstatic int Compare (Entry a, Entry b)\n\t{\n\t\tif (a != b && a != null && b != null)\n\t\t{\n\t\t\tif (a.panel.depth < b.panel.depth) return -1;\n\t\t\tif (a.panel.depth > b.panel.depth) return 1;\n\t\t\tint val = string.Compare(a.panel.name, b.panel.name);\n\t\t\tif (val != 0) return val;\n\t\t\treturn (a.panel.GetInstanceID() < b.panel.GetInstanceID()) ? -1 : 1;\n\t\t}\n\t\treturn 0;\n\t}\n\n\tVector2 mScroll = Vector2.zero;\n\n\tvoid OnEnable () { instance = this; }\n\tvoid OnDisable () { instance = null; }\n\tvoid OnSelectionChange () { Repaint(); }\n\n\t/// <summary>\n\t/// Collect a list of panels.\n\t/// </summary>\n\n\tstatic List<UIPanel> GetListOfPanels ()\n\t{\n\t\tList<UIPanel> panels = NGUIEditorTools.FindAll<UIPanel>();\n\n\t\tfor (int i = panels.Count; i > 0; )\n\t\t{\n\t\t\tif (!panels[--i].showInPanelTool)\n\t\t\t{\n\t\t\t\tpanels.RemoveAt(i);\n\t\t\t}\n\t\t}\n\t\treturn panels;\n\t}\n\n\t/// <summary>\n\t/// Get a list of widgets managed by the specified transform's children.\n\t/// </summary>\n\n\tstatic void GetWidgets (Transform t, List<UIWidget> widgets)\n\t{\n\t\tfor (int i = 0; i < t.childCount; ++i)\n\t\t{\n\t\t\tTransform child = t.GetChild(i);\n\t\t\tUIWidget w = child.GetComponent<UIWidget>();\n\t\t\tif (w != null) widgets.Add(w);\n\t\t\telse if (child.GetComponent<UIPanel>() == null) GetWidgets(child, widgets);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get a list of widgets managed by the specified panel.\n\t/// </summary>\n\n\tstatic List<UIWidget> GetWidgets (UIPanel panel)\n\t{\n\t\tList<UIWidget> widgets = new List<UIWidget>();\n\t\tif (panel != null) GetWidgets(panel.transform, widgets);\n\t\treturn widgets;\n\t}\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tList<UIPanel> panels = GetListOfPanels();\n\n\t\tif (panels != null && panels.Count > 0)\n\t\t{\n\t\t\tUIPanel selectedPanel = NGUITools.FindInParents<UIPanel>(Selection.activeGameObject);\n\n\t\t\t// First, collect a list of panels with their associated widgets\n\t\t\tList<Entry> entries = new List<Entry>();\n\t\t\tEntry selectedEntry = null;\n\t\t\tbool allEnabled = true;\n\n\t\t\tforeach (UIPanel panel in panels)\n\t\t\t{\n\t\t\t\tEntry ent = new Entry();\n\t\t\t\tent.panel = panel;\n\t\t\t\tent.widgets = GetWidgets(panel);\n\t\t\t\tent.isEnabled = panel.enabled && NGUITools.GetActive(panel.gameObject);\n\t\t\t\tent.widgetsEnabled = ent.isEnabled;\n\n\t\t\t\tif (ent.widgetsEnabled)\n\t\t\t\t{\n\t\t\t\t\tforeach (UIWidget w in ent.widgets)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!NGUITools.GetActive(w.gameObject))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tallEnabled = false;\n\t\t\t\t\t\t\tent.widgetsEnabled = false;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse allEnabled = false;\n\t\t\t\tentries.Add(ent);\n\t\t\t}\n\n\t\t\t// Sort the list by depth\n\t\t\tentries.Sort(Compare);\n\n\t\t\tmScroll = GUILayout.BeginScrollView(mScroll);\n\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\tbool showAll = DrawRow(null, null, allEnabled);\n\t\t\tNGUIEditorTools.DrawSeparator();\n\n\t\t\tforeach (Entry ent in entries)\n\t\t\t{\n\t\t\t\tif (DrawRow(ent, selectedPanel, ent.widgetsEnabled))\n\t\t\t\t{\n\t\t\t\t\tselectedEntry = ent;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tGUILayout.EndScrollView();\n\n\t\t\tif (showAll)\n\t\t\t{\n\t\t\t\tforeach (Entry ent in entries)\n\t\t\t\t{\n\t\t\t\t\tNGUITools.SetActive(ent.panel.gameObject, !allEnabled);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (selectedEntry != null)\n\t\t\t{\n\t\t\t\tNGUITools.SetActive(selectedEntry.panel.gameObject, !selectedEntry.widgetsEnabled);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.Label(\"No UI Panels found in the scene\");\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function used to print things in columns.\n\t/// </summary>\n\n\tbool DrawRow (Entry ent, UIPanel selected, bool isChecked)\n\t{\n\t\tbool retVal = false;\n\t\tstring panelName, layer, depth, widgetCount, drawCalls, clipping, triangles;\n\n\t\tif (ent != null)\n\t\t{\n\t\t\tpanelName = ent.panel.name;\n\t\t\tlayer = LayerMask.LayerToName(ent.panel.gameObject.layer);\n\t\t\tdepth = ent.panel.depth.ToString();\n\t\t\twidgetCount = ent.widgets.Count.ToString();\n\t\t\tdrawCalls = ent.panel.drawCalls.Count.ToString();\n\t\t\tclipping = (ent.panel.clipping != UIDrawCall.Clipping.None) ? \"Yes\" : \"\";\n\n\t\t\tint triangeCount = 0;\n\t\t\tforeach (var dc in ent.panel.drawCalls)\n\t\t\t\ttriangeCount += dc.triangles;\n\n\t\t\ttriangles = triangeCount.ToString();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tpanelName = \"Panel's Name\";\n\t\t\tlayer = \"Layer\";\n\t\t\tdepth = \"DP\";\n\t\t\twidgetCount = \"WG\";\n\t\t\tdrawCalls = \"DC\";\n\t\t\tclipping = \"Clip\";\n\t\t\ttriangles = \"Tris\";\n\t\t}\n\n\t\tif (ent != null) GUILayout.Space(-1f);\n\n\t\tif (ent != null)\n\t\t{\n\t\t\tGUI.backgroundColor = ent.panel == selected ? Color.white : new Color(0.8f, 0.8f, 0.8f);\n\t\t\tGUILayout.BeginHorizontal(\"AS TextArea\", GUILayout.MinHeight(20f));\n\t\t\tGUI.backgroundColor = Color.white;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t}\n\n\t\tGUI.contentColor = (ent == null || ent.isEnabled) ? Color.white : new Color(0.7f, 0.7f, 0.7f);\n\t\tif (isChecked != EditorGUILayout.Toggle(isChecked, GUILayout.Width(20f))) retVal = true;\n\n\t\tGUILayout.Label(depth, GUILayout.Width(30f));\n\n\t\tif (GUILayout.Button(panelName, EditorStyles.label, GUILayout.MinWidth(100f)))\n\t\t{\n\t\t\tif (ent != null)\n\t\t\t{\n\t\t\t\tSelection.activeGameObject = ent.panel.gameObject;\n\t\t\t\tEditorUtility.SetDirty(ent.panel.gameObject);\n\t\t\t}\n\t\t}\n\n\t\tGUILayout.Label(layer, GUILayout.Width(ent == null ? 65f : 70f));\n\t\tGUILayout.Label(widgetCount, GUILayout.Width(30f));\n\t\tGUILayout.Label(drawCalls, GUILayout.Width(30f));\n\t\tGUILayout.Label(clipping, GUILayout.Width(30f));\n\t\tGUILayout.Label(triangles, GUILayout.Width(30f));\n\n\t\tif (ent == null)\n\t\t{\n\t\t\tGUILayout.Label(\"Stc\", GUILayout.Width(24f));\n\t\t}\n\t\telse\n\t\t{\n\t\t\tbool val = ent.panel.widgetsAreStatic;\n\n\t\t\tif (val != EditorGUILayout.Toggle(val, GUILayout.Width(20f)))\n\t\t\t{\n\t\t\t\tent.panel.widgetsAreStatic = !val;\n\t\t\t\tEditorUtility.SetDirty(ent.panel.gameObject);\n#if !UNITY_3_5\n\t\t\t\tif (NGUITransformInspector.instance != null)\n\t\t\t\t\tNGUITransformInspector.instance.Repaint();\n#endif\n\t\t\t}\n\t\t}\n\t\tGUI.contentColor = Color.white;\n\t\tGUILayout.EndHorizontal();\n\t\treturn retVal;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPanelTool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c8ec094592868d540af38cb278cc80ce\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPlayAnimationEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(UIPlayAnimation))]\npublic class UIPlayAnimationEditor : Editor\n{\n\tenum ResetOnPlay\n\t{\n\t\tContinueFromCurrent,\n\t\tRestartAnimation,\n\t}\n\n\tenum SelectedObject\n\t{\n\t\tKeepCurrent,\n\t\tSetToNothing,\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\t\tUIPlayAnimation pa = target as UIPlayAnimation;\n\t\tGUILayout.Space(6f);\n\n\t\tGUI.changed = false;\n\n\t\tEditorGUI.BeginDisabledGroup(pa.target);\n\t\tAnimator animator = (Animator)EditorGUILayout.ObjectField(\"Animator\", pa.animator, typeof(Animator), true);\n\t\tEditorGUI.EndDisabledGroup();\n\t\tEditorGUI.BeginDisabledGroup(pa.animator);\n\t\tAnimation anim = (Animation)EditorGUILayout.ObjectField(\"Animation\", pa.target, typeof(Animation), true);\n\n\t\tEditorGUI.EndDisabledGroup();\n\t\tEditorGUI.BeginDisabledGroup(anim == null && animator == null);\n\t\tstring clipName = EditorGUILayout.TextField(\"State Name\", pa.clipName);\n\n\t\tAnimationOrTween.Trigger trigger = (AnimationOrTween.Trigger)EditorGUILayout.EnumPopup(\"Trigger condition\", pa.trigger);\n\n\t\tEditorGUI.BeginDisabledGroup(animator != null && !string.IsNullOrEmpty(clipName));\n\t\tAnimationOrTween.Direction dir = (AnimationOrTween.Direction)EditorGUILayout.EnumPopup(\"Play direction\", pa.playDirection);\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\tSelectedObject so = pa.clearSelection ? SelectedObject.SetToNothing : SelectedObject.KeepCurrent;\n\t\tbool clear = (SelectedObject)EditorGUILayout.EnumPopup(\"Selected object\", so) == SelectedObject.SetToNothing;\n\t\tAnimationOrTween.EnableCondition enab = (AnimationOrTween.EnableCondition)EditorGUILayout.EnumPopup(\"If disabled on start\", pa.ifDisabledOnPlay);\n\t\tResetOnPlay rs = pa.resetOnPlay ? ResetOnPlay.RestartAnimation : ResetOnPlay.ContinueFromCurrent;\n\t\tbool reset = (ResetOnPlay)EditorGUILayout.EnumPopup(\"On activation\", rs) == ResetOnPlay.RestartAnimation;\n\t\tAnimationOrTween.DisableCondition dis = (AnimationOrTween.DisableCondition)EditorGUILayout.EnumPopup(\"When finished\", pa.disableWhenFinished);\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"PlayAnimation Change\", pa);\n\t\t\tpa.target = anim;\n\t\t\tpa.animator = animator;\n\t\t\tpa.clipName = clipName;\n\t\t\tpa.trigger = trigger;\n\t\t\tpa.playDirection = dir;\n\t\t\tpa.clearSelection = clear;\n\t\t\tpa.ifDisabledOnPlay = enab;\n\t\t\tpa.resetOnPlay = reset;\n\t\t\tpa.disableWhenFinished = dis;\n\t\t\tNGUITools.SetDirty(pa);\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tNGUIEditorTools.DrawEvents(\"On Finished\", pa, pa.onFinished);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPlayAnimationEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 61efec75045d72f48be7163deac67659\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPlayTweenEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(UIPlayTween))]\npublic class UIPlayTweenEditor : Editor\n{\n\tenum ResetOnPlay\n\t{\n\t\tContinueFromCurrent,\n\t\tRestartTween,\n\t\tRestartIfNotPlaying,\n\t}\n\n\tenum SelectedObject\n\t{\n\t\tKeepCurrent,\n\t\tSetToNothing,\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(120f);\n\t\tUIPlayTween tw = target as UIPlayTween;\n\t\tGUILayout.Space(6f);\n\n\t\tGUI.changed = false;\n\t\tGameObject tt = (GameObject)EditorGUILayout.ObjectField(\"Tween Target\", tw.tweenTarget, typeof(GameObject), true);\n\n\t\tbool inc = EditorGUILayout.Toggle(\"Include Children\", tw.includeChildren);\n\t\tint group = EditorGUILayout.IntField(\"Tween Group\", tw.tweenGroup, GUILayout.Width(160f));\n\n\t\tAnimationOrTween.Trigger trigger = (AnimationOrTween.Trigger)EditorGUILayout.EnumPopup(\"Trigger condition\", tw.trigger);\n\t\tAnimationOrTween.Direction dir = (AnimationOrTween.Direction)EditorGUILayout.EnumPopup(\"Play direction\", tw.playDirection);\n\t\tAnimationOrTween.EnableCondition enab = (AnimationOrTween.EnableCondition)EditorGUILayout.EnumPopup(\"If target is disabled\", tw.ifDisabledOnPlay);\n\t\tResetOnPlay rs = tw.resetOnPlay ? ResetOnPlay.RestartTween : (tw.resetIfDisabled ? ResetOnPlay.RestartIfNotPlaying : ResetOnPlay.ContinueFromCurrent);\n\t\tResetOnPlay reset = (ResetOnPlay)EditorGUILayout.EnumPopup(\"On activation\", rs);\n\t\tAnimationOrTween.DisableCondition dis = (AnimationOrTween.DisableCondition)EditorGUILayout.EnumPopup(\"When finished\", tw.disableWhenFinished);\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\ttw.tweenTarget = tt;\n\t\t\ttw.tweenGroup = group;\n\t\t\ttw.includeChildren = inc;\n\t\t\ttw.trigger = trigger;\n\t\t\ttw.playDirection = dir;\n\t\t\ttw.ifDisabledOnPlay = enab;\n\t\t\ttw.resetOnPlay = (reset == ResetOnPlay.RestartTween);\n\t\t\ttw.resetIfDisabled = (reset == ResetOnPlay.RestartIfNotPlaying);\n\t\t\ttw.disableWhenFinished = dis;\n\t\t\tNGUITools.SetDirty(tw);\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tNGUIEditorTools.DrawEvents(\"On Finished\", tw, tw.onFinished);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPlayTweenEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bd2d136a660d64e43b806d6016dd7d31\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPopupListInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_3_5 && !UNITY_FLASH\n#define DYNAMIC_FONT\n#endif\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Inspector class used to edit UIPopupLists.\n/// </summary>\n\n[CustomEditor(typeof(UIPopupList))]\npublic class UIPopupListInspector : UIWidgetContainerEditor\n{\n\tenum FontType\n\t{\n\t\tBitmap,\n\t\tDynamic,\n\t}\n\n\tUIPopupList mList;\n\tFontType mType;\n\n\tvoid OnEnable ()\n\t{\n\t\tSerializedProperty bit = serializedObject.FindProperty(\"bitmapFont\");\n\t\tmType = (bit.objectReferenceValue != null) ? FontType.Bitmap : FontType.Dynamic;\n\t\tmList = target as UIPopupList;\n\n\t\tif (mList.ambigiousFont == null)\n\t\t{\n\t\t\tmList.ambigiousFont = NGUISettings.ambigiousFont;\n\t\t\tmList.fontSize = NGUISettings.fontSize;\n\t\t\tmList.fontStyle = NGUISettings.fontStyle;\n\t\t\tEditorUtility.SetDirty(mList);\n\t\t}\n\n\t\tif (mList.atlas == null && mList.background2DSprite == null && mList.highlight2DSprite == null)\n\t\t{\n\t\t\tmList.atlas = NGUISettings.atlas;\n\t\t\tmList.backgroundSprite = NGUISettings.selectedSprite;\n\t\t\tmList.highlightSprite = NGUISettings.selectedSprite;\n\t\t\tEditorUtility.SetDirty(mList);\n\t\t}\n\t}\n\n\tvoid RegisterUndo ()\n\t{\n\t\tNGUIEditorTools.RegisterUndo(\"Popup List Change\", mList);\n\t}\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tRegisterUndo();\n\t\tmList.atlas = obj as UIAtlas;\n\t\tNGUISettings.atlas = mList.atlas;\n\t}\n\n\tvoid OnBackground (string spriteName)\n\t{\n\t\tRegisterUndo();\n\t\tmList.backgroundSprite = spriteName;\n\t\tRepaint();\n\t}\n\n\tvoid OnHighlight (string spriteName)\n\t{\n\t\tRegisterUndo();\n\t\tmList.highlightSprite = spriteName;\n\t\tRepaint();\n\t}\n\n\tvoid OnBitmapFont (Object obj)\n\t{\n\t\tserializedObject.Update();\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"bitmapFont\");\n\t\tsp.objectReferenceValue = obj;\n\t\tserializedObject.ApplyModifiedProperties();\n\t\tNGUISettings.ambigiousFont = obj;\n\t}\n\n\tvoid OnDynamicFont (Object obj)\n\t{\n\t\tserializedObject.Update();\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"trueTypeFont\");\n\t\tsp.objectReferenceValue = obj;\n\t\tserializedObject.ApplyModifiedProperties();\n\t\tNGUISettings.ambigiousFont = obj;\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tserializedObject.Update();\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Space(6f);\n\t\tGUILayout.Label(\"Options\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tstring text = \"\";\n\t\tforeach (string s in mList.items) text += s + \"\\n\";\n\n\t\tGUILayout.Space(-14f);\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Space(84f);\n\t\tstring modified = EditorGUILayout.TextArea(text, GUILayout.Height(100f));\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (modified != text)\n\t\t{\n\t\t\tRegisterUndo();\n\t\t\tstring[] split = modified.Split(new char[] { '\\n' }, System.StringSplitOptions.RemoveEmptyEntries);\n\t\t\tmList.items.Clear();\n\t\t\tforeach (string s in split) mList.items.Add(s);\n\n\t\t\tif (string.IsNullOrEmpty(mList.value) || !mList.items.Contains(mList.value))\n\t\t\t{\n\t\t\t\tmList.value = mList.items.Count > 0 ? mList.items[0] : \"\";\n\t\t\t}\n\t\t}\n\n\t\tNGUIEditorTools.DrawProperty(\"Position\", serializedObject, \"position\");\n\t\tNGUIEditorTools.DrawProperty(\"Alignment\", serializedObject, \"alignment\");\n\t\tNGUIEditorTools.DrawProperty(\"Open on\", serializedObject, \"openOn\");\n\t\tNGUIEditorTools.DrawProperty(\"On Top\", serializedObject, \"separatePanel\");\n\t\tNGUIEditorTools.DrawProperty(\"Localized\", serializedObject, \"isLocalized\");\n\n\t\tGUI.changed = false;\n\t\tvar sp = NGUIEditorTools.DrawProperty(\"Keep Value\", serializedObject, \"keepValue\");\n\n\t\tif (GUI.changed)\n\t\t{\n\t\t\tserializedObject.FindProperty(\"mSelectedItem\").stringValue = (sp.boolValue && mList.items.Count > 0) ? mList.items[0] : \"\";\n\t\t}\n\n\t\tEditorGUI.BeginDisabledGroup(!sp.boolValue);\n\t\t{\n\t\t\tGUI.changed = false;\n\t\t\tstring sel = NGUIEditorTools.DrawList(\"Initial Value\", mList.items.ToArray(), mList.value);\n\t\t\tif (GUI.changed) serializedObject.FindProperty(\"mSelectedItem\").stringValue = sel;\n\t\t}\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\tDrawAtlas();\n\t\tDrawFont();\n\n\t\tNGUIEditorTools.DrawEvents(\"On Value Change\", mList, mList.onChange);\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n\n\tvoid DrawAtlas()\n\t{\n\t\tif (NGUIEditorTools.DrawHeader(\"Atlas\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\tSerializedProperty atlasSp = null;\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tif (NGUIEditorTools.DrawPrefixButton(\"Atlas\"))\n\t\t\t\t\tComponentSelector.Show<UIAtlas>(OnSelectAtlas);\n\t\t\t\tatlasSp = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"atlas\");\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (atlasSp != null && atlasSp.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawPaddedSpriteField(\"Background\", mList.atlas, mList.backgroundSprite, OnBackground);\n\t\t\t\tNGUIEditorTools.DrawPaddedSpriteField(\"Highlight\", mList.atlas, mList.highlightSprite, OnHighlight);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tserializedObject.DrawProperty(\"background2DSprite\", \"Background\");\n\t\t\t\tserializedObject.DrawProperty(\"highlight2DSprite\", \"Highlight\");\n\t\t\t}\n\n\t\t\tEditorGUILayout.Space();\n\n\t\t\tNGUIEditorTools.DrawProperty(\"Background\", serializedObject, \"backgroundColor\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Highlight\", serializedObject, \"highlightColor\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Overlap\", serializedObject, \"overlap\", GUILayout.Width(110f));\n\t\t\tNGUIEditorTools.DrawProperty(\"Animated\", serializedObject, \"isAnimated\");\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t}\n\n\tvoid DrawFont ()\n\t{\n\t\tif (NGUIEditorTools.DrawHeader(\"Font\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\n\t\t\tSerializedProperty ttf = null;\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tif (NGUIEditorTools.DrawPrefixButton(\"Font\"))\n\t\t\t\t{\n\t\t\t\t\tif (mType == FontType.Bitmap)\n\t\t\t\t\t{\n\t\t\t\t\t\tComponentSelector.Show<UIFont>(OnBitmapFont);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tComponentSelector.Show<Font>(OnDynamicFont, new string[] { \".ttf\", \".otf\"});\n\t\t\t\t\t}\n\t\t\t\t}\n\n#if DYNAMIC_FONT\n\t\t\t\tGUI.changed = false;\n\t\t\t\tmType = (FontType)EditorGUILayout.EnumPopup(mType, GUILayout.Width(62f));\n\n\t\t\t\tif (GUI.changed)\n\t\t\t\t{\n\t\t\t\t\tGUI.changed = false;\n\n\t\t\t\t\tif (mType == FontType.Bitmap)\n\t\t\t\t\t{\n\t\t\t\t\t\tserializedObject.FindProperty(\"trueTypeFont\").objectReferenceValue = null;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tserializedObject.FindProperty(\"bitmapFont\").objectReferenceValue = null;\n\t\t\t\t\t}\n\t\t\t\t}\n#else\n\t\t\t\tmType = FontType.Bitmap;\n#endif\n\n\t\t\t\tif (mType == FontType.Bitmap)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"\", serializedObject, \"bitmapFont\", GUILayout.MinWidth(40f));\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tttf = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"trueTypeFont\", GUILayout.MinWidth(40f));\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (ttf != null && ttf.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t{\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(ttf.hasMultipleDifferentValues);\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Font Size\", serializedObject, \"fontSize\", GUILayout.Width(142f));\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"\", serializedObject, \"fontStyle\", GUILayout.MinWidth(40f));\n\t\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\t}\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\telse NGUIEditorTools.DrawProperty(\"Font Size\", serializedObject, \"fontSize\", GUILayout.Width(142f));\n\n\t\t\tNGUIEditorTools.DrawProperty(\"Text Color\", serializedObject, \"textColor\");\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUIEditorTools.SetLabelWidth(66f);\n\t\t\tEditorGUILayout.PrefixLabel(\"Padding\");\n\t\t\tNGUIEditorTools.SetLabelWidth(14f);\n\t\t\tNGUIEditorTools.DrawProperty(\"X\", serializedObject, \"padding.x\", GUILayout.MinWidth(30f));\n\t\t\tNGUIEditorTools.DrawProperty(\"Y\", serializedObject, \"padding.y\", GUILayout.MinWidth(30f));\n\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPopupListInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b34b6233cb2c16f46a5c82586eab2960\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPrefabTool.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Text;\nusing System.IO;\nusing System.Reflection;\n\n/// <summary>\n/// Tool that makes it easy to drag prefabs into it to \"cache\" them for ease of use.\n/// </summary>\n\npublic class UIPrefabTool : EditorWindow\n{\n\tstatic public UIPrefabTool instance;\n\n\tclass Item\n\t{\n\t\tpublic GameObject prefab;\n\t\tpublic string guid;\n\t\tpublic Texture tex;\n\t\tpublic bool dynamicTex = false;\n\t}\n\n\tenum Mode\n\t{\n\t\tCompactMode,\n\t\tIconMode,\n\t\tDetailedMode,\n\t}\n\n\tconst int cellPadding = 4;\n\n\tint cellSize { get { return (mMode == Mode.CompactMode) ? 50 : 80; } }\n\n\tint mTab = 0;\n\tMode mMode = Mode.IconMode;\n\tVector2 mPos = Vector2.zero;\n\tbool mMouseIsInside = false;\n\tGUIContent mContent;\n\tGUIStyle mStyle;\n\n\t// List of all the added objects\n\tBetterList<Item> mItems = new BetterList<Item>();\n\n\t/// <summary>\n\t/// Get or set the dragged object.\n\t/// </summary>\n\n\tGameObject draggedObject\n\t{\n\t\tget\n\t\t{\n\t\t\tif (DragAndDrop.objectReferences == null) return null;\n\t\t\tif (DragAndDrop.objectReferences.Length == 1) return DragAndDrop.objectReferences[0] as GameObject;\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (value != null)\n\t\t\t{\n\t\t\t\tDragAndDrop.PrepareStartDrag();\n\t\t\t\tDragAndDrop.objectReferences = new Object[1] { value };\n\t\t\t\tdraggedObjectIsOurs = true;\n\t\t\t}\n\t\t\telse DragAndDrop.AcceptDrag();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the dragged object is coming from the outside (new object) or from the window (cloned object).\n\t/// </summary>\n\n\tbool draggedObjectIsOurs\n\t{\n\t\tget\n\t\t{\n\t\t\tobject obj = DragAndDrop.GetGenericData(\"Prefab Tool\");\n\t\t\tif (obj == null) return false;\n\t\t\treturn (bool)obj;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tDragAndDrop.SetGenericData(\"Prefab Tool\", value);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Initialize everything.\n\t/// </summary>\n\n\tvoid OnEnable ()\n\t{\n\t\tinstance = this;\n\n\t\tLoad();\n\n\t\tmContent = new GUIContent();\n\t\tmStyle = new GUIStyle();\n\t\tmStyle.alignment = TextAnchor.MiddleCenter;\n\t\tmStyle.padding = new RectOffset(2, 2, 2, 2);\n\t\tmStyle.clipping = TextClipping.Clip;\n\t\tmStyle.wordWrap = true;\n\t\tmStyle.stretchWidth = false;\n\t\tmStyle.stretchHeight = false;\n\t\tmStyle.normal.textColor = UnityEditor.EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.5f) : new Color(0f, 0f, 0f, 0.5f);\n\t\tmStyle.normal.background = null;\n\t}\n\n\t/// <summary>\n\t/// Clean up all textures.\n\t/// </summary>\n\n\tvoid OnDisable ()\n\t{\n\t\tinstance = null;\n\t\tforeach (Item item in mItems) DestroyTexture(item);\n\t\tSave();\n\t}\n\n\tvoid OnSelectionChange () { Repaint(); }\n\n\t/// <summary>\n\t/// Reset all loaded prefabs, collecting default controls instead.\n\t/// </summary>\n\n\tpublic void Reset ()\n\t{\n\t\tforeach (Item item in mItems) DestroyTexture(item);\n\t\tmItems.Clear();\n\n\t\tif (mTab == 0)\n\t\t{\n\t\t\tList<string> filtered = new List<string>();\n\t\t\tstring[] allAssets = AssetDatabase.GetAllAssetPaths();\n\n\t\t\tforeach (string s in allAssets)\n\t\t\t{\n\t\t\t\tif (s.EndsWith(\".prefab\") && s.Contains(\"Control -\"))\n\t\t\t\t\tfiltered.Add(s);\n\t\t\t}\n\n\t\t\tfiltered.Sort(string.Compare);\n\t\t\tforeach (string s in filtered) AddGUID(AssetDatabase.AssetPathToGUID(s), -1);\n\t\t\tRectivateLights();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a new item to the list.\n\t/// </summary>\n\n\tvoid AddItem (GameObject go, int index)\n\t{\n\t\tstring guid = NGUIEditorTools.ObjectToGUID(go);\n\n\t\tif (string.IsNullOrEmpty(guid))\n\t\t{\n#if UNITY_3_5\n\t\t\tstring path = EditorUtility.SaveFilePanel(\"Save a prefab\",\n\t\t\t\tNGUISettings.currentPath, go.name + \".prefab\", \"prefab\");\n#else\n\t\t\tstring path = EditorUtility.SaveFilePanelInProject(\"Save a prefab\",\n\t\t\t\tgo.name + \".prefab\", \"prefab\", \"Save prefab as...\", NGUISettings.currentPath);\n#endif\t\n\t\t\tif (string.IsNullOrEmpty(path)) return;\n\t\t\tNGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);\n\n\t\t\tgo = PrefabUtility.CreatePrefab(path, go);\n\t\t\tif (go == null) return;\n\n\t\t\tguid = NGUIEditorTools.ObjectToGUID(go);\n\t\t\tif (string.IsNullOrEmpty(guid)) return;\n\t\t}\n\n\t\tItem ent = new Item();\n\t\tent.prefab = go;\n\t\tent.guid = guid;\n\t\tGeneratePreview(ent, null);\n\t\tRectivateLights();\n\n\t\tif (index < mItems.size) mItems.Insert(index, ent);\n\t\telse mItems.Add(ent);\n\t\tSave();\n\t}\n\n\t/// <summary>\n\t/// Add a new item to the list.\n\t/// </summary>\n\n\tItem AddGUID (string guid, int index)\n\t{\n\t\tGameObject go = NGUIEditorTools.GUIDToObject<GameObject>(guid);\n\n\t\tif (go != null)\n\t\t{\n\t\t\tItem ent = new Item();\n\t\t\tent.prefab = go;\n\t\t\tent.guid = guid;\n\t\t\tGeneratePreview(ent, null);\n\t\t\tif (index < mItems.size) mItems.Insert(index, ent);\n\t\t\telse mItems.Add(ent);\n\t\t\treturn ent;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Remove an existing item from the list.\n\t/// </summary>\n\n\tvoid RemoveItem (object obj)\n\t{\n\t\tif (this == null) return;\n\t\tint index = (int)obj;\n\t\tif (index < mItems.size && index > -1)\n\t\t{\n\t\t\tItem item = mItems[index];\n\t\t\tDestroyTexture(item);\n\t\t\tmItems.RemoveAt(index);\n\t\t}\n\t\tSave();\n\t}\n\n\t/// <summary>\n\t/// Find an item referencing the specified game object.\n\t/// </summary>\n\n\tItem FindItem (GameObject go)\n\t{\n\t\tfor (int i = 0; i < mItems.size; ++i)\n\t\t\tif (mItems[i].prefab == go)\n\t\t\t\treturn mItems[i];\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Key used to save and load the data.\n\t/// </summary>\n\n\tstring saveKey { get { return \"NGUI \" + Application.dataPath + \" \" + mTab; } }\n\n\t/// <summary>\n\t/// Save all the items to Editor Prefs.\n\t/// </summary>\n\n\tvoid Save ()\n\t{\n\t\tstring data = \"\";\n\n\t\tif (mItems.size > 0)\n\t\t{\n\t\t\tstring guid = mItems[0].guid;\n\t\t\tStringBuilder sb = new StringBuilder();\n\t\t\tsb.Append(guid);\n\n\t\t\tfor (int i = 1; i < mItems.size; ++i)\n\t\t\t{\n\t\t\t\tguid = mItems[i].guid;\n\n\t\t\t\tif (string.IsNullOrEmpty(guid))\n\t\t\t\t{\n\t\t\t\t\tDebug.LogWarning(\"Unable to save \" + mItems[i].prefab.name);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tsb.Append('|');\n\t\t\t\t\tsb.Append(mItems[i].guid);\n\t\t\t\t}\n\t\t\t}\n\t\t\tdata = sb.ToString();\n\t\t}\n\t\tNGUISettings.SetString(saveKey, data);\n\t}\n\n\t/// <summary>\n\t/// Load all items from Editor Prefs.\n\t/// </summary>\n\n\tvoid Load ()\n\t{\n\t\tmTab = NGUISettings.GetInt(\"NGUI Prefab Tab\", 0);\n\t\tmMode = NGUISettings.GetEnum<Mode>(\"NGUI Prefab Mode\", mMode);\n\n\t\tforeach (Item item in mItems) DestroyTexture(item);\n\t\tmItems.Clear();\n\n\t\tstring data = NGUISettings.GetString(saveKey, \"\");\n\n\t\tif (string.IsNullOrEmpty(data))\n\t\t{\n\t\t\tReset();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(data)) return;\n\t\t\tstring[] guids = data.Split('|');\n\t\t\tforeach (string s in guids) AddGUID(s, -1);\n\t\t\tRectivateLights();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Destroy the item's texture.\n\t/// </summary>\n\n\tvoid DestroyTexture (Item item)\n\t{\n\t\tif (item != null && item.dynamicTex && item.tex != null)\n\t\t{\n\t\t\tDestroyImmediate(item.tex);\n\t\t\titem.dynamicTex = false;\n\t\t\titem.tex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Re-generate the specified prefab's snapshot texture using the provided snapshot point's values.\n\t/// </summary>\n\n\tpublic void RegenerateTexture (GameObject prefab, UISnapshotPoint point)\n\t{\n\t\tfor (int i = 0; i < mItems.size; ++i)\n\t\t{\n\t\t\tItem item = mItems[i];\n\n\t\t\tif (item.prefab == prefab)\n\t\t\t{\n\t\t\t\tGeneratePreview(item, point);\n\t\t\t\tRectivateLights();\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the visual mode based on the dragged object.\n\t/// </summary>\n\n\tvoid UpdateVisual ()\n\t{\n\t\tif (draggedObject == null) DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;\n\t\telse if (draggedObjectIsOurs) DragAndDrop.visualMode = DragAndDropVisualMode.Move;\n\t\telse DragAndDrop.visualMode = DragAndDropVisualMode.Copy;\n\t}\n\n\t/// <summary>\n\t/// Helper function that creates a new entry using the specified object's path.\n\t/// </summary>\n\n\tItem CreateItemByPath (string path)\n\t{\n\t\tif (!string.IsNullOrEmpty(path))\n\t\t{\n\t\t\tpath = FileUtil.GetProjectRelativePath(path);\n\t\t\tstring guid = AssetDatabase.AssetPathToGUID(path);\n\n\t\t\tif (!string.IsNullOrEmpty(guid))\n\t\t\t{\n\t\t\t\tGameObject go = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;\n\t\t\t\tItem ent = new Item();\n\t\t\t\tent.prefab = go;\n\t\t\t\tent.guid = guid;\n\t\t\t\tGeneratePreview(ent, null);\n\t\t\t\treturn ent;\n\t\t\t}\n\t\t\telse Debug.Log(\"No GUID\");\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// GetComponentInChildren doesn't work on prefabs.\n\t/// </summary>\n\n\tstatic UISnapshotPoint GetSnapshotPoint (Transform t)\n\t{\n\t\tUISnapshotPoint point = t.GetComponent<UISnapshotPoint>();\n\t\tif (point != null) return point;\n\t\t\n\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t{\n\t\t\tTransform c = t.GetChild(i);\n\t\t\tpoint = GetSnapshotPoint(c);\n\t\t\tif (point != null) return point;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Generate an item preview for the specified item.\n\t/// </summary>\n\n\tvoid GeneratePreview (Item item, UISnapshotPoint point)\n\t{\n\t\tif (item == null || item.prefab == null) return;\n\n\t\t// For some reason Unity 5 doesn't seem to support render textures at edit time while Unity 4 does...\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (point == null) point = GetSnapshotPoint(item.prefab.transform);\n\n\t\tif (point != null && point.thumbnail != null)\n\t\t{\n\t\t\t// Explicitly chosen thumbnail\n\t\t\titem.tex = point.thumbnail;\n\t\t\titem.dynamicTex = false;\n\t\t\treturn;\n\t\t}\n\t\telse if (!UnityEditorInternal.InternalEditorUtility.HasPro())\n#endif\n\t\t{\n\t\t\t// Render textures only work in Unity Pro\n\t\t\tstring path = \"Assets/NGUI/Editor/Preview/\" + item.prefab.name + \".png\";\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\titem.tex = File.Exists(path) ? (Texture2D)Resources.LoadAssetAtPath(path, typeof(Texture2D)) : null;\n#else\n\t\t\titem.tex = File.Exists(path) ? (Texture2D)AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) : null;\n#endif\n\t\t\titem.dynamicTex = false;\n\t\t\treturn;\n\t\t}\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tint dim = (cellSize - 4) * 2;\n\n\t\t// Asset Preview-based approach is unreliable, and most of the time fails to provide a texture.\n\t\t// Sometimes it even throws null exceptions.\n\t\t//item.tex = AssetPreview.GetAssetPreview(item.prefab);\n\t\t//item.dynamicTex = false;\n\t\t//if (item.tex != null) return;\n\n\t\t// Let's create a basic scene\n\t\tGameObject root = EditorUtility.CreateGameObjectWithHideFlags(\"Preview Root\", HideFlags.HideAndDontSave);\n\t\tGameObject camGO = EditorUtility.CreateGameObjectWithHideFlags(\"Preview Camera\", HideFlags.HideAndDontSave, typeof(Camera));\n\n\t\t// Position it far away so that it doesn't interfere with existing objects\n\t\troot.transform.position = new Vector3(0f, 0f, 10000f);\n\t\troot.layer = item.prefab.layer;\n\n\t\t// Set up the camera\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tCamera cam = camGO.camera;\n\t\tcam.isOrthoGraphic = true;\n#else\n\t\tCamera cam = camGO.GetComponent<Camera>();\n\t\tcam.orthographic = true;\n#endif\n\t\tcam.renderingPath = RenderingPath.Forward;\n\t\tcam.clearFlags = CameraClearFlags.Skybox;\n\t\tcam.backgroundColor = new Color(0f, 0f, 0f, 0f);\n\t\tcam.targetTexture = (item.tex as RenderTexture);\n\t\tcam.enabled = false;\n\n\t\t// Finally instantiate the prefab as a child of the root\n\t\tGameObject child = NGUITools.AddChild(root, item.prefab);\n\n\t\t// Try to find the snapshot point script\n\t\tif (point == null) point = child.GetComponentInChildren<UISnapshotPoint>();\n\n\t\t// If there is a UIRect present (widgets or panels) then it's an NGUI object\n\t\tRenderTexture rt = (SetupPreviewForUI(cam, root, child, point) || SetupPreviewFor3D(cam, root, child, point)) ?\n\t\t\tcam.RenderToTexture(dim, dim) : null;\n\n\t\t// Did we have a different render texture? Get rid of it.\n\t\tif (item.tex != rt && item.tex != null && item.dynamicTex)\n\t\t{\n\t\t\tNGUITools.DestroyImmediate(item.tex);\n\t\t\titem.tex = null;\n\t\t\titem.dynamicTex = false;\n\t\t}\n\n\t\t// Do we have a new render texture? Assign it.\n\t\tif (rt != null)\n\t\t{\n\t\t\titem.tex = rt;\n\t\t\titem.dynamicTex = true;\n\t\t}\n\n\t\t// Clean up everything\n\t\tDestroyImmediate(camGO);\n\t\tDestroyImmediate(root);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Set up everything necessary to preview a UI object.\n\t/// </summary>\n\n\tstatic bool SetupPreviewForUI (Camera cam, GameObject root, GameObject child, UISnapshotPoint point)\n\t{\n\t\tif (child.GetComponentInChildren<UIRect>() == null) return false;\n\n\t\tif (child.GetComponent<UIPanel>() == null)\n\t\t\troot.AddComponent<UIPanel>();\n\n\t\tBounds bounds = NGUIMath.CalculateAbsoluteWidgetBounds(child.transform);\n\t\tVector3 size = bounds.extents;\n\t\tfloat objSize = size.magnitude;\n\n\t\tcam.transform.position = bounds.center;\n\t\tcam.cullingMask = (1 << root.layer);\n\n\t\tif (point != null) SetupSnapshotCamera(child, cam, point);\n\t\telse SetupSnapshotCamera(child, cam, objSize, Mathf.RoundToInt(Mathf.Max(size.x, size.y)), -100f, 100f);\n\t\tNGUITools.ImmediatelyCreateDrawCalls(root);\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Set up everything necessary to preview a UI object.\n\t/// </summary>\n\n\tstatic bool SetupPreviewFor3D (Camera cam, GameObject root, GameObject child, UISnapshotPoint point)\n\t{\n\t\tRenderer[] rens = child.GetComponentsInChildren<Renderer>();\n\t\tif (rens.Length == 0) return false;\n\n\t\tVector3 camDir = new Vector3(-0.25f, -0.35f, -0.5f);\n\t\tVector3 lightDir = new Vector3(-0.25f, -0.5f, -0.25f);\n\n\t\tcamDir.Normalize();\n\t\tlightDir.Normalize();\n\n\t\t// Determine the bounds of the model\n\t\tRenderer ren = rens[0];\n\t\tBounds bounds = ren.bounds;\n\t\tint mask = (1 << ren.gameObject.layer);\n\n\t\tfor (int i = 1; i < rens.Length; ++i)\n\t\t{\n\t\t\tren = rens[i];\n\t\t\tmask |= (1 << ren.gameObject.layer);\n\t\t\tbounds.Encapsulate(ren.bounds);\n\t\t}\n\n\t\t// Set the camera's properties\n\t\tcam.cullingMask = mask;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tcam.isOrthoGraphic = true;\n#else\n\t\tcam.orthographic = true;\n#endif\n\t\tcam.transform.position = bounds.center;\n\t\tcam.transform.rotation = Quaternion.LookRotation(camDir);\n\n\t\tfloat objSize = bounds.size.magnitude;\n\t\tif (point != null) SetupSnapshotCamera(child, cam, point);\n\t\telse SetupSnapshotCamera(child, cam, objSize, objSize * 0.4f, -objSize, objSize);\n\n\t\t// Deactivate all scene lights\n\t\tDeactivateLights();\n\n\t\t// Create our own light\n\t\tGameObject lightGO = NGUITools.AddChild(root);\n\t\tLight light = lightGO.AddComponent<Light>();\n\t\tlight.type = LightType.Directional;\n\t\tlight.shadows = LightShadows.None;\n\t\tlight.color = Color.white;\n\t\tlight.intensity = 0.65f;\n\t\tlight.transform.rotation = Quaternion.LookRotation(lightDir);\n\t\tlight.cullingMask = mask;\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Set up the camera using the provided snapshot point's values.\n\t/// </summary>\n\n\tstatic void SetupSnapshotCamera (GameObject go, Camera cam, UISnapshotPoint point)\n\t{\n\t\tVector3 pos = point.transform.localPosition;\n\t\tQuaternion rot = point.transform.localRotation;\n\t\tTransform t = go.transform;\n\n\t\tif (t.parent != null)\n\t\t{\n\t\t\tpos = t.parent.TransformPoint(pos);\n\t\t\trot = t.parent.rotation * rot;\n\t\t}\n\n\t\tcam.transform.position = pos;\n\t\tcam.transform.rotation = rot;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tcam.isOrthoGraphic = point.isOrthographic;\n#else\n\t\tcam.orthographic = point.isOrthographic;\n#endif\n\t\tcam.nearClipPlane = point.nearClip;\n\t\tcam.farClipPlane = point.farClip;\n\t\tcam.orthographicSize = point.orthoSize;\n\t\tcam.fieldOfView = point.fieldOfView;\n\t}\n\n\t/// <summary>\n\t/// Set up the snapshot camera using an explicit game object, if there is one available.\n\t/// </summary>\n\n\tstatic void SetupSnapshotCamera (GameObject go, Camera cam, float objectSize, float orthoSize, float near, float far)\n\t{\n\t\t// If you place a game object called \"NGUI Snapshot Point\" on your object,\n\t\t// NGUI will use it as the camera's snapshot point, taking its position, rotation,\n\t\t// and any optional parameters you deem to specify. For an orthographic snapshot,\n\t\t// specify only one parameter -- the orthographic camera's size.\n\t\t// For a 3D snapshot, specify 3 parameters: near, far, and field of view.\n\t\t// Parameters must be separated by a space. For example:\n\t\t//   NGUI Snapshot Point 0.3\n\t\t//   NGUI Snapshot Point 0.1 10 45\n\n\t\tTransform snapshot = FindChild(go.transform, \"NGUI Snapshot Point\");\n\t\t\n\t\tif (snapshot == null)\n\t\t{\n\t\t\tcam.nearClipPlane = near;\n\t\t\tcam.farClipPlane = far;\n\t\t\tcam.orthographicSize = orthoSize;\n\t\t\treturn;\n\t\t}\n\n\t\tstring str = snapshot.name.Replace(\"NGUI Snapshot Point\", \"\");\n\t\tstring[] parts = str.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries);\n\n\t\tif (parts.Length == 3)\n\t\t{\n\t\t\tnear = 0.1f;\n\t\t\tfar = objectSize * 3f;\n\t\t\tfloat fov = 30f;\n\n\t\t\tfloat.TryParse(parts[0], out near);\n\t\t\tfloat.TryParse(parts[1], out far);\n\t\t\tfloat.TryParse(parts[2], out fov);\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tcam.isOrthoGraphic = false;\n#else\n\t\t\tcam.orthographic = false;\n#endif\n\t\t\tcam.nearClipPlane = near;\n\t\t\tcam.farClipPlane = far;\n\t\t\tcam.fieldOfView = fov;\n\t\t}\n\t\telse if (parts.Length > 0)\n\t\t{\n\t\t\tfloat.TryParse(parts[0], out orthoSize);\n\t\t\tcam.nearClipPlane = near;\n\t\t\tcam.farClipPlane = far;\n\t\t\tcam.orthographicSize = orthoSize;\n\t\t}\n\n\t\tcam.transform.position = snapshot.position;\n\t\tcam.transform.rotation = snapshot.rotation;\n\t}\n\n\t/// <summary>\n\t/// Find a child with a name that begins with the specified string.\n\t/// </summary>\n\n\tstatic Transform FindChild (Transform t, string startsWith)\n\t{\n\t\tif (t.name.StartsWith(startsWith)) return t;\n\n\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t{\n\t\t\tTransform ch = FindChild(t.GetChild(i), startsWith);\n\t\t\tif (ch != null) return ch;\n\t\t}\n\t\treturn null;\n\t}\n\n\t// List of lights that have been deactivated\n\tstatic BetterList<Light> mLights;\n\n\t/// <summary>\n\t/// Deactivate all scene lights.\n\t/// </summary>\n\n\tstatic void DeactivateLights ()\n\t{\n\t\tif (mLights == null)\n\t\t{\n\t\t\tmLights = new BetterList<Light>();\n\t\t\tLight[] lights = FindObjectsOfType(typeof(Light)) as Light[];\n\n\t\t\tforeach (Light l in lights)\n\t\t\t{\n\t\t\t\tif (NGUITools.GetActive(l))\n\t\t\t\t{\n\t\t\t\t\tl.enabled = false;\n\t\t\t\t\tmLights.Add(l);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Reactivate all scene lights.\n\t/// </summary>\n\n\tstatic void RectivateLights ()\n\t{\n\t\tif (mLights != null)\n\t\t{\n\t\t\tfor (int i = 0; i < mLights.size; ++i)\n\t\t\t\tmLights[i].enabled = true;\n\t\t\tmLights = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that retrieves the index of the cell under the mouse.\n\t/// </summary>\n\n\tint GetCellUnderMouse (int spacingX, int spacingY)\n\t{\n\t\tVector2 pos = Event.current.mousePosition + mPos;\n\n\t\tint topPadding = 40; // Account for mode and search bars\n\t\tint x = cellPadding, y = cellPadding + topPadding;\n\t\tif (pos.y < y) return -1;\n\n\t\tfloat width = Screen.width - cellPadding + mPos.x;\n\t\tfloat height = Screen.height - cellPadding + mPos.y;\n\t\tint index = 0;\n\n\t\tfor (; ; ++index)\n\t\t{\n\t\t\tRect rect = new Rect(x, y, spacingX, spacingY);\n\t\t\tif (rect.Contains(pos)) break;\n\n\t\t\tx += spacingX;\n\n\t\t\tif (x + spacingX > width)\n\t\t\t{\n\t\t\t\tif (pos.x > x) return -1;\n\t\t\t\ty += spacingY;\n\t\t\t\tx = cellPadding;\n\t\t\t\tif (y + spacingY > height) return -1;\n\t\t\t}\n\t\t}\n\t\treturn index;\n\t}\n\n\tbool mReset = false;\n\n\t/// <summary>\n\t/// Draw the custom wizard.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tEvent currentEvent = Event.current;\n\t\tEventType type = currentEvent.type;\n\n\t\tint x = cellPadding, y = cellPadding;\n\t\tint width = Screen.width - cellPadding;\n\t\tint spacingX = cellSize + cellPadding;\n\t\tint spacingY = spacingX;\n\t\tif (mMode == Mode.DetailedMode) spacingY += 32;\n\n\t\tGameObject dragged = draggedObject;\n\t\tbool isDragging = (dragged != null);\n\t\tint indexUnderMouse = GetCellUnderMouse(spacingX, spacingY);\n\t\tItem selection = isDragging ? FindItem(dragged) : null;\n\t\tstring searchFilter = NGUISettings.searchField;\n\n\t\tint newTab = mTab;\n\n\t\tGUILayout.BeginHorizontal();\n\t\tif (GUILayout.Toggle(newTab == 0, \"1\", \"ButtonLeft\")) newTab = 0;\n\t\tif (GUILayout.Toggle(newTab == 1, \"2\", \"ButtonMid\")) newTab = 1;\n\t\tif (GUILayout.Toggle(newTab == 2, \"3\", \"ButtonMid\")) newTab = 2;\n\t\tif (GUILayout.Toggle(newTab == 3, \"4\", \"ButtonMid\")) newTab = 3;\n\t\tif (GUILayout.Toggle(newTab == 4, \"5\", \"ButtonRight\")) newTab = 4;\n\t\tGUILayout.EndHorizontal();\n\n\t\tif (mTab != newTab)\n\t\t{\n\t\t\tSave();\n\t\t\tmTab = newTab;\n\t\t\tmReset = true;\n\t\t\tNGUISettings.SetInt(\"NGUI Prefab Tab\", mTab);\n\t\t\tLoad();\n\t\t}\n\n\t\tif (mReset && type == EventType.Repaint)\n\t\t{\n\t\t\tmReset = false;\n\t\t\tforeach (Item item in mItems) GeneratePreview(item, null);\n\t\t\tRectivateLights();\n\t\t}\n\n\t\t// Search field\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tstring after = EditorGUILayout.TextField(\"\", searchFilter, \"SearchTextField\", GUILayout.Width(Screen.width - 20f));\n\n\t\t\tif (GUILayout.Button(\"\", \"SearchCancelButton\", GUILayout.Width(18f)))\n\t\t\t{\n\t\t\t\tafter = \"\";\n\t\t\t\tGUIUtility.keyboardControl = 0;\n\t\t\t}\n\n\t\t\tif (searchFilter != after)\n\t\t\t{\n\t\t\t\tNGUISettings.searchField = after;\n\t\t\t\tsearchFilter = after;\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\n\t\tbool eligibleToDrag = (currentEvent.mousePosition.y < Screen.height - 40);\n\n\t\tif (type == EventType.MouseDown)\n\t\t{\n\t\t\tmMouseIsInside = true;\n\t\t}\n\t\telse if (type == EventType.MouseDrag)\n\t\t{\n\t\t\tmMouseIsInside = true;\n\n\t\t\tif (indexUnderMouse != -1 && eligibleToDrag)\n\t\t\t{\n\t\t\t\t// Drag operation begins\n\t\t\t\tif (draggedObjectIsOurs) DragAndDrop.StartDrag(\"Prefab Tool\");\n\t\t\t\tcurrentEvent.Use();\n\t\t\t}\n\t\t}\n\t\telse if (type == EventType.MouseUp)\n\t\t{\n\t\t\tDragAndDrop.PrepareStartDrag();\n\t\t\tmMouseIsInside = false;\n\t\t\tRepaint();\n\t\t}\n\t\telse if (type == EventType.DragUpdated)\n\t\t{\n\t\t\t// Something dragged into the window\n\t\t\tmMouseIsInside = true;\n\t\t\tUpdateVisual();\n\t\t\tcurrentEvent.Use();\n\t\t}\n\t\telse if (type == EventType.DragPerform)\n\t\t{\n\t\t\t// We've dropped a new object into the window\n\t\t\tif (dragged != null)\n\t\t\t{\n\t\t\t\tif (selection != null)\n\t\t\t\t{\n\t\t\t\t\tDestroyTexture(selection);\n\t\t\t\t\tmItems.Remove(selection);\n\t\t\t\t}\n\n\t\t\t\tAddItem(dragged, indexUnderMouse);\n\t\t\t\tdraggedObject = null;\n\t\t\t}\n\t\t\tmMouseIsInside = false;\n\t\t\tcurrentEvent.Use();\n\t\t}\n\t\telse if (type == EventType.DragExited || type == EventType.Ignore)\n\t\t{\n\t\t\tmMouseIsInside = false;\n\t\t}\n\n\t\t// If the mouse is not inside the window, clear the selection and dragged object\n\t\tif (!mMouseIsInside)\n\t\t{\n\t\t\tselection = null;\n\t\t\tdragged = null;\n\t\t}\n\n\t\t// Create a list of indices, inserting an entry of '-1' underneath the dragged object\n\t\tBetterList<int> indices = new BetterList<int>();\n\n\t\tfor (int i = 0; i < mItems.size; )\n\t\t{\n\t\t\tif (dragged != null && indices.size == indexUnderMouse)\n\t\t\t\tindices.Add(-1);\n\n\t\t\tif (mItems[i] != selection)\n\t\t\t{\n\t\t\t\tif (string.IsNullOrEmpty(searchFilter) ||\n\t\t\t\t\tmItems[i].prefab.name.IndexOf(searchFilter, System.StringComparison.CurrentCultureIgnoreCase) != -1)\n\t\t\t\t\t\tindices.Add(i);\n\t\t\t}\n\t\t\t++i;\n\t\t}\n\n\t\t// There must always be '-1' (Add/Move slot) present\n\t\tif (!indices.Contains(-1)) indices.Add(-1);\n\n\t\t// We want to start dragging something from within the window\n\t\tif (eligibleToDrag && type == EventType.MouseDown && indexUnderMouse > -1)\n\t\t{\n\t\t\tGUIUtility.keyboardControl = 0;\n\n\t\t\tif (currentEvent.button == 0 && indexUnderMouse < indices.size)\n\t\t\t{\n\t\t\t\tint index = indices[indexUnderMouse];\n\n\t\t\t\tif (index != -1 && index < mItems.size)\n\t\t\t\t{\n\t\t\t\t\tselection = mItems[index];\n\t\t\t\t\tdraggedObject = selection.prefab;\n\t\t\t\t\tdragged = selection.prefab;\n\t\t\t\t\tcurrentEvent.Use();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t//else if (type == EventType.MouseUp && currentEvent.button == 1 && indexUnderMouse > mItems.size)\n\t\t//{\n\t\t//    NGUIContextMenu.AddItem(\"Reset\", false, RemoveItem, index);\n\t\t//    NGUIContextMenu.Show();\n\t\t//}\n\n\t\t// Draw the scroll view with prefabs\n\t\tmPos = GUILayout.BeginScrollView(mPos);\n\t\t{\n\t\t\tColor normal = new Color(1f, 1f, 1f, 0.5f);\n\n\t\t\tfor (int i = 0; i < indices.size; ++i)\n\t\t\t{\n\t\t\t\tint index = indices[i];\n\t\t\t\tItem ent = (index != -1) ? mItems[index] : selection;\n\n\t\t\t\tif (ent != null && ent.prefab == null)\n\t\t\t\t{\n\t\t\t\t\tmItems.RemoveAt(index);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tRect rect = new Rect(x, y, cellSize, cellSize);\n\t\t\t\tRect inner = rect;\n\t\t\t\tinner.xMin += 2f;\n\t\t\t\tinner.xMax -= 2f;\n\t\t\t\tinner.yMin += 2f;\n\t\t\t\tinner.yMax -= 2f;\n\t\t\t\trect.yMax -= 1f; // Button seems to be mis-shaped. It's height is larger than its width by a single pixel.\n\n\t\t\t\tif (!isDragging && (mMode == Mode.CompactMode || (ent == null || ent.tex != null)))\n\t\t\t\t\tmContent.tooltip = (ent != null) ? ent.prefab.name : \"Click to add\";\n\t\t\t\telse mContent.tooltip = \"\";\n\n\t\t\t\t//if (ent == selection)\n\t\t\t\t{\n\t\t\t\t\tGUI.color = normal;\n\t\t\t\t\tNGUIEditorTools.DrawTiledTexture(inner, NGUIEditorTools.backdropTexture);\n\t\t\t\t}\n\n\t\t\t\tGUI.color = Color.white;\n\t\t\t\tGUI.backgroundColor = normal;\n\n\t\t\t\tif (GUI.Button(rect, mContent, \"Button\"))\n\t\t\t\t{\n\t\t\t\t\tif (ent == null || currentEvent.button == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tstring path = EditorUtility.OpenFilePanel(\"Add a prefab\", NGUISettings.currentPath, \"prefab\");\n\n\t\t\t\t\t\tif (!string.IsNullOrEmpty(path))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);\n\t\t\t\t\t\t\tItem newEnt = CreateItemByPath(path);\n\n\t\t\t\t\t\t\tif (newEnt != null)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tmItems.Add(newEnt);\n\t\t\t\t\t\t\t\tSave();\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (currentEvent.button == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIContextMenu.AddItem(\"Delete\", false, RemoveItem, index);\n\t\t\t\t\t\tNGUIContextMenu.Show();\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tstring caption = (ent == null) ? \"\" : ent.prefab.name.Replace(\"Control - \", \"\");\n\n\t\t\t\tif (ent != null)\n\t\t\t\t{\n\t\t\t\t\tif (ent.tex != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUI.DrawTexture(inner, ent.tex);\n\t\t\t\t\t}\n\t\t\t\t\telse if (mMode != Mode.DetailedMode)\n\t\t\t\t\t{\n\t\t\t\t\t\tGUI.Label(inner, caption, mStyle);\n\t\t\t\t\t\tcaption = \"\";\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse GUI.Label(inner, \"Add\", mStyle);\n\n\t\t\t\tif (mMode == Mode.DetailedMode)\n\t\t\t\t{\n\t\t\t\t\tGUI.backgroundColor = new Color(1f, 1f, 1f, 0.5f);\n\t\t\t\t\tGUI.contentColor = new Color(1f, 1f, 1f, 0.7f);\n\t\t\t\t\tGUI.Label(new Rect(rect.x, rect.y + rect.height, rect.width, 32f), caption, \"ProgressBarBack\");\n\t\t\t\t\tGUI.contentColor = Color.white;\n\t\t\t\t\tGUI.backgroundColor = Color.white;\n\t\t\t\t}\n\n\t\t\t\tx += spacingX;\n\n\t\t\t\tif (x + spacingX > width)\n\t\t\t\t{\n\t\t\t\t\ty += spacingY;\n\t\t\t\t\tx = cellPadding;\n\t\t\t\t}\n\t\t\t}\n\t\t\tGUILayout.Space(y);\n\t\t}\n\t\tGUILayout.EndScrollView();\n\n\t\t// Mode\n\t\tMode modeAfter = (Mode)EditorGUILayout.EnumPopup(mMode);\n\n\t\tif (modeAfter != mMode)\n\t\t{\n\t\t\tmMode = modeAfter;\n\t\t\tmReset = true;\n\t\t\tNGUISettings.SetEnum(\"NGUI Prefab Mode\", mMode);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIPrefabTool.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3eb1f93f938c768488aabc5c498e5f86\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIProgressBarEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n#if UNITY_3_5\n[CustomEditor(typeof(UIProgressBar))]\n#else\n[CustomEditor(typeof(UIProgressBar), true)]\n#endif\npublic class UIProgressBarEditor : UIWidgetContainerEditor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tserializedObject.Update();\n\n\t\tGUILayout.Space(3f);\n\n\t\tDrawLegacyFields();\n\n\t\tGUILayout.BeginHorizontal();\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Steps\", serializedObject, \"numberOfSteps\", GUILayout.Width(110f));\n\t\tif (sp.intValue == 0) GUILayout.Label(\"= unlimited\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tOnDrawExtraFields();\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Appearance\", \"Appearance\", false, true))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents(true);\n\t\t\tNGUIEditorTools.DrawProperty(\"Foreground\", serializedObject, \"mFG\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Background\", serializedObject, \"mBG\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Thumb\", serializedObject, \"thumb\");\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUIEditorTools.DrawProperty(\"Direction\", serializedObject, \"mFill\");\n\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tOnDrawAppearance();\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\n\t\tUIProgressBar sb = target as UIProgressBar;\n\t\tNGUIEditorTools.DrawEvents(\"On Value Change\", sb, sb.onChange);\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n\n\tprotected virtual void DrawLegacyFields()\n\t{\n\t\tUIProgressBar sb = target as UIProgressBar;\n\t\tfloat val = EditorGUILayout.Slider(\"Value\", sb.value, 0f, 1f);\n\n\t\tif (sb.value != val)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Progress Bar Change\", sb);\n\t\t\tsb.value = val;\n\t\t\tNGUITools.SetDirty(sb);\n\n\t\t\tfor (int i = 0; i < UIScrollView.list.size; ++i)\n\t\t\t{\n\t\t\t\tUIScrollView sv = UIScrollView.list[i];\n\n\t\t\t\tif (sv.horizontalScrollBar == sb || sv.verticalScrollBar == sb)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Progress Bar Change\", sv);\n\t\t\t\t\tsv.UpdatePosition();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tprotected virtual void OnDrawExtraFields () { }\n\tprotected virtual void OnDrawAppearance () { }\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIProgressBarEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 81229f2f75daa254298ceeba4651fa0d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIRectEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Editor class used to view UIRects.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIRect), true)]\npublic class UIRectEditor : Editor\n{\n\tstatic public UIRectEditor instance;\n\n\tstatic protected string[] PrefixName = new string[] { \"Left\", \"Right\", \"Bottom\", \"Top\" };\n\tstatic protected string[] FieldName = new string[] { \"leftAnchor\", \"rightAnchor\", \"bottomAnchor\", \"topAnchor\" };\n\tstatic protected string[] HorizontalList = new string[] { \"Target's Left\", \"Target's Center\", \"Target's Right\", \"Custom\", \"Set to Current Position\" };\n\tstatic protected string[] VerticalList = new string[] { \"Target's Bottom\", \"Target's Center\", \"Target's Top\", \"Custom\", \"Set to Current Position\" };\n\tstatic protected bool[] IsHorizontal = new bool[] { true, true, false, false };\n\n\tprotected enum AnchorType\n\t{\n\t\tNone,\n\t\tUnified,\n\t\tAdvanced,\n\t}\n\n\tprotected AnchorType mAnchorType = AnchorType.None;\n\tprotected Transform[] mTarget = new Transform[4];\n\tprotected bool[] mCustom = new bool[] { false, false, false, false };\n\n\t/// <summary>\n\t/// Whether the specified relative offset is a common value (0, 0.5, or 1)\n\t/// </summary>\n\n\tstatic protected bool IsCommon (float relative) { return (relative == 0f || relative == 0.5f || relative == 1f); }\n\n\t/// <summary>\n\t/// Returns 'true' if the specified serialized property reference is a UIRect.\n\t/// </summary>\n\n\tstatic protected bool IsRect (SerializedProperty sp)\n\t{\n\t\tif (sp.hasMultipleDifferentValues) return true;\n\t\treturn (GetRect(sp) != null);\n\t}\n\n\t/// <summary>\n\t/// Pass something like leftAnchor.target to get its rectangle reference.\n\t/// </summary>\n\n\tstatic protected UIRect GetRect (SerializedProperty sp)\n\t{\n\t\tTransform target = sp.objectReferenceValue as Transform;\n\t\tif (target == null) return null;\n\t\treturn target.GetComponent<UIRect>();\n\t}\n\n\t/// <summary>\n\t/// Pass something like leftAnchor.target to get its rectangle reference.\n\t/// </summary>\n\n\tstatic protected Camera GetCamera (SerializedProperty sp)\n\t{\n\t\tTransform target = sp.objectReferenceValue as Transform;\n\t\tif (target == null) return null;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\treturn target.camera;\n#else\n\t\treturn target.GetComponent<Camera>();\n#endif\n\t}\n\n\t/// <summary>\n\t/// Determine the initial anchor type.\n\t/// </summary>\n\n\tprotected virtual void OnEnable ()\n\t{\n\t\tinstance = this;\n\n\t\tif (serializedObject.isEditingMultipleObjects)\n\t\t{\n\t\t\tmAnchorType = AnchorType.Advanced;\n\t\t}\n\t\telse ReEvaluateAnchorType();\n\t}\n\n\t/// <summary>\n\t/// Clear the instance reference.\n\t/// </summary>\n\n\tprotected virtual void OnDisable () { instance = null; }\n\n\t/// <summary>\n\t/// Manually re-evaluate the current anchor type.\n\t/// </summary>\n\n\tprotected void ReEvaluateAnchorType ()\n\t{\n\t\tUIRect rect = target as UIRect;\n\n\t\tif (rect.leftAnchor.target == rect.rightAnchor.target &&\n\t\t\trect.leftAnchor.target == rect.bottomAnchor.target &&\n\t\t\trect.leftAnchor.target == rect.topAnchor.target)\n\t\t{\n\t\t\tif (rect.leftAnchor.target == null)\n\t\t\t{\n\t\t\t\tmAnchorType = AnchorType.None;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmAnchorType = AnchorType.Unified;\n\t\t\t}\n\t\t}\n\t\telse mAnchorType = AnchorType.Advanced;\n\t}\n\n\t/// <summary>\n\t/// Draw the inspector properties.\n\t/// </summary>\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tEditorGUILayout.Space();\n\n\t\tserializedObject.Update();\n\n\t\tEditorGUI.BeginDisabledGroup(!ShouldDrawProperties());\n\t\tDrawCustomProperties();\n\t\tEditorGUI.EndDisabledGroup();\n\t\tDrawFinalProperties();\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n\n\tprotected virtual bool ShouldDrawProperties () { return true; }\n\tprotected virtual void DrawCustomProperties () { }\n\n\t/// <summary>\n\t/// Draw the \"Anchors\" property block.\n\t/// </summary>\n\n\tprotected virtual void DrawFinalProperties () { if (!NGUISettings.unifiedTransform) DrawAnchorTransform(); }\n\tprotected virtual void OnDrawFinalProperties () { }\n\n\tpublic void DrawAnchorTransform ()\n\t{\n\t\tif (NGUIEditorTools.DrawHeader(\"Anchors\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\t\t\tNGUIEditorTools.SetLabelWidth(NGUISettings.minimalisticLook ? 69f : 62f);\n\n\t\t\tEditorGUI.BeginDisabledGroup(!((target as UIRect).canBeAnchored));\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tAnchorType type = (AnchorType)EditorGUILayout.EnumPopup(\"Type\", mAnchorType);\n\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tSerializedProperty[] tg = new SerializedProperty[4];\n\t\t\tfor (int i = 0; i < 4; ++i) tg[i] = serializedObject.FindProperty(FieldName[i] + \".target\");\n\n\t\t\tif (mAnchorType == AnchorType.None && type != AnchorType.None)\n\t\t\t{\n\t\t\t\tif (type == AnchorType.Unified)\n\t\t\t\t{\n\t\t\t\t\tif (mTarget[0] == null && mTarget[1] == null && mTarget[2] == null && mTarget[3] == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIRect rect = target as UIRect;\n\t\t\t\t\t\tUIRect parent = NGUITools.FindInParents<UIRect>(rect.cachedTransform.parent);\n\n\t\t\t\t\t\tif (parent != null)\n\t\t\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\t\t\tmTarget[i] = parent.cachedTransform;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t{\n\t\t\t\t\ttg[i].objectReferenceValue = mTarget[i];\n\t\t\t\t\tmTarget[i] = null;\n\t\t\t\t}\n\t\t\t\tUpdateAnchors(true);\n\t\t\t}\n\n\t\t\tif (type != AnchorType.None)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawPaddedProperty(\"Execute\", serializedObject, \"updateAnchors\");\n\t\t\t}\n\n\t\t\tif (type == AnchorType.Advanced)\n\t\t\t{\n\t\t\t\tDrawAnchor(0, true);\n\t\t\t\tDrawAnchor(1, true);\n\t\t\t\tDrawAnchor(2, true);\n\t\t\t\tDrawAnchor(3, true);\n\t\t\t}\n\t\t\telse if (type == AnchorType.Unified)\n\t\t\t{\n\t\t\t\tDrawSingleAnchorSelection();\n\n\t\t\t\tDrawAnchor(0, false);\n\t\t\t\tDrawAnchor(1, false);\n\t\t\t\tDrawAnchor(2, false);\n\t\t\t\tDrawAnchor(3, false);\n\t\t\t}\n\t\t\telse if (type == AnchorType.None && mAnchorType != type)\n\t\t\t{\n\t\t\t\t// Save values to make it easy to \"go back\"\n\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t{\n\t\t\t\t\tmTarget[i] = tg[i].objectReferenceValue as Transform;\n\t\t\t\t\ttg[i].objectReferenceValue = null;\n\t\t\t\t}\n\n\t\t\t\tserializedObject.FindProperty(\"leftAnchor.relative\").floatValue = 0f;\n\t\t\t\tserializedObject.FindProperty(\"bottomAnchor.relative\").floatValue = 0f;\n\t\t\t\tserializedObject.FindProperty(\"rightAnchor.relative\").floatValue = 1f;\n\t\t\t\tserializedObject.FindProperty(\"topAnchor.relative\").floatValue = 1f;\n\t\t\t}\n\n\t\t\tmAnchorType = type;\n\t\t\tOnDrawFinalProperties();\n\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a selection for a single target (one target sets all 4 sides)\n\t/// </summary>\n\n\tprotected SerializedProperty DrawSingleAnchorSelection ()\n\t{\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"leftAnchor.target\");\n\t\tObject before = sp.objectReferenceValue;\n\n\t\tGUILayout.Space(3f);\n\t\tNGUIEditorTools.DrawProperty(\"Target\", sp, false);\n\n\t\tObject after = sp.objectReferenceValue;\n\t\tserializedObject.FindProperty(\"rightAnchor.target\").objectReferenceValue = after;\n\t\tserializedObject.FindProperty(\"bottomAnchor.target\").objectReferenceValue = after;\n\t\tserializedObject.FindProperty(\"topAnchor.target\").objectReferenceValue = after;\n\n\t\tif (after != null || sp.hasMultipleDifferentValues)\n\t\t{\n\t\t\tif (before != after && after != null)\n\t\t\t\tUpdateAnchors(true);\n\t\t}\n\t\treturn sp;\n\t}\n\n\t/// <summary>\n\t/// Helper function that draws the suffix after the relative fields.\n\t/// </summary>\n\n\tprotected void DrawAnchor (int index, bool targetSelection)\n\t{\n\t\t//if (targetSelection) GUILayout.Space(3f);\n\n\t\t//NGUIEditorTools.SetLabelWidth(16f);\n\t\tGUILayout.BeginHorizontal();\n\t\tGUILayout.Label(PrefixName[index], GUILayout.Width(NGUISettings.minimalisticLook ? 65f : 56f));\n\n\t\tUIRect myRect = serializedObject.targetObject as UIRect;\n\t\tstring name = FieldName[index];\n\n\t\tSerializedProperty tar = serializedObject.FindProperty(name + \".target\");\n\t\tSerializedProperty rel = serializedObject.FindProperty(name + \".relative\");\n\t\tSerializedProperty abs = serializedObject.FindProperty(name + \".absolute\");\n\n\t\tif (targetSelection)\n\t\t{\n\t\t\tObject before = tar.objectReferenceValue;\n\t\t\tNGUIEditorTools.DrawProperty(\"\", tar, false, GUILayout.MinWidth(20f));\n\t\t\tObject after = tar.objectReferenceValue;\n\n\t\t\tif (after != null || tar.hasMultipleDifferentValues)\n\t\t\t{\n\t\t\t\tif (before != after && after != null)\n\t\t\t\t\tUpdateAnchor(index, true);\n\t\t\t}\n\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Label(\" \", GUILayout.Width(NGUISettings.minimalisticLook ? 65f : 56f));\n\t\t}\n\n\t\tUIRect targetRect = GetRect(tar);\n\t\tCamera targetCam = GetCamera(tar);\n\t\tfloat relative = rel.floatValue;\n\t\tbool isCommon = (targetRect == null && targetCam == null) || IsCommon(relative);\n\t\tint previousOrigin = 1;\n\n\t\tif (targetRect != null || targetCam != null)\n\t\t{\n\t\t\tif (mCustom[index] || !isCommon) previousOrigin = 3;\n\t\t\telse if (relative == 0f) previousOrigin = 0;\n\t\t\telse if (relative == 1f) previousOrigin = 2;\n\t\t}\n\n\t\t// Draw the origin selection list\n\t\tEditorGUI.BeginDisabledGroup(targetRect == null && targetCam == null);\n\t\tint newOrigin = IsHorizontal[index] ?\n\t\t\tEditorGUILayout.Popup(previousOrigin, HorizontalList) :\n\t\t\tEditorGUILayout.Popup(previousOrigin, VerticalList);\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\t// \"Set to Current\" choice\n\t\tif (newOrigin == 4)\n\t\t{\n\t\t\tnewOrigin = 3;\n\n\t\t\tVector3[] sides = targetRect.GetSides(myRect.cachedTransform);\n\n\t\t\tfloat f0, f1;\n\n\t\t\tif (IsHorizontal[index])\n\t\t\t{\n\t\t\t\tf0 = sides[0].x;\n\t\t\t\tf1 = sides[2].x;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tf0 = sides[3].y;\n\t\t\t\tf1 = sides[1].y;\n\t\t\t}\n\n\t\t\t// Final position after both relative and absolute values are taken into consideration\n\t\t\tfloat final = Mathf.Floor(0.5f + Mathf.Lerp(0f, f1 - f0, rel.floatValue) + abs.intValue);\n\n\t\t\trel.floatValue = final / (f1 - f0);\n\t\t\tabs.intValue = 0;\n\n\t\t\tserializedObject.ApplyModifiedProperties();\n\t\t\tserializedObject.Update();\n\t\t}\n\n\t\tmCustom[index] = (newOrigin == 3);\n\n\t\t// If the origin changes\n\t\tif (newOrigin != 3 && previousOrigin != newOrigin)\n\t\t{\n\t\t\t// Desired relative value\n\t\t\tif (newOrigin == 0) relative = 0f;\n\t\t\telse if (newOrigin == 2) relative = 1f;\n\t\t\telse relative = 0.5f;\n\n\t\t\tVector3[] sides = (targetRect != null) ?\n\t\t\t\ttargetRect.GetSides(myRect.cachedTransform) :\n\t\t\t\ttargetCam.GetSides(myRect.cachedTransform);\n\n\t\t\t// Calculate the current position based from the bottom-left\n\t\t\tfloat f0, f1;\n\n\t\t\tif (IsHorizontal[index])\n\t\t\t{\n\t\t\t\tf0 = sides[0].x;\n\t\t\t\tf1 = sides[2].x;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tf0 = sides[3].y;\n\t\t\t\tf1 = sides[1].y;\n\t\t\t}\n\n\t\t\t// Final position after both relative and absolute values are taken into consideration\n\t\t\tfloat final = Mathf.Floor(0.5f + Mathf.Lerp(f0, f1, rel.floatValue) + abs.intValue);\n\n\t\t\trel.floatValue = relative;\n\t\t\tabs.intValue = Mathf.FloorToInt(final + 0.5f - Mathf.Lerp(f0, f1, relative));\n\n\t\t\tserializedObject.ApplyModifiedProperties();\n\t\t\tserializedObject.Update();\n\t\t}\n\n\t\tif (mCustom[index])\n\t\t{\n\t\t\t// Draw the relative value\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(64f);\n\n\t\t\trelative = rel.floatValue;\n\t\t\tbool isOutside01 = relative < 0f || relative > 1f;\n\n\t\t\t// Horizontal slider for relative values, for convenience\n\t\t\t//EditorGUI.BeginDisabledGroup(isOutside01);\n\t\t\t{\n\t\t\t\tGUILayout.Space(10f);\n\t\t\t\tfloat val = GUILayout.HorizontalSlider(relative, 0f, 1f);\n\n\t\t\t\tNGUIEditorTools.DrawProperty(\"\", rel, false, GUILayout.Width(40f));\n\n\t\t\t\tif (!isOutside01 && val != relative)\n\t\t\t\t{\n\t\t\t\t\tVector3[] sides = (targetRect != null) ?\n\t\t\t\t\t\ttargetRect.GetSides(myRect.cachedTransform) :\n\t\t\t\t\t\ttargetCam.GetSides(myRect.cachedTransform);\n\n\t\t\t\t\t// Calculate the current position based from the bottom-left\n\t\t\t\t\tfloat f0, f1;\n\n\t\t\t\t\tif (IsHorizontal[index])\n\t\t\t\t\t{\n\t\t\t\t\t\tf0 = sides[0].x;\n\t\t\t\t\t\tf1 = sides[2].x;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tf0 = sides[3].y;\n\t\t\t\t\t\tf1 = sides[1].y;\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat size = (f1 - f0);\n\t\t\t\t\tint intVal = Mathf.FloorToInt(val * size + 0.5f);\n\t\t\t\t\t//intVal = ((intVal >> 1) << 1);\n\t\t\t\t\trel.floatValue = (size > 0f) ? intVal / size : 0.5f;\n\t\t\t\t}\n\t\t\t}\n\t\t\t//EditorGUI.EndDisabledGroup();\n\t\t}\n\n\t\t// Draw the absolute value\n\t\tNGUIEditorTools.SetLabelWidth(16f);\n\t\tNGUIEditorTools.DrawProperty(\"+\", abs, false, GUILayout.Width(60f));\n\t\t\n\t\tGUILayout.EndHorizontal();\n\t\tNGUIEditorTools.SetLabelWidth(NGUISettings.minimalisticLook ? 69f : 62f);\n\t}\n\n\t/// <summary>\n\t/// Convenience function that switches the anchor mode and ensures that dimensions are kept intact.\n\t/// </summary>\n\n\tprotected void UpdateAnchors (bool resetRelative)\n\t{\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tObject[] objs = serializedObject.targetObjects;\n\n\t\tfor (int i = 0; i < objs.Length; ++i)\n\t\t{\n\t\t\tUIRect rect = objs[i] as UIRect;\n\n\t\t\tif (rect)\n\t\t\t{\n\t\t\t\tUpdateHorizontalAnchor(rect, rect.leftAnchor, resetRelative);\n\t\t\t\tUpdateHorizontalAnchor(rect, rect.rightAnchor, resetRelative);\n\t\t\t\tUpdateVerticalAnchor(rect, rect.bottomAnchor, resetRelative);\n\t\t\t\tUpdateVerticalAnchor(rect, rect.topAnchor, resetRelative);\n\t\t\t\t\n\t\t\t\tNGUITools.SetDirty(rect);\n\t\t\t}\n\t\t}\n\t\tserializedObject.Update();\n\t}\n\n\t/// <summary>\n\t/// Convenience function that switches the anchor mode and ensures that dimensions are kept intact.\n\t/// </summary>\n\n\tprotected void UpdateAnchor (int index, bool resetRelative)\n\t{\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tObject[] objs = serializedObject.targetObjects;\n\n\t\tfor (int i = 0; i < objs.Length; ++i)\n\t\t{\n\t\t\tUIRect rect = objs[i] as UIRect;\n\n\t\t\tif (rect)\n\t\t\t{\n\t\t\t\tif (index == 0) UpdateHorizontalAnchor(rect, rect.leftAnchor, resetRelative);\n\t\t\t\tif (index == 1) UpdateHorizontalAnchor(rect, rect.rightAnchor, resetRelative);\n\t\t\t\tif (index == 2) UpdateVerticalAnchor(rect, rect.bottomAnchor, resetRelative);\n\t\t\t\tif (index == 3) UpdateVerticalAnchor(rect, rect.topAnchor, resetRelative);\n\n\t\t\t\tNGUITools.SetDirty(rect);\n\t\t\t}\n\t\t}\n\t\tserializedObject.Update();\n\t}\n\n\t/// <summary>\n\t/// Convenience function that switches the anchor mode and ensures that dimensions are kept intact.\n\t/// </summary>\n\n\tstatic public void UpdateHorizontalAnchor (UIRect r, UIRect.AnchorPoint anchor, bool resetRelative)\n\t{\n\t\t// Update the target\n\t\tif (anchor.target == null) return;\n\n\t\t// Update the rect\n\t\tanchor.rect = anchor.target.GetComponent<UIRect>();\n\n\t\t// Continue only if we have a parent to work with\n\t\tTransform parent = r.cachedTransform.parent;\n\t\tif (parent == null) return;\n\n\t\tbool inverted = (anchor == r.rightAnchor);\n\t\tint i0 = inverted ? 2 : 0;\n\t\tint i1 = inverted ? 3 : 1;\n\n\t\t// Calculate the left side\n\t\tVector3[] myCorners = r.worldCorners;\n\t\tVector3 localPos = parent.InverseTransformPoint(Vector3.Lerp(myCorners[i0], myCorners[i1], 0.5f));\n\n\t\tif (anchor.rect != null)\n\t\t{\n\t\t\t// Anchored to a rectangle -- must anchor to the same side\n\t\t\tVector3[] targetCorners = anchor.rect.worldCorners;\n\n\t\t\t// We want to choose the side with the shortest offset\n\t\t\tVector3 side0 = parent.InverseTransformPoint(Vector3.Lerp(targetCorners[0], targetCorners[1], 0.5f));\n\t\t\tVector3 side1 = parent.InverseTransformPoint(Vector3.Lerp(targetCorners[2], targetCorners[3], 0.5f));\n\n\t\t\tfloat val0 = localPos.x - side0.x;\n\t\t\tfloat val2 = localPos.x - side1.x;\n\n\t\t\tif (resetRelative)\n\t\t\t{\n\t\t\t\tfloat val1 = localPos.x - Vector3.Lerp(side0, side1, 0.5f).x;\n\t\t\t\tanchor.SetToNearest(val0, val1, val2);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat val = localPos.x - Vector3.Lerp(side0, side1, anchor.relative).x;\n\t\t\t\tanchor.Set(anchor.relative, val);\n\t\t\t}\n\t\t}\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\telse if (anchor.target.camera != null)\n\t\t{\n\t\t\tVector3[] sides = anchor.target.camera.GetSides(parent);\n#else\n\t\telse if (anchor.target.GetComponent<Camera>() != null)\n\t\t{\n\t\t\tVector3[] sides = anchor.target.GetComponent<Camera>().GetSides(parent);\n#endif\n\t\t\tVector3 side0 = sides[0];\n\t\t\tVector3 side1 = sides[2];\n\n\t\t\tfloat val0 = localPos.x - side0.x;\n\t\t\tfloat val2 = localPos.x - side1.x;\n\n\t\t\tif (resetRelative)\n\t\t\t{\n\t\t\t\tfloat val1 = localPos.x - Vector3.Lerp(side0, side1, 0.5f).x;\n\t\t\t\tanchor.SetToNearest(val0, val1, val2);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat val = localPos.x - Vector3.Lerp(side0, side1, anchor.relative).x;\n\t\t\t\tanchor.Set(anchor.relative, val);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Anchored to a simple transform\n\t\t\tVector3 remotePos = anchor.target.position;\n\t\t\tif (anchor.targetCam != null) remotePos = anchor.targetCam.WorldToViewportPoint(remotePos);\n\t\t\tif (r.anchorCamera != null) remotePos = r.anchorCamera.ViewportToWorldPoint(remotePos);\n\t\t\tremotePos = parent.InverseTransformPoint(remotePos);\n\t\t\tanchor.absolute = Mathf.FloorToInt(localPos.x - remotePos.x + 0.5f);\n\t\t\tanchor.relative = inverted ? 1f : 0f;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that switches the anchor mode and ensures that dimensions are kept intact.\n\t/// </summary>\n\n\tstatic public void UpdateVerticalAnchor (UIRect r, UIRect.AnchorPoint anchor, bool resetRelative)\n\t{\n\t\t// Update the target\n\t\tif (anchor.target == null) return;\n\n\t\t// Update the rect\n\t\tanchor.rect = anchor.target.GetComponent<UIRect>();\n\n\t\t// Continue only if we have a parent to work with\n\t\tTransform parent = r.cachedTransform.parent;\n\t\tif (parent == null) return;\n\n\t\tbool inverted = (anchor == r.topAnchor);\n\t\tint i0 = inverted ? 1 : 0;\n\t\tint i1 = inverted ? 2 : 3;\n\n\t\t// Calculate the bottom side\n\t\tVector3[] myCorners = r.worldCorners;\n\t\tVector3 localPos = parent.InverseTransformPoint(Vector3.Lerp(myCorners[i0], myCorners[i1], 0.5f));\n\n\t\tif (anchor.rect != null)\n\t\t{\n\t\t\t// Anchored to a rectangle -- must anchor to the same side\n\t\t\tVector3[] targetCorners = anchor.rect.worldCorners;\n\n\t\t\t// We want to choose the side with the shortest offset\n\t\t\tVector3 side0 = parent.InverseTransformPoint(Vector3.Lerp(targetCorners[0], targetCorners[3], 0.5f));\n\t\t\tVector3 side1 = parent.InverseTransformPoint(Vector3.Lerp(targetCorners[1], targetCorners[2], 0.5f));\n\n\t\t\tfloat val0 = localPos.y - side0.y;\n\t\t\tfloat val2 = localPos.y - side1.y;\n\n\t\t\tif (resetRelative)\n\t\t\t{\n\t\t\t\tfloat val1 = localPos.y - Vector3.Lerp(side0, side1, 0.5f).y;\n\t\t\t\tanchor.SetToNearest(val0, val1, val2);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat val = localPos.y - Vector3.Lerp(side0, side1, anchor.relative).y;\n\t\t\t\tanchor.Set(anchor.relative, val);\n\t\t\t}\n\t\t}\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\telse if (anchor.target.camera != null)\n\t\t{\n\t\t\tVector3[] sides = anchor.target.camera.GetSides(parent);\n#else\n\t\telse if (anchor.target.GetComponent<Camera>() != null)\n\t\t{\n\t\t\tVector3[] sides = anchor.target.GetComponent<Camera>().GetSides(parent);\n#endif\n\t\t\tVector3 side0 = sides[3];\n\t\t\tVector3 side1 = sides[1];\n\n\t\t\tfloat val0 = localPos.y - side0.y;\n\t\t\tfloat val2 = localPos.y - side1.y;\n\n\t\t\tif (resetRelative)\n\t\t\t{\n\t\t\t\tfloat val1 = localPos.y - Vector3.Lerp(side0, side1, 0.5f).y;\n\t\t\t\tanchor.SetToNearest(val0, val1, val2);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat val = localPos.y - Vector3.Lerp(side0, side1, anchor.relative).y;\n\t\t\t\tanchor.Set(anchor.relative, val);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Anchored to a simple transform\n\t\t\tVector3 remotePos = anchor.target.position;\n\t\t\tif (anchor.targetCam != null) remotePos = anchor.targetCam.WorldToViewportPoint(remotePos);\n\t\t\tif (r.anchorCamera != null) remotePos = r.anchorCamera.ViewportToWorldPoint(remotePos);\n\t\t\tremotePos = parent.InverseTransformPoint(remotePos);\n\t\t\tanchor.absolute = Mathf.FloorToInt(localPos.y - remotePos.y + 0.5f);\n\t\t\tanchor.relative = inverted ? 1f : 0f;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIRectEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aa5b1144562b4be4a839a476a014319c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UIRootEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIRoot))]\npublic class UIRootEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tserializedObject.Update();\n\t\tNGUIEditorTools.SetLabelWidth(110f);\n\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Scaling Style\", serializedObject, \"scalingStyle\");\n\n\t\tUIRoot.Scaling scaling = (UIRoot.Scaling)sp.intValue;\n\n\t\tif (scaling == UIRoot.Scaling.Flexible)\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Minimum Height\", serializedObject, \"minimumHeight\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Maximum Height\", serializedObject, \"maximumHeight\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Shrink Portrait UI\", serializedObject, \"shrinkPortraitUI\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Adjust by DPI\", serializedObject, \"adjustByDPI\");\n\n\t\t\tEditorGUILayout.HelpBox(\"Also known as the 'Pixel-Perfect' mode, this setting makes NGUI's virtual pixels match the screen. This means that your UI will look smaller on high resolution devices and bigger on lower resolution devices, but it will always be as crisp as it can be.\" +\n\t\t\t\t\"\\n\\nIdeal usage: PC games with a modular user interface that takes advantage of widget anchoring.\", MessageType.Info);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUIEditorTools.DrawProperty(\"Content Width\", serializedObject, \"manualWidth\", GUILayout.Width(160f));\n\t\t\tNGUIEditorTools.SetLabelWidth(26f);\n\t\t\tbool fitWidth = NGUIEditorTools.DrawProperty(\"Fit\", serializedObject, \"fitWidth\").boolValue;\n\t\t\tNGUIEditorTools.SetLabelWidth(110f);\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tNGUIEditorTools.DrawProperty(\"Content Height\", serializedObject, \"manualHeight\", GUILayout.Width(160f));\n\t\t\tNGUIEditorTools.SetLabelWidth(26f);\n\t\t\tbool fitHeight = NGUIEditorTools.DrawProperty(\"Fit\", serializedObject, \"fitHeight\").boolValue;\n\t\t\tNGUIEditorTools.SetLabelWidth(110f);\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (fitHeight)\n\t\t\t{\n\t\t\t\tif (fitWidth)\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.HelpBox(\"Whatever you create within the content frame (blue outline) will always be visible, regardless of the screen's aspect ratio.\" +\n\t\t\t\t\t\t\"\\n\\nThink of it as choosing the 'Fit' desktop background style.\", MessageType.Info);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tEditorGUILayout.HelpBox(\"This setting will keep your UI look the same on all screen sizes relative to the height of the screen.\" +\n\t\t\t\t\t\t\"\\n\\nYou will still be able to see more or less on the left and right sides of the screen as the aspect ratio changes.\", MessageType.Info);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (fitWidth)\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"This setting will keep your UI look the same on all screen sizes relative to the width of the screen.\" +\n\t\t\t\t\t\"\\n\\nYou will still be able to see more or less on the top and bottom sides sides of the screen as the aspect ratio changes.\", MessageType.Info);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"Your UI within the content frame (blue outline) will always fill the screen, and edges will be cropped based on the aspect ratio.\" +\n\t\t\t\t\t\"\\n\\nThink of it as choosing the 'Fill' desktop background style.\", MessageType.Info);\n\t\t\t}\n\t\t}\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIRootEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 167e85d0ec2d26c4e9d862a87e678254\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIScrollBarEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIScrollBar))]\npublic class UIScrollBarEditor : UIProgressBarEditor\n{\n\tprotected override void DrawLegacyFields ()\n\t{\n\t\tUIScrollBar sb = target as UIScrollBar;\n\n\t\tfloat val = EditorGUILayout.Slider(\"Value\", sb.value, 0f, 1f);\n\t\tfloat size = EditorGUILayout.Slider(\"Size\", sb.barSize, 0f, 1f);\n\t\tfloat alpha = EditorGUILayout.Slider(\"Alpha\", sb.alpha, 0f, 1f);\n\n\t\tif (sb.value != val ||\n\t\t\tsb.barSize != size ||\n\t\t\tsb.alpha != alpha)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Scroll Bar Change\", sb);\n\t\t\tsb.value = val;\n\t\t\tsb.barSize = size;\n\t\t\tsb.alpha = alpha;\n\t\t\tNGUITools.SetDirty(sb);\n\n\t\t\tfor (int i = 0; i < UIScrollView.list.size; ++i)\n\t\t\t{\n\t\t\t\tUIScrollView sv = UIScrollView.list[i];\n\n\t\t\t\tif (sv.horizontalScrollBar == sb || sv.verticalScrollBar == sb)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Scroll Bar Change\", sv);\n\t\t\t\t\tsv.UpdatePosition();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIScrollBarEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 20f7848ea19ece0419ac9b5999ff0df5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIScrollViewEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(UIScrollView))]\npublic class UIScrollViewEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tNGUIEditorTools.SetLabelWidth(130f);\n\n\t\tGUILayout.Space(3f);\n\t\tserializedObject.Update();\n\n\t\tSerializedProperty sppv = serializedObject.FindProperty(\"contentPivot\");\n\t\tUIWidget.Pivot before = (UIWidget.Pivot)sppv.intValue;\n\n\t\tNGUIEditorTools.DrawProperty(\"Content Origin\", sppv, false);\n\n\t\tSerializedProperty movement = NGUIEditorTools.DrawProperty(\"Movement\", serializedObject, \"movement\");\n        SerializedProperty customMovementX = null;\n        SerializedProperty customMovementY = null;\n\n\t\tif (((UIScrollView.Movement)movement.intValue) == UIScrollView.Movement.Custom)\n\t\t{\n\t\t\tNGUIEditorTools.SetLabelWidth(20f);\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(114f);\n            customMovementX = NGUIEditorTools.DrawProperty(\"X\", serializedObject, \"customMovement.x\", GUILayout.MinWidth(20f));\n            customMovementY = NGUIEditorTools.DrawProperty(\"Y\", serializedObject, \"customMovement.y\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(130f);\n\n\t\tNGUIEditorTools.DrawProperty(\"Drag Effect\", serializedObject, \"dragEffect\");\n\t\tNGUIEditorTools.DrawProperty(\"Scroll Wheel Factor\", serializedObject, \"scrollWheelFactor\");\n\t\tNGUIEditorTools.DrawProperty(\"Momentum Amount\", serializedObject, \"momentumAmount\");\n\n        SerializedProperty restrict = NGUIEditorTools.DrawProperty(\"Restrict Within Panel\", serializedObject, \"restrictWithinPanel\");\n        if (restrict.boolValue == true)\n        {\n            if (CanMoveHorizontally((UIScrollView.Movement)movement.intValue, customMovementX != null ? customMovementX.floatValue : 0f))\n            {\n                NGUIEditorTools.DrawProperty(\"Constrain To Left\", serializedObject, \"constrainToLeft\");\n            }\n            if (CanMoveVertically((UIScrollView.Movement)movement.intValue, customMovementY != null ? customMovementY.floatValue : 0f))\n            {\n                NGUIEditorTools.DrawProperty(\"Constrain To Top\", serializedObject, \"constrainToTop\");\n            }\n        }\n\t\tNGUIEditorTools.DrawProperty(\"Cancel Drag If Fits\", serializedObject, \"disableDragIfFits\");\n\t\tNGUIEditorTools.DrawProperty(\"Smooth Drag Start\", serializedObject, \"smoothDragStart\");\n\t\tNGUIEditorTools.DrawProperty(\"IOS Drag Emulation\", serializedObject, \"iOSDragEmulation\");\n\n\t\tNGUIEditorTools.SetLabelWidth(100f);\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Scroll Bars\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\t\t\tNGUIEditorTools.DrawProperty(\"Horizontal\", serializedObject, \"horizontalScrollBar\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Vertical\", serializedObject, \"verticalScrollBar\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Show Condition\", serializedObject, \"showScrollBars\");\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tif (before != (UIWidget.Pivot)sppv.intValue)\n\t\t{\n\t\t\t(target as UIScrollView).ResetPosition();\n\t\t}\n\t}\n    /// <summary>\n    /// Whether the scroll view can move horizontally.\n    /// </summary>\n\n    public bool CanMoveHorizontally(UIScrollView.Movement movement, float customMovementX)\n    {\n        return movement == UIScrollView.Movement.Horizontal ||\n            movement == UIScrollView.Movement.Unrestricted ||\n            (movement == UIScrollView.Movement.Custom && customMovementX != 0f);\n    }\n\n    /// <summary>\n    /// Whether the scroll view can move vertically.\n    /// </summary>\n\n    public bool CanMoveVertically(UIScrollView.Movement movement, float customMovementY)\n    {\n        return movement == UIScrollView.Movement.Vertical ||\n            movement == UIScrollView.Movement.Unrestricted ||\n            (movement == UIScrollView.Movement.Custom && customMovementY != 0f);\n    }\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIScrollViewEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a3b2fb31ed86914a9c7ae6b883de316\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISliderEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UISlider))]\npublic class UISliderEditor : UIProgressBarEditor\n{\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISliderEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a43764fe69e698d40b5024e16213c5cc\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISnapshotPointEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UISnapshotPoint), true)]\npublic class UISnapshotPointEditor : Editor\n{\n\tenum Type\n\t{\n\t\tManual,\n\t\tAutomatic,\n\t}\n\n\tType mType = Type.Automatic;\n\n\tvoid OnEnable ()\n\t{\n\t\tmType = (target as UISnapshotPoint).thumbnail == null ? Type.Automatic : Type.Manual;\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tmType = (Type)EditorGUILayout.EnumPopup(\"Type\", mType);\n\n\t\tserializedObject.Update();\n\n\t\tif (mType == Type.Manual)\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Thumbnail\", serializedObject, \"thumbnail\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Orthographic\", serializedObject, \"isOrthographic\");\n\n\t\t\tif (sp.hasMultipleDifferentValues)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Ortho Size\", serializedObject, \"orthoSize\");\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Field of View\", serializedObject, \"fieldOfView\");\n\t\t\t}\n\t\t\telse if (sp.boolValue)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Ortho Size\", serializedObject, \"orthoSize\");\n\t\t\t}\n\t\t\telse NGUIEditorTools.DrawProperty(\"Field of View\", serializedObject, \"fieldOfView\");\n\n\t\t\tNGUIEditorTools.DrawProperty(\"Near Clip\", serializedObject, \"nearClip\");\n\t\t\tNGUIEditorTools.DrawProperty(\"Far Clip\", serializedObject, \"farClip\");\n\t\t}\n\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tGameObject prefab = GetPrefab();\n\n\t\tif (prefab == null)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"This script should be attached to a prefab that you expect to place into the Prefab Toolbar. \" +\n\t\t\t\t\"It simply makes it easier to adjust the snapshot camera's settings.\", MessageType.Info);\n\t\t}\n\t\telse if (GUILayout.Button(\"Update Snapshot\"))\n\t\t{\n\t\t\t// Invalidate this prefab's preview\n\t\t\tif (UIPrefabTool.instance != null)\n\t\t\t{\n\t\t\t\tUISnapshotPoint snapshot = target as UISnapshotPoint;\n\n\t\t\t\tif (snapshot.isOrthographic) target.name = \"NGUI Snapshot Point \" + snapshot.orthoSize;\n\t\t\t\telse target.name = \"NGUI Snapshot Point \" + snapshot.nearClip + \" \" + snapshot.farClip + \" \" + snapshot.fieldOfView;\n\n\t\t\t\tUIPrefabTool.instance.RegenerateTexture(prefab, snapshot);\n\t\t\t\tUIPrefabTool.instance.Repaint();\n\t\t\t}\n\t\t}\n\t}\n\n\tGameObject GetPrefab ()\n\t{\n\t\tUISnapshotPoint point = target as UISnapshotPoint;\n\n\t\t// Root object of this prefab instance\n\t\tTransform t = point.transform.parent;\n\t\tGameObject go = PrefabUtility.FindPrefabRoot(t == null ? point.gameObject : t.gameObject);\n\t\tif (go == null) return null;\n\n\t\t// Actual prefab\n\t\treturn PrefabUtility.GetPrefabParent(go) as GameObject;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISnapshotPointEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d43571d32669b3f439cff5ea0ee6d6f6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Editor/NGUI/UISpriteAnimationInspector.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n/// <summary>\n/// Inspector class used to edit UISpriteAnimations.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UISpriteAnimation))]\npublic class UISpriteAnimationInspector : Editor\n{\n\t/// <summary>\n\t/// Draw the inspector widget.\n\t/// </summary>\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(3f);\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tserializedObject.Update();\n\n\t\tNGUIEditorTools.DrawProperty(\"Frame Index\", serializedObject, \"frameIndex\");\n\t\tNGUIEditorTools.DrawProperty(\"Framerate\", serializedObject, \"mFPS\");\n\t\tNGUIEditorTools.DrawProperty(\"Name Prefix\", serializedObject, \"mPrefix\");\n\t\tNGUIEditorTools.DrawProperty(\"Loop\", serializedObject, \"mLoop\");\n\t\tNGUIEditorTools.DrawProperty(\"Pixel Snap\", serializedObject, \"mSnap\");\n\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISpriteAnimationInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0691e062d343d1b41b435e34db5d467f\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISpriteInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEditor;\nusing UnityEngine;\n\n/// <summary>\n/// Inspector class used to edit UISprites.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UISprite), true)]\npublic class UISpriteInspector : UIBasicSpriteEditor\n{\n\t/// <summary>\n\t/// Atlas selection callback.\n\t/// </summary>\n\n\tvoid OnSelectAtlas (Object obj)\n\t{\n\t\tserializedObject.Update();\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"mAtlas\");\n\t\tsp.objectReferenceValue = obj;\n\t\tserializedObject.ApplyModifiedProperties();\n\t\tNGUITools.SetDirty(serializedObject.targetObject);\n\t\tNGUISettings.atlas = obj as UIAtlas;\n\t}\n\n\t/// <summary>\n\t/// Sprite selection callback function.\n\t/// </summary>\n\n\tvoid SelectSprite (string spriteName)\n\t{\n\t\tserializedObject.Update();\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"mSpriteName\");\n\t\tsp.stringValue = spriteName;\n\t\tserializedObject.ApplyModifiedProperties();\n\t\tNGUITools.SetDirty(serializedObject.targetObject);\n\t\tNGUISettings.selectedSprite = spriteName;\n\t}\n\n\t/// <summary>\n\t/// Draw the atlas and sprite selection fields.\n\t/// </summary>\n\n\tprotected override bool ShouldDrawProperties ()\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\tif (NGUIEditorTools.DrawPrefixButton(\"Atlas\"))\n\t\t\tComponentSelector.Show<UIAtlas>(OnSelectAtlas);\n\t\tSerializedProperty atlas = NGUIEditorTools.DrawProperty(\"\", serializedObject, \"mAtlas\", GUILayout.MinWidth(20f));\n\t\t\n\t\tif (GUILayout.Button(\"Edit\", GUILayout.Width(40f)))\n\t\t{\n\t\t\tif (atlas != null)\n\t\t\t{\n\t\t\t\tUIAtlas atl = atlas.objectReferenceValue as UIAtlas;\n\t\t\t\tNGUISettings.atlas = atl;\n\t\t\t\tif (atl != null) NGUIEditorTools.Select(atl.gameObject);\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"mSpriteName\");\n\t\tNGUIEditorTools.DrawAdvancedSpriteField(atlas.objectReferenceValue as UIAtlas, sp.stringValue, SelectSprite, false);\n\n\t\tNGUIEditorTools.DrawProperty(\"Material\", serializedObject, \"mMat\");\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// All widgets have a preview.\n\t/// </summary>\n\n\tpublic override bool HasPreviewGUI ()\n\t{\n\t\treturn (Selection.activeGameObject == null || Selection.gameObjects.Length == 1);\n\t}\n\n\t/// <summary>\n\t/// Draw the sprite preview.\n\t/// </summary>\n\n\tpublic override void OnPreviewGUI (Rect rect, GUIStyle background)\n\t{\n\t\tUISprite sprite = target as UISprite;\n\t\tif (sprite == null || !sprite.isValid) return;\n\n\t\tTexture2D tex = sprite.mainTexture as Texture2D;\n\t\tif (tex == null) return;\n\n\t\tUISpriteData sd = sprite.atlas.GetSprite(sprite.spriteName);\n\t\tNGUIEditorTools.DrawSprite(tex, rect, sd, sprite.color);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UISpriteInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 921cc3716d59a904faeee8dec757dea6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIStretchEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIStretch))]\npublic class UIStretchEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tbase.OnInspectorGUI();\n\t\tEditorGUILayout.HelpBox(\"UIStretch is a legacy component and should not be used anymore. All widgets have anchoring functionality built-in.\", MessageType.Warning);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIStretchEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 26aa400b9b7cfb04492304287feb589d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITableEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if UNITY_3_5\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UITable))]\npublic class UITableEditor : UIWidgetContainerEditor\n{\n}\n#endif\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITableEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2cf395759d6024f4e953788182f97a84\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITextureInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Inspector class used to edit UITextures.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UITexture), true)]\npublic class UITextureInspector : UIBasicSpriteEditor\n{\n\tUITexture mTex;\n\n\tprotected override void OnEnable ()\n\t{\n\t\tbase.OnEnable();\n\t\tmTex = target as UITexture;\n\t}\n\n\tprotected override bool ShouldDrawProperties ()\n\t{\n\t\tif (target == null) return false;\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Texture\", serializedObject, \"mTexture\");\n\t\tNGUIEditorTools.DrawProperty(\"Material\", serializedObject, \"mMat\");\n\n\t\tif (sp != null) NGUISettings.texture = sp.objectReferenceValue as Texture;\n\n\t\tif (mTex != null && (mTex.material == null || serializedObject.isEditingMultipleObjects))\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Shader\", serializedObject, \"mShader\");\n\t\t}\n\n\t\tEditorGUI.BeginDisabledGroup(mTex == null || mTex.mainTexture == null || serializedObject.isEditingMultipleObjects);\n\n\t\tNGUIEditorTools.DrawRectProperty(\"UV Rect\", serializedObject, \"mRect\");\n\n\t\tsp = serializedObject.FindProperty(\"mFixedAspect\");\n\t\tbool before = sp.boolValue;\n\t\tNGUIEditorTools.DrawProperty(\"Fixed Aspect\", sp);\n\t\tif (sp.boolValue != before) (target as UIWidget).drawRegion = new Vector4(0f, 0f, 1f, 1f);\n\n\t\tif (sp.boolValue)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(\"Note that Fixed Aspect mode is not compatible with Draw Region modifications done by sliders and progress bars.\", MessageType.Info);\n\t\t}\n\n\t\tEditorGUI.EndDisabledGroup();\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Allow the texture to be previewed.\n\t/// </summary>\n\n\tpublic override bool HasPreviewGUI ()\n\t{\n\t\treturn (Selection.activeGameObject == null || Selection.gameObjects.Length == 1) &&\n\t\t\t(mTex != null) && (mTex.mainTexture as Texture2D != null);\n\t}\n\n\t/// <summary>\n\t/// Draw the sprite preview.\n\t/// </summary>\n\n\tpublic override void OnPreviewGUI (Rect rect, GUIStyle background)\n\t{\n\t\tTexture2D tex = mTex.mainTexture as Texture2D;\n\n\t\tif (tex != null)\n\t\t{\n\t\t\tRect tc = mTex.uvRect;\n\t\t\ttc.xMin *= tex.width;\n\t\t\ttc.xMax *= tex.width;\n\t\t\ttc.yMin *= tex.height;\n\t\t\ttc.yMax *= tex.height;\n\t\t\tNGUIEditorTools.DrawSprite(tex, rect, mTex.color, tc, mTex.border);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITextureInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e772b2bb85dc225499db07c5206af708\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITexturePacker.cs",
    "content": "/*\n\tBased on the Public Domain MaxRectsBinPack.cpp source by Jukka Jylänki\n\thttps://github.com/juj/RectangleBinPack/\n\n\tPorted to C# by Sven Magnus\n\tThis version is also public domain - do whatever you want with it.\n*/\nusing UnityEngine;\nusing System.Collections;\nusing System.Collections.Generic;\n\npublic class UITexturePacker\n{\n\tpublic int binWidth = 0;\n\tpublic int binHeight = 0;\n\tpublic bool allowRotations;\n\n\tpublic List<Rect> usedRectangles = new List<Rect>();\n\tpublic List<Rect> freeRectangles = new List<Rect>();\n\n\tpublic enum FreeRectChoiceHeuristic\n\t{\n\t\tRectBestShortSideFit, ///< -BSSF: Positions the rectangle against the short side of a free rectangle into which it fits the best.\n\t\tRectBestLongSideFit, ///< -BLSF: Positions the rectangle against the long side of a free rectangle into which it fits the best.\n\t\tRectBestAreaFit, ///< -BAF: Positions the rectangle into the smallest free rect into which it fits.\n\t\tRectBottomLeftRule, ///< -BL: Does the Tetris placement.\n\t\tRectContactPointRule ///< -CP: Choosest the placement where the rectangle touches other rects as much as possible.\n\t};\n\n\tpublic UITexturePacker (int width, int height, bool rotations)\n\t{\n\t\tInit(width, height, rotations);\n\t}\n\n\tpublic void Init (int width, int height, bool rotations)\n\t{\n\t\tbinWidth = width;\n\t\tbinHeight = height;\n\t\tallowRotations = rotations;\n\n\t\tRect n = new Rect();\n\t\tn.x = 0;\n\t\tn.y = 0;\n\t\tn.width = width;\n\t\tn.height = height;\n\n\t\tusedRectangles.Clear();\n\n\t\tfreeRectangles.Clear();\n\t\tfreeRectangles.Add(n);\n\t}\n\n\tprivate struct Storage\n\t{\n\t\tpublic Rect rect;\n\t\tpublic bool paddingX;\n\t\tpublic bool paddingY;\n\t}\n\n\tstatic public Rect[] PackTextures (Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize)\n\t{\n\t\tif (width > maxSize && height > maxSize) return null;\n\t\tif (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; }\n\t\t\n\t\t// Force square by sizing up\n\t\tif (NGUISettings.forceSquareAtlas)\n\t\t{\n\t\t\tif (width > height)\n\t\t\t\theight = width;\n\t\t\telse if (height > width)\n\t\t\t\twidth = height;\n\t\t}\n\t\tUITexturePacker bp = new UITexturePacker(width, height, false);\n\t\tStorage[] storage = new Storage[textures.Length];\n\n\t\tfor (int i = 0; i < textures.Length; i++)\n\t\t{\n\t\t\tTexture2D tex = textures[i];\n\t\t\tif (!tex) continue;\n\n\t\t\tRect rect = new Rect();\n\n\t\t\tint xPadding = 1;\n\t\t\tint yPadding = 1;\n\n\t\t\tfor (xPadding = 1; xPadding >= 0; --xPadding)\n\t\t\t{\n\t\t\t\tfor (yPadding = 1; yPadding >= 0; --yPadding)\n\t\t\t\t{\n\t\t\t\t\trect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding),\n\t\t\t\t\t\tUITexturePacker.FreeRectChoiceHeuristic.RectBestAreaFit);\n\t\t\t\t\tif (rect.width != 0 && rect.height != 0) break;\n\n\t\t\t\t\t// After having no padding if it still doesn't fit -- increase texture size.\n\t\t\t\t\telse if (xPadding == 0 && yPadding == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\treturn PackTextures(texture, textures, width * (width <= height ? 2 : 1),\n\t\t\t\t\t\t\theight * (height < width ? 2 : 1), padding, maxSize);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (rect.width != 0 && rect.height != 0) break;\n\t\t\t}\n\n\t\t\tstorage[i] = new Storage();\n\t\t\tstorage[i].rect = rect;\n\t\t\tstorage[i].paddingX = (xPadding != 0);\n\t\t\tstorage[i].paddingY = (yPadding != 0);\n\t\t}\n\n\t\ttexture.Resize(width, height);\n\t\ttexture.SetPixels(new Color[width * height]);\n\n\t\t// The returned rects\n\t\tRect[] rects = new Rect[textures.Length];\n\n\t\tfor (int i = 0; i < textures.Length; i++)\n\t\t{\n\t\t\tTexture2D tex = textures[i];\n\t\t\tif (!tex) continue;\n\n\t\t\tRect rect = storage[i].rect;\n\t\t\tint xPadding = (storage[i].paddingX ? padding : 0);\n\t\t\tint yPadding = (storage[i].paddingY ? padding : 0);\n\t\t\tColor[] colors = tex.GetPixels();\n\n\t\t\t// Would be used to rotate the texture if need be.\n\t\t\tif (rect.width != tex.width + xPadding)\n\t\t\t{\n\t\t\t\tColor[] newColors = tex.GetPixels();\n\n\t\t\t\tfor (int x = 0; x < rect.width; x++)\n\t\t\t\t{\n\t\t\t\t\tfor (int y = 0; y < rect.height; y++)\n\t\t\t\t\t{\n\t\t\t\t\t\tint prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width;\n\t\t\t\t\t\tnewColors[x + y * (int)rect.width] = colors[prevIndex];\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tcolors = newColors;\n\t\t\t}\n\n\t\t\ttexture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors);\n\t\t\trect.x /= width;\n\t\t\trect.y /= height;\n\t\t\trect.width = (rect.width - xPadding) / width;\n\t\t\trect.height = (rect.height - yPadding) / height;\n\t\t\trects[i] = rect;\n\t\t}\n\t\ttexture.Apply();\n\t\treturn rects;\n\t}\n\n\tpublic Rect Insert (int width, int height, FreeRectChoiceHeuristic method)\n\t{\n\t\tRect newNode = new Rect();\n\t\tint score1 = 0; // Unused in this function. We don't need to know the score after finding the position.\n\t\tint score2 = 0;\n\t\tswitch (method)\n\t\t{\n\t\t\tcase FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break;\n\t\t}\n\n\t\tif (newNode.height == 0)\n\t\t\treturn newNode;\n\n\t\tint numRectanglesToProcess = freeRectangles.Count;\n\t\tfor (int i = 0; i < numRectanglesToProcess; ++i)\n\t\t{\n\t\t\tif (SplitFreeNode(freeRectangles[i], ref newNode))\n\t\t\t{\n\t\t\t\tfreeRectangles.RemoveAt(i);\n\t\t\t\t--i;\n\t\t\t\t--numRectanglesToProcess;\n\t\t\t}\n\t\t}\n\n\t\tPruneFreeList();\n\n\t\tusedRectangles.Add(newNode);\n\t\treturn newNode;\n\t}\n\n\tpublic void Insert (List<Rect> rects, List<Rect> dst, FreeRectChoiceHeuristic method)\n\t{\n\t\tdst.Clear();\n\n\t\twhile (rects.Count > 0)\n\t\t{\n\t\t\tint bestScore1 = int.MaxValue;\n\t\t\tint bestScore2 = int.MaxValue;\n\t\t\tint bestRectIndex = -1;\n\t\t\tRect bestNode = new Rect();\n\n\t\t\tfor (int i = 0; i < rects.Count; ++i)\n\t\t\t{\n\t\t\t\tint score1 = 0;\n\t\t\t\tint score2 = 0;\n\t\t\t\tRect newNode = ScoreRect((int)rects[i].width, (int)rects[i].height, method, ref score1, ref score2);\n\n\t\t\t\tif (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2))\n\t\t\t\t{\n\t\t\t\t\tbestScore1 = score1;\n\t\t\t\t\tbestScore2 = score2;\n\t\t\t\t\tbestNode = newNode;\n\t\t\t\t\tbestRectIndex = i;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (bestRectIndex == -1)\n\t\t\t\treturn;\n\n\t\t\tPlaceRect(bestNode);\n\t\t\trects.RemoveAt(bestRectIndex);\n\t\t}\n\t}\n\n\tvoid PlaceRect (Rect node)\n\t{\n\t\tint numRectanglesToProcess = freeRectangles.Count;\n\t\tfor (int i = 0; i < numRectanglesToProcess; ++i)\n\t\t{\n\t\t\tif (SplitFreeNode(freeRectangles[i], ref node))\n\t\t\t{\n\t\t\t\tfreeRectangles.RemoveAt(i);\n\t\t\t\t--i;\n\t\t\t\t--numRectanglesToProcess;\n\t\t\t}\n\t\t}\n\n\t\tPruneFreeList();\n\n\t\tusedRectangles.Add(node);\n\t}\n\n\tRect ScoreRect (int width, int height, FreeRectChoiceHeuristic method, ref int score1, ref int score2)\n\t{\n\t\tRect newNode = new Rect();\n\t\tscore1 = int.MaxValue;\n\t\tscore2 = int.MaxValue;\n\t\tswitch (method)\n\t\t{\n\t\t\tcase FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1);\n\t\t\tscore1 = -score1; // Reverse since we are minimizing, but for contact point score bigger is better.\n\t\t\tbreak;\n\t\t\tcase FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break;\n\t\t\tcase FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break;\n\t\t}\n\n\t\t// Cannot fit the current rectangle.\n\t\tif (newNode.height == 0)\n\t\t{\n\t\t\tscore1 = int.MaxValue;\n\t\t\tscore2 = int.MaxValue;\n\t\t}\n\n\t\treturn newNode;\n\t}\n\n\t/// Computes the ratio of used surface area.\n\tpublic float Occupancy ()\n\t{\n\t\tulong usedSurfaceArea = 0;\n\t\tfor (int i = 0; i < usedRectangles.Count; ++i)\n\t\t\tusedSurfaceArea += (uint)usedRectangles[i].width * (uint)usedRectangles[i].height;\n\n\t\treturn (float)usedSurfaceArea / (binWidth * binHeight);\n\t}\n\n\tRect FindPositionForNewNodeBottomLeft (int width, int height, ref int bestY, ref int bestX)\n\t{\n\t\tRect bestNode = new Rect();\n\t\t//memset(bestNode, 0, sizeof(Rect));\n\n\t\tbestY = int.MaxValue;\n\n\t\tfor (int i = 0; i < freeRectangles.Count; ++i)\n\t\t{\n\t\t\t// Try to place the rectangle in upright (non-flipped) orientation.\n\t\t\tif (freeRectangles[i].width >= width && freeRectangles[i].height >= height)\n\t\t\t{\n\t\t\t\tint topSideY = (int)freeRectangles[i].y + height;\n\t\t\t\tif (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = width;\n\t\t\t\t\tbestNode.height = height;\n\t\t\t\t\tbestY = topSideY;\n\t\t\t\t\tbestX = (int)freeRectangles[i].x;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)\n\t\t\t{\n\t\t\t\tint topSideY = (int)freeRectangles[i].y + width;\n\t\t\t\tif (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = height;\n\t\t\t\t\tbestNode.height = width;\n\t\t\t\t\tbestY = topSideY;\n\t\t\t\t\tbestX = (int)freeRectangles[i].x;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn bestNode;\n\t}\n\n\tRect FindPositionForNewNodeBestShortSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit)\n\t{\n\t\tRect bestNode = new Rect();\n\t\t//memset(&bestNode, 0, sizeof(Rect));\n\n\t\tbestShortSideFit = int.MaxValue;\n\n\t\tfor (int i = 0; i < freeRectangles.Count; ++i)\n\t\t{\n\t\t\t// Try to place the rectangle in upright (non-flipped) orientation.\n\t\t\tif (freeRectangles[i].width >= width && freeRectangles[i].height >= height)\n\t\t\t{\n\t\t\t\tint leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width);\n\t\t\t\tint leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height);\n\t\t\t\tint shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);\n\t\t\t\tint longSideFit = Mathf.Max(leftoverHoriz, leftoverVert);\n\n\t\t\t\tif (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = width;\n\t\t\t\t\tbestNode.height = height;\n\t\t\t\t\tbestShortSideFit = shortSideFit;\n\t\t\t\t\tbestLongSideFit = longSideFit;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)\n\t\t\t{\n\t\t\t\tint flippedLeftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height);\n\t\t\t\tint flippedLeftoverVert = Mathf.Abs((int)freeRectangles[i].height - width);\n\t\t\t\tint flippedShortSideFit = Mathf.Min(flippedLeftoverHoriz, flippedLeftoverVert);\n\t\t\t\tint flippedLongSideFit = Mathf.Max(flippedLeftoverHoriz, flippedLeftoverVert);\n\n\t\t\t\tif (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = height;\n\t\t\t\t\tbestNode.height = width;\n\t\t\t\t\tbestShortSideFit = flippedShortSideFit;\n\t\t\t\t\tbestLongSideFit = flippedLongSideFit;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn bestNode;\n\t}\n\n\tRect FindPositionForNewNodeBestLongSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit)\n\t{\n\t\tRect bestNode = new Rect();\n\t\t//memset(&bestNode, 0, sizeof(Rect));\n\n\t\tbestLongSideFit = int.MaxValue;\n\n\t\tfor (int i = 0; i < freeRectangles.Count; ++i)\n\t\t{\n\t\t\t// Try to place the rectangle in upright (non-flipped) orientation.\n\t\t\tif (freeRectangles[i].width >= width && freeRectangles[i].height >= height)\n\t\t\t{\n\t\t\t\tint leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width);\n\t\t\t\tint leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height);\n\t\t\t\tint shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);\n\t\t\t\tint longSideFit = Mathf.Max(leftoverHoriz, leftoverVert);\n\n\t\t\t\tif (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = width;\n\t\t\t\t\tbestNode.height = height;\n\t\t\t\t\tbestShortSideFit = shortSideFit;\n\t\t\t\t\tbestLongSideFit = longSideFit;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)\n\t\t\t{\n\t\t\t\tint leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height);\n\t\t\t\tint leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width);\n\t\t\t\tint shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);\n\t\t\t\tint longSideFit = Mathf.Max(leftoverHoriz, leftoverVert);\n\n\t\t\t\tif (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = height;\n\t\t\t\t\tbestNode.height = width;\n\t\t\t\t\tbestShortSideFit = shortSideFit;\n\t\t\t\t\tbestLongSideFit = longSideFit;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn bestNode;\n\t}\n\n\tRect FindPositionForNewNodeBestAreaFit (int width, int height, ref int bestAreaFit, ref int bestShortSideFit)\n\t{\n\t\tRect bestNode = new Rect();\n\t\t//memset(&bestNode, 0, sizeof(Rect));\n\n\t\tbestAreaFit = int.MaxValue;\n\n\t\tfor (int i = 0; i < freeRectangles.Count; ++i)\n\t\t{\n\t\t\tint areaFit = (int)freeRectangles[i].width * (int)freeRectangles[i].height - width * height;\n\n\t\t\t// Try to place the rectangle in upright (non-flipped) orientation.\n\t\t\tif (freeRectangles[i].width >= width && freeRectangles[i].height >= height)\n\t\t\t{\n\t\t\t\tint leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width);\n\t\t\t\tint leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height);\n\t\t\t\tint shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);\n\n\t\t\t\tif (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = width;\n\t\t\t\t\tbestNode.height = height;\n\t\t\t\t\tbestShortSideFit = shortSideFit;\n\t\t\t\t\tbestAreaFit = areaFit;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)\n\t\t\t{\n\t\t\t\tint leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height);\n\t\t\t\tint leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width);\n\t\t\t\tint shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);\n\n\t\t\t\tif (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = height;\n\t\t\t\t\tbestNode.height = width;\n\t\t\t\t\tbestShortSideFit = shortSideFit;\n\t\t\t\t\tbestAreaFit = areaFit;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn bestNode;\n\t}\n\n\t/// Returns 0 if the two intervals i1 and i2 are disjoint, or the length of their overlap otherwise.\n\tint CommonIntervalLength (int i1start, int i1end, int i2start, int i2end)\n\t{\n\t\tif (i1end < i2start || i2end < i1start)\n\t\t\treturn 0;\n\t\treturn Mathf.Min(i1end, i2end) - Mathf.Max(i1start, i2start);\n\t}\n\n\tint ContactPointScoreNode (int x, int y, int width, int height)\n\t{\n\t\tint score = 0;\n\n\t\tif (x == 0 || x + width == binWidth)\n\t\t\tscore += height;\n\t\tif (y == 0 || y + height == binHeight)\n\t\t\tscore += width;\n\n\t\tfor (int i = 0; i < usedRectangles.Count; ++i)\n\t\t{\n\t\t\tif (usedRectangles[i].x == x + width || usedRectangles[i].x + usedRectangles[i].width == x)\n\t\t\t\tscore += CommonIntervalLength((int)usedRectangles[i].y, (int)usedRectangles[i].y + (int)usedRectangles[i].height, y, y + height);\n\t\t\tif (usedRectangles[i].y == y + height || usedRectangles[i].y + usedRectangles[i].height == y)\n\t\t\t\tscore += CommonIntervalLength((int)usedRectangles[i].x, (int)usedRectangles[i].x + (int)usedRectangles[i].width, x, x + width);\n\t\t}\n\t\treturn score;\n\t}\n\n\tRect FindPositionForNewNodeContactPoint (int width, int height, ref int bestContactScore)\n\t{\n\t\tRect bestNode = new Rect();\n\t\t//memset(&bestNode, 0, sizeof(Rect));\n\n\t\tbestContactScore = -1;\n\n\t\tfor (int i = 0; i < freeRectangles.Count; ++i)\n\t\t{\n\t\t\t// Try to place the rectangle in upright (non-flipped) orientation.\n\t\t\tif (freeRectangles[i].width >= width && freeRectangles[i].height >= height)\n\t\t\t{\n\t\t\t\tint score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, width, height);\n\t\t\t\tif (score > bestContactScore)\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = (int)freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = (int)freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = width;\n\t\t\t\t\tbestNode.height = height;\n\t\t\t\t\tbestContactScore = score;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)\n\t\t\t{\n\t\t\t\tint score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, height, width);\n\t\t\t\tif (score > bestContactScore)\n\t\t\t\t{\n\t\t\t\t\tbestNode.x = (int)freeRectangles[i].x;\n\t\t\t\t\tbestNode.y = (int)freeRectangles[i].y;\n\t\t\t\t\tbestNode.width = height;\n\t\t\t\t\tbestNode.height = width;\n\t\t\t\t\tbestContactScore = score;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn bestNode;\n\t}\n\n\tbool SplitFreeNode (Rect freeNode, ref Rect usedNode)\n\t{\n\t\t// Test with SAT if the rectangles even intersect.\n\t\tif (usedNode.x >= freeNode.x + freeNode.width || usedNode.x + usedNode.width <= freeNode.x ||\n\t\t\tusedNode.y >= freeNode.y + freeNode.height || usedNode.y + usedNode.height <= freeNode.y)\n\t\t\treturn false;\n\n\t\tif (usedNode.x < freeNode.x + freeNode.width && usedNode.x + usedNode.width > freeNode.x)\n\t\t{\n\t\t\t// New node at the top side of the used node.\n\t\t\tif (usedNode.y > freeNode.y && usedNode.y < freeNode.y + freeNode.height)\n\t\t\t{\n\t\t\t\tRect newNode = freeNode;\n\t\t\t\tnewNode.height = usedNode.y - newNode.y;\n\t\t\t\tfreeRectangles.Add(newNode);\n\t\t\t}\n\n\t\t\t// New node at the bottom side of the used node.\n\t\t\tif (usedNode.y + usedNode.height < freeNode.y + freeNode.height)\n\t\t\t{\n\t\t\t\tRect newNode = freeNode;\n\t\t\t\tnewNode.y = usedNode.y + usedNode.height;\n\t\t\t\tnewNode.height = freeNode.y + freeNode.height - (usedNode.y + usedNode.height);\n\t\t\t\tfreeRectangles.Add(newNode);\n\t\t\t}\n\t\t}\n\n\t\tif (usedNode.y < freeNode.y + freeNode.height && usedNode.y + usedNode.height > freeNode.y)\n\t\t{\n\t\t\t// New node at the left side of the used node.\n\t\t\tif (usedNode.x > freeNode.x && usedNode.x < freeNode.x + freeNode.width)\n\t\t\t{\n\t\t\t\tRect newNode = freeNode;\n\t\t\t\tnewNode.width = usedNode.x - newNode.x;\n\t\t\t\tfreeRectangles.Add(newNode);\n\t\t\t}\n\n\t\t\t// New node at the right side of the used node.\n\t\t\tif (usedNode.x + usedNode.width < freeNode.x + freeNode.width)\n\t\t\t{\n\t\t\t\tRect newNode = freeNode;\n\t\t\t\tnewNode.x = usedNode.x + usedNode.width;\n\t\t\t\tnewNode.width = freeNode.x + freeNode.width - (usedNode.x + usedNode.width);\n\t\t\t\tfreeRectangles.Add(newNode);\n\t\t\t}\n\t\t}\n\n\t\treturn true;\n\t}\n\n\tvoid PruneFreeList ()\n\t{\n\t\tfor (int i = 0; i < freeRectangles.Count; ++i)\n\t\t\tfor (int j = i + 1; j < freeRectangles.Count; ++j)\n\t\t\t{\n\t\t\t\tif (IsContainedIn(freeRectangles[i], freeRectangles[j]))\n\t\t\t\t{\n\t\t\t\t\tfreeRectangles.RemoveAt(i);\n\t\t\t\t\t--i;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\tif (IsContainedIn(freeRectangles[j], freeRectangles[i]))\n\t\t\t\t{\n\t\t\t\t\tfreeRectangles.RemoveAt(j);\n\t\t\t\t\t--j;\n\t\t\t\t}\n\t\t\t}\n\t}\n\n\tbool IsContainedIn (Rect a, Rect b)\n\t{\n\t\treturn a.x >= b.x && a.y >= b.y\n\t\t\t&& a.x + a.width <= b.x + b.width\n\t\t\t&& a.y + a.height <= b.y + b.height;\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITexturePacker.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c3212969823f62c4f90c010c49b4d816\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
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  {
    "path": "Assets/Editor/NGUI/UIToggleInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIToggle))]\npublic class UIToggleInspector : UIWidgetContainerEditor\n{\n\tenum Transition\n\t{\n\t\tSmooth,\n\t\tInstant,\n\t}\n\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tserializedObject.Update();\n\n\t\tNGUIEditorTools.SetLabelWidth(100f);\n\t\tUIToggle toggle = target as UIToggle;\n\n\t\tGUILayout.Space(6f);\n\t\tGUI.changed = false;\n\n\t\tGUILayout.BeginHorizontal();\n\t\tSerializedProperty sp = NGUIEditorTools.DrawProperty(\"Group\", serializedObject, \"group\", GUILayout.Width(120f));\n\t\tGUILayout.Label(\" - zero means 'none'\");\n\t\tGUILayout.EndHorizontal();\n\n\t\tEditorGUI.BeginDisabledGroup(sp.intValue == 0);\n\t\tNGUIEditorTools.DrawProperty(\"  State of 'None'\", serializedObject, \"optionCanBeNone\");\n\t\tEditorGUI.EndDisabledGroup();\n\n\t\tNGUIEditorTools.DrawProperty(\"Starting State\", serializedObject, \"startsActive\");\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\tif (NGUIEditorTools.DrawMinimalisticHeader(\"State Transition\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents(true);\n\n\t\t\tSerializedProperty sprite = serializedObject.FindProperty(\"activeSprite\");\n\t\t\tSerializedProperty animator = serializedObject.FindProperty(\"animator\");\n\t\t\tSerializedProperty animation = serializedObject.FindProperty(\"activeAnimation\");\n\t\t\tSerializedProperty tween = serializedObject.FindProperty(\"tween\");\n\n\t\t\tif (sprite.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Sprite\", sprite, false);\n\t\t\t\tserializedObject.DrawProperty(\"invertSpriteState\");\n\t\t\t}\n\t\t\telse if (animator.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Animator\", animator, false);\n\t\t\t}\n\t\t\telse if (animation.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Animation\", animation, false);\n\t\t\t}\n\t\t\telse if (tween.objectReferenceValue != null)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Tween\", tween, false);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Sprite\", serializedObject, \"activeSprite\");\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Animator\", animator, false);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Animation\", animation, false);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Tween\", tween, false);\n\t\t\t}\n\n\t\t\tif (serializedObject.isEditingMultipleObjects)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Instant\", serializedObject, \"instantTween\");\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tGUI.changed = false;\n\t\t\t\tTransition tr = toggle.instantTween ? Transition.Instant : Transition.Smooth;\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\ttr = (Transition)EditorGUILayout.EnumPopup(\"Transition\", tr);\n\t\t\t\tNGUIEditorTools.DrawPadding();\n\t\t\t\tGUILayout.EndHorizontal();\n\n\t\t\t\tif (GUI.changed)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Toggle Change\", toggle);\n\t\t\t\t\ttoggle.instantTween = (tr == Transition.Instant);\n\t\t\t\t\tNGUITools.SetDirty(toggle);\n\t\t\t\t}\n\t\t\t}\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\n\t\tNGUIEditorTools.DrawEvents(\"On Value Change\", toggle, toggle.onChange);\n\t\tserializedObject.ApplyModifiedProperties();\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIToggleInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7cb80309e29808443ae0cd9dc7de36db\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITweenerEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(UITweener), true)]\npublic class UITweenerEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(110f);\n\t\tbase.OnInspectorGUI();\n\t\tDrawCommonProperties();\n\t}\n\n\tprotected void DrawCommonProperties ()\n\t{\n\t\tUITweener tw = target as UITweener;\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Tweener\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\t\t\tNGUIEditorTools.SetLabelWidth(110f);\n\n\t\t\tGUI.changed = false;\n\n\t\t\tUITweener.Style style = (UITweener.Style)EditorGUILayout.EnumPopup(\"Play Style\", tw.style);\n\t\t\tAnimationCurve curve = EditorGUILayout.CurveField(\"Animation Curve\", tw.animationCurve, GUILayout.Width(170f), GUILayout.Height(62f));\n\t\t\t//UITweener.Method method = (UITweener.Method)EditorGUILayout.EnumPopup(\"Play Method\", tw.method);\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tfloat dur = EditorGUILayout.FloatField(\"Duration\", tw.duration, GUILayout.Width(170f));\n\t\t\tGUILayout.Label(\"seconds\");\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tfloat del = EditorGUILayout.FloatField(\"Start Delay\", tw.delay, GUILayout.Width(170f));\n\t\t\tGUILayout.Label(\"seconds\");\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tint tg = EditorGUILayout.IntField(\"Tween Group\", tw.tweenGroup, GUILayout.Width(170f));\n\t\t\tbool ts = EditorGUILayout.Toggle(\"Ignore TimeScale\", tw.ignoreTimeScale);\n\t\t\tbool fx = EditorGUILayout.Toggle(\"Use Fixed Update\", tw.useFixedUpdate);\n\n\t\t\tif (GUI.changed)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Tween Change\", tw);\n\t\t\t\ttw.animationCurve = curve;\n\t\t\t\t//tw.method = method;\n\t\t\t\ttw.style = style;\n\t\t\t\ttw.ignoreTimeScale = ts;\n\t\t\t\ttw.tweenGroup = tg;\n\t\t\t\ttw.duration = dur;\n\t\t\t\ttw.delay = del;\n\t\t\t\ttw.useFixedUpdate = fx;\n\t\t\t\tNGUITools.SetDirty(tw);\n\t\t\t}\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\n\t\tNGUIEditorTools.SetLabelWidth(80f);\n\t\tNGUIEditorTools.DrawEvents(\"On Finished\", tw, tw.onFinished);\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UITweenerEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3564c93409a4aaa44a48de1e49be56ba\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIWidgetContainerEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n/// <summary>\n/// Widget containers are classes that are meant to hold more than one widget inside, but should still be easily movable using the mouse.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIWidgetContainer), true)]\npublic class UIWidgetContainerEditor : Editor\n{\n\tstatic int mHash = \"WidgetContainer\".GetHashCode();\n\t\n\tVector3 mStartPos = Vector3.zero;\n\tVector3 mStartDrag = Vector3.zero;\n\tVector2 mStartMouse = Vector2.zero;\n\n\tbool mCanDrag = false;\n\tbool mAllowSelection = true;\n\tbool mIsDragging = false;\n\n\tvoid OnDisable () { NGUIEditorTools.HideMoveTool(false); }\n\n\t/// <summary>\n\t/// Make it possible to easily drag the transform around.\n\t/// </summary>\n\n\tpublic void OnSceneGUI ()\n\t{\n\t\t//NGUIEditorTools.HideMoveTool(true);\n\t\tif (!UIWidget.showHandles) return;\n\n\t\tMonoBehaviour mb = target as MonoBehaviour;\n\t\tif (mb.GetComponent<UIWidget>() != null) return;\n\t\tif (mb.GetComponent<UIPanel>() != null) return;\n\n\t\tTransform t = mb.transform;\n\t\tUIWidget[] widgets = t.GetComponentsInChildren<UIWidget>();\n\n\t\tEvent e = Event.current;\n\t\tint id = GUIUtility.GetControlID(mHash, FocusType.Passive);\n\t\tEventType type = e.GetTypeForControl(id);\n\t\tbool isWithinRect = false;\n\t\tVector3[] corners = null;\n\t\tVector3[] handles = null;\n\n\t\tif (widgets.Length > 0)\n\t\t{\n\t\t\tMatrix4x4 worldToLocal = t.worldToLocalMatrix;\n\t\t\tMatrix4x4 localToWorld = t.localToWorldMatrix;\n\t\t\tBounds bounds = new Bounds();\n\n\t\t\t// Calculate the local bounds\n\t\t\tfor (int i = 0; i < widgets.Length; ++i)\n\t\t\t{\n\t\t\t\tVector3[] wcs = widgets[i].worldCorners;\n\n\t\t\t\tfor (int b = 0; b < 4; ++b)\n\t\t\t\t{\n\t\t\t\t\twcs[b] = worldToLocal.MultiplyPoint3x4(wcs[b]);\n\t\t\t\t\tif (i == 0 && b == 0) bounds = new Bounds(wcs[b], Vector3.zero);\n\t\t\t\t\telse bounds.Encapsulate(wcs[b]);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Calculate the 4 local corners\n\t\t\tVector3 v0 = bounds.min;\n\t\t\tVector3 v1 = bounds.max;\n\n\t\t\tfloat z = Mathf.Min(v0.z, v1.z);\n\t\t\tcorners = new Vector3[4];\n\t\t\tcorners[0] = new Vector3(v0.x, v0.y, z);\n\t\t\tcorners[1] = new Vector3(v0.x, v1.y, z);\n\t\t\tcorners[2] = new Vector3(v1.x, v1.y, z);\n\t\t\tcorners[3] = new Vector3(v1.x, v0.y, z);\n\n\t\t\t// Transform the 4 corners into world space\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\tcorners[i] = localToWorld.MultiplyPoint3x4(corners[i]);\n\n\t\t\thandles = new Vector3[8];\n\n\t\t\thandles[0] = corners[0];\n\t\t\thandles[1] = corners[1];\n\t\t\thandles[2] = corners[2];\n\t\t\thandles[3] = corners[3];\n\n\t\t\thandles[4] = (corners[0] + corners[1]) * 0.5f;\n\t\t\thandles[5] = (corners[1] + corners[2]) * 0.5f;\n\t\t\thandles[6] = (corners[2] + corners[3]) * 0.5f;\n\t\t\thandles[7] = (corners[0] + corners[3]) * 0.5f;\n\n\t\t\tColor handlesColor = UIWidgetInspector.handlesColor;\n\t\t\tNGUIHandles.DrawShadowedLine(handles, handles[0], handles[1], handlesColor);\n\t\t\tNGUIHandles.DrawShadowedLine(handles, handles[1], handles[2], handlesColor);\n\t\t\tNGUIHandles.DrawShadowedLine(handles, handles[2], handles[3], handlesColor);\n\t\t\tNGUIHandles.DrawShadowedLine(handles, handles[0], handles[3], handlesColor);\n\n\t\t\tisWithinRect = mIsDragging || (e.modifiers == 0 &&\n\t\t\t\tNGUIEditorTools.SceneViewDistanceToRectangle(corners, e.mousePosition) == 0f);\n#if !UNITY_3_5\n\t\t\t// Change the mouse cursor to a more appropriate one\n\t\t\tVector2[] screenPos = new Vector2[8];\n\t\t\tfor (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(handles[i]);\n\n\t\t\tbounds = new Bounds(screenPos[0], Vector3.zero);\n\t\t\tfor (int i = 1; i < 8; ++i) bounds.Encapsulate(screenPos[i]);\n\n\t\t\t// Change the cursor to a move arrow when it's within the screen rectangle\n\t\t\tVector2 min = bounds.min;\n\t\t\tVector2 max = bounds.max;\n\t\t\tRect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);\n\t\t\tUIWidgetInspector.SetCursorRect(rect, isWithinRect ? MouseCursor.MoveArrow : MouseCursor.Arrow);\n#endif\n\t\t}\n\n\t\tswitch (type)\n\t\t{\n\t\t\tcase EventType.Repaint:\n\t\t\t{\n\t\t\t\tif (handles != null)\n\t\t\t\t{\n\t\t\t\t\tVector3 v0 = HandleUtility.WorldToGUIPoint(handles[0]);\n\t\t\t\t\tVector3 v2 = HandleUtility.WorldToGUIPoint(handles[2]);\n\n\t\t\t\t\tif ((v2 - v0).magnitude > 60f)\n\t\t\t\t\t{\n\t\t\t\t\t\tVector3 v1 = HandleUtility.WorldToGUIPoint(handles[1]);\n\t\t\t\t\t\tVector3 v3 = HandleUtility.WorldToGUIPoint(handles[3]);\n\n\t\t\t\t\t\tHandles.BeginGUI();\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\t\t\tUIWidgetInspector.DrawKnob(handles[i], false, false, id);\n\n\t\t\t\t\t\t\tif (Mathf.Abs(v1.y - v0.y) > 80f)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tUIWidgetInspector.DrawKnob(handles[4], false, false, id);\n\t\t\t\t\t\t\t\tUIWidgetInspector.DrawKnob(handles[6], false, false, id);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (Mathf.Abs(v3.x - v0.x) > 80f)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tUIWidgetInspector.DrawKnob(handles[5], false, false, id);\n\t\t\t\t\t\t\t\tUIWidgetInspector.DrawKnob(handles[7], false, false, id);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tHandles.EndGUI();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseDown:\n\t\t\t{\n\t\t\t\tmAllowSelection = true;\n\t\t\t\tmStartMouse = e.mousePosition;\n\n\t\t\t\tif (e.button == 1 && isWithinRect)\n\t\t\t\t{\n\t\t\t\t\tGUIUtility.hotControl = GUIUtility.keyboardControl = id;\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.button == 0 && isWithinRect && corners != null && UIWidgetInspector.Raycast(corners, out mStartDrag))\n\t\t\t\t{\n\t\t\t\t\tmCanDrag = true;\n\t\t\t\t\tmStartPos = t.position;\n\t\t\t\t\tGUIUtility.hotControl = GUIUtility.keyboardControl = id;\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseDrag:\n\t\t\t{\n\t\t\t\t// Prevent selection once the drag operation begins\n\t\t\t\tbool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;\n\t\t\t\tif (dragStarted) mAllowSelection = false;\n\n\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t{\n\t\t\t\t\te.Use();\n\n\t\t\t\t\tif (mCanDrag)\n\t\t\t\t\t{\n\t\t\t\t\t\tVector3 pos;\n\n\t\t\t\t\t\tif (corners != null & UIWidgetInspector.Raycast(corners, out pos))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Wait until the mouse moves by more than a few pixels\n\t\t\t\t\t\t\tif (!mIsDragging && dragStarted)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Move \" + t.name, t);\n\t\t\t\t\t\t\t\tmStartPos = t.position;\n\t\t\t\t\t\t\t\tmIsDragging = true;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (mIsDragging)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tt.position = mStartPos + (pos - mStartDrag);\n\t\t\t\t\t\t\t\tpos = t.localPosition;\n\t\t\t\t\t\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\t\t\t\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\t\t\t\t\t\tpos.z = Mathf.Round(pos.z);\n\t\t\t\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseUp:\n\t\t\t{\n\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t{\n\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\n\t\t\t\t\tif (e.button == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mIsDragging)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmIsDragging = false;\n\t\t\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\t\t\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\t\t\t\t\tpos.z = Mathf.Round(pos.z);\n\t\t\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (mAllowSelection)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Left-click: Select the topmost widget\n\t\t\t\t\t\t\tNGUIEditorTools.SelectWidget(e.mousePosition);\n\t\t\t\t\t\t\te.Use();\n\t\t\t\t\t\t}\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\t// Right-click: Open a context menu listing all widgets underneath\n\t\t\t\t\t\tNGUIEditorTools.ShowSpriteSelectionMenu(e.mousePosition);\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t\tmCanDrag = false;\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.KeyDown:\n\t\t\t{\n\t\t\t\tif (e.keyCode == KeyCode.UpArrow)\n\t\t\t\t{\n\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\tpos.y += 1f;\n\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.DownArrow)\n\t\t\t\t{\n\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\tpos.y -= 1f;\n\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.LeftArrow)\n\t\t\t\t{\n\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\tpos.x -= 1f;\n\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.RightArrow)\n\t\t\t\t{\n\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\tpos.x += 1f;\n\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.Escape)\n\t\t\t\t{\n\t\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mIsDragging)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmIsDragging = false;\n\t\t\t\t\t\t\tt.position = mStartPos;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tSelection.activeGameObject = null;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIWidgetContainerEditor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 74b00d61990c33f4cb5a79a77af61196\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n"
  },
  {
    "path": "Assets/Editor/NGUI/UIWidgetInspector.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Inspector class used to edit UIWidgets.\n/// </summary>\n\n[CanEditMultipleObjects]\n[CustomEditor(typeof(UIWidget), true)]\npublic class UIWidgetInspector : UIRectEditor\n{\n\tstatic public new UIWidgetInspector instance;\n\n\tpublic enum Action\n\t{\n\t\tNone,\n\t\tMove,\n\t\tScale,\n\t\tRotate,\n\t}\n\n\tAction mAction = Action.None;\n\tAction mActionUnderMouse = Action.None;\n\tbool mAllowSelection = true;\n\n\tprotected UIWidget mWidget;\n\n\tstatic protected bool mUseShader = false;\n\tstatic GUIStyle mBlueDot = null;\n\tstatic GUIStyle mYellowDot = null;\n\tstatic GUIStyle mRedDot = null;\n\tstatic GUIStyle mOrangeDot = null;\n\tstatic GUIStyle mGreenDot = null;\n\tstatic GUIStyle mGreyDot = null;\n\tstatic MouseCursor mCursor = MouseCursor.Arrow;\n\n\tstatic public UIWidget.Pivot[] pivotPoints =\n\t{\n\t\tUIWidget.Pivot.BottomLeft,\n\t\tUIWidget.Pivot.TopLeft,\n\t\tUIWidget.Pivot.TopRight,\n\t\tUIWidget.Pivot.BottomRight,\n\t\tUIWidget.Pivot.Left,\n\t\tUIWidget.Pivot.Top,\n\t\tUIWidget.Pivot.Right,\n\t\tUIWidget.Pivot.Bottom,\n\t};\n\n\tstatic int s_Hash = \"WidgetHash\".GetHashCode();\n\tVector3 mLocalPos = Vector3.zero;\n\tVector3 mWorldPos = Vector3.zero;\n\tint mStartWidth = 0;\n\tint mStartHeight = 0;\n\tVector3 mStartDrag = Vector3.zero;\n\tVector2 mStartMouse = Vector2.zero;\n\tVector3 mStartRot = Vector3.zero;\n\tVector3 mStartDir = Vector3.right;\n\tVector2 mStartLeft = Vector2.zero;\n\tVector2 mStartRight = Vector2.zero;\n\tVector2 mStartBottom = Vector2.zero;\n\tVector2 mStartTop = Vector2.zero;\n\tUIWidget.Pivot mDragPivot = UIWidget.Pivot.Center;\n\n\t/// <summary>\n\t/// Raycast into the screen.\n\t/// </summary>\n\n\tstatic public bool Raycast (Vector3[] corners, out Vector3 hit)\n\t{\n\t\tPlane plane = new Plane(corners[0], corners[1], corners[2]);\n\t\tRay ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);\n\t\tfloat dist = 0f;\n\t\tbool isHit = plane.Raycast(ray, out dist);\n\t\thit = isHit ? ray.GetPoint(dist) : Vector3.zero;\n\t\treturn isHit;\n\t}\n\n\t/// <summary>\n\t/// Color used by the handles based on the current color scheme.\n\t/// </summary>\n\n\tstatic public Color handlesColor\n\t{\n\t\tget\n\t\t{\n\t\t\tif (NGUISettings.colorMode == NGUISettings.ColorMode.Orange)\n\t\t\t{\n\t\t\t\treturn new Color(1f, 0.5f, 0f);\n\t\t\t}\n\t\t\telse if (NGUISettings.colorMode == NGUISettings.ColorMode.Green)\n\t\t\t{\n\t\t\t\treturn Color.green;\n\t\t\t}\n\t\t\treturn Color.white;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a control dot at the specified world position.\n\t/// </summary>\n\n\tstatic public void DrawKnob (Vector3 point, bool selected, bool canResize, int id)\n\t{\n\t\tif (mGreyDot == null) mGreyDot = \"sv_label_0\";\n\t\tif (mBlueDot == null) mBlueDot = \"sv_label_1\";\n\t\tif (mGreenDot == null) mGreenDot = \"sv_label_3\";\n\t\tif (mYellowDot == null) mYellowDot = \"sv_label_4\";\n\t\tif (mOrangeDot == null) mOrangeDot = \"sv_label_5\";\n\t\tif (mRedDot == null) mRedDot = \"sv_label_6\";\n\n\t\tVector2 screenPoint = HandleUtility.WorldToGUIPoint(point);\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tRect rect = new Rect(screenPoint.x - 7f, screenPoint.y - 7f, 14f, 14f);\n#else\n\t\tRect rect = new Rect(screenPoint.x - 5f, screenPoint.y - 9f, 14f, 14f);\n#endif\n\n\t\tif (selected)\n\t\t{\n\t\t\tif (NGUISettings.colorMode == NGUISettings.ColorMode.Orange)\n\t\t\t{\n\t\t\t\tmRedDot.Draw(rect, GUIContent.none, id);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmOrangeDot.Draw(rect, GUIContent.none, id);\n\t\t\t}\n\t\t}\n\t\telse if (canResize)\n\t\t{\n\t\t\tif (NGUISettings.colorMode == NGUISettings.ColorMode.Orange)\n\t\t\t{\n\t\t\t\tmOrangeDot.Draw(rect, GUIContent.none, id);\n\t\t\t}\n\t\t\telse if (NGUISettings.colorMode == NGUISettings.ColorMode.Green)\n\t\t\t{\n\t\t\t\tmGreenDot.Draw(rect, GUIContent.none, id);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmBlueDot.Draw(rect, GUIContent.none, id);\n\t\t\t}\n\t\t}\n\t\telse mGreyDot.Draw(rect, GUIContent.none, id);\n\t}\n\n\t/// <summary>\n\t/// Screen-space distance from the mouse position to the specified world position.\n\t/// </summary>\n\n\tstatic public float GetScreenDistance (Vector3 worldPos, Vector2 mousePos)\n\t{\n\t\tVector2 screenPos = HandleUtility.WorldToGUIPoint(worldPos);\n\t\treturn Vector2.Distance(mousePos, screenPos);\n\t}\n\n\t/// <summary>\n\t/// Closest screen-space distance from the mouse position to one of the specified world points.\n\t/// </summary>\n\n\tstatic public float GetScreenDistance (Vector3[] worldPoints, Vector2 mousePos, out int index)\n\t{\n\t\tfloat min = float.MaxValue;\n\t\tindex = 0;\n\n\t\tfor (int i = 0; i < worldPoints.Length; ++i)\n\t\t{\n\t\t\tfloat distance = GetScreenDistance(worldPoints[i], mousePos);\n\t\t\t\n\t\t\tif (distance < min)\n\t\t\t{\n\t\t\t\tindex = i;\n\t\t\t\tmin = distance;\n\t\t\t}\n\t\t}\n\t\treturn min;\n\t}\n\n\t/// <summary>\n\t/// Set the mouse cursor rectangle, refreshing the screen when it gets changed.\n\t/// </summary>\n\n\tstatic public void SetCursorRect (Rect rect, MouseCursor cursor)\n\t{\n\t\tEditorGUIUtility.AddCursorRect(rect, cursor);\n\n\t\tif (Event.current.type == EventType.MouseMove)\n\t\t{\n\t\t\tif (mCursor != cursor)\n\t\t\t{\n\t\t\t\tmCursor = cursor;\n\t\t\t\tEvent.current.Use();\n\t\t\t}\n\t\t}\n\t}\n\n\tprotected override void OnDisable ()\n\t{\n\t\tbase.OnDisable();\n\t\tNGUIEditorTools.HideMoveTool(false);\n\t\tinstance = null;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified 4 corners into 8 pivot points (adding left, top, right, bottom -- in that order).\n\t/// </summary>\n\n\tstatic public Vector3[] GetHandles (Vector3[] corners)\n\t{\n\t\tVector3[] v = new Vector3[8];\n\n\t\tv[0] = corners[0];\n\t\tv[1] = corners[1];\n\t\tv[2] = corners[2];\n\t\tv[3] = corners[3];\n\n\t\tv[4] = (corners[0] + corners[1]) * 0.5f;\n\t\tv[5] = (corners[1] + corners[2]) * 0.5f;\n\t\tv[6] = (corners[2] + corners[3]) * 0.5f;\n\t\tv[7] = (corners[0] + corners[3]) * 0.5f;\n\n\t\treturn v;\n\t}\n\n\t/// <summary>\n\t/// Determine what kind of pivot point is under the mouse and update the cursor accordingly.\n\t/// </summary>\n\n\tstatic public UIWidget.Pivot GetPivotUnderMouse (Vector3[] worldPos, Event e, bool[] resizable, bool movable, ref Action action)\n\t{\n\t\t// Time to figure out what kind of action is underneath the mouse\n\t\tUIWidget.Pivot pivotUnderMouse = UIWidget.Pivot.Center;\n\n\t\tif (action == Action.None)\n\t\t{\n\t\t\tint index = 0;\n\t\t\tfloat dist = GetScreenDistance(worldPos, e.mousePosition, out index);\n\t\t\tbool alt = (e.modifiers & EventModifiers.Alt) != 0;\n\n\t\t\tif (resizable[index] && dist < 10f)\n\t\t\t{\n\t\t\t\tpivotUnderMouse = pivotPoints[index];\n\t\t\t\taction = Action.Scale;\n\t\t\t}\n\t\t\telse if (!alt && NGUIEditorTools.SceneViewDistanceToRectangle(worldPos, e.mousePosition) == 0f)\n\t\t\t{\n\t\t\t\taction = movable ? Action.Move : Action.Rotate;\n\t\t\t}\n\t\t\telse if (dist < 30f)\n\t\t\t{\n\t\t\t\taction = Action.Rotate;\n\t\t\t}\n\t\t}\n\n\t\t// Change the mouse cursor to a more appropriate one\n\t\tVector2[] screenPos = new Vector2[8];\n\t\tfor (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);\n\n\t\tBounds b = new Bounds(screenPos[0], Vector3.zero);\n\t\tfor (int i = 1; i < 8; ++i) b.Encapsulate(screenPos[i]);\n\n\t\tVector2 min = b.min;\n\t\tVector2 max = b.max;\n\n\t\tmin.x -= 30f;\n\t\tmax.x += 30f;\n\t\tmin.y -= 30f;\n\t\tmax.y += 30f;\n\n\t\tRect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);\n\n\t\tif (action == Action.Rotate)\n\t\t{\n\t\t\tSetCursorRect(rect, MouseCursor.RotateArrow);\n\t\t}\n\t\telse if (action == Action.Move)\n\t\t{\n\t\t\tSetCursorRect(rect, MouseCursor.MoveArrow);\n\t\t}\n\t\telse if (action == Action.Scale)\n\t\t{\n\t\t\tSetCursorRect(rect, MouseCursor.ScaleArrow);\n\t\t}\n\t\telse SetCursorRect(rect, MouseCursor.Arrow);\n\t\treturn pivotUnderMouse;\n\t}\n\n\t/// <summary>\n\t/// Draw the specified anchor point.\n\t/// </summary>\n\n\tstatic public void DrawAnchorHandle (UIRect.AnchorPoint anchor, Transform myTrans, Vector3[] myCorners, int side, int id)\n\t{\n\t\tif (!anchor.target) return;\n\n\t\tint i0, i1;\n\n\t\tif (side == 0)\n\t\t{\n\t\t\t// Left\n\t\t\ti0 = 0;\n\t\t\ti1 = 1;\n\t\t}\n\t\telse if (side == 1)\n\t\t{\n\t\t\t// Top\n\t\t\ti0 = 1;\n\t\t\ti1 = 2;\n\t\t}\n\t\telse if (side == 2)\n\t\t{\n\t\t\t// Right\n\t\t\ti0 = 3;\n\t\t\ti1 = 2;\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Bottom\n\t\t\ti0 = 0;\n\t\t\ti1 = 3;\n\t\t}\n\n\t\tVector3 myPos = (myCorners[i0] + myCorners[i1]) * 0.5f;\n\t\tVector3[] sides = null;\n\n\t\tif (anchor.rect != null)\n\t\t{\n\t\t\tsides = anchor.rect.worldCorners;\n\t\t}\n\t\telse\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tCamera cam = anchor.target.camera;\n#else\n\t\t\tCamera cam = anchor.target.GetComponent<Camera>();\n#endif\n\t\t\tif (cam != null) sides = cam.GetWorldCorners();\n\t\t}\n\n\t\tVector3 theirPos;\n\n\t\tif (sides != null)\n\t\t{\n\t\t\tVector3 v0, v1;\n\n\t\t\tif (side == 0 || side == 2)\n\t\t\t{\n\t\t\t\t// Left or right\n\t\t\t\tv0 = Vector3.Lerp(sides[0], sides[3], anchor.relative);\n\t\t\t\tv1 = Vector3.Lerp(sides[1], sides[2], anchor.relative);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Top or bottom\n\t\t\t\tv0 = Vector3.Lerp(sides[0], sides[1], anchor.relative);\n\t\t\t\tv1 = Vector3.Lerp(sides[3], sides[2], anchor.relative);\n\t\t\t}\n\n\t\t\ttheirPos = HandleUtility.ProjectPointLine(myPos, v0, v1);\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttheirPos = anchor.target.position;\n\t\t}\n\n\t\tNGUIHandles.DrawShadowedLine(myCorners, myPos, theirPos, Color.yellow);\n\n\t\tif (Event.current.GetTypeForControl(id) == EventType.Repaint)\n\t\t{\n\t\t\tVector2 screenPoint = HandleUtility.WorldToGUIPoint(theirPos);\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tRect rect = new Rect(screenPoint.x - 7f, screenPoint.y - 7f, 14f, 14f);\n#else\n\t\t\tRect rect = new Rect(screenPoint.x - 5f, screenPoint.y - 9f, 14f, 14f);\n#endif\n\t\t\tif (mYellowDot == null) mYellowDot = \"sv_label_4\";\n\n\t\t\tVector3 v0 = HandleUtility.WorldToGUIPoint(myPos);\n\t\t\tVector3 v1 = HandleUtility.WorldToGUIPoint(theirPos);\n\n\t\t\tHandles.BeginGUI();\n\t\t\t\t\n\t\t\tmYellowDot.Draw(rect, GUIContent.none, id);\n\n\t\t\tVector3 diff = v1 - v0;\n\t\t\tbool isHorizontal = Mathf.Abs(diff.x) > Mathf.Abs(diff.y);\n\t\t\tfloat mag = diff.magnitude;\n\n\t\t\tif ((isHorizontal && mag > 60f) || (!isHorizontal && mag > 30f))\n\t\t\t{\n\t\t\t\tVector3 pos = (myPos + theirPos) * 0.5f;\n\t\t\t\tstring text = anchor.absolute.ToString();\n\n\t\t\t\tGUI.color = Color.yellow;\n\n\t\t\t\tif (side == 0)\n\t\t\t\t{\n\t\t\t\t\tif (theirPos.x < myPos.x)\n\t\t\t\t\t\tNGUIHandles.DrawCenteredLabel(pos, text);\n\t\t\t\t}\n\t\t\t\telse if (side == 1)\n\t\t\t\t{\n\t\t\t\t\tif (theirPos.y > myPos.y)\n\t\t\t\t\t\tNGUIHandles.DrawCenteredLabel(pos, text);\n\t\t\t\t}\n\t\t\t\telse if (side == 2)\n\t\t\t\t{\n\t\t\t\t\tif (theirPos.x > myPos.x)\n\t\t\t\t\t\tNGUIHandles.DrawCenteredLabel(pos, text);\n\t\t\t\t}\n\t\t\t\telse if (side == 3)\n\t\t\t\t{\n\t\t\t\t\tif (theirPos.y < myPos.y)\n\t\t\t\t\t\tNGUIHandles.DrawCenteredLabel(pos, text);\n\t\t\t\t}\n\t\t\t\tGUI.color = Color.white;\n\t\t\t}\n\t\t\tHandles.EndGUI();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw the on-screen selection, knobs, and handle all interaction logic.\n\t/// </summary>\n\n\tpublic void OnSceneGUI ()\n\t{\n\t\tif (Selection.objects.Length > 1) return;\n\t\tNGUIEditorTools.HideMoveTool(true);\n\t\tif (!UIWidget.showHandles) return;\n\n\t\tmWidget = target as UIWidget;\n\n\t\tTransform t = mWidget.cachedTransform;\n\n\t\tEvent e = Event.current;\n\t\tint id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);\n\t\tEventType type = e.GetTypeForControl(id);\n\n\t\tAction actionUnderMouse = mAction;\n\t\tVector3[] handles = GetHandles(mWidget.worldCorners);\n\t\t\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[0], handles[1], handlesColor);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[1], handles[2], handlesColor);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[2], handles[3], handlesColor);\n\t\tNGUIHandles.DrawShadowedLine(handles, handles[0], handles[3], handlesColor);\n\n\t\t// If the widget is anchored, draw the anchors\n\t\tif (mWidget.isAnchored)\n\t\t{\n\t\t\tDrawAnchorHandle(mWidget.leftAnchor, mWidget.cachedTransform, handles, 0, id);\n\t\t\tDrawAnchorHandle(mWidget.topAnchor, mWidget.cachedTransform, handles, 1, id);\n\t\t\tDrawAnchorHandle(mWidget.rightAnchor, mWidget.cachedTransform, handles, 2, id);\n\t\t\tDrawAnchorHandle(mWidget.bottomAnchor, mWidget.cachedTransform, handles, 3, id);\n\t\t}\n\n\t\tif (type == EventType.Repaint)\n\t\t{\n\t\t\tbool showDetails = (mAction == UIWidgetInspector.Action.Scale) || NGUISettings.drawGuides;\n\t\t\tif (mAction == UIWidgetInspector.Action.None && e.modifiers == EventModifiers.Control) showDetails = true;\n\t\t\tif (NGUITools.GetActive(mWidget) && mWidget.parent == null) showDetails = true;\n\t\t\tif (showDetails) NGUIHandles.DrawSize(handles, mWidget.width, mWidget.height);\n\t\t}\n\n\t\t// Presence of the legacy stretch component prevents resizing\n\t\tbool canResize = (mWidget.GetComponent<UIStretch>() == null);\n\t\tbool[] resizable = new bool[8];\n\n\t\tresizable[4] = canResize;\t// left\n\t\tresizable[5] = canResize;\t// top\n\t\tresizable[6] = canResize;\t// right\n\t\tresizable[7] = canResize;\t// bottom\n\n\t\tUILabel lbl = mWidget as UILabel;\n\t\t\n\t\tif (lbl != null)\n\t\t{\n\t\t\tif (lbl.overflowMethod == UILabel.Overflow.ResizeFreely)\n\t\t\t{\n\t\t\t\tresizable[4] = false;\t// left\n\t\t\t\tresizable[5] = false;\t// top\n\t\t\t\tresizable[6] = false;\t// right\n\t\t\t\tresizable[7] = false;\t// bottom\n\t\t\t}\n\t\t\telse if (lbl.overflowMethod == UILabel.Overflow.ResizeHeight)\n\t\t\t{\n\t\t\t\tresizable[5] = false;\t// top\n\t\t\t\tresizable[7] = false;\t// bottom\n\t\t\t}\n\t\t}\n\n\t\tif (mWidget.keepAspectRatio == UIWidget.AspectRatioSource.BasedOnHeight)\n\t\t{\n\t\t\tresizable[4] = false;\n\t\t\tresizable[6] = false;\n\t\t}\n\t\telse if (mWidget.keepAspectRatio == UIWidget.AspectRatioSource.BasedOnWidth)\n\t\t{\n\t\t\tresizable[5] = false;\n\t\t\tresizable[7] = false;\n\t\t}\n\n\t\tresizable[0] = resizable[7] && resizable[4]; // bottom-left\n\t\tresizable[1] = resizable[5] && resizable[4]; // top-left\n\t\tresizable[2] = resizable[5] && resizable[6]; // top-right\n\t\tresizable[3] = resizable[7] && resizable[6]; // bottom-right\n\t\t\n\t\tUIWidget.Pivot pivotUnderMouse = GetPivotUnderMouse(handles, e, resizable, true, ref actionUnderMouse);\n\t\t\n\t\tswitch (type)\n\t\t{\n\t\t\tcase EventType.Repaint:\n\t\t\t{\n\t\t\t\tVector3 v0 = HandleUtility.WorldToGUIPoint(handles[0]);\n\t\t\t\tVector3 v2 = HandleUtility.WorldToGUIPoint(handles[2]);\n\t\t\t\t\n\t\t\t\tif ((v2 - v0).magnitude > 60f)\n\t\t\t\t{\n\t\t\t\t\tVector3 v1 = HandleUtility.WorldToGUIPoint(handles[1]);\n\t\t\t\t\tVector3 v3 = HandleUtility.WorldToGUIPoint(handles[3]);\n\n\t\t\t\t\tHandles.BeginGUI();\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\t\tDrawKnob(handles[i], mWidget.pivot == pivotPoints[i], resizable[i], id);\n\n\t\t\t\t\t\tif ((v1 - v0).magnitude > 80f)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mWidget.leftAnchor.target == null || mWidget.leftAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[4], mWidget.pivot == pivotPoints[4], resizable[4], id);\n\n\t\t\t\t\t\t\tif (mWidget.rightAnchor.target == null || mWidget.rightAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[6], mWidget.pivot == pivotPoints[6], resizable[6], id);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((v3 - v0).magnitude > 80f)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mWidget.topAnchor.target == null || mWidget.topAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[5], mWidget.pivot == pivotPoints[5], resizable[5], id);\n\n\t\t\t\t\t\t\tif (mWidget.bottomAnchor.target == null || mWidget.bottomAnchor.absolute != 0)\n\t\t\t\t\t\t\t\tDrawKnob(handles[7], mWidget.pivot == pivotPoints[7], resizable[7], id);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tHandles.EndGUI();\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseDown:\n\t\t\t{\n\t\t\t\tif (actionUnderMouse != Action.None)\n\t\t\t\t{\n\t\t\t\t\tmStartMouse = e.mousePosition;\n\t\t\t\t\tmAllowSelection = true;\n\n\t\t\t\t\tif (e.button == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (e.modifiers == 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGUIUtility.hotControl = GUIUtility.keyboardControl = id;\n\t\t\t\t\t\t\te.Use();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (e.button == 0 && actionUnderMouse != Action.None && Raycast(handles, out mStartDrag))\n\t\t\t\t\t{\n\t\t\t\t\t\tmWorldPos = t.position;\n\t\t\t\t\t\tmLocalPos = t.localPosition;\n\t\t\t\t\t\tmStartRot = t.localRotation.eulerAngles;\n\t\t\t\t\t\tmStartDir = mStartDrag - t.position;\n\t\t\t\t\t\tmStartWidth = mWidget.width;\n\t\t\t\t\t\tmStartHeight = mWidget.height;\n\t\t\t\t\t\tmStartLeft.x = mWidget.leftAnchor.relative;\n\t\t\t\t\t\tmStartLeft.y = mWidget.leftAnchor.absolute;\n\t\t\t\t\t\tmStartRight.x = mWidget.rightAnchor.relative;\n\t\t\t\t\t\tmStartRight.y = mWidget.rightAnchor.absolute;\n\t\t\t\t\t\tmStartBottom.x = mWidget.bottomAnchor.relative;\n\t\t\t\t\t\tmStartBottom.y = mWidget.bottomAnchor.absolute;\n\t\t\t\t\t\tmStartTop.x = mWidget.topAnchor.relative;\n\t\t\t\t\t\tmStartTop.y = mWidget.topAnchor.absolute;\n\n\t\t\t\t\t\tmDragPivot = pivotUnderMouse;\n\t\t\t\t\t\tmActionUnderMouse = actionUnderMouse;\n\t\t\t\t\t\tGUIUtility.hotControl = GUIUtility.keyboardControl = id;\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseDrag:\n\t\t\t{\n\t\t\t\t// Prevent selection once the drag operation begins\n\t\t\t\tbool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;\n\t\t\t\tif (dragStarted) mAllowSelection = false;\n\n\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t{\n\t\t\t\t\te.Use();\n\n\t\t\t\t\tif (mAction != Action.None || mActionUnderMouse != Action.None)\n\t\t\t\t\t{\n\t\t\t\t\t\tVector3 pos;\n\n\t\t\t\t\t\tif (Raycast(handles, out pos))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mAction == Action.None && mActionUnderMouse != Action.None)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t// Wait until the mouse moves by more than a few pixels\n\t\t\t\t\t\t\t\tif (dragStarted)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tif (mActionUnderMouse == Action.Move)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tNGUISnap.Recalculate(mWidget);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\telse if (mActionUnderMouse == Action.Rotate)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tmStartRot = t.localRotation.eulerAngles;\n\t\t\t\t\t\t\t\t\t\tmStartDir = mStartDrag - t.position;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\telse if (mActionUnderMouse == Action.Scale)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tmStartWidth = mWidget.width;\n\t\t\t\t\t\t\t\t\t\tmStartHeight = mWidget.height;\n\t\t\t\t\t\t\t\t\t\tmDragPivot = pivotUnderMouse;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\tmAction = actionUnderMouse;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (mAction != Action.None)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Change Rect\", t);\n\t\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Change Rect\", mWidget);\n\n\t\t\t\t\t\t\t\t// Reset the widget before adjusting anything\n\t\t\t\t\t\t\t\tt.position = mWorldPos;\n\t\t\t\t\t\t\t\tmWidget.width = mStartWidth;\n\t\t\t\t\t\t\t\tmWidget.height = mStartHeight;\n\t\t\t\t\t\t\t\tmWidget.leftAnchor.Set(mStartLeft.x, mStartLeft.y);\n\t\t\t\t\t\t\t\tmWidget.rightAnchor.Set(mStartRight.x, mStartRight.y);\n\t\t\t\t\t\t\t\tmWidget.bottomAnchor.Set(mStartBottom.x, mStartBottom.y);\n\t\t\t\t\t\t\t\tmWidget.topAnchor.Set(mStartTop.x, mStartTop.y);\n\n\t\t\t\t\t\t\t\tif (mAction == Action.Move)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t// Move the widget\n\t\t\t\t\t\t\t\t\tt.position = mWorldPos + (pos - mStartDrag);\n\t\t\t\t\t\t\t\t\tVector3 after = t.localPosition;\n\n\t\t\t\t\t\t\t\t\tbool snapped = false;\n\t\t\t\t\t\t\t\t\tTransform parent = t.parent;\n\n\t\t\t\t\t\t\t\t\tif (parent != null)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tUIGrid grid = parent.GetComponent<UIGrid>();\n\n\t\t\t\t\t\t\t\t\t\tif (grid != null && grid.arrangement == UIGrid.Arrangement.CellSnap)\n\t\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t\tsnapped = true;\n\t\t\t\t\t\t\t\t\t\t\tif (grid.cellWidth > 0) after.x = Mathf.Round(after.x / grid.cellWidth) * grid.cellWidth;\n\t\t\t\t\t\t\t\t\t\t\tif (grid.cellHeight > 0) after.y = Mathf.Round(after.y / grid.cellHeight) * grid.cellHeight;\n\t\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tif (!snapped)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\t// Snap the widget\n\t\t\t\t\t\t\t\t\t\tafter = NGUISnap.Snap(after, mWidget.localCorners, e.modifiers != EventModifiers.Control);\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t// Calculate the final delta\n\t\t\t\t\t\t\t\t\tVector3 localDelta = (after - mLocalPos);\n\n\t\t\t\t\t\t\t\t\t// Restore the position\n\t\t\t\t\t\t\t\t\tt.position = mWorldPos;\n\n\t\t\t\t\t\t\t\t\t// Adjust the widget by the delta\n\t\t\t\t\t\t\t\t\tNGUIMath.MoveRect(mWidget, localDelta.x, localDelta.y);\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (mAction == Action.Rotate)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\tVector3 dir = pos - t.position;\n\t\t\t\t\t\t\t\t\tfloat angle = Vector3.Angle(mStartDir, dir);\n\n\t\t\t\t\t\t\t\t\tif (angle > 0f)\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t\tfloat dot = Vector3.Dot(Vector3.Cross(mStartDir, dir), t.forward);\n\t\t\t\t\t\t\t\t\t\tif (dot < 0f) angle = -angle;\n\t\t\t\t\t\t\t\t\t\tangle = mStartRot.z + angle;\n\t\t\t\t\t\t\t\t\t\tangle = (NGUISnap.allow && e.modifiers != EventModifiers.Control) ?\n\t\t\t\t\t\t\t\t\t\t\tMathf.Round(angle / 15f) * 15f : Mathf.Round(angle);\n\t\t\t\t\t\t\t\t\t\tt.localRotation = Quaternion.Euler(mStartRot.x, mStartRot.y, angle);\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse if (mAction == Action.Scale)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t// Move the widget\n\t\t\t\t\t\t\t\t\tt.position = mWorldPos + (pos - mStartDrag);\n\n\t\t\t\t\t\t\t\t\t// Calculate the final delta\n\t\t\t\t\t\t\t\t\tVector3 localDelta = (t.localPosition - mLocalPos);\n\n\t\t\t\t\t\t\t\t\t// Restore the position\n\t\t\t\t\t\t\t\t\tt.position = mWorldPos;\n\n\t\t\t\t\t\t\t\t\t// Adjust the widget's position and scale based on the delta, restricted by the pivot\n\t\t\t\t\t\t\t\t\tNGUIMath.ResizeWidget(mWidget, mDragPivot, localDelta.x, localDelta.y, 2, 2);\n\t\t\t\t\t\t\t\t\tReEvaluateAnchorType();\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.MouseUp:\n\t\t\t{\n\t\t\t\tif (e.button == 2) break;\n\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t{\n\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\n\t\t\t\t\tif (e.button < 2)\n\t\t\t\t\t{\n\t\t\t\t\t\tbool handled = false;\n\n\t\t\t\t\t\tif (e.button == 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Right-click: Open a context menu listing all widgets underneath\n\t\t\t\t\t\t\tNGUIEditorTools.ShowSpriteSelectionMenu(e.mousePosition);\n\t\t\t\t\t\t\thandled = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (mAction == Action.None)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mAllowSelection)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t// Left-click: Select the topmost widget\n\t\t\t\t\t\t\t\tNGUIEditorTools.SelectWidget(e.mousePosition);\n\t\t\t\t\t\t\t\thandled = true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Finished dragging something\n\t\t\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\t\t\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\t\t\t\t\tpos.z = Mathf.Round(pos.z);\n\t\t\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\t\t\thandled = true;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (handled) e.Use();\n\t\t\t\t\t}\n\n\t\t\t\t\t// Clear the actions\n\t\t\t\t\tmActionUnderMouse = Action.None;\n\t\t\t\t\tmAction = Action.None;\n\t\t\t\t}\n\t\t\t\telse if (mAllowSelection)\n\t\t\t\t{\n\t\t\t\t\tList<UIWidget> widgets = NGUIEditorTools.SceneViewRaycast(e.mousePosition);\n\t\t\t\t\tif (widgets.Count > 0) Selection.activeGameObject = widgets[0].gameObject;\n\t\t\t\t}\n\t\t\t\tmAllowSelection = true;\n\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase EventType.KeyDown:\n\t\t\t{\n\t\t\t\tif (e.keyCode == KeyCode.UpArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mWidget);\n\t\t\t\t\tNGUIMath.MoveRect(mWidget, 0f, 1f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.DownArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mWidget);\n\t\t\t\t\tNGUIMath.MoveRect(mWidget, 0f, -1f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.LeftArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mWidget);\n\t\t\t\t\tNGUIMath.MoveRect(mWidget, -1f, 0f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.RightArrow)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", t);\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Nudge Rect\", mWidget);\n\t\t\t\t\tNGUIMath.MoveRect(mWidget, 1f, 0f);\n\t\t\t\t\te.Use();\n\t\t\t\t}\n\t\t\t\telse if (e.keyCode == KeyCode.Escape)\n\t\t\t\t{\n\t\t\t\t\tif (GUIUtility.hotControl == id)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mAction != Action.None)\n\t\t\t\t\t\t\tUndo.PerformUndo();\n\n\t\t\t\t\t\tGUIUtility.hotControl = 0;\n\t\t\t\t\t\tGUIUtility.keyboardControl = 0;\n\n\t\t\t\t\t\tmActionUnderMouse = Action.None;\n\t\t\t\t\t\tmAction = Action.None;\n\t\t\t\t\t\te.Use();\n\t\t\t\t\t}\n\t\t\t\t\telse Selection.activeGameObject = null;\n\t\t\t\t}\n\t\t\t}\n\t\t\tbreak;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Cache the reference.\n\t/// </summary>\n\n\tprotected override void OnEnable ()\n\t{\n\t\tbase.OnEnable();\n\t\tinstance = this;\n\t\tmWidget = target as UIWidget;\n\t}\n\n\t/// <summary>\n\t/// All widgets have depth, color and make pixel-perfect options\n\t/// </summary>\n\n\tprotected override void DrawCustomProperties ()\n\t{\n\t\tif (NGUISettings.unifiedTransform)\n\t\t{\n\t\t\tDrawColor(serializedObject, mWidget);\n\t\t}\n\t\telse DrawInspectorProperties(serializedObject, mWidget, true);\n\t}\n\n\t/// <summary>\n\t/// Draw common widget properties that can be shown as a part of the Transform Inspector.\n\t/// </summary>\n\n\tpublic void DrawWidgetTransform () { DrawInspectorProperties(serializedObject, mWidget, false); }\n\n\t/// <summary>\n\t/// Draw the widget's color.\n\t/// </summary>\n\n\tstatic public void DrawColor (SerializedObject so, UIWidget w)\n\t{\n\t\tif ((w.GetType() != typeof(UIWidget)))\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Color Tint\", so, \"mColor\", GUILayout.MinWidth(20f));\n\t\t}\n\t\telse if (so.isEditingMultipleObjects)\n\t\t{\n\t\t\tNGUIEditorTools.DrawProperty(\"Alpha\", so, \"mColor.a\", GUILayout.Width(120f));\n\t\t}\n\t\telse\n\t\t{\n\t\t\tGUI.changed = false;\n\t\t\tfloat alpha = EditorGUILayout.Slider(\"Alpha\", w.alpha, 0f, 1f);\n\n\t\t\tif (GUI.changed)\n\t\t\t{\n\t\t\t\tNGUIEditorTools.RegisterUndo(\"Alpha change\", w);\n\t\t\t\tw.alpha = alpha;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw common widget properties.\n\t/// </summary>\n\n\tstatic public void DrawInspectorProperties (SerializedObject so, UIWidget w, bool drawColor)\n\t{\n\t\tif (drawColor)\n\t\t{\n\t\t\tDrawColor(so, w);\n\t\t\tGUILayout.Space(3f);\n\t\t}\n\n\t\tPrefabType type = PrefabUtility.GetPrefabType(w.gameObject);\n\n\t\tif (NGUIEditorTools.DrawHeader(\"Widget\"))\n\t\t{\n\t\t\tNGUIEditorTools.BeginContents();\n\t\t\tif (NGUISettings.minimalisticLook) NGUIEditorTools.SetLabelWidth(70f);\n\n\t\t\tDrawPivot(so, w);\n\t\t\tDrawDepth(so, w, type == PrefabType.Prefab);\n\t\t\tDrawDimensions(so, w, type == PrefabType.Prefab);\n\t\t\tif (NGUISettings.minimalisticLook) NGUIEditorTools.SetLabelWidth(70f);\n\n\t\t\tSerializedProperty ratio = so.FindProperty(\"aspectRatio\");\n\t\t\tSerializedProperty aspect = so.FindProperty(\"keepAspectRatio\");\n\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\t{\n\t\t\t\tif (!aspect.hasMultipleDifferentValues && aspect.intValue == 0)\n\t\t\t\t{\n\t\t\t\t\tEditorGUI.BeginDisabledGroup(true);\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Aspect\", ratio, false, GUILayout.Width(130f));\n\t\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t\t}\n\t\t\t\telse NGUIEditorTools.DrawProperty(\"Aspect\", ratio, false, GUILayout.Width(130f));\n\n\t\t\t\tNGUIEditorTools.DrawProperty(\"\", aspect, false, GUILayout.MinWidth(20f));\n\t\t\t}\n\t\t\tGUILayout.EndHorizontal();\n\n\t\t\tif (so.isEditingMultipleObjects || w.hasBoxCollider)\n\t\t\t{\n\t\t\t\tGUILayout.BeginHorizontal();\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.DrawProperty(\"Collider\", so, \"autoResizeBoxCollider\", GUILayout.Width(100f));\n\t\t\t\t\tGUILayout.Label(\"auto-adjust to match\");\n\t\t\t\t}\n\t\t\t\tGUILayout.EndHorizontal();\n\t\t\t}\n\t\t\tNGUIEditorTools.EndContents();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw widget's dimensions.\n\t/// </summary>\n\n\tstatic void DrawDimensions (SerializedObject so, UIWidget w, bool isPrefab)\n\t{\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tbool freezeSize = so.isEditingMultipleObjects;\n\n\t\t\tUILabel lbl = w as UILabel;\n\n\t\t\tif (!freezeSize && lbl) freezeSize = (lbl.overflowMethod == UILabel.Overflow.ResizeFreely);\n\n\t\t\tif (freezeSize)\n\t\t\t{\n\t\t\t\tEditorGUI.BeginDisabledGroup(true);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"Size\", so, \"mWidth\", GUILayout.MinWidth(100f));\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tGUI.changed = false;\n\t\t\t\tint val = EditorGUILayout.IntField(\"Size\", w.width, GUILayout.MinWidth(100f));\n\n\t\t\t\tif (GUI.changed)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Dimensions Change\", w);\n\t\t\t\t\tw.width = val;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!freezeSize && lbl)\n\t\t\t{\n\t\t\t\tUILabel.Overflow ov = lbl.overflowMethod;\n\t\t\t\tfreezeSize = (ov == UILabel.Overflow.ResizeFreely || ov == UILabel.Overflow.ResizeHeight);\n\t\t\t}\n\n\t\t\tNGUIEditorTools.SetLabelWidth(12f);\n\n\t\t\tif (freezeSize)\n\t\t\t{\n\t\t\t\tEditorGUI.BeginDisabledGroup(true);\n\t\t\t\tNGUIEditorTools.DrawProperty(\"x\", so, \"mHeight\", GUILayout.MinWidth(30f));\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tGUI.changed = false;\n\t\t\t\tint val = EditorGUILayout.IntField(\"x\", w.height, GUILayout.MinWidth(30f));\n\n\t\t\t\tif (GUI.changed)\n\t\t\t\t{\n\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Dimensions Change\", w);\n\t\t\t\t\tw.height = val;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tNGUIEditorTools.SetLabelWidth(80f);\n\n\t\t\tif (isPrefab)\n\t\t\t{\n\t\t\t\tGUILayout.Space(70f);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tEditorGUI.BeginDisabledGroup(so.isEditingMultipleObjects);\n\n\t\t\t\tif (GUILayout.Button(\"Snap\", GUILayout.Width(60f)))\n\t\t\t\t{\n\t\t\t\t\tforeach (GameObject go in Selection.gameObjects)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIWidget pw = go.GetComponent<UIWidget>();\n\n\t\t\t\t\t\tif (pw != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Snap Dimensions\", pw);\n\t\t\t\t\t\t\tNGUIEditorTools.RegisterUndo(\"Snap Dimensions\", pw.transform);\n\t\t\t\t\t\t\tpw.MakePixelPerfect();\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tEditorGUI.EndDisabledGroup();\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\t}\n\n\t/// <summary>\n\t/// Draw widget's depth.\n\t/// </summary>\n\n\tstatic void DrawDepth (SerializedObject so, UIWidget w, bool isPrefab)\n\t{\n\t\tif (isPrefab) return;\n\n\t\tGUILayout.Space(2f);\n\t\tGUILayout.BeginHorizontal();\n\t\t{\n\t\t\tEditorGUILayout.PrefixLabel(\"Depth\");\n\n\t\t\tif (GUILayout.Button(\"Back\", GUILayout.MinWidth(46f)))\n\t\t\t{\n\t\t\t\tforeach (GameObject go in Selection.gameObjects)\n\t\t\t\t{\n\t\t\t\t\tUIWidget pw = go.GetComponent<UIWidget>();\n\t\t\t\t\tif (pw != null) pw.depth = w.depth - 1;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tNGUIEditorTools.DrawProperty(\"\", so, \"mDepth\", GUILayout.MinWidth(20f));\n\n\t\t\tif (GUILayout.Button(\"Forward\", GUILayout.MinWidth(60f)))\n\t\t\t{\n\t\t\t\tforeach (GameObject go in Selection.gameObjects)\n\t\t\t\t{\n\t\t\t\t\tUIWidget pw = go.GetComponent<UIWidget>();\n\t\t\t\t\tif (pw != null) pw.depth = w.depth + 1;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tGUILayout.EndHorizontal();\n\n\t\tint matchingDepths = 1;\n\n\t\tUIPanel p = w.panel;\n\n\t\tif (p != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = p.widgets.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIWidget pw = p.widgets[i];\n\t\t\t\tif (pw != w && pw.depth == w.depth)\n\t\t\t\t\t++matchingDepths;\n\t\t\t}\n\t\t}\n\n\t\tif (matchingDepths > 1)\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(matchingDepths + \" widgets are sharing the depth value of \" + w.depth, MessageType.Info);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw the widget's pivot.\n\t/// </summary>\n\n\tstatic void DrawPivot (SerializedObject so, UIWidget w)\n\t{\n\t\tSerializedProperty pv = so.FindProperty(\"mPivot\");\n\n\t\tif (pv.hasMultipleDifferentValues)\n\t\t{\n\t\t\t// TODO: Doing this doesn't keep the widget's position where it was. Another approach is needed.\n\t\t\tNGUIEditorTools.DrawProperty(\"Pivot\", so, \"mPivot\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Pivot point -- the new, more visual style\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Label(\"Pivot\", GUILayout.Width(NGUISettings.minimalisticLook ? 66f : 76f));\n\t\t\tToggle(w, \"\\u25C4\", \"ButtonLeft\", UIWidget.Pivot.Left, true);\n\t\t\tToggle(w, \"\\u25AC\", \"ButtonMid\", UIWidget.Pivot.Center, true);\n\t\t\tToggle(w, \"\\u25BA\", \"ButtonRight\", UIWidget.Pivot.Right, true);\n\t\t\tToggle(w, \"\\u25B2\", \"ButtonLeft\", UIWidget.Pivot.Top, false);\n\t\t\tToggle(w, \"\\u258C\", \"ButtonMid\", UIWidget.Pivot.Center, false);\n\t\t\tToggle(w, \"\\u25BC\", \"ButtonRight\", UIWidget.Pivot.Bottom, false);\n\n\t\t\tGUILayout.EndHorizontal();\n\t\t\tpv.enumValueIndex = (int)w.pivot;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw a toggle button for the pivot point.\n\t/// </summary>\n\n\tstatic void Toggle (UIWidget w, string text, string style, UIWidget.Pivot pivot, bool isHorizontal)\n\t{\n\t\tbool isActive = false;\n\n\t\tswitch (pivot)\n\t\t{\n\t\t\tcase UIWidget.Pivot.Left:\n\t\t\tisActive = IsLeft(w.pivot);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Right:\n\t\t\tisActive = IsRight(w.pivot);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Top:\n\t\t\tisActive = IsTop(w.pivot);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Bottom:\n\t\t\tisActive = IsBottom(w.pivot);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Center:\n\t\t\tisActive = isHorizontal ? pivot == GetHorizontal(w.pivot) : pivot == GetVertical(w.pivot);\n\t\t\tbreak;\n\t\t}\n\n\t\tif (GUILayout.Toggle(isActive, text, style) != isActive)\n\t\t\tSetPivot(w, pivot, isHorizontal);\n\t}\n\n\tstatic bool IsLeft (UIWidget.Pivot pivot)\n\t{\n\t\treturn pivot == UIWidget.Pivot.Left ||\n\t\t\tpivot == UIWidget.Pivot.TopLeft ||\n\t\t\tpivot == UIWidget.Pivot.BottomLeft;\n\t}\n\n\tstatic bool IsRight (UIWidget.Pivot pivot)\n\t{\n\t\treturn pivot == UIWidget.Pivot.Right ||\n\t\t\tpivot == UIWidget.Pivot.TopRight ||\n\t\t\tpivot == UIWidget.Pivot.BottomRight;\n\t}\n\n\tstatic bool IsTop (UIWidget.Pivot pivot)\n\t{\n\t\treturn pivot == UIWidget.Pivot.Top ||\n\t\t\tpivot == UIWidget.Pivot.TopLeft ||\n\t\t\tpivot == UIWidget.Pivot.TopRight;\n\t}\n\n\tstatic bool IsBottom (UIWidget.Pivot pivot)\n\t{\n\t\treturn pivot == UIWidget.Pivot.Bottom ||\n\t\t\tpivot == UIWidget.Pivot.BottomLeft ||\n\t\t\tpivot == UIWidget.Pivot.BottomRight;\n\t}\n\n\tstatic UIWidget.Pivot GetHorizontal (UIWidget.Pivot pivot)\n\t{\n\t\tif (IsLeft(pivot)) return UIWidget.Pivot.Left;\n\t\tif (IsRight(pivot)) return UIWidget.Pivot.Right;\n\t\treturn UIWidget.Pivot.Center;\n\t}\n\n\tstatic UIWidget.Pivot GetVertical (UIWidget.Pivot pivot)\n\t{\n\t\tif (IsTop(pivot)) return UIWidget.Pivot.Top;\n\t\tif (IsBottom(pivot)) return UIWidget.Pivot.Bottom;\n\t\treturn UIWidget.Pivot.Center;\n\t}\n\n\tstatic UIWidget.Pivot Combine (UIWidget.Pivot horizontal, UIWidget.Pivot vertical)\n\t{\n\t\tif (horizontal == UIWidget.Pivot.Left)\n\t\t{\n\t\t\tif (vertical == UIWidget.Pivot.Top) return UIWidget.Pivot.TopLeft;\n\t\t\tif (vertical == UIWidget.Pivot.Bottom) return UIWidget.Pivot.BottomLeft;\n\t\t\treturn UIWidget.Pivot.Left;\n\t\t}\n\n\t\tif (horizontal == UIWidget.Pivot.Right)\n\t\t{\n\t\t\tif (vertical == UIWidget.Pivot.Top) return UIWidget.Pivot.TopRight;\n\t\t\tif (vertical == UIWidget.Pivot.Bottom) return UIWidget.Pivot.BottomRight;\n\t\t\treturn UIWidget.Pivot.Right;\n\t\t}\n\t\treturn vertical;\n\t}\n\n\tstatic void SetPivot (UIWidget w, UIWidget.Pivot pivot, bool isHorizontal)\n\t{\n\t\tUIWidget.Pivot horizontal = GetHorizontal(w.pivot);\n\t\tUIWidget.Pivot vertical = GetVertical(w.pivot);\n\n\t\tpivot = isHorizontal ? Combine(pivot, vertical) : Combine(horizontal, pivot);\n\n\t\tif (w.pivot != pivot)\n\t\t{\n\t\t\tNGUIEditorTools.RegisterUndo(\"Pivot change\", w);\n\t\t\tw.pivot = pivot;\n\t\t}\n\t}\n\n\tprotected override void OnDrawFinalProperties ()\n\t{\n\t\tif (mAnchorType == AnchorType.Advanced || !mWidget.isAnchored) return;\n\n\t\tSerializedProperty sp = serializedObject.FindProperty(\"leftAnchor.target\");\n\n\t\tif (!IsRect(sp))\n\t\t{\n\t\t\tGUILayout.Space(3f);\n\t\t\tGUILayout.BeginHorizontal();\n\t\t\tGUILayout.Space(6f);\n\t\t\tNGUIEditorTools.DrawProperty(\"\", serializedObject, \"hideIfOffScreen\", GUILayout.Width(18f));\n\t\t\tGUILayout.Label(\"Hide if off-screen\", GUILayout.MinWidth(20f));\n\t\t\tGUILayout.EndHorizontal();\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Editor/NGUI/UIWidgetInspector.cs.meta",
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    "path": "Assets/Editor/NGUI/UIWrapContentEditor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing UnityEditor;\n\n[CustomEditor(typeof(UIWrapContent), true)]\npublic class UIWrapContentEditor : Editor\n{\n\tpublic override void OnInspectorGUI ()\n\t{\n\t\tGUILayout.Space(6f);\n\t\tNGUIEditorTools.SetLabelWidth(90f);\n        \n\t\tstring error = null;\n\t\tUIScrollView sv = null;\n\n\t\tif (!serializedObject.isEditingMultipleObjects)\n\t\t{\n\t\t\tUIWrapContent list = target as UIWrapContent;\n\t\t\tsv = NGUITools.FindInParents<UIScrollView>(list.gameObject);\n\n\t\t\tif (sv == null)\n\t\t\t{\n\t\t\t\terror = \"UIWrappedList needs a Scroll View on its parent in order to work properly\";\n\t\t\t}\n\t\t\telse if (sv.movement != UIScrollView.Movement.Horizontal && sv.movement != UIScrollView.Movement.Vertical)\n\t\t\t{\n\t\t\t\terror = \"Scroll View needs to be using Horizontal or Vertical movement\";\n\t\t\t}\n\t\t}\n\n\t\tserializedObject.Update();\n\n        NGUIEditorTools.DrawProperty(\"Item Width\", serializedObject, \"itemWidth\");\n        NGUIEditorTools.DrawProperty(\"Item Height\", serializedObject, \"itemHeight\");\n\n        GUILayout.BeginHorizontal();\n        SerializedProperty sp = NGUIEditorTools.DrawProperty(\"Column Limit\", serializedObject, \"maxPerLine\", GUILayout.Width(130f));\n        NGUIEditorTools.SetLabelWidth(90f);\n        if (sp.intValue <= 0)\n        {\n            if (sv != null)\n            {\n                if (sv.movement == UIScrollView.Movement.Horizontal)\n                {\n                    GUILayout.Label(\"horizontal unlimited\");\n                }\n                else\n                {\n                    GUILayout.Label(\"vertical unlimited\");\n                }\n            }\n            else\n            {\n                GUILayout.Label(\"unlimited\");\n            }\n        }\n        GUILayout.EndHorizontal();\n\n        GUILayout.BeginHorizontal();\n\t\tSerializedProperty sp1 = NGUIEditorTools.DrawProperty(\"Range Limit\", serializedObject, \"minIndex\", GUILayout.Width(130f));\n\t\tNGUIEditorTools.SetLabelWidth(20f);\n\t\tSerializedProperty sp2 = NGUIEditorTools.DrawProperty(\"to\", serializedObject, \"maxIndex\", GUILayout.Width(60f));\n\t\tNGUIEditorTools.SetLabelWidth(90f);\n\t\tif (sp1.intValue == sp2.intValue) GUILayout.Label(\"unlimited\");\n\t\tGUILayout.EndHorizontal();\n\n\n\t\tNGUIEditorTools.DrawProperty(\"Cull Content\", serializedObject, \"cullContent\");\n        if (sv != null)\n        {\n            if (sv.movement == UIScrollView.Movement.Horizontal)\n            {\n                NGUIEditorTools.DrawProperty(\"Left Arrow\", serializedObject, \"arrow1\");\n                NGUIEditorTools.DrawProperty(\"Right Arrow\", serializedObject, \"arrow2\");\n            }\n            else\n            {\n                NGUIEditorTools.DrawProperty(\"Top Arrow\", serializedObject, \"arrow1\");\n                NGUIEditorTools.DrawProperty(\"Bottom Arrow\", serializedObject, \"arrow2\");\n            }\n        }\n\n        NGUIEditorTools.DrawProperty(\"Debug\", serializedObject, \"isDebug\");\n\n        if (!string.IsNullOrEmpty(error))\n\t\t{\n\t\t\tEditorGUILayout.HelpBox(error, MessageType.Error);\n\t\t\tif (sv != null && GUILayout.Button(\"Select the Scroll View\"))\n\t\t\t\tSelection.activeGameObject = sv.gameObject;\n\t\t}\n\n\t\tserializedObject.ApplyModifiedProperties();\n\n\t\tif (sp1.intValue != sp2.intValue)\n\t\t{\n\t\t\tif ((target as UIWrapContent).GetComponent<UICenterOnChild>() != null)\n\t\t\t{\n\t\t\t\tEditorGUILayout.HelpBox(\"Limiting indices doesn't play well with UICenterOnChild. You should either not limit the indices, or not use UICenterOnChild.\", MessageType.Warning);\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "content": "----------------------------------------------\n            NGUI: Next-Gen UI kit\n Copyright © 2011-2016 Tasharen Entertainment\n            Version 3.11.1\n    http://www.tasharen.com/?page_id=197\n            support@tasharen.com\n----------------------------------------------\n\nThank you for buying NGUI!\n\nPLEASE NOTE that NGUI can only be legally downloaded from the following 3 sources:\n\n  1. Unity Asset Store (Standard License)\n  2. www.tasharen.com (Standard License)\n  3. github.com/tasharen/ngui (Professional and Site Licenses)\n\nIf you've obtained NGUI via some other means then note that your license is effectively invalid,\nas Tasharen cannot provide support for pirated and/or potentially modified software.\n\nDocumentation can be found here: http://www.tasharen.com/forum/index.php?topic=6754.0\n\nIf you have any questions, suggestions, comments or feature requests, please\ndrop by the NGUI forum, found here: http://www.tasharen.com/forum/index.php?board=1.0\n\n--------------------\n How To Update NGUI\n--------------------\n\nIf you have the Professional or Site License of NGUI that comes with Git access, just pull the latest changes.\n\nIf you have a Standard License:\n\n1. In Unity, File -> New Scene\n2. Delete the NGUI folder from the Project View.\n3. Import NGUI from the updated Unity Package.\n\n---------------------------------------\n Support, documentation, and tutorials\n---------------------------------------\n\nAll can be found here: http://www.tasharen.com/forum/index.php?topic=6754.0\n\nUsing NGUI with JavaScript (UnityScript)? Read this first: http://www.tasharen.com/forum/index.php?topic=6\n\n------------------\n FreeType Library\n------------------\n\nNGUI version 3.5.2 onwards includes the pre-compiled C++ FreeType library, which is an open source project (http://freetype.org/)\nFreeType license: http://git.savannah.gnu.org/cgit/freetype/freetype2.git/tree/docs/FTL.TXT\nThis library is used only if you choose the \"Generate Bitmap\" font option in the Font Maker,\nand it will not be included in the build of your game. It's only used in the editor.\n\n-----------------\n Version History\n-----------------\n\n3.11.1\n- NEW: Added a 'keep value' option to the popup list that will make popup values persist even after it disappears, like it used to work before the change many versions back.\n- FIX: Popup list with values defined at edit time no longer has an initial value (unless the new 'keep value' is checked).\n- FIX: Capitalized versions of bbcode keywords like [B] will now work in addition to lowercase.\n- FIX: Backwards compatibility fixes with Unity 5.3.\n\n3.11.0\n- NEW: It's now possible to specify a custom material on regular NGUI sprites and labels.\n- NEW: Added UV2 support, specified on the panels. Secondary UVs can be easily used to add multi-texturing effects such as blended tiled backgrounds or simply detail textures, enhancing your UI's look.\n- NEW: Draw call now uses a material property block to specify the main texture as it works better at edit time.\n- NEW: UIGeometry now has a onCustomWrite delegate that can be used to modify the generated geometry as you see fit.\n- NEW: Added camera.FitOnScreen(transform) to simplify adjusting some group of widget's position to be within screen bounds.\n- NEW: Tweens can now be set to use FixedUpdate for their animation.\n- NEW: Added UIDrawCall.onCreateDrawCall that's called every time a new draw call gets created.\n- NEW: Added UIDrawCall.shadowMode that can be used to change the shadow casting mode.\n- FIX: NGUI's geometry should now work with one-sided shaders.\n- NEW: Added UICamera.lastWorldRay to hold the last ray used to cast into the world.\n- NEW: Added UICamera.mouse0, mouse1, mouse2 to access the mouse directly.\n- NEW: UICamera.uiHasFocus to return 'true' when there is an active UI interaction happening.\n- NEW: NGUI raycasts into the world will now automatically ignore triggers if the event type is set to World_3D.\n- FIX: Popup list's panel now keeps the sorting order of its parent panel.\n- FIX: Tweener.Begin now always clears the onFinished callback list.\n- FIX: Eliminated GC allocations from raycasts.\n\n3.10.2\n- NEW: Added UIDrawCall.MoveToScene for Unity 5.4+ to make it easier to move the UI to another scene.\n- FIX: Fixed an issue with Unity 5.4.1 in regards to the NGUI menu.\n- FIX: DragDropItem will now inverse transform the delta, so it should theoretically work even with rotated panels.\n- FIX: DragDropItem now again clears the scroll view reference after the drag operation completes.\n- FIX: Unity 5.4 DX9 bug work-around (no longer marking VBOs as dynamic).\n\n3.10.1\n- NEW: Added UICamera.ignoreAllEvents to easily disable all NGUI events.\n- FIX: Unity 5.4 editor on OSX: fixes for retina-related glitches of 5.4.\n- FIX: Gamma to linear conversion now happens in the draw call class and no longer needs to be set in each OnFill function.\n\n3.10.0\n- NEW: Added Texture2D.MakeReadable(true/false) -- a convenience extension for the editor. Not sure why this isn't built-in.\n- FIX: UIDragScrollView will no longer inform the scroll view of OnPress(false) on disable unless it's actually being dragged.\n- FIX: Removed ColorMask RGB from shaders since according to Unity docs it may slow down some mobiles.\n- FIX: Fixed Unity 5.4 function deprecation warnings.\n- MISC: Added Profiler.BeginSample/EndSample blocks to clarify GC allocations that only happen in the editor.\n\n3.9.9\n- NEW: Added customizable GetMouse, GetTouch and RemoveTouch delegates to UICamera replacing fixed Input calls. This makes all of NGUI's events go through user-settable delegates.\n- NEW: Sprite Animation script now has a frame offset index you can set if you want it to start at something other than 0.\n- NEW: UIScrollView now has a \"constrain on drag\" as an option rather than always being off.\n- FIX: UILabel resizing due to overflow settings will now trigger its UIWidget.onChange notification.\n- FIX: Fix for a visibility issue caused by instantiating a panel off-screen then bringing it into view.\n- FIX: Fixed a bug with text wrapping not wrapping colors properly in some situations (UITextList).\n\n3.9.8\n- NEW: NGUI now uses Color instead of Color32 for colors, which work better with linear space colors.\n- NEW: Added a modifier setting to the UILabel that can automatically change the text prior to displaying it, such as making it uppercase/lowercase or calling a custom modifier function.\n- FIX: Better handling of Linear space lighting.\n- FIX: Changing UIPanel.alpha no longer invalidates the widgets underneath it (performance boost).\n- FIX: Font Maker should now work even in the 32-bit version of Unity 5.\n- FIX: Forcing OpenGL in Windows will no longer result in a blurry UI.\n- FIX: Fix for an issue in Unity 5.4.\n\n3.9.7\n- NEW: Added \"events go to colliders\" option to all UICameras, not just the first one.\n- NEW: UICamera now has an option to process events in either Update or LateUpdate.\n- NEW: Added a \"max width\" property to labels set to overflow using Resize Freely.\n- NEW: UIPopupList now supports 2D sprites.\n- NEW: Added code to UIKeyBinding to convert its key+modifier to text format and back (good for saving a list of key bindings in files).\n- NEW: Added Set() functions to UIProgressBar, UIToggle, UIInput that can set a value without triggering the event callbacks.\n- NEW: Added Camera.FitOnScreen() extension that can be used to ensure that any UI does not go past the screen's dimensions (ex: tooltip).\n- NEW: Added TweenFill that can be used to tween filled sprites' fill value.\n- FIX: UIButton no longer fires its OnClick notification from right and middle mouse button clicks.\n- FIX: Fix for duration 0 tweens not advancing their time properly.\n- FIX: Fix for long press tooltips not showing properly on touch screens half the time.\n\n3.9.6\n- NEW: Added NGUITools.Draw<T> function that can be used like GUI.Draw (just much more efficient).\n- NEW: NGUITools.AddChild is now an extension method (ie: gameObject.AddChild).\n- NEW: Added several new versions of UIRect.SetAnchor.\n- NEW: UIRect.SetScreenRect can be used to set the widget's screen rect to be anchored to top-left, identical to how GUI.Draw(rect) would work.\n- NEW: Added \"hide inactive\" option to UIWrapContent.\n- NEW: Added the sorting layer name option to UIPanel (contributed by Benzino07).\n- NEW: serializedObject.DrawProperty() convenience function(editor)\n- NEW: Localization.Set(language, key, text) to add individual localization entries.\n- NEW: Added sprite gradient support (contributed by Nicki).\n- FIX: NGUITools.AddChild<T>() now caches types, making it faster.\n- FIX: Num pad's Enter is now treated just like Return by UIInput.\n- FIX: Fixed a deprecation warning on Unity 4.6.8 and 4.6.9.\n- FIX: Tweener will no longer use delta time for the first frame of the animation.\n- FIX: Drag & drop should no longer prevent mouse wheel from scrolling the scroll view until the next click.\n- FIX: Fix for UISpriteAnimation freezing the game after extended time being minimized.\n- FIX: Fixed compilation warnings in Unity 5.3.\n\n3.9.4\n- FIX: Work-around for a bug in Unity crashing when dynamic fonts are used (Unity also fixed it in 5.2.1p2).\n- FIX: Fix for caret appearing in the wrong place for a split second when typing past the end of the label.\n- FIX: Multi-line UIInput will now do a submit via Ctrl+Return by default.\n\n3.9.3\n- NEW: Toggle is now capable of triggering tweens in addition to animations.\n- FIX: UITextList should now wrap colors properly.\n- FIX: UIKeyNavigation will now highlight elements properly with Tab.\n- FIX: Keyboard input can now be used in Example 4.\n- FIX: More tweaks to dynamic fonts. Oh how I hate that particular \"feature\"...\n- FIX: Work-arounds for some new oddities in Unity 5.2.\n- FIX: Fix for an old bug that would sometimes cause items inside a tweened scroll view to be offset visually.\n- FIX: Minor tweaks related to ensuring that anchors get called properly on start only once.\n\n3.9.2\n- NEW: Added an option to UICamera to automatically hide the cursor when controller or touch input is used.\n- NEW: Added ellipsis overflow support by Jason Nollan.\n- NEW: Added an option to the Popup List to automatically create its popup on a separate panel, ensuring that it's always on top.\n- NEW: Added UICamera.first referencing the active NGUI event system.\n- FIX: Alpha should now work as expected with Linear lighting.\n- FIX: UICamera.isOverUI should now work properly for all types of input.\n- FIX: NGUIEditorTools.DrawProperty can now draw arrays.\n- FIX: Added mdeletrain's broken dynamic font fix.\n- FIX: Drag operation now cancels tooltips properly.\n- FIX: UITextList should now wrap colors properly.\n- FIX: Flash compilation fixes.\n\n3.9.1\n- NEW: NGUI will now automatically disable controller input on stand-alone builds if the game starts up with some joystick axis reporting non-zero.\n- NEW: Added command-line arguments that can enable/disable control types, such as -noJoystick.\n- NEW: Scene view UI focus is now bound to ALT+F.\n- FIX: Unity 5 dynamic font work-around.\n- FIX: Panels moving should no longer cause widgets to get marked as moving.\n- FIX: UICamera now uses the GetAnyKeyDown delegate.\n- FIX: Dragging a window should now be much faster.\n- FIX: UICamera.disableController should now report the correct value after a popup list has been closed.\n- FIX: UIPopupList will now again trigger callbacks on start when setting the default value.\n\n3.9.0\n- NEW: Completely redesigned how controller-based input was handled. It's now much more robust and handless seamless transitions from one method of input to another.\n- NEW: New OnNavigate and OnPan events. OnPan events require Pan axes to be set on the UICamera.\n- NEW: Scroll views are now scrollable via controller if Pan axes are set.\n- NEW: Sliders can now be adjusted via controller by using Pan axes.\n- NEW: OnKey event will now send all key press events to the targeted object.\n- NEW: Added UICamera.controllerNavigationObject that explicitly tracks controller-based selection.\n- NEW: NGUI now automatically finds and focuses on an appropriate UIKeyNavigation object if none has focus while receiving controller-based input.\n- NEW: Added a Color Picker.\n- NEW: Added a Tab option to the Key Navigation script (visible when it's attached to a UIInput).\n- NEW: Added a new \"replacement key\" feature to localization that lets you replace localization values without changing the localization itself. Useful for user-defined \"overrides\".\n- NEW: Added a proper editor class for the TypewriterEffect.\n- NEW: UIViewport will now automatically disable itself if the corner object has been disabled.\n- FIX: Various fixes and improvements for controller-based input support.\n- FIX: UITextList now properly line-wraps embedded colors.\n- FIX: UICenterOnChild should now respect paging through sorted lists.\n- FIX: Popup list's \"ensure it's visible\" code has been redesigned.\n- FIX: Optimized code related to widget change detection / buffer rebuilding.\n- FIX: Dynamic font labels will now automatically invalidate themselves when the application regains focus.\n- FIX: Unity 5 compatibility tweaks.\n- DEL: Removed the Keyboard scheme, since it's always Keyboard+Mouse.\n\n3.8.2\n- NEW: Localization will now automatically pull mobile version of keys if the current control scheme is touch.\n- NEW: UICamera.touchCount was split into GetInputSources() and UICamera.activeTouches.Count.\n- FIX: Better handling of touches in UICamera.\n- FIX: Tooltip will now show at the last mouse/touch position rather than last mouse position.\n- FIX: Fixed UI colors with linear-space lighting.\n- FIX: Fixed UI blurriness in the editor when targeting Android on Windows.\n- FIX: Fixed UI blurriness when the window's dimensions are not dividable by two.\n\n3.8.1\n- NEW: Added Animator to UIToggle in addition to Animation.\n- NEW: Added a \"long press\" tooltip option to UICamera (to show tooltips on touch-based devices).\n- NEW: UIKeyBinding now has explicit \"none\" and \"any\" modifier key options.\n- NEW: UIScrollView's movement dampening strength is now exposed as a property for scripting.\n- NEW: Added Transparent Masked shaders for when you want to have clipped masked textures.\n- FIX: Label's MakePixelPerfect will no longer snap to dimensions that don't divide by two.\n- FIX: UIButton's isEnabled property will now affect all button scripts on the object, not just the first one.\n- FIX: Sprite's padding should now be affected by pixel size adjustments.\n- FIX: UIPlayAnimation should now work properly with the controller input again.\n- FIX: Unity 4.3 compilation fix.\n\n3.8.0\n- NEW: Added a way to add TouchScript support to NGUI: http://www.tasharen.com/forum/index.php?topic=12411.0\n- NEW: Setting a Unity sprite on a UI2DSprite will now automatically set its border values.\n- FIX: Drag & drop script should now again work with press-based activation and cloneOnDrag option.\n- FIX: Popup lists should now work better with multi-touch events.\n- FIX: Variety of fixes for obscure issues that most would have never encountered.\n\n3.7.9\n- NEW: Localization system can now automatically merge localization data coming from multiple sources as well as partial localizations.\n- NEW: Command-click = right click is now an option on the UICamera instead of always being on.\n- FIX: UIInput's Return key handling was moved to the Update() function to fix an issue with typing quickly and pressing Return causing the last character to be cut off.\n- FIX: Forced keyboard and mouse to be turned off for Android devices in UICamera's Awake() function.\n- FIX: UICamera will no longer process keyboard events if both keyboard and controller input is turned off.\n- FIX: UICamera should now properly handle release and press events being sent in the same frame.\n- FIX: Relative anchor slider will no longer get disabled if the user types values outside 0 to 1.\n\n3.7.8\n- NEW: Added a validator delegate to the toggle class for when you want to add custom code to prevent state changes before they happen.\n- FIX: Some more compile fixes for newer Unity 5 versions.\n- FIX: Sliced sprite corners will no longer be drawn if sides were chosen to be hidden.\n- FIX: UIPanel no longer makes all of the game objects underneath it be on the same layer. Just widgets.\n- FIX: Minor fix for the scroll view recentering.\n- FIX: Flash compilation #ifdef.\n- FIX: FreeType fix for Unity 5 (64 bit).\n\n3.7.7\n- Fix for the drop-down list appearing in the wrong place in some situations.\n- You can now choose to merge loaded localization data with existing one. Useful for patching games.\n- Added a user-contributed outline8 type label effect.\n- Cleaned up new warnings shown in Unity 5.\n- Fixes for dynamic font rendering in Unity 5 (underline/strikethrough).\n\n3.7.6\n- FIX: Unity 5.0 compilation and functionality compatibility fixes.\n- FIX: Work-around for a Unity bug in 4.5.5p3 and p4 (OnValidate not affected by script execution order).\n- FIX: Potential work-around for touch events sending mouse events.\n- FIX: NGUI texture import will now use automatic true color instead of ARGB32.\n- FIX: UIEventTrigger's OnDrag was mistakenly calling the onDragOut callback.\n\n3.7.5\n- NEW: UISavedOption now works with progress bars as well.\n- NEW: MathiasSoeholm's implementation for Labels with float spacing.\n- FIX: UIPopupList opened manually will now close automatically without requiring selection to be set.\n- FIX: UICamera will now use proper 'events go to colliders' flag from the first UICamera.\n- FIX: Unity 5 compilation tweaks.\n- FIX: Flash compilation fixes.\n\n3.7.4\n- FIX: UIInput no longer uses OnGUI unless you actually select the input field first (eliminates GC alloc).\n- FIX: UIEventTrigger's OnDragStart/OnDragEnd shouldn't have had parameters.\n- FIX: UIDragObject should now work properly with a constrained type UIRoot.\n- FIX: Key/controller interaction wasn't quite correct with sliders/scroll bars.\n- FIX: UIDragObject will now snap to pixels after the movement completes.\n\n3.7.3\n- NEW: New clipping option on panels: Texture Mask. Any texture with alpha will work (think round minimap etc).\n- NEW: UICamera now has an option for whether events go to colliders or rigidbodies.\n- NEW: Added Cell Alignment field to the UITable letting you change the content's alignment.\n- NEW: UIGrid now has a \"cell snap\" arrangement type for when you simply want to have widgets snap as you drag them.\n- NEW: 2D Sprites now have a \"pixel size\" property.\n- FIX: Pre-defined texture preview for the Prefab Tool wasn't quite working right.\n- FIX: UIPanel now always force-disables the \"offset\" option if it's on the UIRoot.\n- FIX: Handles will now automatically hide when multi-editing widgets, allowing you to use the transform move.\n\n3.7.2\n- NEW: You can now explicitly choose the panel used as a drag region for UIDragObject.\n- NEW: You can now specify a custom thumbnail texture for each item in the prefab toolbar.\n- NEW: TweenAlpha and TweenColor now work on Unity's SpriteRenderers.\n- NEW: Added UICamera.currentTouch.deltaTime (time since touch started).\n- FIX: UIGrid.Reposition should now work even without the component being started first.\n- FIX: Widgets with alpha 0 won't be selectable in the scene view anymore.\n- FIX: UIDragDropItem wasn't setting 'dragged' state properly if the item was cloned.\n- FIX: Alpha text encoding [Aa] style should no longer try to interpret non-hex characters.\n- FIX: Tweaks to how UICenterOnChild works and fixes to its paging functionality.\n- FIX: Minor fix to tween/play tween in regards to playing in reverse.\n- FIX: Bitmap labels now support thin spaces (U2009).\n- FIX: PropertyBinding now respects \"editMode\" flag properly.\n- FIX: Setting UILabel.material at run time on a dynamic font should now work as expected.\n- FIX: DX9 half pixel offset will now be ignored properly in /force OpenGL mode.\n- FIX: You should now be able to use the stylus on android devices.\n- DEL: UIInput.selectOnTab is now deprecated in favor of UIKeyNavigation (will auto-upgrade)\n\n3.7.1\n- NEW: Added generic delegates to UICamera you can subscribe to (onClick, onHover, etc) to replace the genericEventHandler.\n- NEW: Added a new option to UITexture and UI2DSprite to keep the original texture's aspect ratio.\n- NEW: Popup list items can now have arbitrary data associated with each entry.\n- NEW: You can now choose what kind of click will open the popup list.\n- NEW: New text symbol [c] will cause the text that follows it to ignore the label's color tint.\n- NEW: Added the missing OnDragStart and OnDragEnd to UIEventListener.\n- NEW: UICamera.onMouseMove notification.\n- FIX: UICamera will only send events to rigidbodies if there was no UIPanel present.\n- FIX: UIPanel will no longer use handles if the camera drawing it is not 2D.\n- FIX: Unity 4.3 compatibility.\n\n3.7.0\n- NEW: You can now set UIWidget.onRender to change material properties like in OnWillRenderObject.\n- NEW: Changing UITexture.mainTexture and shader is now super-quick if it's not batched.\n- NEW: UIRoot now has additional scaling constraints enabling new fill and fit modes.\n- NEW: Added the ability to ignore kerning information when making bitmap fonts.\n- NEW: NGUI's events sent via \"3D\" and \"2D\" event type UICameras will now go to the rigidbody instead of colliders.\n- NEW: UIKeyBinding now has a new setting \"All\" that will trigger both select and press/click logic.\n- NEW: UICamera.isOverUI, UICamera.currentTouch.isOverUI.\n- NEW: NGUI now uses the new rect transform tool instead of the move transform in Unity 4.6+.\n- NEW: UIPlaySound now has an OnEnable play option. For convenience.\n- NEW: UIEventListener now has OnTooltip.\n- NEW: TweenAlpha now works with renderers as well.\n- FIX: Removed code that was snapping draw call positions to pixels, allowing you animate panels smoothly.\n- FIX: Calling Reposition() on the grid and table now works even if its Start() hasn't executed.\n- FIX: Dynamic font baseline calculation work-around for some partial fonts.\n- FIX: Center On Child script got semi-broken in the last version.\n\n3.6.9\n- NEW: Added loop, play, pause and reset functionality to UI2DSpriteAnimation.\n- NEW: Added new automatic support for linear lighting.\n- NEW: Added a pivot point setting to UITable to match UIGrid.\n- NEW: Added warnings to UIAnchor and UIStretch components that inform the user about them being deprecated.\n- NEW: Property binding can now let you select properties that only have either get or set, depending on what's needed.\n- NEW: Added settable delegates to UICamera: GetKey, GetKeyDown, GetKeyUp, GetAxis.\n- NEW: UIRect has a new anchor update setting: OnStart. It will only update anchors once.\n- NEW: Panels have a new option to ignore soft border when constraining scroll view content.\n- FIX: Added alexkring's work-around for the rare \"texture destroyed\" issue in the Atlas Maker.\n- FIX: Dragging 2D UI elements into a scene with a 3D UI should no longer create many UI Roots.\n- FIX: Labels will now use the draw region, making them usable as the slider's foreground.\n- FIX: Localization with multi-line entries would skip the first word.\n- FIX: The layout system's anchors should now work even for 3D UIs.\n- FIX: UIWrapContent was not setting the restrict within panel flag correctly.\n- FIX: UILabel.GetWordAtPosition now works with line breaks properly.\n- FIX: Embedded URL retrieval code wasn't capping when it encountered a /url tag.\n- FIX: Embedded URL retrieval is now much more precise.\n- FIX: Mouse scroll wheel should again work with UICenterOnChild.\n- FIX: UILocalize will now change UIButton's normal sprite.\n- FIX: UIToggle transitions will now be instant if the value was changed while the toggle is disabled.\n- FIX: UIDragDropitem will now work with 2D colliders (thanks HanzaRu).\n- FIX: Bold can now be mixed with underline properly.\n- DEL: Removed the old \"Shader Quality\" script that was messing up the refractive atlas.\n\n3.6.8\n- NEW: UIWrapContent now has a range limit you can set for indices (such as -10 to 10).\n- NEW: Added Transform.OverlayPosition to make it easy to position widgets using 3D object positions.\n- FIX: Progress bars / sliders will no longer show the foreground if the value is 0.\n- FIX: Changing UI2DSprite.sprite2D will now immediately re-add the widget to the panel.\n- FIX: UIDragDropItem will now delay enabling the drag scroll view script (thanks, slumtrimpet!)\n- FIX: Re-added a hack-around for Adreno GPU crashes. Looks like Unity 4.5 did not fix the problem, despite the patch notes.\n- FIX: Seeing as BetterList is slower at sorting than List, some instances of BetterList were replaced with List.\n- FIX: UIPanel's option to cull widgets while the scroll view is being dragged is now on by default.\n- FIX: UIRoot now considers WP8 and BlackBerry to be mobile devices.\n- FIX: More tweaks for how camera's region gets calculated.\n\n3.6.7\n- NEW: Added a lookup table to the atlas in order to make GetSprite() faster.\n- NEW: Added OnPostFill functionality to widgets, in case you want to further modify the geometry.\n- NEW: Added OnMomentumMove and OnStoppedMoving notifications to UIScrollView in addition to OnDragFinished.\n- NEW: Added NGUI -> Extras -> Align Scene View to UI (thanks NikolayLezhnev)\n- FIX: UIGrid's smooth snapping will now ignore time scale.\n- FIX: Nicki's optimizations (Shader.PropertyToID instead of by name).\n- FIX: Null check for 'mKeyboard' being null in UIInput (rare case).\n\n3.6.6\n- NEW: UIWrapContent now has a settable delegate to initialize items, and will call it on Start().\n- NEW: Added OnDragStarted to the scroll view for those that needed it.\n- NEW: Added the missing OnDragOver/OnDragOut to the UIEventListener.\n- FIX: Hiding game view behind the scene view should now work as expected (thanks NikolayLezhnev).\n- FIX: Localization was not always handling double quotes properly.\n- FIX: Mobile keyboard-related fix (thanks niniane).\n- FIX: 2D raycasts were not working quite right...\n- FIX: Underline and strike-out should now look better and will be affected by the gradient.\n- DEL: Commented out NGUITools.OpenURL since it causes network permissions to be used on mobile. Uncomment them if you need them.\n- DEL: Cleaned up pre-Unity 4.3 code.\n\n3.6.5\n- NEW: Added a way to show the transform gizmo without disabling the drag handles (NGUI->Options).\n- NEW: Added an \"onCenter\" notification to UICenterOnChild.\n- FIX: Drag & drop example wasn't working properly due to a missed line in UICamera.\n- FIX: UIToggle.value will now return the starting state if the toggle has not yet been activated.\n- FIX: WP8/iOS UIInput fix, and force the keyboard to show up when it's in a 'password' mode.\n- FIX: Flash compilation fixes.\n- FIX: Nicki's optimizations.\n\n3.6.4\n- NEW: Added the way to set the label alignment for popup lists.\n- NEW: EventDelegate.Add(list, callback) now returns an EventDelegate to work with.\n- NEW: Added an option to execute the UICenterOnChild in the editor via right-click.\n- FIX: Fix for a regression bug causing bar view foreground's collider was never adjusted properly.\n- FIX: UILabel now automatically clears NGUIText font references after using them.\n- FIX: Nested anchors set to update in OnEnable will now work as expected when the hierarchy gets re-enabled.\n- FIX: Unified inspector look can now be modified properly.\n- FIX: Switching from 3D to 2D UI will now remove the 3D rigidbody.\n- FIX: Drag & drop example wasn't working properly due to a missed line in UICamera. (3.6.4b)\n- FIX: UIToggle.value will now return the starting state if the toggle has not yet been activated (3.6.4b)\n\n3.6.3\n- NEW: Added onFinished and Finish() to the Typewriter script.\n- FIX: Changed the way \"hide input\" logic works in UIInput.\n- FIX: UIInput was not setting its starting value correctly in some cases.\n- FIX: Hide Input setting on the input field is now a separate field.\n- FIX: UIlabel.Wrap was not using the provided height.\n- FIX: Flash compile fixes.\n\n3.6.2\n- NEW: Added an optional different (minimalistic) look for NGUI's components (change via Options -> Inspector Look).\n- NEW: Typewriter script can now fade in letters gradually using alpha (have a look at Tutorial 5).\n- NEW: You can now embed overriding alpha in text using [Aa] format.\n- NEW: UIButton can now swap 2D sprites as well.\n- FIX: Embedded color's alpha now also affects the shadow and outline effects.\n- FIX: Typewriter effect should now be able to fade in multiple tags properly.\n- FIX: Replaced all usage of UICamera.lastHit.point with UICamera.lastWorldPosition (for 2D events).\n- FIX: Certain widget elements should now support 2D colliders properly (sliders and such)\n- FIX: Fixed an issue with double space in an input field causing issues.\n- FIX: Yet more WP8 stuff.\n\n3.6.1\n- NEW: NGUI now fully supports 2D colliders, and will create them by default if UICamera is in 2D UI mode.\n- NEW: Added a way to automatically switch the entire UI to use 2D or 3D colliders via the NGUI->Extras.\n- NEW: Added support for TouchScreenKeyboard.hideInput (input caret, selection, etc on mobiles)\n- NEW: Added pre-generated Prefab Toolbar preview icons for Unity Free.\n- NEW: EnvelopContent script will now execute itself every time it's enabled, and will update anchors.\n- NEW: You can now see your NGUI's version via the Help menu.\n- FIX: NGUIText now supports unicode spaces (contributed by Graham Reeves).\n- FIX: Popup list was not highlighting the selection properly in some cases.\n- FIX: Popup list will now always be closed when any item gets chosen.\n- FIX: UIProgressBar will now work properly with 2D sprites and UITextures.\n- FIX: Nested scroll views instantiated at run-time should now be clipped properly.\n- FIX: Grid will now sort the list of children in GetChildList() since the hack-around didn't work.\n- FIX: Localization will load the data in the Exists() function as well.\n- FIX: Still more WP8 fixes.\n- DEL: Upgrade tools are no longer a part of the package. Grab them from the website instead.\n\n3.6.0\n- NOTE: NGUI now requires Unity 4.3.4 or higher!\n- NEW: Added a new tool -- Prefab Toolbar. It lets you drop prefabs onto it for easy preview.\n- NEW: Unity2D Sprite now has all the same options as an NGUI sprite (sliced, filled, tiled, etc).\n- NEW: UITexture now has all the same options as an NGUI sprite.\n- NEW: You can now choose components as parameters for functions via inspector.\n- NEW: Added support for full RGBA32 color encoding in text (RrGgBbAa).\n- NEW: UISpriteAnimation example script now has pixel snap setting as optional.\n- NEW: Extended the Typewriter Effect script with additional functionality.\n- FIX: In some cases changing sprites on a prefab wouldn't \"take\".\n- FIX: WP8/WSA fixes, courtesy of LoneCoder from the forums.\n- FIX: Pixel-snap a tiled sprite should no longer revert it to single sprite's dimensions.\n- FIX: Nested scroll views were not culling widgets properly in some cases when scrolled.\n- FIX: Calculating widget dimensions will now ignore widgets in clipped panels.\n\n3.5.9\n- NEW: Added an event delegate drawer in case you want to use the Event Delegate in your own scripts.\n- NEW: You can now explicitly specify what the Return key will do on the input field regardless of the label's multi-line setting.\n- NEW: Added GetIndex() to UIGrid and improved its look in the inspector.\n- FIX: Scroll view will no longer jump back and forth by 1 pixel when it's not using momentum.\n- FIX: Input fields should respect the \"starting value\" if the \"saved as\" is left blank.\n- FIX: Text printing issue if the line begins with a double space.\n- FIX: You can now call UIButton.ResetDefaultColor to restore the original color, even after setting 'defaultColor' to something else.\n- FIX: UIKeyNavigation will now respect UIButton's isEnabled state if it's present.\n- FIX: UIPlaySound will now respect UIButton's isEnabled state if it's present.\n- FIX: UIDrawCall copy material creation now also copies shader keywords.\n- FIX: UICamera.inputHasFocus should now work properly again.\n- FIX: The Sorting Order will now always be exposed on the UIPanel in inspector.\n- DEL: Moving DataNode over to TNet since it makes a lot more sense to have it there instead of in NGUI.\n\n3.5.8\n- NEW: Added a generic node-based class for simple text-based serialization (DataNode).\n- NEW: UITexture now has flip options just like UISprite.\n- NEW: Moved the SetRect function from UIWidget to UIRect, making it usable by panels as well.\n- NEW: Added convenience add and remove functions to the UIGrid.\n- NEW: Added NGUIMath.ScreenToPixels for when you need to convert from screen to virtual pixels.\n- NEW: UIButton's SetState is now public, in case you need it.\n- NEW: UIInput.caret is now exposed in case you need it.\n- FIX: Re-added the \"New\" button to the atlas maker that was removed for no reason.\n- FIX: Added [NonSerialized] next to private variables. Unity apparently serialized private variables in prefabs (sigh).\n- FIX: \"Flip\" option is now exposed in inspector with tiled sprites.\n- FIX: Changed all \"HIDDEN\" shaders to be \"Hidden\" instead, effectively hiding them.\n- FIX: Text list should no longer break when a very long line of text is added.\n- FIX: DragDropItem script wasn't un-highlighting things quite right.\n- FIX: Clip softness can now be 0.\n- DEL: Localization is now a static class, and can no longer be included in the scene.\n\n3.5.7\n- NEW: Added OnDragOver/OnDragOut to the Event Trigger.\n- FIX: Event delegate compilation on platforms that don't support reflection.\n- FIX: The example tooltip should no longer go off-screen.\n- FIX: Exposed UISprite's 'flip' option to scripting.\n- FIX: Context menu 'Attach' options should now work with multiple objects selected.\n- FIX: 'Attach' menu options should now all be undo-able via CTRL+Z.\n- FIX: Exposed UIButton.state for those that may need it for any reason.\n- FIX: UICamera's raycasts can now be clipped by nested panels.\n- FIX: MakePixelPerfect should not change the width if the label is set to \"resize height\".\n- FIX: Made UIButton.isEnabled work with a 2D collider.\n- FIX: Unity 4.2 compatibility tweaks.\n- FIX: Clip softness can now be 0.\n\n3.5.6\n- NEW: Added basic built-in data binding support (PropertyBinding script).\n- NEW: All delegates now support any number of parameters that you can set in inspector.\n- NEW: You can now nest scroll views (scroll views within scroll views). The built-in shaders support up to 3 scroll views, but you can add more.\n- NEW: You can now nest non-clipped panels within clipped panels and clipping will still work.\n- FIX: Fix for scroll bar size being wrong if the content was smaller than the scroll view.\n- FIX: UIInput will now load the saved value properly even if the \"starting value\" is not empty.\n- FIX: Drag & drop item will now always disable the tween or spring effect when it begins dragging.\n- FIX: UICamera's 'inputHasFocus' flag is now set when selection changes rather than every frame.\n- FIX: Anchors set to update only in OnEnable will now still update while in edit mode.\n- FIX: Triggering ActiveAnimation.Play will now immediately sample the animation.\n- FIX: Fixed the bug that was causing the atlas maker to eat up CPU.\n\n3.5.5\n- NEW: Added built-in support for endless scroll view (UIWrapContent).\n- NEW: Added a new example showing how to make endless scroll views.\n- NEW: Added an \"Pivot\" setting to the UIGrid that controls how the content is positioned.\n- NEW: Keyboard and controller navigation has been simplified (UIKeyNavigation).\n- NEW: Added EnvelopContent example script that shows how to resize a sprite to envelop custom content.\n- NEW: Widget anchors now have an option to be executed only when enabled, rather than every update.\n- FIX: UIWidget.SetRect will now work properly again.\n- FIX: Unity 4.0, 4.1 and 4.2 compile fix.\n\n3.5.4\n- NEW: You can now bake basic effects into bitmap fonts via inspector: soft shadow, soft outline, bevel, etc.\n- NEW: Added a way to set the Sorting Order on panels using Explicit Render Queues (for Unity 2D).\n- NEW: Cached buffers are now per-draw call rather than global, reducing memory allocations.\n- NEW: Added a \"tall portrait mode\" setting to the UIRoot that will shrink the UI if it's in portrait mode.\n- NEW: UIGrid and UITable now has the horizontal and vertical sorting options so drag & drop items can stay where you dropped them.\n- NEW: Got rid of all the old tutorial scenes and replaced them with some new ones.\n- NEW: Added a new experimental option to the UIRoot: \"Adjust by DPI\".\n- NEW: Bitmap Font creation now works on OSX as well.\n- FIX: You can now clear sprite states under UIButton.\n- FIX: TweenRotation now tweens X, Y and Z values individually, so you can go from 0 to 360 now.\n- FIX: OSX character keys resulted from arrow key presses will now be ignored by UIInput.\n- FIX: Fixed an issue with scrollviews being anchored to non-centered widgets.\n- FIX: Input selection and caret should now be affected by parent alpha properly.\n- FIX: Changing the slider value via small increments should now work as expected.\n- FIX: Transform inspector will now always display rotation in -180 to 180 range.\n- FIX: CSV parser now supports multi-line input without having to insert \"\\n\".\n- FIX: A multi-line input field with a lot of spaces will now wrap correctly.\n- FIX: Keyboard and controller navigation should again highlight things properly.\n- FIX: Disabling a game object with a widget that was just enabled should no longer cause it to remain visible on rare occasions.\n- FIX: You can now assign sliders/progress bars for scroll view scroll bars.\n- FIX: Event delegate copy will now work for raw (code) delegates as well.\n- FIX: Modifying widget dimensions in inspector is now properly undoable.\n- FIX: Typewriter effect example script now supports encoded tags.\n- FIX: Went through all examples and fixed a few that were wonky.\n\n3.5.3\n- NEW: All sprite types can now be flipped, not just simple sprites.\n- NEW: Exposed On Change event in UIInput's inspector.\n- FIX: UIButton will no longer pixel snap the normal sprite by default, and pixel snap is now off by default.\n\n3.5.2\n- NEW: Added the ability to generate bitmap fonts from within Unity using FreeType directly.\n- NEW: You can now add transparent, clamped and tiling border to sprites via the Atlas inspector.\n- NEW: You can now modify any sprite to bake a shadow or add some visual depth to it (want deeper shadow? add multiple!)\n- NEW: UIImageButton's functionality is now a part of UIButton.\n- NEW: You can now flip simple sprites horizontally and vertically (contributed by Nicki).\n- FIX: Labels using Packed Fonts no longer have the Gradient and Effect options, as they don't work with packed fonts.\n- FIX: Moved the Localization file into Examples/Resources so that it doesn't break older localization projects.\n- FIX: Buttons that start with disabled colliders will now always assume their disabled state on start.\n- FIX: UIProgressBar will no longer send OnChange if the change was limited by the number of steps.\n- FIX: It should be possible to set the font to be of Reference type again.\n- FIX: UIKeyBinding will no longer leave the button in a highlighted state.\n- FIX: Another fix for scenes being marked as edited.\n- FIX: Fixed the 2D hit detection logic.\n- FIX: Flash compile fix.\n- DEL: Removed Pixel Size property from UIFont. Set the label's target font size instead.\n- DEL: Removed UICamera's OnInput event as it wasn't being used (as it wasn't reliable).\n\n3.5.1\n- NEW: CSV reader will now convert the \"\\n\" character sequence into a new line char.\n- FIX: Scenes using NGUI should no longer get marked edited so much.\n- FIX: Reduced the size of meshes used by NGUI draw calls.\n- FIX: Changing the panel's alpha will now properly inform child panels.\n- FIX: Fix for how URL tags get parsed in labels.\n\n3.5.0\n- NEW: Localization system now supports CSV type input.\n- NEW: UILocalize script now has key lookup and localized preview options.\n- NEW: UICamera now has a new event type that supports 2D colliders.\n- NEW: Added justified alignment support for labels.\n- NEW: Scroll views now have a Content Origin point.\n- NEW: You can now freely adjust width and height of anchored widgets.\n- NEW: UIDragResize script now has a maximum size limiting option as well.\n- FIX: Improved scroll view resizing and logic regarding how it repositions the content.\n- FIX: Fixed an issue with how changing panel's alpha would not propagate to children in certain cases.\n- FIX: NGUI will no longer intercept RMB events that occur outside the selected widget's area.\n- FIX: UICenterOnClick should now work as expected when there is no UICenterOnChild present.\n- FIX: UICenterOnClick shouldn't cache the panel anymore, making it work properly with drag & drop.\n- FIX: Widget inspector's Dimensions field should no longer be grayed out if the widget is partially anchored.\n- FIX: UIRoot's FixedSizeOnMobiles setting should now recognize BB and WP8 as mobile devices\n- FIX: UICamera will now clear all active touch events when the application is paused.\n- FIX: Work-around for dynamic font delegate subscriptions causing epic GC.\n- FIX: Setting label text will now auto-adjust the collider size.\n- FIX: Inlined italic text should now look better.\n\n3.4.9\n- NEW: You can now embed hidden content in labels using bbcode: [url=link]Click Here[/url]. Retrieve this content via UILabel.GetUrlAtPosition(UICamera.lastHit.point), then do what you want.\n- NEW: Labels can now keep references to UIFonts that use dynamic fonts, for easy replacement/swapping.\n- FIX: Work-around for a bug in Unity related to dynamic fonts discarding previously requested characters.\n- FIX: UIButtonColor/UIButton will set the normal color in Awake instead of Start to avoid conflicts with tweens.\n- FIX: Create UI menu option will now let you create a 3D UI if you have a 2D UI present, and vice versa.\n- FIX: Input improvements: IME text selection while typing and proper dialog positioning.\n- FIX: Parent widget's visibility checks should no longer cause children to be culled.\n- FIX: Scaled bitmap fonts should now be correctly affected by the gradient setting.\n- FIX: Removed UIAnchor usage from the Scroll View example.\n- FIX: UIRoot should be executed before everything else.\n- FIX: UIToggle.startsChecked is now be public.\n\n3.4.8\n- NEW: Tweens will now display the curve in inspector as a square, making it easier to eyeball.\n- FIX: Fixed floating-point precision issues in NGUIText's print-wrapping logic.\n- FIX: UIDrawCall will remove all references to materials and textures when it's disabled.\n- FIX: Removed UIAnchor from the Drag & Drop scene.\n\n3.4.7\n- NEW: You can now set font size even on bitmap labels.\n- NEW: UIScrollView can now reference sliders as scroll bars.\n- FIX: Adjusting the widget's aspect ratio will now automatically resize the widget.\n- FIX: UIImageButton now won't try to swap sprites if a sprite hasn't been set, and \"pixel snap\" is now optional.\n- FIX: Text set to resize freely with positive spacing should no longer wrap the last char.\n- FIX: Compile fixes on Unity 4.0, 4.1, and 4.2.\n\n3.4.6 (previously 3.0.9 f7)\n- NEW: UIPlayAnimation now supports Animator animations (mecanim).\n- NEW: Added UIEventTrigger that can be used to add event delegates via inspector for press, release, select, etc.\n- OLD: Deprecated UIButtonMessage and UIForwardEvents (upgrade to UIEventTrigger at your own pace).\n\n3.4.5 (previously 3.0.9 f6)\n- FIX: Typo fix in UIEventDelegate.\n\n3.4.4 (previously 3.0.9 f5)\n- NEW: UIGrid and UITable now have a virtual Sort function you can overwrite, and are now extensible.\n- NEW: You can now use the Component Selector to load more than just prefabs by specifying explicit extensions.\n- FIX: The Component Selector should now behave better with dynamic fonts and will hide Lucida Grande (internal Unity font).\n- FIX: UICamera's new hit check should now work even if only one widget was hit.\n- FIX: You can now remove delegates from the EventDelegate list even while executing its callbacks.\n- FIX: Work-around for potential crash on exit on mobiles due to an issue in Unity.\n\n3.4.3 (previously 3.0.9 f4)\n- NEW: Added UIWidget.hitCheck delegate you can set for custom hit detection (circular sprites, alpha checks, etc).\n- FIX: Caret and selection will now work properly even with one long word that doesn't fit.\n- FIX: UITable will now always update the scroll view's scroll bars.\n\n3.4.2 (previously 3.0.9 f3)\n- FIX: Work-around for a bug in Unity that was causing prefabs to be marked as edited (version control).\n- FIX: Optimized how UIInput works on mobiles, and setting UIInput.value will now force it through validation.\n- FIX: UICamera's raycast now always considers cumulative alpha and ignores invisible objects.\n- FIX: \"Constrain but don't clip\" option will no longer cause widgets to get culled.\n- FIX: UILocalize should now work properly when attached to UIInput's label.\n- FIX: UITextList will no longer die IRL if not even a single line can fit.\n- FIX: Text List should now use Y-padding properly for scrolling.\n- FIX: Scroll bar should no longer cause NaNs in some situations.\n- FIX: Packed fonts fix.\n\n3.4.1 (previously 3.0.9 f2)\n- FIX: UITweener will again keep persistent OnFinished delegates.\n- FIX: Widgets that are invisible will disable their box collider as needed.\n- FIX: Minor tweak related to widget alpha checks.\n\n3.4.0 (previously 3.0.9 f1)\n- NEW: Community contribution: bold, italic, underline, strike-through and subscript support for text (Rudy Pangestu).\n- NEW: You can now use TweenPosition on anchored widgets and panels.\n- NEW: You can now nudge anchored widgets, panels and containers (arrow keys).\n- NEW: It's now possible to resize and move anchored panels and widgets in the scene view.\n- FIX: You can now re-activate a tween in its OnFinished callback and set a new OnFinished callback without having it execute immediately.\n- FIX: Force-replace the GUI/Text shader with Unlit/Text inside UIDrawCall, seeing as GUI/Text was still used for dynamic text (ugh!)\n- FIX: Create Scroll view option from the NGUI menu should now correctly add the UIScrollView script.\n- FIX: Orange outline showing scroll view content should now update while dragging content around at edit time.\n- FIX: Widget and panel undo should now work properly even when it's anchored.\n- FIX: Fix for the issue with panels starting with alpha of 0.\n- FIX: Dragging using the slider's thumb should now reach 0 and 1 properly.\n- FIX: UIPlaySound set to trigger on hover will no longer play after the button was clicked.\n- FIX: Clicking a scroll view set to center on children should no longer conflict with Center On Child logic.\n- FIX: Widget aspect ratio will now automatically update when dragging the widget's dimensions even when it's not used.\n- FIX: Added a few extra null checks to avoid edge case issues such as destroying draw calls on quit.\n- FIX: Component selector (atlas / font selection) now has a scroll bar.\n- FIX: FindInParents should now work as expected in Unity 4.3 (Unity regression bug work-around).\n- FIX: 'Delete' key is now able to delete the last character correctly.\n- FIX: Some extra checks to eliminate possible NaN issues.\n- FIX: Gradient on labels should now look correct with fixed size UIRoot.\n- FIX: Draw calls from non-automatic Render Q panels will now be more careful with their Z position.\n\n3.3.6 (previously 3.0.8 f7)\n- FIX: UIPanel's \"explicit\" render queue option should now work correctly.\n- FIX: UITweener.Play should behave better with duration of 0.\n- FIX: NGUITools.FindCamera will prioritize the Main Camera over others (fix for Unity Water).\n- FIX: Null exception fix in UIKeyBinding.\n\n3.3.5 (previously 3.0.8 f6)\n- FIX: Labels using atlassed fonts will again correctly use the pixel size setting.\n\n3.3.4 (previously 3.0.8 f5)\n- NEW: Added a flag to UIDragDropItem that lets you drag a clone of the object rather than the object itself.\n- FIX: Labels limited by number of lines with resizable height were not wrapped properly.\n- FIX: Added UITable's \"keep within panel\" checkbox to the UIGrid as well.\n- FIX: UIButtonKeys will now respect disabled objects.\n- FIX: UIPlayAnimation will now respect UIButton's \"Drag Over\" state if UIButton is present.\n- FIX: UIKeyBinding will now set the UICamera.currentTouch.current properly.\n- FIX: UIWidget.CreatePanel will now also invalidate the parent reference.\n- FIX: More changes related to how dynamic text is drawn...\n\n3.3.3 (previously 3.0.8 f4)\n- NEW: Added a script that can animate Unity 2D sprite (UI2DSpriteAnimation).\n- FIX: Tweaks to how PlayAnimation works in regards to dragging over/out.\n- FIX: Labels will always be created with even dimensions.\n- FIX: More text printing related tweaks.\n\n3.3.2 (previously 3.0.8 f3)\n- FIX: Dynamic fonts should now be positioned better.\n- FIX: Fixing how fonts behave with a pixel size of non-1.\n- FIX: Sliders should no longer shrink the foreground sliced sprite beyond its minimum dimensions.\n- FIX: Couple of fixes related to how anchors work, making them work better with prefabs.\n- FIX: Grid and table scripts were updating the scroll views even though they shouldn't have been.\n- FIX: Removed the UIRect requirement from TweenAlpha.\n\n3.3.1 (previously 3.0.8 f2)\n- FIX: Fix for widgets not adding themselves to draw calls when enabled in some cases.\n\n3.3.0 (previously 3.0.8)\n- NEW: Input field has been redesigned and now has caret, multi-line selection, click-move, drag select, arrow key navigation, and full copy/paste.\n- NEW: Widgets now have a new \"aspect ratio\" field, in case you want them to keep a specific aspect ratio.\n- NEW: Community contribution (Nicki): Sliced & Tiled sprite via the Advanced sprite type setting.\n- NEW: All panels now manage their own draw calls rather than working with one giant list, improving performance.\n- NEW: Widgets no longer have a global list, and are always managed per-panel.\n- NEW: Enabling/disabling widgets no longer affects other panels.\n- NEW: Optimization pass. Significantly reduced the time spent in UIPanel.LateUpdate.\n- NEW: Added a delegate to the widget class that gets called when the widget's dimensions or position changes.\n- FIX: Center-aligned odd width multi-line labels will now always have pixel-perfect lines.\n- FIX: Draw calls were not added correctly to the list of active draw calls.\n- FIX: Scroll wheel scrolling is now affected by the transform's rotation properly.\n\n3.2.3 (previously 3.0.7 f3)\n- NEW: Added an option for anchors to be offset by the panel's position.\n- NEW: Made it possible to anchor directly to a Camera, without having to use panels.\n- NEW: Made \"Keep crisp\" option always show up for dynamic fonts.\n- FIX: Anchoring to a 3D object at edit time will no longer move the widget's initial position.\n- FIX: Account for objects being behind the camera (and thus not visible) when anchoring to 3D game objects.\n- FIX: Invisible widgets with colliders will now auto-resize them correctly.\n- FIX: Improved how baseline is calculated (with a hack!), making fonts be positioned better.\n- FIX: Filled sprites should now ignore the padding.\n\n3.2.2 (previously 3.0.7 f2)\n- NEW: You can now right-click on tweens to set the 'from' and 'to' values using the current.\n- FIX: Tweens no longer reset the object to its default value when first added (current value is now used instead).\n- FIX: Non-clipped panels will no longer use their position when calculating dimensions for anchors.\n- FIX: Panels can now use advanced anchors properly (partial anchoring).\n- FIX: Anchoring to a transform should no longer reposition the widgets and panels.\n- FIX: Cleanup of warnings that don't show up on the Windows version of Unity.\n- FIX: Button should now keep the highlighted state correctly when using controller input.\n- FIX: Unity has a bug related to input on BB10, apparently (backspace).\n\n3.2.1 (previously 3.0.7 f1)\n- NEW: Further improved the layout system's presentation, making it less daunting.\n- NEW: Enabling anchoring will automatically anchor to the first parent by default.\n- NEW: It's now possible to automatically anchor to the mid-points (sides, center).\n- NEW: Made it possible to move and scale anchored widgets.\n- FIX: Rotating a widget should no longer hide its side handles.\n- FIX: Mobile keyboard will now have the multi-line option.\n- FIX: Re-added support for packed fonts.\n\n3.2.0 (previously 3.0.7 rc1 & 2)\n- NEW: Created a new layout system. All widgets and panels can now anchor to each other, the screen, and even 3D game objects.\n- NEW: You can now create resizable scroll views and anchor them to UI elements.\n- NEW: Re-created the Anchor Example to use the new anchoring system.\n- NEW: Updated all controls to use the new anchoring system.\n- NEW: You can now specify an explicit Render Queue on each panel.\n- NEW: Improved the Text List's functionality, adding support for touch interaction and having a scroll bar.\n- NEW: Recreated the Chat Window example -- it now features a resizable chat window.\n- NEW: Recreated the Drag & Drop example, adding two scroll views resized with screen height, and the ability to move items from one to the other.\n- NEW: Holding CTRL will now show the dimensions of the selected widget in the scene view.\n- NEW: Resizing the widget now automatically displays width and height guides in the scene view.\n- NEW: Selected anchored widgets and panels now show the calculated distance in the scene view.\n- NEW: Widget alpha is now fully cumulative (parents affect children).\n- NEW: UIDragObject script now ensures that the dragged object remains pixel-perfect.\n- NEW: UIDragObject script now can restrict the widget from being dragged off-screen.\n- NEW: Added a script that makes it possible to resize a widget by dragging on its corner or side.\n- NEW: UICamera.currentScheme tells you the current control scheme -- mouse, touch, or controller.\n- NEW: Button scripts have been modified to use the new OnDragOver/Out events\n- NEW: Added an option to the widget anchor to hide itself if it's off-screen.\n- NEW: Drag Object script now lets you specify an explicit bounds rectangle and has an improved inspector.\n- NEW: Added a button to UIButtonColor that can automatically replace it with a UIButton.\n- NEW: Added the ability to copy/paste all values of the sprites and labels via right-click on the component.\n- NEW: Added a \"next page threshold\" value to UICenterOnChild for when you want to swipe to move to the next page.\n- NEW: If the mouse events are off and touch events are on, NGUI will now fake touches using the mouse in the editor.\n- FIX: Changing panel depth in inspector will now reflect the change correctly.\n- FIX: Atlas/font selection dialog will now make searching of the entire project optional.\n- FIX: UICamera events will once again work independently of time scale.\n- FIX: Fixed the glitch that was causing widgets to jump into the middle of nowhere sometimes when resizing them.\n- FIX: UIDragScrollView will no longer try to find the scroll view if you set it manually.\n- FIX: Enabling and disabling textures and Unity 2D sprites will now again set the correct texture.\n- FIX: Adjusting depths via shortcut keys should now work consistently.\n- FIX: Draw call viewer will now display the correct triangle count.\n- FIX: NGUITools.SetActive will now automatically call CreatePanel on widgets, ensuring that there is no frame delay (read: blinking).\n- FIX: UICamera selected object change should now work multiple times per frame.\n- FIX: Added a new clause to panel depth comparison that uses panel instance IDs if the panel depth matches (to avoid depth collisions).\n- FIX: Max line count on labels should now work again.\n- FIX: Fixed the Drag Objects script on mobile devices. It was not applying momentum properly.\n- DEL: OnHover is no longer sent via selection changes. Listen to OnSelect and check (UICamera.currentScheme == ControlScheme.Controller).\n- DEL: \"PMA Shader\" option is now going to be permanently hidden once the atlas has been created.\n- DEL: Eliminated the half-pixel offset setting from anchors.\n- DEL: Removed anchor and stretch scripts from the menus.\n\n3.1.0 (previously 3.0.6)\n- NEW: NGUI now has new written documentation.\n- NEW: NGUI now has an abundance of context-sensitive help. Just right click on an NGUI component and choose the Help option.\n- NEW: NGUI now has robust context menus letting you add, create and modify widgets by right-clicking on stuff in the Scene View.\n- NEW: Added snapping support for widget placement. Edge selection restricted to siblings and parent.\n- NEW: You can now find an assortment of ready-made controls ready to be drag & dropped into your scenes (search for \"Wooden\").\n- NEW: You can now drag & drop GUI prefabs from your Project Folder right into the Scene View. No need to create the UI beforehand.\n- NEW: You can now copy/paste label styles by right-clicking the UILabel script in Inspector.\n- NEW: Redesigned the draggable panel class a bit, and renamed it to UIScrollView. UIDragPanelContents is now UIDragScrollView.\n- NEW: Labels can now have gradients.\n- NEW: Clipped panels now have handles you can drag around instead of adjusting clipping in inspector.\n- NEW: Added a new widget type capable of drawing Unity 4.3 sprites.\n- NEW: Added UIToggle.GetActiveToggle.\n- NEW: You can now specify a material on dynamic font-using UILabels.\n- NEW: You can now specify character spacing on labels, and it works with both bitmap and dynamic fonts.\n- NEW: Labels set to maintain their crispness will now take UIRoot's size into account, resulting in crisp labels with fixed size UIs.\n- NEW: Added a simple script that makes it possible to center a scrollable panel on a child when clicked on.\n- NEW: Redesigned the scroll bar and the slider components. They now also derive from a new common class (Progress Bar).\n- NEW: UIButtonKeyBinding has been replaced with UIKeyBinding and its functionality has been enhanced.\n- NEW: Added the ability to extract sprites from the atlas.\n- NEW: Added a progress bar to the atlas maker when it's updating the atlas.\n- NEW: You can edit and delete sprites within the sprite selector window via right-click.\n- NEW: Created a separate Draw Call Tool window instead of displaying draw calls on the panels.\n- FIX: Sprite selection is now cohesive and updates the atlas maker, sprite selector, and inspector.\n- FIX: Sprite selection window should now handle large lists of sprites better.\n- FIX: Panels will now add rigidbodies to themselves since Unity 4.3 mentions it should improve performance.\n- FIX: UIScrollView's movement restriction now makes sense (no more weird 'scale')\n- FIX: Draggable panels should no longer move on Play.\n- FIX: Improved performance by reducing GC allocations and mesh assignments.\n- FIX: Typewriter and text list scripts can now be used with dynamic fonts.\n- FIX: Reference atlas references should no longer get broken when modifying sprites.\n- FIX: Popup list now offers a way to change the font's size even for fixed size fonts.\n- FIX: Popup list was not enveloping the content correctly.\n- FIX: Atlas and font selector will now show all existing assets, not just recently used ones.\n- FIX: Atlas maker should no longer throw an exception when trying to edit old atlases (SciFi etc).\n- FIX: Enabling and disabling widgets will no longer cause the draw call list to be rebuilt unless it's necessary.\n- FIX: Improving the process of NGUI remembering the last used values.\n- FIX: Drag handles will now hide if there is not enough space to draw them.\n- FIX: Anchors and stretch scripts set to \"run only once\" will still respond to screen size changes.\n- FIX: Switching panel to clipped mode then back should refresh the shader correctly.\n- FIX: Moving widgets around no longer causes their buffers to get rebuilt. Just re-transformed.\n- FIX: Added extra code to ensure that draw calls won't get orphaned.\n- FIX: Panel alpha is now cumulative (parents affect children).\n- FIX: Got rid of old double-buffering code that was causing issues.\n- FIX: More Win8 tweaks.\n- DEL: UIPopupList no longer has a 'textLabel' option. Instead use label's SetCurrentSelection for OnValueChanged.\n- DEL: UIGrid and UITable no longer have 'repositionNow' member variable. Right-click it to execute it instead.\n\n3.0.5\n- NEW: Added a way to set Localization's language using specified name and dictionary combo\n- NEW: Added UIInput.onChange that gets called whenever the input field's text changes for any reason.\n- NEW: Right-clicking in the scene view with a UI element selected now presents the hierarchy list underneath.\n- FIX: Widget selection logic had a bug in it that would select the wrong widget in some cases.\n- FIX: Label \"Max Lines\" setting now works correctly with the \"Shrink Content\" overflow setting.\n- FIX: Draggable panel now uses whole numbers, keeping itself pixel-perfect.\n- FIX: UIPlayAnimation will now work fine with multiple OnFinished calls.\n- FIX: Made UITextList work with dynamic font-using labels.\n- FIX: Popup list was not serializing dynamic fonts correctly.\n- FIX: UILabel will no longer use minimum size of zero.\n- FIX: Color symbols were not recognized quite right.\n- FIX: BetterList.Sort now uses Array.Sort.\n- FIX: Removed warnings in Unity 4.5.\n- FIX: Null check on UIInput.Append.\n- FIX: Flash platform compile fixes.\n\n3.0.4 (merged 3.0.3 letter updates)\n- NEW: UIPanel will now show the render queue number used to draw the geometry.\n- NEW: You can now specify a bitmap font in the widget wizard.\n- NEW: Added the ability to auto-resize the widget's box collider.\n- FIX: Draggable panel's scroll bars will now hide correctly when they should be hidden.\n- FIX: Scroll bar will no longer force the sprite to be pixel perfect.\n- FIX: UIInput was not hiding the password characters on deselect.\n- FIX: Additional checks to ensure the UILabel cleans up texture rebuild callbacks.\n- FIX: Adjusting the depth of a panel via NGUITools.AdjustDepth will now affect child panels.\n- FIX: UILabel.ProcessAndRequest was not calling ProcessText for labels using bitmap fonts.\n- FIX: Labels with encoded colors will now wrap properly.\n- FIX: It's no longer possible to set the sprite width and height to zero before assigning a sprite.\n- FIX: Raycasts that hit no widgets will now be ignored.\n- FIX: Fixed out of bounds exception when labels ended with [-].\n- FIX: UIWidget.ResizeCollider no longer does anything if the widget is disabled.\n- FIX: UIInput will no longer clear the text of multiple labels on mobile platforms.\n- FIX: UIInput.Submit() now sets the UIInput.current correctly.\n- FIX: Backwards compatibility additions.\n- FIX: Event delegate setting fix.\n- FIX: Unity 3.5 fixes.\n- FIX: WP8 fixes.\n\n3.0.3:\n- NEW: You no longer need to create UIFonts for dynamic fonts and can now specify font size and style directly on your labels.\n- NEW: As dynamic font-using label shrinks, it can automatically print with lower font size, maintaining its crispness.\n- NEW: You can now multi-edit sprites and labels.\n- NEW: UIInput has been redone, and now supports moving the caret as well as copy/paste keys in the editor.\n- NEW: UIInputValidator script's functionality is now a part of UIInput.\n- NEW: You can now create invisible widgets in case you want a simple way of intercepting events.\n- NEW: You can now use anonymous delegates with the EventDelegate.\n- FIX: UICamera.selectedObject changes are now delayed until end of frame.\n- FIX: GUI/Text shader is no longer used, replaced with an Unlit/Text shader instead.\n- FIX: Added a by-material sorting clause to widgets with conflicting depth, automatically reducing draw calls.\n- FIX: Some UITextures were still mistakenly referencing the Unlit/Texture shader.\n- FIX: Mouse events will no longer be processed if there are active touch events.\n- FIX: Popup list was not respecting the text scale correctly.\n- FIX: CalculateRaycastDepth will now ignore disabled widgets.\n- FIX: WP8 compile fix.\n- EDT: UILabel.font is now UILabel.bitmapFont, for clarity.\n- DEL: UILabel no longer has the 'password' option since it never made sense to have it there to begin with.\n- DEL: Got rid of the UpdateManager. It really should have been killed 2 years ago.\n\n3.0.2:\n- NEW: Added a \"depth\" property to the panels to make it possible to easily order panels.\n- NEW: UICamera now has \"world\" and \"UI\" event types that affect how raycasts are processed.\n- NEW: Collider's Z position no longer needs to be adjusted for widgets if the UICamera is set to the \"UI\" event type.\n- NEW: UICamera's raycasts now go by widget and panel depth rather than by distance to the colliders.\n- NEW: UIPanels now can show all draw calls instead of just their own.\n- NEW: UIStretch can now stretch clipped panels.\n- FIX: UITable was bugged with the \"Up\" direction.\n- FIX: Labels will process their text before returning the corners.\n- FIX: UIAnchor was not calculating widget-related anchoring properly.\n\n3.0.1:\n- FIX: Variety of regression fixes from NGUI 3.0.0 that culminated into alphabetic (bug-fix) micro-updates.\n- FIX: MakePixelPerfect on selection no longer stops if it finds a UIWidget. It continues on to children.\n- FIX: Atlas Maker will keep the border setting of sprites being replaced.\n- FIX: UILabels will no longer MakePixelPerfect when their text is assigned.\n- FIX: Marking widgets as changed will now mark them as edited in Unity.\n- FIX: Sliced sprite border will again take pixel size into consideration.\n\n*** WARNING ***\nPLEASE BACK UP YOUR PROJECT BEFORE UPDATING!\n3.0.0 is a major changeset. You will need to open and re-save all of your scenes and prefabs after updating!\nAfter updating, expect some things to no longer work the same way they used to. Widgets scale is no longer\nused as its size, so any code that you had relying on this will need to change to use 'width' and 'height'.\nYou can also expect compile errors related to delegate usage. The following links may help you:\n\nhttp://www.youtube.com/watch?v=uNSZsMnhS1o&list=UUQGZdUwzE8gmvgjomZSNFJg\nhttp://www.tasharen.com/forum/index.php?topic=11.msg27296#msg27296\n\n3.0.0:\n- NEW: Changed the way widgets get batched, properly fixing all remaining Z/depth issues.\n- NEW: Draw calls are now automatically split up as needed (no more sandwiching issues!)\n- NEW: Re-designed the way widget width & height gets specified. The values are now explicit, and scale is no longer used.\n- NEW: NGUI will now automatically replace UITextures with Sprites when they get added to an atlas.\n- NEW: It's now possible to have clipped panels in 3D and not have them break when tilting the camera.\n- NEW: It's now possible to nest widgets.\n- NEW: It's now possible to have multiple widgets on the same object.\n- NEW: It's now possible to change the selection handles color via the NGUI menu.\n- NEW: UICheckbox is now a UIToggle, and you now specify a 'group' ID rather than a common root object.\n- NEW: Added TweenWidth and TweenHeight to tween widgets width and height properties.\n- NEW: You can now specify the label overflow method: shrink content, clamp content, resize height, or resize freely.\n- NEW: When labels are in \"resize label\" overflow mode, the drag handles will be greyed out.\n- NEW: Added a simple EventDelegate class and improved all generic components to use it.\n- NEW: Added a Widget Container class that can be used to easily select and move groups of widgets (think: buttons, windows).\n- NEW: Added the RealTime helper class that removed IgnoreTimeScale. Usage: RealTime.time, RealTime.deltaTime.\n- NEW: Improved the inspector look of just about every component.\n- NEW: UIPanel now shows a list of all of its draw calls and the widgets causing them.\n- NEW: Added a way to auto-normalize the depth hierarchy from the NGUI menu.\n- NEW: You can now hide explicit draw calls by collapsing the draw call fold-outs on the panel.\n- NEW: Sprite selection window now shows sprite names as well.\n- NEW: Atlas maker will now automatically sort the sprites, saving them in an alphabetical order.\n- NEW: UICamera now has a better inspector, and it automatically hides properties if it's not the main one.\n- FIX: CTRL+ and CTRL- now adjust all widgets under the selected object.\n- FIX: Labels will now again align vertically properly.\n- FIX: Atlas maker will now respect textures that were imported with a non-native size.\n- FIX: Atlas maker will no longer change so many import settings on source textures.\n- FIX: Make Pixel Perfect is now undoable.\n- FIX: You can once again rename sprites in the atlas.\n- DEL: Removed the long-ago deprecated UISlicedSprite, UITiledSprite, and UIFilledSprite classes and some other legacy code.\n\n2.7.0:\n- NEW: Added a way to resolve all Depth/Z issues. Check your UIPanels and enable Depth Sorting.\n- FIX: DownloadTexture no longer leaves a shadow of the previous texture behind.\n- FIX: UIDragObject will no longer behave oddly with multiple touches.\n- FIX: Popup menu will now correctly trigger OnChange functions on the same selection.\n- FIX: UITexture will now default to the Unlit/Transparent Colored shader.\n- FIX: Atlas Maker will no longer default sprite list to be hidden.\n\n2.6.5:\n- FIX: Labels now have \"Max Height\", and \"Max Lines\" again works as expected.\n- FIX: Widgets no longer store a reference to texture and material.\n- FIX: Fix for some issues with the dynamic fonts.\n- FIX: Removed the \"password\" setting from UILabel in order to clear up some confusion.\n- FIX: Transparent colored shader no longer has fixed function pipeline code inside.\n- FIX: Atlas maker will now be more perforce-friendly.\n- FIX: Popup list will no longer show on Click when the Popup List script is disabled.\n- FIX: NGUIMath.Calculate functions will now ignore recently disabled widgets.\n- FIX: UIWidget will no longer attempt to create a panel until after Start().\n- FIX: UICamera.touchCount and UICamera.dragCount will now work correctly with multi-touch turned off.\n- FIX: WP8 and BB10 tweaks.\n\n2.6.4:\n- NEW: UIStretch now has the 'run once' option matching UIAnchor.\n- FIX: Non-sticky press was not working quite right...\n- FIX: Rewrote the transform inspector.\n- FIX: Removed the \"depth pass\" option from the panel's inspector since 99.9% of the people were mis-using it.\n- FIX: UIButtonKeys.startsSelected got broken at some point.\n- FIX: UIPopupList now respects atlas pixel size and again works correctly for menu style popups.\n- FIX: UIPanel will no longer keep references to materials when disabled.\n\n2.6.3:\n- NEW: Noticeably improved performance and garbage collection when using Unity 4.1+\n- NEW: It's now possible to select sprites in the Atlas Maker for preview purposes.\n- NEW: Transform inspector will now warn you when widget panel is marked as 'static'.\n- NEW: You can now toggle the panel's \"widgets are static\" flag from within the panel tool.\n- FIX: Widgets will no longer be constantly checking for layer changes in update.\n- FIX: Shrink-to-fit labels will now auto-grow when possible.\n- FIX: Labels can no longer be resized using handles (but can still be moved and rotated).\n- FIX: Labels will now auto-adjust their size properly when the max width gets adjusted.\n- FIX: Creating an atlas would rarely throw a null exception. This has been fixed.\n- FIX: Draggable panel + non-sticky keys will now mix properly.\n- FIX: Drag & drop should now work with non-sticky press.\n- FIX: Flash export should now work again.\n- DEL: Dropped all remaining support for Unity 3.4.\n\n2.6.2:\n- NEW: You can now automatically apply alpha pre-multiplication to textures when creating an atlas.\n- NEW: Added UIWidget.Raycast to perform a raycast without using colliders.\n- NEW: Added a texture preview to UITexture.\n- NEW: Added an option to UIAnchor to run only once, and then destroy itself. Also optimized it slightly.\n- NEW: Transform inspector will now gray out fields that are not commonly used by the UI when a widget is selected.\n- FIX: Transform multi-object editing was not quite right for widgets...\n- FIX: \"Shrink to fit\" option on labels now works vertically, not just horizontally.\n- FIX: Changing a sprite in inspector will no longer auto-resize it. Use MakePixelPerfect to resize it.\n\n2.6.1:\n- FIX: Dynamic font-related fixes.\n- FIX: Depth pass will now be force-disabled when the panel is clipped.\n- FIX: Sticky press option on the UICamera no longer breaks OnDrop events.\n- FIX: UIInput's useLabelTextAtStart should now work again.\n- FIX: UICamera.touchCount should now be accurate.\n- FIX: Fixed a typo in the image button inspector.\n- FIX: UIWidget.UpdateGeometry will now check for object's disabled state prior to filling the geometry.\n\n2.6.0\n- NEW: Added dynamic font support for Unity 4.0.\n- NEW: Handles can now be toggled on/off from the NGUI menu.\n- NEW: Atlas maker will now be limited by max texture size, and will no longer make it possible to corrupt an atlas.\n- NEW: Warning will be shown on the panel if clipping is not possible (GLES 1.1).\n- NEW: Toggle can now have fade in the checkmark instantly.\n- NEW: You can now leave C++ style comments (//) in the localization files.\n- NEW: You can now paste into input fields in stand-alone builds.\n- NEW: Added disabled state to UIImageButton (Nicki)\n- FIX: UISlider will now use the sprite size rather than collider size to determine the touch effect area.\n- FIX: Resetting the tween will now mark it as not started.\n- FIX: Blank labels will no longer be localized.\n- FIX: Resetting the sprite animation will also reset the sprite back to 0.\n\n2.5.1\n- NEW: Added a \"shrink to fit\" option for labels that will scale down the text if it doesn't fit.\n- FIX: Re-added the \"import font\" field in the font inspector.\n\n2.5.0\n- DEL: Deprecated Unity 3.5.4 and earlier support. If you are using 3.5.4 or earlier, DO NOT UPDATE!\n- OLD: Sliced, tiled, and filled sprites have been deprecated.\n- NEW: Regular sprite now has options for how the sprite is drawn.\n- NEW: NGUI widgets now have visual placement handles.\n- NEW: Adding a widget now automatically creates a UI hierarchy if one is not present.\n- NEW: NGUI menu has been redesigned with new options and shortcut keys.\n- FIX: Widget selection box now takes padding into account properly.\n- FIX: Changing the pivot no longer moves the widget visually.\n- FIX: Font symbols now use padding instead of inner rect for offset.\n- FIX: Font symbols no longer need to be used in the editor before they are usable in-game.\n- FIX: More fixes to how tweens get initialized/started.\n- FIX: Re-added UISlider.fullSize property for better backwards compatibility.\n- FIX: Unity 4.1-related fixes.\n- FIX: Variety of other minor tweaks and changes.\n\n2.3.6\n- NEW: Added a much easier way to add symbols and emoticons (select the font, you will see it).\n- NEW: Added a couple of conditional warnings to the UIPanel warning of common mistakes.\n- NEW: Various improvements to widget and sprite inspectors.\n- FIX: There is no need to display the \"symbols\" option on the labels if the font doesn't have any.\n- FIX: Removed the hard-coded screen height-based touch threshold on the UICamera.\n- FIX: Removed the need for sliders to have a \"full size\" property.\n\n2.3.5:\n- NEW: Font symbols can now have an offset for easier positioning.\n- FIX: UISlider will now set the 'current' property before calling the delegate.\n- FIX: Fixed the toggle animation issue that was brought to light as a result of 2.3.4.\n- FIX: Minor other tweaks, nothing important.\n\n2.3.4:\n- NEW: Added the ability to easily copy/paste widget colors in the inspector.\n- FIX: Random fixes for minor issues noted on the forums.\n- FIX: Minor performance improvements.\n\n2.3.3\n- NEW: UIPanels now have alpha for easy fading, and TweenAlpha can now tween panels.\n- NEW: Added UICamera.debug mode for when you want to know what the mouse is hovering over.\n- NEW: Added AnimatedColor and AnimatedAlpha scripts in case you want to animate widget color or alpha via Unity's animations.\n- NEW: Android devices should now be able to support a keyboard and a controller (OUYA).\n- NEW: Added UIFont.pixelSize, making it possible to have HD/UD fonts that are not a part of an atlas.\n- FIX: Unity 4.1 optimization fix.\n- FIX: Label shadow should now be affected by alpha using PMA shaders.\n- FIX: UIToggle.current will now work correctly for toggle event receivers.\n- FIX: UIButton series of scripts should now initialize themselves on start, not when they are used.\n- FIX: TweenOrthoSize should now tween the size instead of FOV (o_O).\n- FIX: Sprite selection window will now show sprites properly when the atlas is not square.\n- FIX: UIAnchor should now always maintain the same Z-depth, and once again works in 3D UIs.\n\n2.3.1\n- NEW: Added UICamera.touchCount.\n- NEW: Added an option on the UIInput to turn on auto-correction on mobiles.\n- FIX: Fixed compilation on Unity 3.\n- FIX: Font inspector will now display the font in a preview window.\n\n2.3.0:\n- NEW: Added Premultiplied Alpha support to NGUI along with the appropriate shaders.\n- NEW: Added UIButtonKeyBinding script that makes it easy to do button key bindings.\n- NEW: Transform inspector now supports multi-object editing (contribution by Bardelot 'Cripple' Alexandre)\n- NEW: UIRoot's 'automatic' flag is now gone, replaced by a more intuitive drop-down list.\n- NEW: It's now possible to make UIRoot fixed size on mobiles, but pixel-perfect on desktops (it's an option).\n- NEW: You can now specify an animation curve on all tweens.\n- NEW: Localization will now attempt to load the starting language automatically.\n- NEW: Added UICamera.onCustomInput callback making it possible to add input form custom devices.\n- NEW: Support for optimizations in Unity 4.1.\n- FIX: Tweaks to Localization to make it easier to use. You can now just do Localization.Localize everywhere.\n- FIX: UILocalize attached to a label used by input will now localize its default value instead.\n- FIX: Kerning should now get saved properly. You will need to re-import your fonts.\n- FIX: UICamera with multi-touch turned off should now work properly when returning from sleep.\n- FIX: ActiveAnimation's onFinished callback will no longer wait for all animation states to finish (only the playing one).\n- FIX: UICamera's touch detection should now work properly when returning from sleep.\n- FIX: Changed the way MakePixelPerfect works a bit, hopefully fixing an issue with sprites moving by a pixel.\n- FIX: UIPanel should now display the clipped rectangle correctly.\n- FIX: UIInputSaved will now save on submit.\n- DEL: Removed UIAnchor.depthOffset seeing as it caused more confusion than anything else. Just use an offset child GameObject.\n- DEL: Deprecated hard clipping, seeing as it causes issues on too many devices.\n\n2.2.7:\n- NEW: Added UICamera.stickyPress option that makes it possible for multiple objects to receive OnPress notifications from a single touch.\n- NEW: UICamera.hoveredObject now works for touch events as well, and will always hold the result of the last Raycast.\n- NEW: Added \"Edit\" buttons to all atlase and font fields, making easy to select the atlas/font for modification.\n- NEW: Added Localization.Localize. Was going to change Localization.Get to be static, but didn't want to break backwards compatibility.\n- FIX: Inventory example should work correctly in Unity 4.0.\n- FIX: You can now set UILabel.text to null.\n- FIX: UIPanel was not drawing its rect correctly in some cases.\n- FIX: Assortment of tweaks and fixes submitted by Andrew Osborne (community contribution).\n- FIX: Switching a mainTexture of a UITexture belonging to a clipped panel will now work properly.\n\n2.2.6:\n- NEW: Mouse and touch events now have an option to be clipped by the panel's clipping rect, just like widgets.\n- NEW: Made it possible to delete several sprites at once (Atlas Maker).\n- FIX: Added proper support for Unity 4-based nested active state while maintaining backwards compatibility.\n\n2.2.5:\n- NEW: Double-clicking a sprite in the sprite selection window will now close the window.\n- FIX: UIRoot will now only consider min/max clamping in automatic mode.\n- FIX: Password fields should now get wrapped properly.\n- FIX: MakePixelPerfect() will now preserve negatives.\n- FIX: UISlider will no longer jump to 0 when clicked with the controller.\n\n2.2.4:\n- NEW: SpringPanel and UICenterOnChild now have an OnFinished callback.\n- NEW: UIForwardEvents now has OnScroll.\n- FIX: UISavedOption now unregisters the state change delegate when disabled.\n- FIX: IgnoreTimeScale clamps time delta at 1 sec maximum, fixing a long pause after returning from sleep.\n- FIX: UIWidget now correctly cleans up UITextures that have been re-parented.\n- FIX: Tween scripts now sample the tween immediately if the duration is 0.\n- FIX: UIFont and UIAtlas MarkAsDirty() function now works correctly with a reference atlas (in the editor).\n\n2.2.3:\n- FIX: Small fix for UIAnchor using a clipped panel container (thanks yuewah!)\n- FIX: Work-around/fix-ish thing for Unity Remote sending both mouse and touch events.\n- FIX: hideInactive on UIGrid should now function correctly.\n\n2.2.2:\n- NEW: You can now specify a minimum and maximum height on UIRoot.\n- NEW: Label shadow and outline distance can now be modified.\n- NEW: Added UIButtonActivate -- an extremely simple script that can be used to activate or deactivate something on click.\n- NEW: Creating a new UI will now automatically add a kinematic rigidbody to the UIRoot, as it's supposedly faster for physics checks.\n- NEW: Game objects destroyed via NGUITools.Destroy will now automatically get un-parented.\n- NEW: UIEventListener now has an OnKey delegate.\n- FIX: Sprite preview should now display wide sprites correctly.\n- FIX: Fixed copy/paste error in the atlas inspector (thanks athos!).\n- FIX: UIGrid will no longer consider destroyed game objects.\n- FIX: Couple of other smaller fixes.\n\n2.2.1:\n- FIX: Sprite list should now be faster.\n- FIX: Sprite border editing should now work properly again.\n- FIX: A couple of other minor fixes.\n\n2.2.0:\n- NEW: Added a sprite selection window that replaces the drop-down selection list. Think texture selection window for your sprites. The sprite selection window has a search box to narrow down your selection.\n- NEW: Sprite preview is now shown in the Preview window, and is affected by the widget's color tint.\n- NEW: Added warning messages when more than one widget is using the same depth value, and when more than one atlas is used by the panel.\n- NEW: It's now possible to edit a sprite quickly by choosing the \"edit\" option.\n- NEW: When editing a sprite in the atlas, a \"Return to ...\" button is shown if you've navigated here from a sprite.\n- FIX: UIAnchor and UIStretch now work with labels properly.\n- FIX: UITexture will no longer occasionally lose the reference to its texture.\n- FIX: NGUITools.EncodeColor now works in Flash (created a work-around).\n\n2.1.6:\n- NEW: UISavedOption now works on a popup list as well.\n- FIX: Replaced ifdefs for Unity 4 with a new helper functions for cleaner code (NGUITools.GetActive and NGUITools.SetActiveSelf).\n- FIX: UITable was not properly keeping the contents within the draggable panel.\n- FIX: UIDraggablePanel.UpdateScrollbars was not considering soft clipping properly, resulting in some jitterness.\n- FIX: SpringPanel was not setting position / clipping when it finished, resulting in floating-point drifting errors.\n- FIX: UIInput's \"not selected\" text can now be localized using UILocalize.\n\n2.1.5:\n- NEW: Added support for Unity 4.\n- NEW: NGUI now uses Unity 3.5.5's newly-added Color32 for colors instead of Color, reducing the memory bandwidth a bit.\n- NEW: UIStretch can now stretch to another widget's bounds, not just the screen.\n- FIX: UIImageButton will no longer add a box collider if a non-box collider is present.\n- FIX: NGUITools.ParseSymbol will now check to see if the symbol is valid.\n- FIX: UITexture-related tweaks to UIWidget.\n- FIX: UIAnchor can now anchor to labels.\n- FIX: UISlicedSprite no longer uses padding.\n\n2.1.4:\n- NEW: UIInput now supports multi-line input if its label is multi-line. Hold Ctrl when hitting Enter.\n- FIX: UIToggleControlledComponent will now use delegates by default.\n- FIX: UITexture should now work properly again.\n\n2.1.3:\n- NEW: Seeing as it was an often-asked question, the Scroll View example now features a toggle that makes the scrolled list center on items.\n- NEW: UIAnchor can now anchor to sides of other widgets and panels.\n- NEW: UICamera now has \"drag threshold\" properties. Drag events will only be sent after this threshold has been exceeded.\n- NEW: You no longer have to create a material for the UITexture.\n- NEW: You can now specify a UV rect for the UITexture if you only wish to display a part of it.\n- NEW: All event senders, tweens and animation components now have a delegate callback you can use instead of the SendMessage-based event receiver.\n- NEW: Added UICamera.current and UIPopupList.current.\n- NEW: SpringPosition now has \"on finished\" event notifications (both event receiver and delegate).\n- NEW: Added a new script that can be used to change the alpha of an entire panel worth of widgets at once: UIPanelAlpha.\n- FIX: Replaced most usages of List with BetterList instead in order to significantly reduce memory allocation.\n- FIX: Custom texture packer now respects padding correctly.\n\n2.1.2:\n- NEW: Selected widgets now show their panel's bounding rect, which is the screen's rect if the panel isn't clipped.\n- FIX: Tweens that have not been added dynamically will start playing correctly.\n- FIX: Texture packer should now have better packing logic.\n\n2.1.1:\n- NEW: New texture packer, alternative to using Unity's built-in one. Default is still Unity for backwards compatibilty.\n- NEW: Added a different line wrapping functionality for input fields contributed by MightyM.\n- NEW: UILocalize now has a \"Localize\" function you can trigger to make it force-localize whatever it's on.\n- NEW: UITweener now has an option to not ignore timeScale.\n- FIX: Fixed a \"drifting panel\" issue introduced in the last update.\n- FIX: Added a warning for slider thumb used with radially filled sliders (not supported).\n- FIX: ActiveAnimation will now clear its event receiver and callback on Play.\n- FIX: UISpriteAnimation.isDone is now UISpriteAnimation.isPlaying, and is no longer backwards.\n\n2.1.0:\n- NEW: Now maintained under Unity 3.5.3.\n- NEW: BetterList now has Insert and Contains functions.\n- NEW: UITweener now has bounce style tweening methods.\n- NEW: UITweener's OnUpdate function now has \"isFinished\" parameter that's set to 'true' if it's the last update.\n- NEW: TweenTransform is now capable of re-parenting the object when finished.\n- NEW: Added TweenVolume that can tween an audio source's volume.\n- NEW: UICamera now has a new property: \"Generic Event Handler\". If set, this object will receive a copy of all events regardless of where they go.\n- NEW: Widget Wizard now lets you specify an initial pivot point for sprites.\n- NEW: UISpriteAnimation now has an option to not loop the animation anymore, and can tell you how many frames it has.\n- NEW: Added TweenFOV that can be used to tween camera's field of view.\n- NEW: Added a UISoundVolume script that can change the volume of the sounds used by NGUITools.PlaySound when attached to a slider.\n- FIX: UIInput will now bring up a proper password keyboard on touch-based devices.\n- FIX: UIImageButton will now set the correct sprite when it's enabled while highlighted.\n- FIX: DragDropItem example script will now work on touch-based devices.\n- FIX: UIButtonPlayAnimation will now clear the event receiver if none was specified.\n- FIX: Various changes to UICamera, making it more touch-device friendly.\n- FIX: UIPanels marked as static will now update their geometry when new widgets get added.\n- FIX: Shaders no longer use \"fixed\" data type as it seems to have issues on certain devices.\n- DEL: Removed old deprecated functions in order to clean up the code.\n\n2.0.9:\n- NEW: UITable can now return its list of children (in sorted order) via UITable.children.\n- FIX: UISpriteAnimation can now be paused with FPS of 0.\n- FIX: UITweener's delay should now work properly.\n- FIX: UIPanel should now create draw calls with \"dont destroy on load\" flag instead of hideflags at run time, resolving a rare warning.\n- FIX: Tweaks to how multi-touches are handled when they're disabled.\n- FIX: Removed the \"#pragma fragmentoption ARB_precision_hint_fastest\" which was causing issues due to no support on android, mac mini's and possibly other devices.\n- FIX: UIInput carat should be removed upon leaving the field on iOS.\n- FIX: UIInput default text should be removed OnSelect on iOS.\n- FIX: Inventory example should no longer have its own menu, but will instead be under NGUI.\n\n2.0.8:\n- NEW: Packed fonts now have clipped version of shaders, making them work with clipped panels.\n- NEW: You can now specify the maximum number of lines on UILabel instead of just multiline / single line option.\n- NEW: UIButton's disabled color can now be specified explicitly.\n- NEW: Tweens and animations now have OnDoubleClick and OnSelect events to work with as well.\n- NEW: It's now possible to control the volume used by all UI sounds: NGUITools.soundVolume.\n- NEW: You can now delay a tween by specifying a start time delay.\n- NEW: You can now disable multi-touch on UICamera, making all touches be treated as one.\n- NEW: MakePixelPerfect is now in NGUITools, not NGUIMenu.\n- FIX: UIImageButton won't switch images anymore if the script is disabled.\n- FIX: Starting value in Localization will no longer overwrite the explicitly switched languages.\n\n2.0.7:\n- NEW: You can now specify what keyboard type will be used on mobile devices.\n- NEW: You can now add input validation to your inputs to exclude certain characters (such as make your input numeric-only).\n- FIX: Packed fonts no longer tie up the alpha channel, and can now be affected by alpha just fine.\n- FIX: Clipped panels will no longer cause the unused material message in the console.\n- FIX: 3D UIs should now be created with a proper anchor offset.\n- FIX: UISliderColors will now work for more than 3 colors.\n- FIX: UIPanel will no longer cause a null exception at run time.\n\n2.0.6:\n- NEW: Added support for fonts packed into separate RGBA channels (read: eastern language fonts can now be 75% smaller).\n- NEW: UITooltip is now a part of NGUI's core rather than being in examples, allowing you to use it freely.\n- NEW: Submit and cancel keys can now be specified on the UICamera (before they were hardcoded to Return and Escape).\n- FIX: Unity should no longer crash when a second widget is added to the same game object.\n- FIX: UIDrawCall no longer updates the index buffer unless it needs to, resulting in increased performance.\n- FIX: UIDrawCall now uses double-buffering, so iOS performance should increase.\n- FIX: You can now specify whether symbols are affected by color or not (or if they're processed for that matter).\n- FIX: Fixed an issue with highlighting not returning to highlighted state after press.\n\n2.0.5:\n- NEW: Added support for custom-defined symbols (emoticons and such) in fonts.\n- NEW: Added NGUI menu -> Make Pixel Perfect (Alt+Shift+P), and NGUI Menu -> Add Collider is now Alt+Shift+C.\n- NEW: Added OnActivate condition to tweens and active animations.\n- NEW: It's now possible to have a UITable position items upwards instead of downwards.\n- NEW: It's now possible to have a \"sticky\" tooltip specified on UICamera, making it easier for tooltips to show up.\n- NEW: UIInput will now send out OnInputChanged notifications when typing.\n- NEW: Added TweenVolume script you can use to tween AudioSource's volume.\n- FIX: Fixed what was causing the \"Cleaning up leaked objects in scene\" message to show up.\n\n2.0.4:\n- NEW: Added UIButton -- same as UIButtonColor, but has a disabled state.\n- NEW: Added the OnDoubleClick event. Same as OnClick, just sent on double-click.\n- FIX: UIDraggablePanel should now have noticeably better performance with many widgets.\n- FIX: All private serializable properties will now be hidden from the inspector.\n- FIX: UITooltip is now more robust and automatically uses background border size for padding.\n- FIX: UILabel inspector now uses a word-wrapped textbox.\n- FIX: UIButtonPlayAnimation and UIButtonTween now have an event receiver (on finished).\n- FIX: UIGrid no longer modifies Z of its items on reposition.\n- FIX: Only one Localization class is now allowed to be present.\n- FIX: UILabel should now have a bit better performance in the editor.\n- FIX: UISprite's MakePixelPerfect setting now takes padding into account properly.\n\n2.0.3:\n- NEW: UIButtonSound now allows you to specify pitch in addition to volume.\n- FIX: UIDraggablePanel will now update the scroll bars on start.\n- FIX: UITweenScale will now start with a scale of one instead of zero by default.\n- FIX: UIInput will now ignore all characters lower than space, fixing an issue with mac OS input.\n- FIX: UITexture will no longer lose its material whenever something changes.\n- FIX: Reworked the way the mouse is handled in UICamera, fixing a couple of highlighting issues.\n\n2.0.2:\n- FIX: UIButton series of scripts will now correctly disable and re-enable their selected state when the game object is enabled / disabled.\n- FIX: SpringPanel will now notify the Draggable Panel script on movement, letting it update scroll bars correctly.\n- FIX: UIDraggablePanel will now lose its momentum every frame rather than only when it's being dragged.\n- FIX: UIDraggablePanel will no longer reset the panel's position on start.\n- FIX: UIDraggablePanel.ResetPosition() now functions correctly.\n- FIX: UIDraggablePanel.UpdateScrollbars() will now only adjust the position if the scroll bars aren't being updated (ie: called from a scroll bar).\n- FIX: 3D UIs will now be created with a proper anchor offset.\n\n2.0.1:\n- NEW: UIDraggablePanel will now display the bounds of the draggable widgets as an orange outline in the Scene View.\n- NEW: Added a 'repositionNow' toggle to UIDraggablePanel that will reset the clipping area using the children widget's current bounds.\n- NEW: It's now possible to specify horizontal and vertical axis names for UICamera.\n- FIX: UICamera will no longer process WASD or Space key events if an Input Field is currently selected.\n- FIX: UIDraggablePanel's 'startingDragAmount' was renamed to 'startingRelativePosition', for clarity.\n- FIX: UIToggle will now set the checkmark state immediately on start instead of gradually.\n- FIX: UISlider will now always force-set its value value on start.\n- FIX: UIInput.text will now always return its own text rather than that of the label (works better with captions).\n- FIX: Setting UIInput.text now sets the color of the label to the active color.\n\n2.0.0:\n- NEW: Redesigned the way UIDragCamera and UIDragPanelContents work, making them much more straightforward.\n- NEW: New widget has been added: Scroll Bar. It does exactly what you think it does.\n- NEW: UIDraggableCamera script is used on the camera to make it draggable via UIDragCamera.\n- NEW: UIDraggablePanel script is used on the panel to make it draggable via UIDragPanelContents.\n- NEW: UIDraggablePanel natively supports scroll bars with \"always show\", \"fade out if not needed\" and \"fade in only when dragging\" behaviors.\n- NEW: Scroll View (DragPanel) and Quest Log examples have been updated with scroll bars.\n- NEW: Reorganized all examples to be in a more logical order -- starting with the basic, common functionality and going up from there.\n- NEW: Localization will now try to automatically load the language file via Resources.Load if it wasn't found in the local list.\n- NEW: Atlas Maker tool now allows you to turn off trimming of transparent pixels before importing certain sprites.\n- NEW: Atlas Maker tool now allows you to specify how much padding is applied in-between of sprites.\n- FIX: EditorPrefs are now used instead of PlayerPrefs to store editor-related data.\n- FIX: Popup list will no longer try to call SendMessage in edit mode.\n- FIX: UIEventListener.Add is now UIEventListener.Get, making the function make more sense with the -= operator.\n- DEL: Scroll View example that was using UIDragObject has been removed as it's now obsolete.\n\n1.92:\n- NEW: Expanded the Filled Sprite to support radial-based filling. Great for progress indicators, cooldown timers, circular health bars, etc.\n- FIX: Eliminated all runtime uses of 'foreach', seeing as it causes memory leaks on iOS.\n\n1.91:\n- NEW: Added a new example scene showing how to easily implement drag & drop from 2D UI to the 3D world.\n- FIX: UICamera was sending multiple OnDrag events for the mouse. This has now been fixed.\n- FIX: UIAnchor changes in 1.90 had a few adverse effects on two of the examples.\n\n1.90:\n- NEW: You can now specify an option on the UIDragPanelContents that will prevent dragging if the contents already fit.\n- NEW: You can now specify a radio button group root on the toggle instead of always having it be the parent object.\n- NEW: You can now easily adjust the widget's alpha by using the new UIWidget.alpha property.\n- NEW: UIAnchor script has been redesigned, and the 'stretch to fill' property has been removed. You can now position using relative coordinates.\n- NEW: UIStretch script has been added, allowing you to stretch an object in either (or both) directions using relative coordinates.\n- NEW: You can now specify a maximum range distance for UICamera's raycasts, allowing you to limit the interaction distance (for first-person cameras).\n- FIX: Popup list inspector now shows the \"Position\" drop-down.\n- FIX: Slider now updates correctly when it's first created, and when you change the Full Size property.\n- FIX: UIDragCamera now takes the camera's size into consideration.\n- FIX: DestroyImmediate calls have been replaced with NGUITools.DestroyImmediate as there seem to be odd issues on certain Android devices.\n\n1.88:\n- NEW: Added an option to the tweener to use steeper pow(2) curves for ease in/out tweens.\n- NEW: You can now specify the movement threshold that will be used to determine whether button presses are eligible for clicks on UICamera.\n- NEW: You can now specify an input field to be password-based, and it will only hide the text once you start typing.\n- FIX: UIButtonTween can now disable objects properly after a toggle.\n- FIX: UISavedOption can now save the state of a single toggle in addition to a group of togglees.\n- FIX: Localization now handles duplicate key entries silently.\n- FIX: Widgets not using a texture will now have gizmos.\n- FIX: Fix for the OnClick event on touch-based devices.\n\n1.87:\n- NEW: UISlider now has an inspector class, and 'rawValue' can no longer be modified (use 'sliderValue'!)\n- FIX: An assortment of tweaks and fixes, focusing on stability and ease of use.\n- FIX: Reworked the way the UIPopupList was calculating its padding, making it more robust.\n- FIX: Disabled widgets will get updated correctly when the atlas gets replaced.\n- FIX: Disabling the button on click should no longer make it get stuck in the \"clicked\" state.\n- FIX: UICamera.lastTouchPosition is back.\n\n1.86:\n- NEW: UIAtlas now has a \"pixel size\" property that affects MakePixelPerfect logic as well as sliced sprite's border size.\n- FIX: UISprite will now always ensure it has a sprite to work with, if at all possible.\n- FIX: UIDragPanelContents should now work correctly on mobile devices.\n\n1.85:\n- NEW: Added Example 12: Better Scroll View.\n- NEW: Added a script that can be used to efficiently drag the contents of the panel: UIDragPanelContents.\n- NEW: Added a function replacement for SetActiveRecursively (NGUITools.SetActive), since the former has rare odd issues.\n\n1.84:\n- FIX: Changed the way the font data is stored, resulting in potentially better loading performance on mobile devices.\n- FIX: UIPanel.Start() should now find cameras faster.\n- FIX: UIPanel will no longer use the clipping softness value unless soft clipping is actually used.\n- FIX: The way click / drag was handled has been changed a bit. It should now be easier to click buttons on retina screens.\n- FIX: Rebuilding an atlas was not updating fonts correctly.\n- FIX: Couple of tweaks to UIAtlas and UIFont's replacement feature.\n\n1.83:\n- NEW: Added a simple script that can save the state of the toggle (or a group of togglees) to player prefs.\n- FIX: A variety of minor tweaks.\n\n1.82:\n- NEW: It's now possible to specify a \"replacement\" value on UIAtlas and UIFonts, making swapping of atlases and fonts a trivial matter.\n- NEW: UIToggle now has an option to allow unchecking the last item within a group.\n- FIX: Most cases of FindObjectsOfTypeAll has been replaced with FindSceneObjectsOfType instead.\n- FIX: UISliderColors now keeps the slider's alpha.\n- FIX: Edit-time modification of UISlider's 'rawValue' in the inspector will now again visibly move the slider.\n- FIX: UIWidget will no longer consider its geometry as changed every frame if there is nothing to draw (empty text labels).\n- FIX: Atlas Maker will now create a new font if the name of the font doesn't match.\n- OLD: NGUITools.ReplaceAtlas and Font functions have been deprecated.\n\n1.81:\n- NEW: UIInput can now be multi-line.\n- FIX: UILabel will now center-align properly again when a fixed line width was specified.\n- FIX: UILabel's effect (shadow, outline) will now be affected by the label's alpha.\n- FIX: UILabel's effect will now always be offset consistently, even if the scale changes.\n- FIX: Changing the widget's pivot will no longer cause it to become it pixel-perfect.\n- FIX: UISlider no longer requires a box collider.\n- FIX: Creating sliders via the wizard will now set their full size property.\n\n1.80:\n- NEW: You can now add a colored shadow/bevel or an outline effect to your labels via a simple toggle.\n- NEW: UICamera now has support for keyboard, joystick and controller input.\n- NEW: UICamera can now control what kind of events it will process (only touch, only keyboard, etc).\n- NEW: UISlider can now be adjusted via keyboard, joystick and controller input.\n- NEW: UIPopupList can now be interacted with using a keyboard or controller input.\n- NEW: Added a new script, UIButtonKeys that can be used to set up the UI for keyboard, joystick and controller input.\n- NEW: New Example 11 shows how to set up the UI to work with the new input types.\n\n1.70:\n- NEW: Right click stuff has been replaced by just 'lastTouchID' with added support for the middle mouse button.\n- NEW: UIDragCamera now has scrolling wheel support just like UIDragObject.\n- FIX: UTF8 encoding is not supported in Flash. Wrote my own binary parsing function to make Flash work.\n- FIX: UILabel will now align to right and center properly when not pixel-perfect.\n- FIX: UIFont.WrapText will now trim away space characters when word wrapping.\n- FIX: UIFont.Print will no longer draw spaces (padding will still be applied).\n- FIX: UIPopupList will highlight the correct item even when localized.\n- FIX: UITable will now handle disabled children properly.\n- FIX: Fixed a crash on Unity 3.5.0 (sigh!).\n- FIX: Tweaked how pixel-perfect calculations work for labels.\n\n1.69:\n- NEW: Added right-click support by simply adding an optional integer parameter to the OnClick event.\n- NEW: The contents of the UIPopupList can now be localized by enabling a toggle on it.\n- NEW: You can now give the UIEventListener an optional parameter that you can retrieve later.\n\n1.68:\n- NEW: Added a built-in Localization System.\n- NEW: Added a new example (10) - Localization.\n- FIX: Widgets can now be modified directly on prefabs.\n- FIX: Fixed the window stuttering in example 9 (when dragging it).\n- FIX: Widgets will now ensure they're under the right panel after drag & drop in the editor.\n- FIX: It's now possible to visibly modify the value of the slider at edit mode.\n- FIX: Scaling labels now properly rebuilds them.\n- FIX: Scaling labels will no longer affect the widget bounds in odd ways.\n\n1.67:\n- FIX: Font Maker's Replace button will now re-import the data file.\n- FIX: Fixed all known issues with Undo functionality.\n- FIX: Fixed all known issues with prefabs (mainly 3.5.0-related)\n- FIX: Fixed clipping in Flash by adding a work-around for a bug in Flash export.\n- FIX: Removed 3.5b6 work-arounds for Flash as the bug has since been fixed.\n\n1.66:\n- NEW: Added a new script: ShaderQuality. It's used to automatically set shader level of detail as the quality level goes down.\n- FIX: All examples have been updated to run properly in Flash.\n- FIX: NGUI now has no warnings using Unity 3.5.0.\n\n1.65:\n- NEW: Example 9: Quest Log shows how to make a fancy quest log.\n- NEW: Added a new feature to UIPanel -- the ability to write to depth before any geometry is drawn. This doubles the draw calls but saves fillrate.\n- NEW: Clicking on the items in the panel and camera tools will now select them instead of enable/disable them.\n- NEW: UITable can now automatically keep its contents within the parent panel's bounds.\n- NEW: New event type: OnScroll(float delta).\n- FIX: FindInChildren was not named properly. It's now FindInParents.\n- FIX: Eliminated most warnings on Unity 3.5.\n\n1.64:\n- NEW: Atlas inspector window now shows \"Dimensions\" and \"Border\" instead of \"Outer\" and \"Inner\" rects.\n- NEW: UIPanel now has an optional property: \"showInPanelTool\" that determines whether the panel will show up in the Panel Tool.\n- FIX: Trimmed sprite-using fonts will now correctly trim the glyphs.\n- FIX: The \"inner rect\" outline now uses a checker texture, making it visible regardless of sprite's color.\n- FIX: Selected sprite within the UIAtlas is now persistent.\n- FIX: Panel and Camera tools have been improved with additional functionality.\n\n1.63:\n- NEW: Added a logo to all examples with some additional shiny functionality (contributed by Hjupter Cerrud).\n- NEW: Label template in the Widget Tool now has a default color that will be applied to newly created labels.\n- NEW: Added an option to TweenScale to automatically notify the UITable of the change.\n- FIX: Updating a texture atlas saved as a non-PNG image will now update the texture correctly.\n- FIX: Updating an atlas with a font sprite in it will now correctly mark all fonts using it as dirty.\n- FIX: Fixed all remaining known issues with the Atlas Maker.\n- FIX: Tiled Sprite will now use an inner rect rather than outer rect, letting you add some padding.\n- FIX: UIButtonTween components will now set their target in Awake() rather than Start(), fixing a rare order-of-execution issue.\n- FIX: UITable will now consider the item's own local scale when calculating bounds.\n- DEL: \"Deprecated\" folder has been deleted.\n\n1.62:\n- NEW: Added a new class -- UITable -- that can be used to organize its children into rows/columns of variable size (think HTML table).\n- FIX: Font Maker will make it more obvious when you are going to overwrite a font.\n- FIX: Tweener will now set its timestamp on Start(), making tweens that start playing on Play behave correctly.\n- FIX: UISlicedSprite will now notice that its scale is changing and will rebuild its geometry properly.\n- FIX: Atlas and Font maker will now create new atlases and fonts in the same folder as the selected items.\n\n1.61:\n- NEW: UIToggle.current will hold the toggle that triggered the 'functionName' function on the 'eventReceiver'.\n- FIX: UIPopupList will now place the created object onto a proper layer.\n\n1.60:\n- NEW: Added a built-in atlas-making solution: Atlas Maker, making it possible to create atlases without leaving Unity.\n- NEW: Added a tool that makes creation of fonts easier: Font Maker. Works well with the Atlas Maker.\n- FIX: UIAtlasInspector will now always force the atlas texture to be of proper size whenever the material or texture packer import gets triggered.\n- FIX: Removed the work-around for Flash that disabled sound, seeing the bug has been since fixed.\n- FIX: Tweener has been renamed to NTweener to avoid name conflicts with HOTween.\n- FIX: An assortment of minor usability tweaks.\n\n1.50:\n- NEW: The UI is now timeScale-independent, letting you pause the game via Time.timeScale = 0.\n- NEW: Added an UpdateManager class that can be used to programmatically control the order of script updates.\n- NEW: NGUITools.PlaySound() now returns an AudioSource, letting you change the pitch.\n- FIX: UIAtlas and UIFont now work with Textures instead of Texture2Ds, letting you use render textures.\n- FIX: Typewriter effect script will now pre-wrap text before printing it.\n- FIX: NGUIEditorTools.SelectedRoot() no longer considers prefabs to be valid.\n- FIX: TexturePacker import will automatically strip out the \".png\" extension from script names.\n- FIX: Tested and working with the Flash export as of 3.5.0 f3.\n\n1.49:\n- NEW: UIWidgets now work with Textures rather than Texture2D, making it possible to use render textures if desired.\n- FIX: Rewrote the UIFont's WrapText function. It now supports wrapping of long lines properly.\n- FIX: Input fields are now multi-line, and will now show the last line when typing past the label's width.\n- FIX: Input fields will now update less frequently when IME or iOS/Android keyboard is used.\n\n1.48:\n- NEW: Added a new container class -- BetterList<>. It replaced the generic List<> in many cases, eliminating GC spikes.\n- FIX: Various performance-related optimizations.\n- FIX: UITextList will now handle resized text labels correctly.\n- FIX: Parenting and reparenting widgets will now cause their panel to get updated correctly.\n- FIX: Eliminated one potential cause of widgets trying to update before being parented.\n\n1.47:\n- NEW: Added a new example (8) showing how to create a simple menu system.\n- NEW: Added an example script that adds a typewriter effect to labels.\n- NEW: Added a 'text scale' property to the UIPopupList.\n- FIX: UIPopupList will now choose a more appropriate depth rather than just a high number.\n- FIX: UIPopupList labels' colliders will now be properly positioned on the Z.\n- FIX: Fix for UISpriteAnimationInspector not handling null strings.\n- FIX: Several minor fixes for rare issues (such as playing a sound with no audio listener or main camera in the scene).\n\n1.46:\n- NEW: Added a new class (UIEventListener) that can be used to easily register event listener delegates via code without the need to create MonoBehaviours.\n- NEW: Added a UIPopupList class that can be used to create drop-down lists and menus.\n- NEW: Added the Popup List and Popup Menu templates to the Widget Wizard.\n- NEW: UISlider can now move in increments by specifying the desired Number of Steps.\n- NEW: Tutorial 11 showing how to use UIPopupLists.\n\n1.45:\n- NEW: Text labels will center or right-align their text if such pivot was used.\n- NEW: Added an inspector class for the UIImageButton.\n- NEW: UIGrid now has the ability to skip deactivated game objects.\n- NEW: Font sprite is now imported when the font's data is imported, and will now be automatically selected from the atlas on import.\n- FIX: Making widgets pixel-perfect will now make them look crisp even if their dimensions are not even (ex: 17x17 instead of 18x18).\n- FIX: Component Selector will now only show actual prefabs as recommended selections. Prefab instances aren't.\n- FIX: BMFontReader was not parsing lines quite right...\n\n1.44:\n- NEW: UIGrid can now automatically sort its children by name before positioning them.\n- NEW: Added momentum and drag to UIDragCamera.\n- NEW: Added the Image Button template to the Widget Tool.\n- FIX: SpringPosition will now disable itself properly.\n- FIX: UIImageButton will now make itself pixel-perfect after switching the sprites.\n- FIX: UICamera will now always set the 'lastCamera' to be the camera that received the pressed event while the touch is held.\n- FIX: UIDragObject will now drag tilted objects (windows) with a more expected result.\n\n1.43:\n- NEW: Added the Input template to the Widget Tool.\n- NEW: UIButtonMessage will now pass the button's game object as an optional parameter.\n- NEW: Tweener will now pass itself as a parameter to the callWhenFinished function.\n- NEW: Tweener now has an 'eventReceiver' parameter you can set for the 'callWhenFinished' function.\n- FIX: Tweener will no longer disable itself if one of OnFinished SendMessage callbacks reset it.\n- FIX: Updated all tutorials to use 1.42+ functionality.\n- FIX: Slider will now correctly mark its foreground widget as having changed on value change.\n\n1.42:\n- NEW: Added a new tool: Widget Creation Wizard. It replaces all \"Add\" functions in NGUI menu.\n- NEW: Added new templates to the Widget Wizard: Button, Toggle, Progress Bar, Slider.\n- NEW: When adding widgets via the wizard, widget depth is now chosen automatically so that each new widget appears on top.\n- NEW: AddWidget<> functionality is now exposed to runtime scripts (found in NGUITools).\n- FIX: Widget colliders of widgets layed on top of each other are now offset by wiget's depth.\n- FIX: Several minor bug fixes.\n\n1.41:\n- NEW: Added a new tool: Camera Tool. It can be used to get a bird's eye view of your cameras and determine what draws the selected object.\n- NEW: Added a new tool: Create New UI. You can use it to create an entire UI hierarchy for 2D or 3D layouts with one click of a button.\n- NEW: Added a new script: UIRoot. It can be used to scale the root of your UI by 2/ScreenHeight (the opposite of UIOrthoCamera).\n- NEW: The NGUI menu has been enhanced. When adding widgets, it will intelligently determine where to add them best.\n- NEW: Sliced sprites now have an option to not draw the center, in case you only want the border.\n- FIX: Scaling sliced sprites and tiled sprites will now correctly update them again.\n- FIX: Changing the depth of the widgets will now correctly update them again.\n- FIX: The unnecessary color parameter specified on the material has been removed from the shaders.\n\n1.40:\n- NEW: Major performance improvements. The way the geometry was being created has been completely redone.\n- NEW: With the new system, moving, rotating and scaling panels no longer causes widgets they're responsible for to be rebuilt.\n- NEW: Panel clipping will now actually clip widgets, eliminating them from the draw buffers until they move back into view.\n- NEW: Matrix parameter has been eliminated from the clip shaders as it's no longer needed with the new system.\n- FIX: Work-around for a rare obscure issue caused by a bug in Unity related to instantiating widgets from prefabs (Case 439372).\n- FIX: It's no longer possible to edit widgets directly on prefabs. Bring them into the scene first.\n- FIX: Panel tool will now update itself on object selection.\n\n1.33:\n- NEW: UIToggle now has a configurable function to call.\n- NEW: UIToggle now has an animation parameter it can trigger when checked/unchecked.\n- NEW: You can now play remote animations via UIButtonPlayAnimations.\n- NEW: Tweener now sends out notifications when it finishes.\n- NEW: Tweener now has a 'group' parameter that can be used to only enable/disable only certain tweens on the same object.\n- NEW: UIButtonTween has been changed to use more descriptive properties. Check your UIButtonTweens and update their properties after upgrading.\n- NEW: Examples 1, 5 and 6 have been adjusted to use the new features.\n- FIX: Scrolling speed should now be consistent even at low framerates.\n- FIX: Shader fixes.\n\n1.32:\n- NEW: Added a 'thumb' parameter to the UISlider.\n- NEW: Added UIForwardEvents script that can be used to forward events from one object to another.\n- NEW: Added the ability to enable and disable target game objects via UIButtonTween.\n- FIX: Input fields now support IME.\n\n1.31:\n- NEW: Added a panel tool (NGUI menu -> Panel Tool) to aid with multi-panel development.\n- FIX: Variety of tweaks and minor enhancements, mainly related to examples.\n- FIX: UIDragObject had a rare bug with how items were springing back into place.\n\n1.30:\n- NEW: UIPanels can now specify a clipping area (everything outside this area will not be visible).\n- NEW: UIFilledSprite, best used for progress bars, sliders, etc (thanks nsxdavid).\n- NEW: UISpriteAnimation for some simple sprite animation (attach to a sprite).\n- NEW: UIAnchor can now specify depth offset to be used with perspective cameras.\n- NEW: UIDragObject can now restrict dragging of objects to be within the panel's clipping bounds.\n- NEW: UIToggle now has an \"option\" field that lets you create option button groups (Tutorial 11).\n- NEW: Example 7 showing how to use the clipping feature.\n- NEW: Example 0 (Anchor) has been redone.\n- NEW: Most tutorials and examples now explain what they do inside them.\n- NEW: Added a variety of new interaction scripts replacing State scripts (UIButton series for example).\n- NEW: Added a Drag Effect parameter to UIDragObject with options to add momentum and spring effects.\n- FIX: UICamera.lastCamera was not pointing to the correct camera with multi-camera setups (thanks LKIM).\n- FIX: UIAnchor now positions objects in the center of the ortho camera rather than at depth of 0.\n- FIX: Various usability improvements.\n- OLD: 'State' series of scripts have all been deprecated.\n\n1.28:\n- NEW: Added a simple tweener and a set of tweening scripts (position, rotation, scale, and color).\n- FIX: Several fixes for rare non-critical issues.\n- FIX: Flash export bug work-arounds.\n\n1.27:\n- FIX: UISlider should now work properly when centered again.\n- FIX: UI should now work in Flash after LoadLevel (added some work-arounds for current bugs in the flash export).\n- FIX: Sliced sprites should now look properly in Flash again (added another work-around for another bug in the Flash export).\n\n1.26:\n- NEW: Added support for trimmed sprites (and fonts) exported via TexturePacker.\n- NEW: UISlider now has horizontal and vertical styles.\n- NEW: Selected widgets now have their gizmos colored green.\n- FIX: UISlider now uses the collider's bounds instead of the target's bounds.\n- FIX: Sliced sprite will now behave better when scaled with all pivot points, not just top-left.\n\n1.25:\n- NEW: Added a UIGrid script that can be used to easily arrange icons into a grid.\n- NEW: UIFont can now specify a UIAtlas/sprite combo instead of explicitly defining the material and pixel rect.\n\n1.24\n- NEW: Added character and line spacing parameters to UIFont.\n- NEW: Sprites will now be sorted alphabetically, both on import and in the drop-down menu.\n- NEW: NGUI menu Add* functions now automatically choose last used font and UI atlases and resize the new elements.\n- FIX: UICamera will now be able to handle both mouse and touch-based input on non-mobile devices.\n- FIX: 'Add Collider' menu option got semi-broken in 1.23.\n- FIX: Changing the font will now correctly update the visible text while in the editor.\n- Work-around for a bug in 3.5b6 Flash export.\n\n1.23\n- NEW: Added a pivot property to the widget class, replacing the old 'centered' flag.\n\n1.22\n- NEW: Example 6: Draggable Window\n- FIX: UISlider will now function properly for arbitrarily scaled objects.\n\n1.21\n- FIX: Gizmos are now rotated properly, matching the widget's rotation.\n- FIX: Labels now have gizmos properly scaled to envelop their entire content.\n\n1.20\n- NEW: Added the ability to generate normals and tangents for all widgets via a flag on UIPanel.\n- NEW: Added a UITexture class that can be used to draw a texture without having to create an atlas.\n- NEW: Example 5: Lights and Refraction.\n- Moved all atlases into the Examples folder.\n\n1.12\n- FIX: Unicode fonts should now get imported correctly.\n\n1.11\n- NEW: Added a new example (4) - Chat Window.\n\n1.10\n- NEW: Added support for Unity 3.5 and its \"export to Flash\" feature.\n\n1.09\n- NEW: Added password fields (specified on the label)\n- FIX: Working directly with atlas and font prefabs will now save their data correctly\n- NEW: Showing gizmos is now an option specified on the panel\n- NEW: Sprite inner rects will now be preserved on re-import\n- FIX: Disabled widgets should no longer remain visible in play mode\n- NEW: UICamera.lastHit will always contain the last RaycastHit made prior to sending OnClick, OnHover, and other events.\n\n1.08\n- NEW: Added support for multi-touch\n"
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    "content": "----------------------------------------------\n            NGUI: Next-Gen UI kit\n Copyright © 2011-2014 Tasharen Entertainment\n            Version 3.7.0\n    http://www.tasharen.com/?page_id=197\n            support@tasharen.com\n----------------------------------------------\n\nThank you for buying NGUI!\n\nPLEASE NOTE that NGUI can only be legally downloaded from the following 3 sources:\n\n  1. Unity Asset Store (Standard License)\n  2. www.tasharen.com (Standard License)\n  3. github.com/tasharen/ngui (Professional and Site Licenses)\n\nIf you've obtained NGUI via some other means then note that your license is effectively invalid,\nas Tasharen cannot provide support for pirated and/or potentially modified software.\n\nDocumentation can be found here: http://www.tasharen.com/forum/index.php?topic=6754.0\n\nIf you have any questions, suggestions, comments or feature requests, please\ndrop by the NGUI forum, found here: http://www.tasharen.com/forum/index.php?board=1.0\n\n--------------------\n How To Update NGUI\n--------------------\n\nIf you have the Professional or Site License of NGUI that comes with Git access, just pull the latest changes.\n\nIf you have a Standard License:\n\n1. In Unity, File -> New Scene\n2. Delete the NGUI folder from the Project View.\n3. Import NGUI from the updated Unity Package.\n\n---------------------------------------\n Support, documentation, and tutorials\n---------------------------------------\n\nAll can be found here: http://www.tasharen.com/forum/index.php?topic=6754.0\n\nUsing NGUI with JavaScript (UnityScript)? Read this first: http://www.tasharen.com/forum/index.php?topic=6\n\n------------------\n FreeType Library\n------------------\n\nNGUI version 3.5.2 onwards includes the pre-compiled C++ FreeType library, which is an open source project (http://freetype.org/)\nFreeType license: http://git.savannah.gnu.org/cgit/freetype/freetype2.git/tree/docs/FTL.TXT\nThis library is used only if you choose the \"Generate Bitmap\" font option in the Font Maker,\nand it will not be included in the build of your game. It's only used in the editor.\n\n-----------------\n Version History\n-----------------\n\n3.7.0\n- NEW: You can now set UIWidget.onRender to change material properties like in OnWillRenderObject.\n- NEW: Changing UITexture.mainTexture and shader is now super-quick if it's not batched.\n- NEW: UIRoot now has additional scaling constraints enabling new fill and fit modes.\n- NEW: Added the ability to ignore kerning information when making bitmap fonts.\n- NEW: NGUI's events sent via \"3D\" and \"2D\" event type UICameras will now go to the rigidbody instead of colliders.\n- NEW: UIKeyBinding now has a new setting \"All\" that will trigger both select and press/click logic.\n- NEW: UICamera.isOverUI, UICamera.currentTouch.isOverUI.\n- NEW: NGUI now uses the new rect transform tool instead of the move transform in Unity 4.6+.\n- NEW: UIPlaySound now has an OnEnable play option. For convenience.\n- NEW: UIEventListener now has OnTooltip.\n- NEW: TweenAlpha now works with renderers as well.\n- FIX: Removed code that was snapping draw call positions to pixels, allowing you animate panels smoothly.\n- FIX: Calling Reposition() on the grid and table now works even if its Start() hasn't executed.\n- FIX: Dynamic font baseline calculation work-around for some partial fonts.\n- FIX: Center On Child script got semi-broken in the last version.\n\n3.6.9\n- NEW: Added loop, play, pause and reset functionality to UI2DSpriteAnimation.\n- NEW: Added new automatic support for linear lighting.\n- NEW: Added a pivot point setting to UITable to match UIGrid.\n- NEW: Added warnings to UIAnchor and UIStretch components that inform the user about them being deprecated.\n- NEW: Property binding can now let you select properties that only have either get or set, depending on what's needed.\n- NEW: Added settable delegates to UICamera: GetKey, GetKeyDown, GetKeyUp, GetAxis.\n- NEW: UIRect has a new anchor update setting: OnStart. It will only update anchors once.\n- NEW: Panels have a new option to ignore soft border when constraining scroll view content.\n- FIX: Added alexkring's work-around for the rare \"texture destroyed\" issue in the Atlas Maker.\n- FIX: Dragging 2D UI elements into a scene with a 3D UI should no longer create many UI Roots.\n- FIX: Labels will now use the draw region, making them usable as the slider's foreground.\n- FIX: Localization with multi-line entries would skip the first word.\n- FIX: The layout system's anchors should now work even for 3D UIs.\n- FIX: UIWrapContent was not setting the restrict within panel flag correctly.\n- FIX: UILabel.GetWordAtPosition now works with line breaks properly.\n- FIX: Embedded URL retrieval code wasn't capping when it encountered a /url tag.\n- FIX: Embedded URL retrieval is now much more precise.\n- FIX: Mouse scroll wheel should again work with UICenterOnChild.\n- FIX: UILocalize will now change UIButton's normal sprite.\n- FIX: UIToggle transitions will now be instant if the value was changed while the toggle is disabled.\n- FIX: UIDragDropitem will now work with 2D colliders (thanks HanzaRu).\n- FIX: Bold can now be mixed with underline properly.\n- DEL: Removed the old \"Shader Quality\" script that was messing up the refractive atlas.\n\n3.6.8\n- NEW: UIWrapContent now has a range limit you can set for indices (such as -10 to 10).\n- NEW: Added Transform.OverlayPosition to make it easy to position widgets using 3D object positions.\n- FIX: Progress bars / sliders will no longer show the foreground if the value is 0.\n- FIX: Changing UI2DSprite.sprite2D will now immediately re-add the widget to the panel.\n- FIX: UIDragDropItem will now delay enabling the drag scroll view script (thanks, slumtrimpet!)\n- FIX: Re-added a hack-around for Adreno GPU crashes. Looks like Unity 4.5 did not fix the problem, despite the patch notes.\n- FIX: Seeing as BetterList is slower at sorting than List, some instances of BetterList were replaced with List.\n- FIX: UIPanel's option to cull widgets while the scroll view is being dragged is now on by default.\n- FIX: UIRoot now considers WP8 and BlackBerry to be mobile devices.\n- FIX: More tweaks for how camera's region gets calculated.\n\n3.6.7\n- NEW: Added a lookup table to the atlas in order to make GetSprite() faster.\n- NEW: Added OnPostFill functionality to widgets, in case you want to further modify the geometry.\n- NEW: Added OnMomentumMove and OnStoppedMoving notifications to UIScrollView in addition to OnDragFinished.\n- NEW: Added NGUI -> Extras -> Align Scene View to UI (thanks NikolayLezhnev)\n- FIX: UIGrid's smooth snapping will now ignore time scale.\n- FIX: Nicki's optimizations (Shader.PropertyToID instead of by name).\n- FIX: Null check for 'mKeyboard' being null in UIInput (rare case).\n\n3.6.6\n- NEW: UIWrapContent now has a settable delegate to initialize items, and will call it on Start().\n- NEW: Added OnDragStarted to the scroll view for those that needed it.\n- NEW: Added the missing OnDragOver/OnDragOut to the UIEventListener.\n- FIX: Hiding game view behind the scene view should now work as expected (thanks NikolayLezhnev).\n- FIX: Localization was not always handling double quotes properly.\n- FIX: Mobile keyboard-related fix (thanks niniane).\n- FIX: 2D raycasts were not working quite right...\n- FIX: Underline and strike-out should now look better and will be affected by the gradient.\n- DEL: Commented out NGUITools.OpenURL since it causes network permissions to be used on mobile. Uncomment them if you need them.\n- DEL: Cleaned up pre-Unity 4.3 code.\n\n3.6.5\n- NEW: Added a way to show the transform gizmo without disabling the drag handles (NGUI->Options).\n- NEW: Added an \"onCenter\" notification to UICenterOnChild.\n- FIX: Drag & drop example wasn't working properly due to a missed line in UICamera.\n- FIX: UIToggle.value will now return the starting state if the toggle has not yet been activated.\n- FIX: WP8/iOS UIInput fix, and force the keyboard to show up when it's in a 'password' mode.\n- FIX: Flash compilation fixes.\n- FIX: Nicki's optimizations.\n\n3.6.4\n- NEW: Added the way to set the label alignment for popup lists.\n- NEW: EventDelegate.Add(list, callback) now returns an EventDelegate to work with.\n- NEW: Added an option to execute the UICenterOnChild in the editor via right-click.\n- FIX: Fix for a regression bug causing bar view foreground's collider was never adjusted properly.\n- FIX: UILabel now automatically clears NGUIText font references after using them.\n- FIX: Nested anchors set to update in OnEnable will now work as expected when the hierarchy gets re-enabled.\n- FIX: Unified inspector look can now be modified properly.\n- FIX: Switching from 3D to 2D UI will now remove the 3D rigidbody.\n- FIX: Drag & drop example wasn't working properly due to a missed line in UICamera. (3.6.4b)\n- FIX: UIToggle.value will now return the starting state if the toggle has not yet been activated (3.6.4b)\n\n3.6.3\n- NEW: Added onFinished and Finish() to the Typewriter script.\n- FIX: Changed the way \"hide input\" logic works in UIInput.\n- FIX: UIInput was not setting its starting value correctly in some cases.\n- FIX: Hide Input setting on the input field is now a separate field.\n- FIX: UIlabel.Wrap was not using the provided height.\n- FIX: Flash compile fixes.\n\n3.6.2\n- NEW: Added an optional different (minimalistic) look for NGUI's components (change via Options -> Inspector Look).\n- NEW: Typewriter script can now fade in letters gradually using alpha (have a look at Tutorial 5).\n- NEW: You can now embed overriding alpha in text using [Aa] format.\n- NEW: UIButton can now swap 2D sprites as well.\n- FIX: Embedded color's alpha now also affects the shadow and outline effects.\n- FIX: Typewriter effect should now be able to fade in multiple tags properly.\n- FIX: Replaced all usage of UICamera.lastHit.point with UICamera.lastWorldPosition (for 2D events).\n- FIX: Certain widget elements should now support 2D colliders properly (sliders and such)\n- FIX: Fixed an issue with double space in an input field causing issues.\n- FIX: Yet more WP8 stuff.\n\n3.6.1\n- NEW: NGUI now fully supports 2D colliders, and will create them by default if UICamera is in 2D UI mode.\n- NEW: Added a way to automatically switch the entire UI to use 2D or 3D colliders via the NGUI->Extras.\n- NEW: Added support for TouchScreenKeyboard.hideInput (input caret, selection, etc on mobiles)\n- NEW: Added pre-generated Prefab Toolbar preview icons for Unity Free.\n- NEW: EnvelopContent script will now execute itself every time it's enabled, and will update anchors.\n- NEW: You can now see your NGUI's version via the Help menu.\n- FIX: NGUIText now supports unicode spaces (contributed by Graham Reeves).\n- FIX: Popup list was not highlighting the selection properly in some cases.\n- FIX: Popup list will now always be closed when any item gets chosen.\n- FIX: UIProgressBar will now work properly with 2D sprites and UITextures.\n- FIX: Nested scroll views instantiated at run-time should now be clipped properly.\n- FIX: Grid will now sort the list of children in GetChildList() since the hack-around didn't work.\n- FIX: Localization will load the data in the Exists() function as well.\n- FIX: Still more WP8 fixes.\n- DEL: Upgrade tools are no longer a part of the package. Grab them from the website instead.\n\n3.6.0\n- NOTE: NGUI now requires Unity 4.3.4 or higher!\n- NEW: Added a new tool -- Prefab Toolbar. It lets you drop prefabs onto it for easy preview.\n- NEW: Unity2D Sprite now has all the same options as an NGUI sprite (sliced, filled, tiled, etc).\n- NEW: UITexture now has all the same options as an NGUI sprite.\n- NEW: You can now choose components as parameters for functions via inspector.\n- NEW: Added support for full RGBA32 color encoding in text (RrGgBbAa).\n- NEW: UISpriteAnimation example script now has pixel snap setting as optional.\n- NEW: Extended the Typewriter Effect script with additional functionality.\n- FIX: In some cases changing sprites on a prefab wouldn't \"take\".\n- FIX: WP8/WSA fixes, courtesy of LoneCoder from the forums.\n- FIX: Pixel-snap a tiled sprite should no longer revert it to single sprite's dimensions.\n- FIX: Nested scroll views were not culling widgets properly in some cases when scrolled.\n- FIX: Calculating widget dimensions will now ignore widgets in clipped panels.\n\n3.5.9\n- NEW: Added an event delegate drawer in case you want to use the Event Delegate in your own scripts.\n- NEW: You can now explicitly specify what the Return key will do on the input field regardless of the label's multi-line setting.\n- NEW: Added GetIndex() to UIGrid and improved its look in the inspector.\n- FIX: Scroll view will no longer jump back and forth by 1 pixel when it's not using momentum.\n- FIX: Input fields should respect the \"starting value\" if the \"saved as\" is left blank.\n- FIX: Text printing issue if the line begins with a double space.\n- FIX: You can now call UIButton.ResetDefaultColor to restore the original color, even after setting 'defaultColor' to something else.\n- FIX: UIKeyNavigation will now respect UIButton's isEnabled state if it's present.\n- FIX: UIPlaySound will now respect UIButton's isEnabled state if it's present.\n- FIX: UIDrawCall copy material creation now also copies shader keywords.\n- FIX: UICamera.inputHasFocus should now work properly again.\n- FIX: The Sorting Order will now always be exposed on the UIPanel in inspector.\n- DEL: Moving DataNode over to TNet since it makes a lot more sense to have it there instead of in NGUI.\n\n3.5.8\n- NEW: Added a generic node-based class for simple text-based serialization (DataNode).\n- NEW: UITexture now has flip options just like UISprite.\n- NEW: Moved the SetRect function from UIWidget to UIRect, making it usable by panels as well.\n- NEW: Added convenience add and remove functions to the UIGrid.\n- NEW: Added NGUIMath.ScreenToPixels for when you need to convert from screen to virtual pixels.\n- NEW: UIButton's SetState is now public, in case you need it.\n- NEW: UIInput.caret is now exposed in case you need it.\n- FIX: Re-added the \"New\" button to the atlas maker that was removed for no reason.\n- FIX: Added [NonSerialized] next to private variables. Unity apparently serialized private variables in prefabs (sigh).\n- FIX: \"Flip\" option is now exposed in inspector with tiled sprites.\n- FIX: Changed all \"HIDDEN\" shaders to be \"Hidden\" instead, effectively hiding them.\n- FIX: Text list should no longer break when a very long line of text is added.\n- FIX: DragDropItem script wasn't un-highlighting things quite right.\n- FIX: Clip softness can now be 0.\n- DEL: Localization is now a static class, and can no longer be included in the scene.\n\n3.5.7\n- NEW: Added OnDragOver/OnDragOut to the Event Trigger.\n- FIX: Event delegate compilation on platforms that don't support reflection.\n- FIX: The example tooltip should no longer go off-screen.\n- FIX: Exposed UISprite's 'flip' option to scripting.\n- FIX: Context menu 'Attach' options should now work with multiple objects selected.\n- FIX: 'Attach' menu options should now all be undo-able via CTRL+Z.\n- FIX: Exposed UIButton.state for those that may need it for any reason.\n- FIX: UICamera's raycasts can now be clipped by nested panels.\n- FIX: MakePixelPerfect should not change the width if the label is set to \"resize height\".\n- FIX: Made UIButton.isEnabled work with a 2D collider.\n- FIX: Unity 4.2 compatibility tweaks.\n- FIX: Clip softness can now be 0.\n\n3.5.6\n- NEW: Added basic built-in data binding support (PropertyBinding script).\n- NEW: All delegates now support any number of parameters that you can set in inspector.\n- NEW: You can now nest scroll views (scroll views within scroll views). The built-in shaders support up to 3 scroll views, but you can add more.\n- NEW: You can now nest non-clipped panels within clipped panels and clipping will still work.\n- FIX: Fix for scroll bar size being wrong if the content was smaller than the scroll view.\n- FIX: UIInput will now load the saved value properly even if the \"starting value\" is not empty.\n- FIX: Drag & drop item will now always disable the tween or spring effect when it begins dragging.\n- FIX: UICamera's 'inputHasFocus' flag is now set when selection changes rather than every frame.\n- FIX: Anchors set to update only in OnEnable will now still update while in edit mode.\n- FIX: Triggering ActiveAnimation.Play will now immediately sample the animation.\n- FIX: Fixed the bug that was causing the atlas maker to eat up CPU.\n\n3.5.5\n- NEW: Added built-in support for endless scroll view (UIWrapContent).\n- NEW: Added a new example showing how to make endless scroll views.\n- NEW: Added an \"Pivot\" setting to the UIGrid that controls how the content is positioned.\n- NEW: Keyboard and controller navigation has been simplified (UIKeyNavigation).\n- NEW: Added EnvelopContent example script that shows how to resize a sprite to envelop custom content.\n- NEW: Widget anchors now have an option to be executed only when enabled, rather than every update.\n- FIX: UIWidget.SetRect will now work properly again.\n- FIX: Unity 4.0, 4.1 and 4.2 compile fix.\n\n3.5.4\n- NEW: You can now bake basic effects into bitmap fonts via inspector: soft shadow, soft outline, bevel, etc.\n- NEW: Added a way to set the Sorting Order on panels using Explicit Render Queues (for Unity 2D).\n- NEW: Cached buffers are now per-draw call rather than global, reducing memory allocations.\n- NEW: Added a \"tall portrait mode\" setting to the UIRoot that will shrink the UI if it's in portrait mode.\n- NEW: UIGrid and UITable now has the horizontal and vertical sorting options so drag & drop items can stay where you dropped them.\n- NEW: Got rid of all the old tutorial scenes and replaced them with some new ones.\n- NEW: Added a new experimental option to the UIRoot: \"Adjust by DPI\".\n- NEW: Bitmap Font creation now works on OSX as well.\n- FIX: You can now clear sprite states under UIButton.\n- FIX: TweenRotation now tweens X, Y and Z values individually, so you can go from 0 to 360 now.\n- FIX: OSX character keys resulted from arrow key presses will now be ignored by UIInput.\n- FIX: Fixed an issue with scrollviews being anchored to non-centered widgets.\n- FIX: Input selection and caret should now be affected by parent alpha properly.\n- FIX: Changing the slider value via small increments should now work as expected.\n- FIX: Transform inspector will now always display rotation in -180 to 180 range.\n- FIX: CSV parser now supports multi-line input without having to insert \"\\n\".\n- FIX: A multi-line input field with a lot of spaces will now wrap correctly.\n- FIX: Keyboard and controller navigation should again highlight things properly.\n- FIX: Disabling a game object with a widget that was just enabled should no longer cause it to remain visible on rare occasions.\n- FIX: You can now assign sliders/progress bars for scroll view scroll bars.\n- FIX: Event delegate copy will now work for raw (code) delegates as well.\n- FIX: Modifying widget dimensions in inspector is now properly undoable.\n- FIX: Typewriter effect example script now supports encoded tags.\n- FIX: Went through all examples and fixed a few that were wonky.\n\n3.5.3\n- NEW: All sprite types can now be flipped, not just simple sprites.\n- NEW: Exposed On Change event in UIInput's inspector.\n- FIX: UIButton will no longer pixel snap the normal sprite by default, and pixel snap is now off by default.\n\n3.5.2\n- NEW: Added the ability to generate bitmap fonts from within Unity using FreeType directly.\n- NEW: You can now add transparent, clamped and tiling border to sprites via the Atlas inspector.\n- NEW: You can now modify any sprite to bake a shadow or add some visual depth to it (want deeper shadow? add multiple!)\n- NEW: UIImageButton's functionality is now a part of UIButton.\n- NEW: You can now flip simple sprites horizontally and vertically (contributed by Nicki).\n- FIX: Labels using Packed Fonts no longer have the Gradient and Effect options, as they don't work with packed fonts.\n- FIX: Moved the Localization file into Examples/Resources so that it doesn't break older localization projects.\n- FIX: Buttons that start with disabled colliders will now always assume their disabled state on start.\n- FIX: UIProgressBar will no longer send OnChange if the change was limited by the number of steps.\n- FIX: It should be possible to set the font to be of Reference type again.\n- FIX: UIKeyBinding will no longer leave the button in a highlighted state.\n- FIX: Another fix for scenes being marked as edited.\n- FIX: Fixed the 2D hit detection logic.\n- FIX: Flash compile fix.\n- DEL: Removed Pixel Size property from UIFont. Set the label's target font size instead.\n- DEL: Removed UICamera's OnInput event as it wasn't being used (as it wasn't reliable).\n\n3.5.1\n- NEW: CSV reader will now convert the \"\\n\" character sequence into a new line char.\n- FIX: Scenes using NGUI should no longer get marked edited so much.\n- FIX: Reduced the size of meshes used by NGUI draw calls.\n- FIX: Changing the panel's alpha will now properly inform child panels.\n- FIX: Fix for how URL tags get parsed in labels.\n\n3.5.0\n- NEW: Localization system now supports CSV type input.\n- NEW: UILocalize script now has key lookup and localized preview options.\n- NEW: UICamera now has a new event type that supports 2D colliders.\n- NEW: Added justified alignment support for labels.\n- NEW: Scroll views now have a Content Origin point.\n- NEW: You can now freely adjust width and height of anchored widgets.\n- NEW: UIDragResize script now has a maximum size limiting option as well.\n- FIX: Improved scroll view resizing and logic regarding how it repositions the content.\n- FIX: Fixed an issue with how changing panel's alpha would not propagate to children in certain cases.\n- FIX: NGUI will no longer intercept RMB events that occur outside the selected widget's area.\n- FIX: UICenterOnClick should now work as expected when there is no UICenterOnChild present.\n- FIX: UICenterOnClick shouldn't cache the panel anymore, making it work properly with drag & drop.\n- FIX: Widget inspector's Dimensions field should no longer be grayed out if the widget is partially anchored.\n- FIX: UIRoot's FixedSizeOnMobiles setting should now recognize BB and WP8 as mobile devices\n- FIX: UICamera will now clear all active touch events when the application is paused.\n- FIX: Work-around for dynamic font delegate subscriptions causing epic GC.\n- FIX: Setting label text will now auto-adjust the collider size.\n- FIX: Inlined italic text should now look better.\n\n3.4.9\n- NEW: You can now embed hidden content in labels using bbcode: [url=link]Click Here[/url]. Retrieve this content via UILabel.GetUrlAtPosition(UICamera.lastHit.point), then do what you want.\n- NEW: Labels can now keep references to UIFonts that use dynamic fonts, for easy replacement/swapping.\n- FIX: Work-around for a bug in Unity related to dynamic fonts discarding previously requested characters.\n- FIX: UIButtonColor/UIButton will set the normal color in Awake instead of Start to avoid conflicts with tweens.\n- FIX: Create UI menu option will now let you create a 3D UI if you have a 2D UI present, and vice versa.\n- FIX: Input improvements: IME text selection while typing and proper dialog positioning.\n- FIX: Parent widget's visibility checks should no longer cause children to be culled.\n- FIX: Scaled bitmap fonts should now be correctly affected by the gradient setting.\n- FIX: Removed UIAnchor usage from the Scroll View example.\n- FIX: UIRoot should be executed before everything else.\n- FIX: UIToggle.startsChecked is now be public.\n\n3.4.8\n- NEW: Tweens will now display the curve in inspector as a square, making it easier to eyeball.\n- FIX: Fixed floating-point precision issues in NGUIText's print-wrapping logic.\n- FIX: UIDrawCall will remove all references to materials and textures when it's disabled.\n- FIX: Removed UIAnchor from the Drag & Drop scene.\n\n3.4.7\n- NEW: You can now set font size even on bitmap labels.\n- NEW: UIScrollView can now reference sliders as scroll bars.\n- FIX: Adjusting the widget's aspect ratio will now automatically resize the widget.\n- FIX: UIImageButton now won't try to swap sprites if a sprite hasn't been set, and \"pixel snap\" is now optional.\n- FIX: Text set to resize freely with positive spacing should no longer wrap the last char.\n- FIX: Compile fixes on Unity 4.0, 4.1, and 4.2.\n\n3.4.6 (previously 3.0.9 f7)\n- NEW: UIPlayAnimation now supports Animator animations (mecanim).\n- NEW: Added UIEventTrigger that can be used to add event delegates via inspector for press, release, select, etc.\n- OLD: Deprecated UIButtonMessage and UIForwardEvents (upgrade to UIEventTrigger at your own pace).\n\n3.4.5 (previously 3.0.9 f6)\n- FIX: Typo fix in UIEventDelegate.\n\n3.4.4 (previously 3.0.9 f5)\n- NEW: UIGrid and UITable now have a virtual Sort function you can overwrite, and are now extensible.\n- NEW: You can now use the Component Selector to load more than just prefabs by specifying explicit extensions.\n- FIX: The Component Selector should now behave better with dynamic fonts and will hide Lucida Grande (internal Unity font).\n- FIX: UICamera's new hit check should now work even if only one widget was hit.\n- FIX: You can now remove delegates from the EventDelegate list even while executing its callbacks.\n- FIX: Work-around for potential crash on exit on mobiles due to an issue in Unity.\n\n3.4.3 (previously 3.0.9 f4)\n- NEW: Added UIWidget.hitCheck delegate you can set for custom hit detection (circular sprites, alpha checks, etc).\n- FIX: Caret and selection will now work properly even with one long word that doesn't fit.\n- FIX: UITable will now always update the scroll view's scroll bars.\n\n3.4.2 (previously 3.0.9 f3)\n- FIX: Work-around for a bug in Unity that was causing prefabs to be marked as edited (version control).\n- FIX: Optimized how UIInput works on mobiles, and setting UIInput.value will now force it through validation.\n- FIX: UICamera's raycast now always considers cumulative alpha and ignores invisible objects.\n- FIX: \"Constrain but don't clip\" option will no longer cause widgets to get culled.\n- FIX: UILocalize should now work properly when attached to UIInput's label.\n- FIX: UITextList will no longer die IRL if not even a single line can fit.\n- FIX: Text List should now use Y-padding properly for scrolling.\n- FIX: Scroll bar should no longer cause NaNs in some situations.\n- FIX: Packed fonts fix.\n\n3.4.1 (previously 3.0.9 f2)\n- FIX: UITweener will again keep persistent OnFinished delegates.\n- FIX: Widgets that are invisible will disable their box collider as needed.\n- FIX: Minor tweak related to widget alpha checks.\n\n3.4.0 (previously 3.0.9 f1)\n- NEW: Community contribution: bold, italic, underline, strike-through and subscript support for text (Rudy Pangestu).\n- NEW: You can now use TweenPosition on anchored widgets and panels.\n- NEW: You can now nudge anchored widgets, panels and containers (arrow keys).\n- NEW: It's now possible to resize and move anchored panels and widgets in the scene view.\n- FIX: You can now re-activate a tween in its OnFinished callback and set a new OnFinished callback without having it execute immediately.\n- FIX: Force-replace the GUI/Text shader with Unlit/Text inside UIDrawCall, seeing as GUI/Text was still used for dynamic text (ugh!)\n- FIX: Create Scroll view option from the NGUI menu should now correctly add the UIScrollView script.\n- FIX: Orange outline showing scroll view content should now update while dragging content around at edit time.\n- FIX: Widget and panel undo should now work properly even when it's anchored.\n- FIX: Fix for the issue with panels starting with alpha of 0.\n- FIX: Dragging using the slider's thumb should now reach 0 and 1 properly.\n- FIX: UIPlaySound set to trigger on hover will no longer play after the button was clicked.\n- FIX: Clicking a scroll view set to center on children should no longer conflict with Center On Child logic.\n- FIX: Widget aspect ratio will now automatically update when dragging the widget's dimensions even when it's not used.\n- FIX: Added a few extra null checks to avoid edge case issues such as destroying draw calls on quit.\n- FIX: Component selector (atlas / font selection) now has a scroll bar.\n- FIX: FindInParents should now work as expected in Unity 4.3 (Unity regression bug work-around).\n- FIX: 'Delete' key is now able to delete the last character correctly.\n- FIX: Some extra checks to eliminate possible NaN issues.\n- FIX: Gradient on labels should now look correct with fixed size UIRoot.\n- FIX: Draw calls from non-automatic Render Q panels will now be more careful with their Z position.\n\n3.3.6 (previously 3.0.8 f7)\n- FIX: UIPanel's \"explicit\" render queue option should now work correctly.\n- FIX: UITweener.Play should behave better with duration of 0.\n- FIX: NGUITools.FindCamera will prioritize the Main Camera over others (fix for Unity Water).\n- FIX: Null exception fix in UIKeyBinding.\n\n3.3.5 (previously 3.0.8 f6)\n- FIX: Labels using atlassed fonts will again correctly use the pixel size setting.\n\n3.3.4 (previously 3.0.8 f5)\n- NEW: Added a flag to UIDragDropItem that lets you drag a clone of the object rather than the object itself.\n- FIX: Labels limited by number of lines with resizable height were not wrapped properly.\n- FIX: Added UITable's \"keep within panel\" checkbox to the UIGrid as well.\n- FIX: UIButtonKeys will now respect disabled objects.\n- FIX: UIPlayAnimation will now respect UIButton's \"Drag Over\" state if UIButton is present.\n- FIX: UIKeyBinding will now set the UICamera.currentTouch.current properly.\n- FIX: UIWidget.CreatePanel will now also invalidate the parent reference.\n- FIX: More changes related to how dynamic text is drawn...\n\n3.3.3 (previously 3.0.8 f4)\n- NEW: Added a script that can animate Unity 2D sprite (UI2DSpriteAnimation).\n- FIX: Tweaks to how PlayAnimation works in regards to dragging over/out.\n- FIX: Labels will always be created with even dimensions.\n- FIX: More text printing related tweaks.\n\n3.3.2 (previously 3.0.8 f3)\n- FIX: Dynamic fonts should now be positioned better.\n- FIX: Fixing how fonts behave with a pixel size of non-1.\n- FIX: Sliders should no longer shrink the foreground sliced sprite beyond its minimum dimensions.\n- FIX: Couple of fixes related to how anchors work, making them work better with prefabs.\n- FIX: Grid and table scripts were updating the scroll views even though they shouldn't have been.\n- FIX: Removed the UIRect requirement from TweenAlpha.\n\n3.3.1 (previously 3.0.8 f2)\n- FIX: Fix for widgets not adding themselves to draw calls when enabled in some cases.\n\n3.3.0 (previously 3.0.8)\n- NEW: Input field has been redesigned and now has caret, multi-line selection, click-move, drag select, arrow key navigation, and full copy/paste.\n- NEW: Widgets now have a new \"aspect ratio\" field, in case you want them to keep a specific aspect ratio.\n- NEW: Community contribution (Nicki): Sliced & Tiled sprite via the Advanced sprite type setting.\n- NEW: All panels now manage their own draw calls rather than working with one giant list, improving performance.\n- NEW: Widgets no longer have a global list, and are always managed per-panel.\n- NEW: Enabling/disabling widgets no longer affects other panels.\n- NEW: Optimization pass. Significantly reduced the time spent in UIPanel.LateUpdate.\n- NEW: Added a delegate to the widget class that gets called when the widget's dimensions or position changes.\n- FIX: Center-aligned odd width multi-line labels will now always have pixel-perfect lines.\n- FIX: Draw calls were not added correctly to the list of active draw calls.\n- FIX: Scroll wheel scrolling is now affected by the transform's rotation properly.\n\n3.2.3 (previously 3.0.7 f3)\n- NEW: Added an option for anchors to be offset by the panel's position.\n- NEW: Made it possible to anchor directly to a Camera, without having to use panels.\n- NEW: Made \"Keep crisp\" option always show up for dynamic fonts.\n- FIX: Anchoring to a 3D object at edit time will no longer move the widget's initial position.\n- FIX: Account for objects being behind the camera (and thus not visible) when anchoring to 3D game objects.\n- FIX: Invisible widgets with colliders will now auto-resize them correctly.\n- FIX: Improved how baseline is calculated (with a hack!), making fonts be positioned better.\n- FIX: Filled sprites should now ignore the padding.\n\n3.2.2 (previously 3.0.7 f2)\n- NEW: You can now right-click on tweens to set the 'from' and 'to' values using the current.\n- FIX: Tweens no longer reset the object to its default value when first added (current value is now used instead).\n- FIX: Non-clipped panels will no longer use their position when calculating dimensions for anchors.\n- FIX: Panels can now use advanced anchors properly (partial anchoring).\n- FIX: Anchoring to a transform should no longer reposition the widgets and panels.\n- FIX: Cleanup of warnings that don't show up on the Windows version of Unity.\n- FIX: Button should now keep the highlighted state correctly when using controller input.\n- FIX: Unity has a bug related to input on BB10, apparently (backspace).\n\n3.2.1 (previously 3.0.7 f1)\n- NEW: Further improved the layout system's presentation, making it less daunting.\n- NEW: Enabling anchoring will automatically anchor to the first parent by default.\n- NEW: It's now possible to automatically anchor to the mid-points (sides, center).\n- NEW: Made it possible to move and scale anchored widgets.\n- FIX: Rotating a widget should no longer hide its side handles.\n- FIX: Mobile keyboard will now have the multi-line option.\n- FIX: Re-added support for packed fonts.\n\n3.2.0 (previously 3.0.7 rc1 & 2)\n- NEW: Created a new layout system. All widgets and panels can now anchor to each other, the screen, and even 3D game objects.\n- NEW: You can now create resizable scroll views and anchor them to UI elements.\n- NEW: Re-created the Anchor Example to use the new anchoring system.\n- NEW: Updated all controls to use the new anchoring system.\n- NEW: You can now specify an explicit Render Queue on each panel.\n- NEW: Improved the Text List's functionality, adding support for touch interaction and having a scroll bar.\n- NEW: Recreated the Chat Window example -- it now features a resizable chat window.\n- NEW: Recreated the Drag & Drop example, adding two scroll views resized with screen height, and the ability to move items from one to the other.\n- NEW: Holding CTRL will now show the dimensions of the selected widget in the scene view.\n- NEW: Resizing the widget now automatically displays width and height guides in the scene view.\n- NEW: Selected anchored widgets and panels now show the calculated distance in the scene view.\n- NEW: Widget alpha is now fully cumulative (parents affect children).\n- NEW: UIDragObject script now ensures that the dragged object remains pixel-perfect.\n- NEW: UIDragObject script now can restrict the widget from being dragged off-screen.\n- NEW: Added a script that makes it possible to resize a widget by dragging on its corner or side.\n- NEW: UICamera.currentScheme tells you the current control scheme -- mouse, touch, or controller.\n- NEW: Button scripts have been modified to use the new OnDragOver/Out events\n- NEW: Added an option to the widget anchor to hide itself if it's off-screen.\n- NEW: Drag Object script now lets you specify an explicit bounds rectangle and has an improved inspector.\n- NEW: Added a button to UIButtonColor that can automatically replace it with a UIButton.\n- NEW: Added the ability to copy/paste all values of the sprites and labels via right-click on the component.\n- NEW: Added a \"next page threshold\" value to UICenterOnChild for when you want to swipe to move to the next page.\n- NEW: If the mouse events are off and touch events are on, NGUI will now fake touches using the mouse in the editor.\n- FIX: Changing panel depth in inspector will now reflect the change correctly.\n- FIX: Atlas/font selection dialog will now make searching of the entire project optional.\n- FIX: UICamera events will once again work independently of time scale.\n- FIX: Fixed the glitch that was causing widgets to jump into the middle of nowhere sometimes when resizing them.\n- FIX: UIDragScrollView will no longer try to find the scroll view if you set it manually.\n- FIX: Enabling and disabling textures and Unity 2D sprites will now again set the correct texture.\n- FIX: Adjusting depths via shortcut keys should now work consistently.\n- FIX: Draw call viewer will now display the correct triangle count.\n- FIX: NGUITools.SetActive will now automatically call CreatePanel on widgets, ensuring that there is no frame delay (read: blinking).\n- FIX: UICamera selected object change should now work multiple times per frame.\n- FIX: Added a new clause to panel depth comparison that uses panel instance IDs if the panel depth matches (to avoid depth collisions).\n- FIX: Max line count on labels should now work again.\n- FIX: Fixed the Drag Objects script on mobile devices. It was not applying momentum properly.\n- DEL: OnHover is no longer sent via selection changes. Listen to OnSelect and check (UICamera.currentScheme == ControlScheme.Controller).\n- DEL: \"PMA Shader\" option is now going to be permanently hidden once the atlas has been created.\n- DEL: Eliminated the half-pixel offset setting from anchors.\n- DEL: Removed anchor and stretch scripts from the menus.\n\n3.1.0 (previously 3.0.6)\n- NEW: NGUI now has new written documentation.\n- NEW: NGUI now has an abundance of context-sensitive help. Just right click on an NGUI component and choose the Help option.\n- NEW: NGUI now has robust context menus letting you add, create and modify widgets by right-clicking on stuff in the Scene View.\n- NEW: Added snapping support for widget placement. Edge selection restricted to siblings and parent.\n- NEW: You can now find an assortment of ready-made controls ready to be drag & dropped into your scenes (search for \"Wooden\").\n- NEW: You can now drag & drop GUI prefabs from your Project Folder right into the Scene View. No need to create the UI beforehand.\n- NEW: You can now copy/paste label styles by right-clicking the UILabel script in Inspector.\n- NEW: Redesigned the draggable panel class a bit, and renamed it to UIScrollView. UIDragPanelContents is now UIDragScrollView.\n- NEW: Labels can now have gradients.\n- NEW: Clipped panels now have handles you can drag around instead of adjusting clipping in inspector.\n- NEW: Added a new widget type capable of drawing Unity 4.3 sprites.\n- NEW: Added UIToggle.GetActiveToggle.\n- NEW: You can now specify a material on dynamic font-using UILabels.\n- NEW: You can now specify character spacing on labels, and it works with both bitmap and dynamic fonts.\n- NEW: Labels set to maintain their crispness will now take UIRoot's size into account, resulting in crisp labels with fixed size UIs.\n- NEW: Added a simple script that makes it possible to center a scrollable panel on a child when clicked on.\n- NEW: Redesigned the scroll bar and the slider components. They now also derive from a new common class (Progress Bar).\n- NEW: UIButtonKeyBinding has been replaced with UIKeyBinding and its functionality has been enhanced.\n- NEW: Added the ability to extract sprites from the atlas.\n- NEW: Added a progress bar to the atlas maker when it's updating the atlas.\n- NEW: You can edit and delete sprites within the sprite selector window via right-click.\n- NEW: Created a separate Draw Call Tool window instead of displaying draw calls on the panels.\n- FIX: Sprite selection is now cohesive and updates the atlas maker, sprite selector, and inspector.\n- FIX: Sprite selection window should now handle large lists of sprites better.\n- FIX: Panels will now add rigidbodies to themselves since Unity 4.3 mentions it should improve performance.\n- FIX: UIScrollView's movement restriction now makes sense (no more weird 'scale')\n- FIX: Draggable panels should no longer move on Play.\n- FIX: Improved performance by reducing GC allocations and mesh assignments.\n- FIX: Typewriter and text list scripts can now be used with dynamic fonts.\n- FIX: Reference atlas references should no longer get broken when modifying sprites.\n- FIX: Popup list now offers a way to change the font's size even for fixed size fonts.\n- FIX: Popup list was not enveloping the content correctly.\n- FIX: Atlas and font selector will now show all existing assets, not just recently used ones.\n- FIX: Atlas maker should no longer throw an exception when trying to edit old atlases (SciFi etc).\n- FIX: Enabling and disabling widgets will no longer cause the draw call list to be rebuilt unless it's necessary.\n- FIX: Improving the process of NGUI remembering the last used values.\n- FIX: Drag handles will now hide if there is not enough space to draw them.\n- FIX: Anchors and stretch scripts set to \"run only once\" will still respond to screen size changes.\n- FIX: Switching panel to clipped mode then back should refresh the shader correctly.\n- FIX: Moving widgets around no longer causes their buffers to get rebuilt. Just re-transformed.\n- FIX: Added extra code to ensure that draw calls won't get orphaned.\n- FIX: Panel alpha is now cumulative (parents affect children).\n- FIX: Got rid of old double-buffering code that was causing issues.\n- FIX: More Win8 tweaks.\n- DEL: UIPopupList no longer has a 'textLabel' option. Instead use label's SetCurrentSelection for OnValueChanged.\n- DEL: UIGrid and UITable no longer have 'repositionNow' member variable. Right-click it to execute it instead.\n\n3.0.5\n- NEW: Added a way to set Localization's language using specified name and dictionary combo\n- NEW: Added UIInput.onChange that gets called whenever the input field's text changes for any reason.\n- NEW: Right-clicking in the scene view with a UI element selected now presents the hierarchy list underneath.\n- FIX: Widget selection logic had a bug in it that would select the wrong widget in some cases.\n- FIX: Label \"Max Lines\" setting now works correctly with the \"Shrink Content\" overflow setting.\n- FIX: Draggable panel now uses whole numbers, keeping itself pixel-perfect.\n- FIX: UIPlayAnimation will now work fine with multiple OnFinished calls.\n- FIX: Made UITextList work with dynamic font-using labels.\n- FIX: Popup list was not serializing dynamic fonts correctly.\n- FIX: UILabel will no longer use minimum size of zero.\n- FIX: Color symbols were not recognized quite right.\n- FIX: BetterList.Sort now uses Array.Sort.\n- FIX: Removed warnings in Unity 4.5.\n- FIX: Null check on UIInput.Append.\n- FIX: Flash platform compile fixes.\n\n3.0.4 (merged 3.0.3 letter updates)\n- NEW: UIPanel will now show the render queue number used to draw the geometry.\n- NEW: You can now specify a bitmap font in the widget wizard.\n- NEW: Added the ability to auto-resize the widget's box collider.\n- FIX: Draggable panel's scroll bars will now hide correctly when they should be hidden.\n- FIX: Scroll bar will no longer force the sprite to be pixel perfect.\n- FIX: UIInput was not hiding the password characters on deselect.\n- FIX: Additional checks to ensure the UILabel cleans up texture rebuild callbacks.\n- FIX: Adjusting the depth of a panel via NGUITools.AdjustDepth will now affect child panels.\n- FIX: UILabel.ProcessAndRequest was not calling ProcessText for labels using bitmap fonts.\n- FIX: Labels with encoded colors will now wrap properly.\n- FIX: It's no longer possible to set the sprite width and height to zero before assigning a sprite.\n- FIX: Raycasts that hit no widgets will now be ignored.\n- FIX: Fixed out of bounds exception when labels ended with [-].\n- FIX: UIWidget.ResizeCollider no longer does anything if the widget is disabled.\n- FIX: UIInput will no longer clear the text of multiple labels on mobile platforms.\n- FIX: UIInput.Submit() now sets the UIInput.current correctly.\n- FIX: Backwards compatibility additions.\n- FIX: Event delegate setting fix.\n- FIX: Unity 3.5 fixes.\n- FIX: WP8 fixes.\n\n3.0.3:\n- NEW: You no longer need to create UIFonts for dynamic fonts and can now specify font size and style directly on your labels.\n- NEW: As dynamic font-using label shrinks, it can automatically print with lower font size, maintaining its crispness.\n- NEW: You can now multi-edit sprites and labels.\n- NEW: UIInput has been redone, and now supports moving the caret as well as copy/paste keys in the editor.\n- NEW: UIInputValidator script's functionality is now a part of UIInput.\n- NEW: You can now create invisible widgets in case you want a simple way of intercepting events.\n- NEW: You can now use anonymous delegates with the EventDelegate.\n- FIX: UICamera.selectedObject changes are now delayed until end of frame.\n- FIX: GUI/Text shader is no longer used, replaced with an Unlit/Text shader instead.\n- FIX: Added a by-material sorting clause to widgets with conflicting depth, automatically reducing draw calls.\n- FIX: Some UITextures were still mistakenly referencing the Unlit/Texture shader.\n- FIX: Mouse events will no longer be processed if there are active touch events.\n- FIX: Popup list was not respecting the text scale correctly.\n- FIX: CalculateRaycastDepth will now ignore disabled widgets.\n- FIX: WP8 compile fix.\n- EDT: UILabel.font is now UILabel.bitmapFont, for clarity.\n- DEL: UILabel no longer has the 'password' option since it never made sense to have it there to begin with.\n- DEL: Got rid of the UpdateManager. It really should have been killed 2 years ago.\n\n3.0.2:\n- NEW: Added a \"depth\" property to the panels to make it possible to easily order panels.\n- NEW: UICamera now has \"world\" and \"UI\" event types that affect how raycasts are processed.\n- NEW: Collider's Z position no longer needs to be adjusted for widgets if the UICamera is set to the \"UI\" event type.\n- NEW: UICamera's raycasts now go by widget and panel depth rather than by distance to the colliders.\n- NEW: UIPanels now can show all draw calls instead of just their own.\n- NEW: UIStretch can now stretch clipped panels.\n- FIX: UITable was bugged with the \"Up\" direction.\n- FIX: Labels will process their text before returning the corners.\n- FIX: UIAnchor was not calculating widget-related anchoring properly.\n\n3.0.1:\n- FIX: Variety of regression fixes from NGUI 3.0.0 that culminated into alphabetic (bug-fix) micro-updates.\n- FIX: MakePixelPerfect on selection no longer stops if it finds a UIWidget. It continues on to children.\n- FIX: Atlas Maker will keep the border setting of sprites being replaced.\n- FIX: UILabels will no longer MakePixelPerfect when their text is assigned.\n- FIX: Marking widgets as changed will now mark them as edited in Unity.\n- FIX: Sliced sprite border will again take pixel size into consideration.\n\n*** WARNING ***\nPLEASE BACK UP YOUR PROJECT BEFORE UPDATING!\n3.0.0 is a major changeset. You will need to open and re-save all of your scenes and prefabs after updating!\nAfter updating, expect some things to no longer work the same way they used to. Widgets scale is no longer\nused as its size, so any code that you had relying on this will need to change to use 'width' and 'height'.\nYou can also expect compile errors related to delegate usage. The following links may help you:\n\nhttp://www.youtube.com/watch?v=uNSZsMnhS1o&list=UUQGZdUwzE8gmvgjomZSNFJg\nhttp://www.tasharen.com/forum/index.php?topic=11.msg27296#msg27296\n\n3.0.0:\n- NEW: Changed the way widgets get batched, properly fixing all remaining Z/depth issues.\n- NEW: Draw calls are now automatically split up as needed (no more sandwiching issues!)\n- NEW: Re-designed the way widget width & height gets specified. The values are now explicit, and scale is no longer used.\n- NEW: NGUI will now automatically replace UITextures with Sprites when they get added to an atlas.\n- NEW: It's now possible to have clipped panels in 3D and not have them break when tilting the camera.\n- NEW: It's now possible to nest widgets.\n- NEW: It's now possible to have multiple widgets on the same object.\n- NEW: It's now possible to change the selection handles color via the NGUI menu.\n- NEW: UICheckbox is now a UIToggle, and you now specify a 'group' ID rather than a common root object.\n- NEW: Added TweenWidth and TweenHeight to tween widgets width and height properties.\n- NEW: You can now specify the label overflow method: shrink content, clamp content, resize height, or resize freely.\n- NEW: When labels are in \"resize label\" overflow mode, the drag handles will be greyed out.\n- NEW: Added a simple EventDelegate class and improved all generic components to use it.\n- NEW: Added a Widget Container class that can be used to easily select and move groups of widgets (think: buttons, windows).\n- NEW: Added the RealTime helper class that removed IgnoreTimeScale. Usage: RealTime.time, RealTime.deltaTime.\n- NEW: Improved the inspector look of just about every component.\n- NEW: UIPanel now shows a list of all of its draw calls and the widgets causing them.\n- NEW: Added a way to auto-normalize the depth hierarchy from the NGUI menu.\n- NEW: You can now hide explicit draw calls by collapsing the draw call fold-outs on the panel.\n- NEW: Sprite selection window now shows sprite names as well.\n- NEW: Atlas maker will now automatically sort the sprites, saving them in an alphabetical order.\n- NEW: UICamera now has a better inspector, and it automatically hides properties if it's not the main one.\n- FIX: CTRL+ and CTRL- now adjust all widgets under the selected object.\n- FIX: Labels will now again align vertically properly.\n- FIX: Atlas maker will now respect textures that were imported with a non-native size.\n- FIX: Atlas maker will no longer change so many import settings on source textures.\n- FIX: Make Pixel Perfect is now undoable.\n- FIX: You can once again rename sprites in the atlas.\n- DEL: Removed the long-ago deprecated UISlicedSprite, UITiledSprite, and UIFilledSprite classes and some other legacy code.\n\n2.7.0:\n- NEW: Added a way to resolve all Depth/Z issues. Check your UIPanels and enable Depth Sorting.\n- FIX: DownloadTexture no longer leaves a shadow of the previous texture behind.\n- FIX: UIDragObject will no longer behave oddly with multiple touches.\n- FIX: Popup menu will now correctly trigger OnChange functions on the same selection.\n- FIX: UITexture will now default to the Unlit/Transparent Colored shader.\n- FIX: Atlas Maker will no longer default sprite list to be hidden.\n\n2.6.5:\n- FIX: Labels now have \"Max Height\", and \"Max Lines\" again works as expected.\n- FIX: Widgets no longer store a reference to texture and material.\n- FIX: Fix for some issues with the dynamic fonts.\n- FIX: Removed the \"password\" setting from UILabel in order to clear up some confusion.\n- FIX: Transparent colored shader no longer has fixed function pipeline code inside.\n- FIX: Atlas maker will now be more perforce-friendly.\n- FIX: Popup list will no longer show on Click when the Popup List script is disabled.\n- FIX: NGUIMath.Calculate functions will now ignore recently disabled widgets.\n- FIX: UIWidget will no longer attempt to create a panel until after Start().\n- FIX: UICamera.touchCount and UICamera.dragCount will now work correctly with multi-touch turned off.\n- FIX: WP8 and BB10 tweaks.\n\n2.6.4:\n- NEW: UIStretch now has the 'run once' option matching UIAnchor.\n- FIX: Non-sticky press was not working quite right...\n- FIX: Rewrote the transform inspector.\n- FIX: Removed the \"depth pass\" option from the panel's inspector since 99.9% of the people were mis-using it.\n- FIX: UIButtonKeys.startsSelected got broken at some point.\n- FIX: UIPopupList now respects atlas pixel size and again works correctly for menu style popups.\n- FIX: UIPanel will no longer keep references to materials when disabled.\n\n2.6.3:\n- NEW: Noticeably improved performance and garbage collection when using Unity 4.1+\n- NEW: It's now possible to select sprites in the Atlas Maker for preview purposes.\n- NEW: Transform inspector will now warn you when widget panel is marked as 'static'.\n- NEW: You can now toggle the panel's \"widgets are static\" flag from within the panel tool.\n- FIX: Widgets will no longer be constantly checking for layer changes in update.\n- FIX: Shrink-to-fit labels will now auto-grow when possible.\n- FIX: Labels can no longer be resized using handles (but can still be moved and rotated).\n- FIX: Labels will now auto-adjust their size properly when the max width gets adjusted.\n- FIX: Creating an atlas would rarely throw a null exception. This has been fixed.\n- FIX: Draggable panel + non-sticky keys will now mix properly.\n- FIX: Drag & drop should now work with non-sticky press.\n- FIX: Flash export should now work again.\n- DEL: Dropped all remaining support for Unity 3.4.\n\n2.6.2:\n- NEW: You can now automatically apply alpha pre-multiplication to textures when creating an atlas.\n- NEW: Added UIWidget.Raycast to perform a raycast without using colliders.\n- NEW: Added a texture preview to UITexture.\n- NEW: Added an option to UIAnchor to run only once, and then destroy itself. Also optimized it slightly.\n- NEW: Transform inspector will now gray out fields that are not commonly used by the UI when a widget is selected.\n- FIX: Transform multi-object editing was not quite right for widgets...\n- FIX: \"Shrink to fit\" option on labels now works vertically, not just horizontally.\n- FIX: Changing a sprite in inspector will no longer auto-resize it. Use MakePixelPerfect to resize it.\n\n2.6.1:\n- FIX: Dynamic font-related fixes.\n- FIX: Depth pass will now be force-disabled when the panel is clipped.\n- FIX: Sticky press option on the UICamera no longer breaks OnDrop events.\n- FIX: UIInput's useLabelTextAtStart should now work again.\n- FIX: UICamera.touchCount should now be accurate.\n- FIX: Fixed a typo in the image button inspector.\n- FIX: UIWidget.UpdateGeometry will now check for object's disabled state prior to filling the geometry.\n\n2.6.0\n- NEW: Added dynamic font support for Unity 4.0.\n- NEW: Handles can now be toggled on/off from the NGUI menu.\n- NEW: Atlas maker will now be limited by max texture size, and will no longer make it possible to corrupt an atlas.\n- NEW: Warning will be shown on the panel if clipping is not possible (GLES 1.1).\n- NEW: Toggle can now have fade in the checkmark instantly.\n- NEW: You can now leave C++ style comments (//) in the localization files.\n- NEW: You can now paste into input fields in stand-alone builds.\n- NEW: Added disabled state to UIImageButton (Nicki)\n- FIX: UISlider will now use the sprite size rather than collider size to determine the touch effect area.\n- FIX: Resetting the tween will now mark it as not started.\n- FIX: Blank labels will no longer be localized.\n- FIX: Resetting the sprite animation will also reset the sprite back to 0.\n\n2.5.1\n- NEW: Added a \"shrink to fit\" option for labels that will scale down the text if it doesn't fit.\n- FIX: Re-added the \"import font\" field in the font inspector.\n\n2.5.0\n- DEL: Deprecated Unity 3.5.4 and earlier support. If you are using 3.5.4 or earlier, DO NOT UPDATE!\n- OLD: Sliced, tiled, and filled sprites have been deprecated.\n- NEW: Regular sprite now has options for how the sprite is drawn.\n- NEW: NGUI widgets now have visual placement handles.\n- NEW: Adding a widget now automatically creates a UI hierarchy if one is not present.\n- NEW: NGUI menu has been redesigned with new options and shortcut keys.\n- FIX: Widget selection box now takes padding into account properly.\n- FIX: Changing the pivot no longer moves the widget visually.\n- FIX: Font symbols now use padding instead of inner rect for offset.\n- FIX: Font symbols no longer need to be used in the editor before they are usable in-game.\n- FIX: More fixes to how tweens get initialized/started.\n- FIX: Re-added UISlider.fullSize property for better backwards compatibility.\n- FIX: Unity 4.1-related fixes.\n- FIX: Variety of other minor tweaks and changes.\n\n2.3.6\n- NEW: Added a much easier way to add symbols and emoticons (select the font, you will see it).\n- NEW: Added a couple of conditional warnings to the UIPanel warning of common mistakes.\n- NEW: Various improvements to widget and sprite inspectors.\n- FIX: There is no need to display the \"symbols\" option on the labels if the font doesn't have any.\n- FIX: Removed the hard-coded screen height-based touch threshold on the UICamera.\n- FIX: Removed the need for sliders to have a \"full size\" property.\n\n2.3.5:\n- NEW: Font symbols can now have an offset for easier positioning.\n- FIX: UISlider will now set the 'current' property before calling the delegate.\n- FIX: Fixed the toggle animation issue that was brought to light as a result of 2.3.4.\n- FIX: Minor other tweaks, nothing important.\n\n2.3.4:\n- NEW: Added the ability to easily copy/paste widget colors in the inspector.\n- FIX: Random fixes for minor issues noted on the forums.\n- FIX: Minor performance improvements.\n\n2.3.3\n- NEW: UIPanels now have alpha for easy fading, and TweenAlpha can now tween panels.\n- NEW: Added UICamera.debug mode for when you want to know what the mouse is hovering over.\n- NEW: Added AnimatedColor and AnimatedAlpha scripts in case you want to animate widget color or alpha via Unity's animations.\n- NEW: Android devices should now be able to support a keyboard and a controller (OUYA).\n- NEW: Added UIFont.pixelSize, making it possible to have HD/UD fonts that are not a part of an atlas.\n- FIX: Unity 4.1 optimization fix.\n- FIX: Label shadow should now be affected by alpha using PMA shaders.\n- FIX: UIToggle.current will now work correctly for toggle event receivers.\n- FIX: UIButton series of scripts should now initialize themselves on start, not when they are used.\n- FIX: TweenOrthoSize should now tween the size instead of FOV (o_O).\n- FIX: Sprite selection window will now show sprites properly when the atlas is not square.\n- FIX: UIAnchor should now always maintain the same Z-depth, and once again works in 3D UIs.\n\n2.3.1\n- NEW: Added UICamera.touchCount.\n- NEW: Added an option on the UIInput to turn on auto-correction on mobiles.\n- FIX: Fixed compilation on Unity 3.\n- FIX: Font inspector will now display the font in a preview window.\n\n2.3.0:\n- NEW: Added Premultiplied Alpha support to NGUI along with the appropriate shaders.\n- NEW: Added UIButtonKeyBinding script that makes it easy to do button key bindings.\n- NEW: Transform inspector now supports multi-object editing (contribution by Bardelot 'Cripple' Alexandre)\n- NEW: UIRoot's 'automatic' flag is now gone, replaced by a more intuitive drop-down list.\n- NEW: It's now possible to make UIRoot fixed size on mobiles, but pixel-perfect on desktops (it's an option).\n- NEW: You can now specify an animation curve on all tweens.\n- NEW: Localization will now attempt to load the starting language automatically.\n- NEW: Added UICamera.onCustomInput callback making it possible to add input form custom devices.\n- NEW: Support for optimizations in Unity 4.1.\n- FIX: Tweaks to Localization to make it easier to use. You can now just do Localization.Localize everywhere.\n- FIX: UILocalize attached to a label used by input will now localize its default value instead.\n- FIX: Kerning should now get saved properly. You will need to re-import your fonts.\n- FIX: UICamera with multi-touch turned off should now work properly when returning from sleep.\n- FIX: ActiveAnimation's onFinished callback will no longer wait for all animation states to finish (only the playing one).\n- FIX: UICamera's touch detection should now work properly when returning from sleep.\n- FIX: Changed the way MakePixelPerfect works a bit, hopefully fixing an issue with sprites moving by a pixel.\n- FIX: UIPanel should now display the clipped rectangle correctly.\n- FIX: UIInputSaved will now save on submit.\n- DEL: Removed UIAnchor.depthOffset seeing as it caused more confusion than anything else. Just use an offset child GameObject.\n- DEL: Deprecated hard clipping, seeing as it causes issues on too many devices.\n\n2.2.7:\n- NEW: Added UICamera.stickyPress option that makes it possible for multiple objects to receive OnPress notifications from a single touch.\n- NEW: UICamera.hoveredObject now works for touch events as well, and will always hold the result of the last Raycast.\n- NEW: Added \"Edit\" buttons to all atlase and font fields, making easy to select the atlas/font for modification.\n- NEW: Added Localization.Localize. Was going to change Localization.Get to be static, but didn't want to break backwards compatibility.\n- FIX: Inventory example should work correctly in Unity 4.0.\n- FIX: You can now set UILabel.text to null.\n- FIX: UIPanel was not drawing its rect correctly in some cases.\n- FIX: Assortment of tweaks and fixes submitted by Andrew Osborne (community contribution).\n- FIX: Switching a mainTexture of a UITexture belonging to a clipped panel will now work properly.\n\n2.2.6:\n- NEW: Mouse and touch events now have an option to be clipped by the panel's clipping rect, just like widgets.\n- NEW: Made it possible to delete several sprites at once (Atlas Maker).\n- FIX: Added proper support for Unity 4-based nested active state while maintaining backwards compatibility.\n\n2.2.5:\n- NEW: Double-clicking a sprite in the sprite selection window will now close the window.\n- FIX: UIRoot will now only consider min/max clamping in automatic mode.\n- FIX: Password fields should now get wrapped properly.\n- FIX: MakePixelPerfect() will now preserve negatives.\n- FIX: UISlider will no longer jump to 0 when clicked with the controller.\n\n2.2.4:\n- NEW: SpringPanel and UICenterOnChild now have an OnFinished callback.\n- NEW: UIForwardEvents now has OnScroll.\n- FIX: UISavedOption now unregisters the state change delegate when disabled.\n- FIX: IgnoreTimeScale clamps time delta at 1 sec maximum, fixing a long pause after returning from sleep.\n- FIX: UIWidget now correctly cleans up UITextures that have been re-parented.\n- FIX: Tween scripts now sample the tween immediately if the duration is 0.\n- FIX: UIFont and UIAtlas MarkAsDirty() function now works correctly with a reference atlas (in the editor).\n\n2.2.3:\n- FIX: Small fix for UIAnchor using a clipped panel container (thanks yuewah!)\n- FIX: Work-around/fix-ish thing for Unity Remote sending both mouse and touch events.\n- FIX: hideInactive on UIGrid should now function correctly.\n\n2.2.2:\n- NEW: You can now specify a minimum and maximum height on UIRoot.\n- NEW: Label shadow and outline distance can now be modified.\n- NEW: Added UIButtonActivate -- an extremely simple script that can be used to activate or deactivate something on click.\n- NEW: Creating a new UI will now automatically add a kinematic rigidbody to the UIRoot, as it's supposedly faster for physics checks.\n- NEW: Game objects destroyed via NGUITools.Destroy will now automatically get un-parented.\n- NEW: UIEventListener now has an OnKey delegate.\n- FIX: Sprite preview should now display wide sprites correctly.\n- FIX: Fixed copy/paste error in the atlas inspector (thanks athos!).\n- FIX: UIGrid will no longer consider destroyed game objects.\n- FIX: Couple of other smaller fixes.\n\n2.2.1:\n- FIX: Sprite list should now be faster.\n- FIX: Sprite border editing should now work properly again.\n- FIX: A couple of other minor fixes.\n\n2.2.0:\n- NEW: Added a sprite selection window that replaces the drop-down selection list. Think texture selection window for your sprites. The sprite selection window has a search box to narrow down your selection.\n- NEW: Sprite preview is now shown in the Preview window, and is affected by the widget's color tint.\n- NEW: Added warning messages when more than one widget is using the same depth value, and when more than one atlas is used by the panel.\n- NEW: It's now possible to edit a sprite quickly by choosing the \"edit\" option.\n- NEW: When editing a sprite in the atlas, a \"Return to ...\" button is shown if you've navigated here from a sprite.\n- FIX: UIAnchor and UIStretch now work with labels properly.\n- FIX: UITexture will no longer occasionally lose the reference to its texture.\n- FIX: NGUITools.EncodeColor now works in Flash (created a work-around).\n\n2.1.6:\n- NEW: UISavedOption now works on a popup list as well.\n- FIX: Replaced ifdefs for Unity 4 with a new helper functions for cleaner code (NGUITools.GetActive and NGUITools.SetActiveSelf).\n- FIX: UITable was not properly keeping the contents within the draggable panel.\n- FIX: UIDraggablePanel.UpdateScrollbars was not considering soft clipping properly, resulting in some jitterness.\n- FIX: SpringPanel was not setting position / clipping when it finished, resulting in floating-point drifting errors.\n- FIX: UIInput's \"not selected\" text can now be localized using UILocalize.\n\n2.1.5:\n- NEW: Added support for Unity 4.\n- NEW: NGUI now uses Unity 3.5.5's newly-added Color32 for colors instead of Color, reducing the memory bandwidth a bit.\n- NEW: UIStretch can now stretch to another widget's bounds, not just the screen.\n- FIX: UIImageButton will no longer add a box collider if a non-box collider is present.\n- FIX: NGUITools.ParseSymbol will now check to see if the symbol is valid.\n- FIX: UITexture-related tweaks to UIWidget.\n- FIX: UIAnchor can now anchor to labels.\n- FIX: UISlicedSprite no longer uses padding.\n\n2.1.4:\n- NEW: UIInput now supports multi-line input if its label is multi-line. Hold Ctrl when hitting Enter.\n- FIX: UIToggleControlledComponent will now use delegates by default.\n- FIX: UITexture should now work properly again.\n\n2.1.3:\n- NEW: Seeing as it was an often-asked question, the Scroll View example now features a toggle that makes the scrolled list center on items.\n- NEW: UIAnchor can now anchor to sides of other widgets and panels.\n- NEW: UICamera now has \"drag threshold\" properties. Drag events will only be sent after this threshold has been exceeded.\n- NEW: You no longer have to create a material for the UITexture.\n- NEW: You can now specify a UV rect for the UITexture if you only wish to display a part of it.\n- NEW: All event senders, tweens and animation components now have a delegate callback you can use instead of the SendMessage-based event receiver.\n- NEW: Added UICamera.current and UIPopupList.current.\n- NEW: SpringPosition now has \"on finished\" event notifications (both event receiver and delegate).\n- NEW: Added a new script that can be used to change the alpha of an entire panel worth of widgets at once: UIPanelAlpha.\n- FIX: Replaced most usages of List with BetterList instead in order to significantly reduce memory allocation.\n- FIX: Custom texture packer now respects padding correctly.\n\n2.1.2:\n- NEW: Selected widgets now show their panel's bounding rect, which is the screen's rect if the panel isn't clipped.\n- FIX: Tweens that have not been added dynamically will start playing correctly.\n- FIX: Texture packer should now have better packing logic.\n\n2.1.1:\n- NEW: New texture packer, alternative to using Unity's built-in one. Default is still Unity for backwards compatibilty.\n- NEW: Added a different line wrapping functionality for input fields contributed by MightyM.\n- NEW: UILocalize now has a \"Localize\" function you can trigger to make it force-localize whatever it's on.\n- NEW: UITweener now has an option to not ignore timeScale.\n- FIX: Fixed a \"drifting panel\" issue introduced in the last update.\n- FIX: Added a warning for slider thumb used with radially filled sliders (not supported).\n- FIX: ActiveAnimation will now clear its event receiver and callback on Play.\n- FIX: UISpriteAnimation.isDone is now UISpriteAnimation.isPlaying, and is no longer backwards.\n\n2.1.0:\n- NEW: Now maintained under Unity 3.5.3.\n- NEW: BetterList now has Insert and Contains functions.\n- NEW: UITweener now has bounce style tweening methods.\n- NEW: UITweener's OnUpdate function now has \"isFinished\" parameter that's set to 'true' if it's the last update.\n- NEW: TweenTransform is now capable of re-parenting the object when finished.\n- NEW: Added TweenVolume that can tween an audio source's volume.\n- NEW: UICamera now has a new property: \"Generic Event Handler\". If set, this object will receive a copy of all events regardless of where they go.\n- NEW: Widget Wizard now lets you specify an initial pivot point for sprites.\n- NEW: UISpriteAnimation now has an option to not loop the animation anymore, and can tell you how many frames it has.\n- NEW: Added TweenFOV that can be used to tween camera's field of view.\n- NEW: Added a UISoundVolume script that can change the volume of the sounds used by NGUITools.PlaySound when attached to a slider.\n- FIX: UIInput will now bring up a proper password keyboard on touch-based devices.\n- FIX: UIImageButton will now set the correct sprite when it's enabled while highlighted.\n- FIX: DragDropItem example script will now work on touch-based devices.\n- FIX: UIButtonPlayAnimation will now clear the event receiver if none was specified.\n- FIX: Various changes to UICamera, making it more touch-device friendly.\n- FIX: UIPanels marked as static will now update their geometry when new widgets get added.\n- FIX: Shaders no longer use \"fixed\" data type as it seems to have issues on certain devices.\n- DEL: Removed old deprecated functions in order to clean up the code.\n\n2.0.9:\n- NEW: UITable can now return its list of children (in sorted order) via UITable.children.\n- FIX: UISpriteAnimation can now be paused with FPS of 0.\n- FIX: UITweener's delay should now work properly.\n- FIX: UIPanel should now create draw calls with \"dont destroy on load\" flag instead of hideflags at run time, resolving a rare warning.\n- FIX: Tweaks to how multi-touches are handled when they're disabled.\n- FIX: Removed the \"#pragma fragmentoption ARB_precision_hint_fastest\" which was causing issues due to no support on android, mac mini's and possibly other devices.\n- FIX: UIInput carat should be removed upon leaving the field on iOS.\n- FIX: UIInput default text should be removed OnSelect on iOS.\n- FIX: Inventory example should no longer have its own menu, but will instead be under NGUI.\n\n2.0.8:\n- NEW: Packed fonts now have clipped version of shaders, making them work with clipped panels.\n- NEW: You can now specify the maximum number of lines on UILabel instead of just multiline / single line option.\n- NEW: UIButton's disabled color can now be specified explicitly.\n- NEW: Tweens and animations now have OnDoubleClick and OnSelect events to work with as well.\n- NEW: It's now possible to control the volume used by all UI sounds: NGUITools.soundVolume.\n- NEW: You can now delay a tween by specifying a start time delay.\n- NEW: You can now disable multi-touch on UICamera, making all touches be treated as one.\n- NEW: MakePixelPerfect is now in NGUITools, not NGUIMenu.\n- FIX: UIImageButton won't switch images anymore if the script is disabled.\n- FIX: Starting value in Localization will no longer overwrite the explicitly switched languages.\n\n2.0.7:\n- NEW: You can now specify what keyboard type will be used on mobile devices.\n- NEW: You can now add input validation to your inputs to exclude certain characters (such as make your input numeric-only).\n- FIX: Packed fonts no longer tie up the alpha channel, and can now be affected by alpha just fine.\n- FIX: Clipped panels will no longer cause the unused material message in the console.\n- FIX: 3D UIs should now be created with a proper anchor offset.\n- FIX: UISliderColors will now work for more than 3 colors.\n- FIX: UIPanel will no longer cause a null exception at run time.\n\n2.0.6:\n- NEW: Added support for fonts packed into separate RGBA channels (read: eastern language fonts can now be 75% smaller).\n- NEW: UITooltip is now a part of NGUI's core rather than being in examples, allowing you to use it freely.\n- NEW: Submit and cancel keys can now be specified on the UICamera (before they were hardcoded to Return and Escape).\n- FIX: Unity should no longer crash when a second widget is added to the same game object.\n- FIX: UIDrawCall no longer updates the index buffer unless it needs to, resulting in increased performance.\n- FIX: UIDrawCall now uses double-buffering, so iOS performance should increase.\n- FIX: You can now specify whether symbols are affected by color or not (or if they're processed for that matter).\n- FIX: Fixed an issue with highlighting not returning to highlighted state after press.\n\n2.0.5:\n- NEW: Added support for custom-defined symbols (emoticons and such) in fonts.\n- NEW: Added NGUI menu -> Make Pixel Perfect (Alt+Shift+P), and NGUI Menu -> Add Collider is now Alt+Shift+C.\n- NEW: Added OnActivate condition to tweens and active animations.\n- NEW: It's now possible to have a UITable position items upwards instead of downwards.\n- NEW: It's now possible to have a \"sticky\" tooltip specified on UICamera, making it easier for tooltips to show up.\n- NEW: UIInput will now send out OnInputChanged notifications when typing.\n- NEW: Added TweenVolume script you can use to tween AudioSource's volume.\n- FIX: Fixed what was causing the \"Cleaning up leaked objects in scene\" message to show up.\n\n2.0.4:\n- NEW: Added UIButton -- same as UIButtonColor, but has a disabled state.\n- NEW: Added the OnDoubleClick event. Same as OnClick, just sent on double-click.\n- FIX: UIDraggablePanel should now have noticeably better performance with many widgets.\n- FIX: All private serializable properties will now be hidden from the inspector.\n- FIX: UITooltip is now more robust and automatically uses background border size for padding.\n- FIX: UILabel inspector now uses a word-wrapped textbox.\n- FIX: UIButtonPlayAnimation and UIButtonTween now have an event receiver (on finished).\n- FIX: UIGrid no longer modifies Z of its items on reposition.\n- FIX: Only one Localization class is now allowed to be present.\n- FIX: UILabel should now have a bit better performance in the editor.\n- FIX: UISprite's MakePixelPerfect setting now takes padding into account properly.\n\n2.0.3:\n- NEW: UIButtonSound now allows you to specify pitch in addition to volume.\n- FIX: UIDraggablePanel will now update the scroll bars on start.\n- FIX: UITweenScale will now start with a scale of one instead of zero by default.\n- FIX: UIInput will now ignore all characters lower than space, fixing an issue with mac OS input.\n- FIX: UITexture will no longer lose its material whenever something changes.\n- FIX: Reworked the way the mouse is handled in UICamera, fixing a couple of highlighting issues.\n\n2.0.2:\n- FIX: UIButton series of scripts will now correctly disable and re-enable their selected state when the game object is enabled / disabled.\n- FIX: SpringPanel will now notify the Draggable Panel script on movement, letting it update scroll bars correctly.\n- FIX: UIDraggablePanel will now lose its momentum every frame rather than only when it's being dragged.\n- FIX: UIDraggablePanel will no longer reset the panel's position on start.\n- FIX: UIDraggablePanel.ResetPosition() now functions correctly.\n- FIX: UIDraggablePanel.UpdateScrollbars() will now only adjust the position if the scroll bars aren't being updated (ie: called from a scroll bar).\n- FIX: 3D UIs will now be created with a proper anchor offset.\n\n2.0.1:\n- NEW: UIDraggablePanel will now display the bounds of the draggable widgets as an orange outline in the Scene View.\n- NEW: Added a 'repositionNow' toggle to UIDraggablePanel that will reset the clipping area using the children widget's current bounds.\n- NEW: It's now possible to specify horizontal and vertical axis names for UICamera.\n- FIX: UICamera will no longer process WASD or Space key events if an Input Field is currently selected.\n- FIX: UIDraggablePanel's 'startingDragAmount' was renamed to 'startingRelativePosition', for clarity.\n- FIX: UIToggle will now set the checkmark state immediately on start instead of gradually.\n- FIX: UISlider will now always force-set its value value on start.\n- FIX: UIInput.text will now always return its own text rather than that of the label (works better with captions).\n- FIX: Setting UIInput.text now sets the color of the label to the active color.\n\n2.0.0:\n- NEW: Redesigned the way UIDragCamera and UIDragPanelContents work, making them much more straightforward.\n- NEW: New widget has been added: Scroll Bar. It does exactly what you think it does.\n- NEW: UIDraggableCamera script is used on the camera to make it draggable via UIDragCamera.\n- NEW: UIDraggablePanel script is used on the panel to make it draggable via UIDragPanelContents.\n- NEW: UIDraggablePanel natively supports scroll bars with \"always show\", \"fade out if not needed\" and \"fade in only when dragging\" behaviors.\n- NEW: Scroll View (DragPanel) and Quest Log examples have been updated with scroll bars.\n- NEW: Reorganized all examples to be in a more logical order -- starting with the basic, common functionality and going up from there.\n- NEW: Localization will now try to automatically load the language file via Resources.Load if it wasn't found in the local list.\n- NEW: Atlas Maker tool now allows you to turn off trimming of transparent pixels before importing certain sprites.\n- NEW: Atlas Maker tool now allows you to specify how much padding is applied in-between of sprites.\n- FIX: EditorPrefs are now used instead of PlayerPrefs to store editor-related data.\n- FIX: Popup list will no longer try to call SendMessage in edit mode.\n- FIX: UIEventListener.Add is now UIEventListener.Get, making the function make more sense with the -= operator.\n- DEL: Scroll View example that was using UIDragObject has been removed as it's now obsolete.\n\n1.92:\n- NEW: Expanded the Filled Sprite to support radial-based filling. Great for progress indicators, cooldown timers, circular health bars, etc.\n- FIX: Eliminated all runtime uses of 'foreach', seeing as it causes memory leaks on iOS.\n\n1.91:\n- NEW: Added a new example scene showing how to easily implement drag & drop from 2D UI to the 3D world.\n- FIX: UICamera was sending multiple OnDrag events for the mouse. This has now been fixed.\n- FIX: UIAnchor changes in 1.90 had a few adverse effects on two of the examples.\n\n1.90:\n- NEW: You can now specify an option on the UIDragPanelContents that will prevent dragging if the contents already fit.\n- NEW: You can now specify a radio button group root on the toggle instead of always having it be the parent object.\n- NEW: You can now easily adjust the widget's alpha by using the new UIWidget.alpha property.\n- NEW: UIAnchor script has been redesigned, and the 'stretch to fill' property has been removed. You can now position using relative coordinates.\n- NEW: UIStretch script has been added, allowing you to stretch an object in either (or both) directions using relative coordinates.\n- NEW: You can now specify a maximum range distance for UICamera's raycasts, allowing you to limit the interaction distance (for first-person cameras).\n- FIX: Popup list inspector now shows the \"Position\" drop-down.\n- FIX: Slider now updates correctly when it's first created, and when you change the Full Size property.\n- FIX: UIDragCamera now takes the camera's size into consideration.\n- FIX: DestroyImmediate calls have been replaced with NGUITools.DestroyImmediate as there seem to be odd issues on certain Android devices.\n\n1.88:\n- NEW: Added an option to the tweener to use steeper pow(2) curves for ease in/out tweens.\n- NEW: You can now specify the movement threshold that will be used to determine whether button presses are eligible for clicks on UICamera.\n- NEW: You can now specify an input field to be password-based, and it will only hide the text once you start typing.\n- FIX: UIButtonTween can now disable objects properly after a toggle.\n- FIX: UISavedOption can now save the state of a single toggle in addition to a group of togglees.\n- FIX: Localization now handles duplicate key entries silently.\n- FIX: Widgets not using a texture will now have gizmos.\n- FIX: Fix for the OnClick event on touch-based devices.\n\n1.87:\n- NEW: UISlider now has an inspector class, and 'rawValue' can no longer be modified (use 'sliderValue'!)\n- FIX: An assortment of tweaks and fixes, focusing on stability and ease of use.\n- FIX: Reworked the way the UIPopupList was calculating its padding, making it more robust.\n- FIX: Disabled widgets will get updated correctly when the atlas gets replaced.\n- FIX: Disabling the button on click should no longer make it get stuck in the \"clicked\" state.\n- FIX: UICamera.lastTouchPosition is back.\n\n1.86:\n- NEW: UIAtlas now has a \"pixel size\" property that affects MakePixelPerfect logic as well as sliced sprite's border size.\n- FIX: UISprite will now always ensure it has a sprite to work with, if at all possible.\n- FIX: UIDragPanelContents should now work correctly on mobile devices.\n\n1.85:\n- NEW: Added Example 12: Better Scroll View.\n- NEW: Added a script that can be used to efficiently drag the contents of the panel: UIDragPanelContents.\n- NEW: Added a function replacement for SetActiveRecursively (NGUITools.SetActive), since the former has rare odd issues.\n\n1.84:\n- FIX: Changed the way the font data is stored, resulting in potentially better loading performance on mobile devices.\n- FIX: UIPanel.Start() should now find cameras faster.\n- FIX: UIPanel will no longer use the clipping softness value unless soft clipping is actually used.\n- FIX: The way click / drag was handled has been changed a bit. It should now be easier to click buttons on retina screens.\n- FIX: Rebuilding an atlas was not updating fonts correctly.\n- FIX: Couple of tweaks to UIAtlas and UIFont's replacement feature.\n\n1.83:\n- NEW: Added a simple script that can save the state of the toggle (or a group of togglees) to player prefs.\n- FIX: A variety of minor tweaks.\n\n1.82:\n- NEW: It's now possible to specify a \"replacement\" value on UIAtlas and UIFonts, making swapping of atlases and fonts a trivial matter.\n- NEW: UIToggle now has an option to allow unchecking the last item within a group.\n- FIX: Most cases of FindObjectsOfTypeAll has been replaced with FindSceneObjectsOfType instead.\n- FIX: UISliderColors now keeps the slider's alpha.\n- FIX: Edit-time modification of UISlider's 'rawValue' in the inspector will now again visibly move the slider.\n- FIX: UIWidget will no longer consider its geometry as changed every frame if there is nothing to draw (empty text labels).\n- FIX: Atlas Maker will now create a new font if the name of the font doesn't match.\n- OLD: NGUITools.ReplaceAtlas and Font functions have been deprecated.\n\n1.81:\n- NEW: UIInput can now be multi-line.\n- FIX: UILabel will now center-align properly again when a fixed line width was specified.\n- FIX: UILabel's effect (shadow, outline) will now be affected by the label's alpha.\n- FIX: UILabel's effect will now always be offset consistently, even if the scale changes.\n- FIX: Changing the widget's pivot will no longer cause it to become it pixel-perfect.\n- FIX: UISlider no longer requires a box collider.\n- FIX: Creating sliders via the wizard will now set their full size property.\n\n1.80:\n- NEW: You can now add a colored shadow/bevel or an outline effect to your labels via a simple toggle.\n- NEW: UICamera now has support for keyboard, joystick and controller input.\n- NEW: UICamera can now control what kind of events it will process (only touch, only keyboard, etc).\n- NEW: UISlider can now be adjusted via keyboard, joystick and controller input.\n- NEW: UIPopupList can now be interacted with using a keyboard or controller input.\n- NEW: Added a new script, UIButtonKeys that can be used to set up the UI for keyboard, joystick and controller input.\n- NEW: New Example 11 shows how to set up the UI to work with the new input types.\n\n1.70:\n- NEW: Right click stuff has been replaced by just 'lastTouchID' with added support for the middle mouse button.\n- NEW: UIDragCamera now has scrolling wheel support just like UIDragObject.\n- FIX: UTF8 encoding is not supported in Flash. Wrote my own binary parsing function to make Flash work.\n- FIX: UILabel will now align to right and center properly when not pixel-perfect.\n- FIX: UIFont.WrapText will now trim away space characters when word wrapping.\n- FIX: UIFont.Print will no longer draw spaces (padding will still be applied).\n- FIX: UIPopupList will highlight the correct item even when localized.\n- FIX: UITable will now handle disabled children properly.\n- FIX: Fixed a crash on Unity 3.5.0 (sigh!).\n- FIX: Tweaked how pixel-perfect calculations work for labels.\n\n1.69:\n- NEW: Added right-click support by simply adding an optional integer parameter to the OnClick event.\n- NEW: The contents of the UIPopupList can now be localized by enabling a toggle on it.\n- NEW: You can now give the UIEventListener an optional parameter that you can retrieve later.\n\n1.68:\n- NEW: Added a built-in Localization System.\n- NEW: Added a new example (10) - Localization.\n- FIX: Widgets can now be modified directly on prefabs.\n- FIX: Fixed the window stuttering in example 9 (when dragging it).\n- FIX: Widgets will now ensure they're under the right panel after drag & drop in the editor.\n- FIX: It's now possible to visibly modify the value of the slider at edit mode.\n- FIX: Scaling labels now properly rebuilds them.\n- FIX: Scaling labels will no longer affect the widget bounds in odd ways.\n\n1.67:\n- FIX: Font Maker's Replace button will now re-import the data file.\n- FIX: Fixed all known issues with Undo functionality.\n- FIX: Fixed all known issues with prefabs (mainly 3.5.0-related)\n- FIX: Fixed clipping in Flash by adding a work-around for a bug in Flash export.\n- FIX: Removed 3.5b6 work-arounds for Flash as the bug has since been fixed.\n\n1.66:\n- NEW: Added a new script: ShaderQuality. It's used to automatically set shader level of detail as the quality level goes down.\n- FIX: All examples have been updated to run properly in Flash.\n- FIX: NGUI now has no warnings using Unity 3.5.0.\n\n1.65:\n- NEW: Example 9: Quest Log shows how to make a fancy quest log.\n- NEW: Added a new feature to UIPanel -- the ability to write to depth before any geometry is drawn. This doubles the draw calls but saves fillrate.\n- NEW: Clicking on the items in the panel and camera tools will now select them instead of enable/disable them.\n- NEW: UITable can now automatically keep its contents within the parent panel's bounds.\n- NEW: New event type: OnScroll(float delta).\n- FIX: FindInChildren was not named properly. It's now FindInParents.\n- FIX: Eliminated most warnings on Unity 3.5.\n\n1.64:\n- NEW: Atlas inspector window now shows \"Dimensions\" and \"Border\" instead of \"Outer\" and \"Inner\" rects.\n- NEW: UIPanel now has an optional property: \"showInPanelTool\" that determines whether the panel will show up in the Panel Tool.\n- FIX: Trimmed sprite-using fonts will now correctly trim the glyphs.\n- FIX: The \"inner rect\" outline now uses a checker texture, making it visible regardless of sprite's color.\n- FIX: Selected sprite within the UIAtlas is now persistent.\n- FIX: Panel and Camera tools have been improved with additional functionality.\n\n1.63:\n- NEW: Added a logo to all examples with some additional shiny functionality (contributed by Hjupter Cerrud).\n- NEW: Label template in the Widget Tool now has a default color that will be applied to newly created labels.\n- NEW: Added an option to TweenScale to automatically notify the UITable of the change.\n- FIX: Updating a texture atlas saved as a non-PNG image will now update the texture correctly.\n- FIX: Updating an atlas with a font sprite in it will now correctly mark all fonts using it as dirty.\n- FIX: Fixed all remaining known issues with the Atlas Maker.\n- FIX: Tiled Sprite will now use an inner rect rather than outer rect, letting you add some padding.\n- FIX: UIButtonTween components will now set their target in Awake() rather than Start(), fixing a rare order-of-execution issue.\n- FIX: UITable will now consider the item's own local scale when calculating bounds.\n- DEL: \"Deprecated\" folder has been deleted.\n\n1.62:\n- NEW: Added a new class -- UITable -- that can be used to organize its children into rows/columns of variable size (think HTML table).\n- FIX: Font Maker will make it more obvious when you are going to overwrite a font.\n- FIX: Tweener will now set its timestamp on Start(), making tweens that start playing on Play behave correctly.\n- FIX: UISlicedSprite will now notice that its scale is changing and will rebuild its geometry properly.\n- FIX: Atlas and Font maker will now create new atlases and fonts in the same folder as the selected items.\n\n1.61:\n- NEW: UIToggle.current will hold the toggle that triggered the 'functionName' function on the 'eventReceiver'.\n- FIX: UIPopupList will now place the created object onto a proper layer.\n\n1.60:\n- NEW: Added a built-in atlas-making solution: Atlas Maker, making it possible to create atlases without leaving Unity.\n- NEW: Added a tool that makes creation of fonts easier: Font Maker. Works well with the Atlas Maker.\n- FIX: UIAtlasInspector will now always force the atlas texture to be of proper size whenever the material or texture packer import gets triggered.\n- FIX: Removed the work-around for Flash that disabled sound, seeing the bug has been since fixed.\n- FIX: Tweener has been renamed to NTweener to avoid name conflicts with HOTween.\n- FIX: An assortment of minor usability tweaks.\n\n1.50:\n- NEW: The UI is now timeScale-independent, letting you pause the game via Time.timeScale = 0.\n- NEW: Added an UpdateManager class that can be used to programmatically control the order of script updates.\n- NEW: NGUITools.PlaySound() now returns an AudioSource, letting you change the pitch.\n- FIX: UIAtlas and UIFont now work with Textures instead of Texture2Ds, letting you use render textures.\n- FIX: Typewriter effect script will now pre-wrap text before printing it.\n- FIX: NGUIEditorTools.SelectedRoot() no longer considers prefabs to be valid.\n- FIX: TexturePacker import will automatically strip out the \".png\" extension from script names.\n- FIX: Tested and working with the Flash export as of 3.5.0 f3.\n\n1.49:\n- NEW: UIWidgets now work with Textures rather than Texture2D, making it possible to use render textures if desired.\n- FIX: Rewrote the UIFont's WrapText function. It now supports wrapping of long lines properly.\n- FIX: Input fields are now multi-line, and will now show the last line when typing past the label's width.\n- FIX: Input fields will now update less frequently when IME or iOS/Android keyboard is used.\n\n1.48:\n- NEW: Added a new container class -- BetterList<>. It replaced the generic List<> in many cases, eliminating GC spikes.\n- FIX: Various performance-related optimizations.\n- FIX: UITextList will now handle resized text labels correctly.\n- FIX: Parenting and reparenting widgets will now cause their panel to get updated correctly.\n- FIX: Eliminated one potential cause of widgets trying to update before being parented.\n\n1.47:\n- NEW: Added a new example (8) showing how to create a simple menu system.\n- NEW: Added an example script that adds a typewriter effect to labels.\n- NEW: Added a 'text scale' property to the UIPopupList.\n- FIX: UIPopupList will now choose a more appropriate depth rather than just a high number.\n- FIX: UIPopupList labels' colliders will now be properly positioned on the Z.\n- FIX: Fix for UISpriteAnimationInspector not handling null strings.\n- FIX: Several minor fixes for rare issues (such as playing a sound with no audio listener or main camera in the scene).\n\n1.46:\n- NEW: Added a new class (UIEventListener) that can be used to easily register event listener delegates via code without the need to create MonoBehaviours.\n- NEW: Added a UIPopupList class that can be used to create drop-down lists and menus.\n- NEW: Added the Popup List and Popup Menu templates to the Widget Wizard.\n- NEW: UISlider can now move in increments by specifying the desired Number of Steps.\n- NEW: Tutorial 11 showing how to use UIPopupLists.\n\n1.45:\n- NEW: Text labels will center or right-align their text if such pivot was used.\n- NEW: Added an inspector class for the UIImageButton.\n- NEW: UIGrid now has the ability to skip deactivated game objects.\n- NEW: Font sprite is now imported when the font's data is imported, and will now be automatically selected from the atlas on import.\n- FIX: Making widgets pixel-perfect will now make them look crisp even if their dimensions are not even (ex: 17x17 instead of 18x18).\n- FIX: Component Selector will now only show actual prefabs as recommended selections. Prefab instances aren't.\n- FIX: BMFontReader was not parsing lines quite right...\n\n1.44:\n- NEW: UIGrid can now automatically sort its children by name before positioning them.\n- NEW: Added momentum and drag to UIDragCamera.\n- NEW: Added the Image Button template to the Widget Tool.\n- FIX: SpringPosition will now disable itself properly.\n- FIX: UIImageButton will now make itself pixel-perfect after switching the sprites.\n- FIX: UICamera will now always set the 'lastCamera' to be the camera that received the pressed event while the touch is held.\n- FIX: UIDragObject will now drag tilted objects (windows) with a more expected result.\n\n1.43:\n- NEW: Added the Input template to the Widget Tool.\n- NEW: UIButtonMessage will now pass the button's game object as an optional parameter.\n- NEW: Tweener will now pass itself as a parameter to the callWhenFinished function.\n- NEW: Tweener now has an 'eventReceiver' parameter you can set for the 'callWhenFinished' function.\n- FIX: Tweener will no longer disable itself if one of OnFinished SendMessage callbacks reset it.\n- FIX: Updated all tutorials to use 1.42+ functionality.\n- FIX: Slider will now correctly mark its foreground widget as having changed on value change.\n\n1.42:\n- NEW: Added a new tool: Widget Creation Wizard. It replaces all \"Add\" functions in NGUI menu.\n- NEW: Added new templates to the Widget Wizard: Button, Toggle, Progress Bar, Slider.\n- NEW: When adding widgets via the wizard, widget depth is now chosen automatically so that each new widget appears on top.\n- NEW: AddWidget<> functionality is now exposed to runtime scripts (found in NGUITools).\n- FIX: Widget colliders of widgets layed on top of each other are now offset by wiget's depth.\n- FIX: Several minor bug fixes.\n\n1.41:\n- NEW: Added a new tool: Camera Tool. It can be used to get a bird's eye view of your cameras and determine what draws the selected object.\n- NEW: Added a new tool: Create New UI. You can use it to create an entire UI hierarchy for 2D or 3D layouts with one click of a button.\n- NEW: Added a new script: UIRoot. It can be used to scale the root of your UI by 2/ScreenHeight (the opposite of UIOrthoCamera).\n- NEW: The NGUI menu has been enhanced. When adding widgets, it will intelligently determine where to add them best.\n- NEW: Sliced sprites now have an option to not draw the center, in case you only want the border.\n- FIX: Scaling sliced sprites and tiled sprites will now correctly update them again.\n- FIX: Changing the depth of the widgets will now correctly update them again.\n- FIX: The unnecessary color parameter specified on the material has been removed from the shaders.\n\n1.40:\n- NEW: Major performance improvements. The way the geometry was being created has been completely redone.\n- NEW: With the new system, moving, rotating and scaling panels no longer causes widgets they're responsible for to be rebuilt.\n- NEW: Panel clipping will now actually clip widgets, eliminating them from the draw buffers until they move back into view.\n- NEW: Matrix parameter has been eliminated from the clip shaders as it's no longer needed with the new system.\n- FIX: Work-around for a rare obscure issue caused by a bug in Unity related to instantiating widgets from prefabs (Case 439372).\n- FIX: It's no longer possible to edit widgets directly on prefabs. Bring them into the scene first.\n- FIX: Panel tool will now update itself on object selection.\n\n1.33:\n- NEW: UIToggle now has a configurable function to call.\n- NEW: UIToggle now has an animation parameter it can trigger when checked/unchecked.\n- NEW: You can now play remote animations via UIButtonPlayAnimations.\n- NEW: Tweener now sends out notifications when it finishes.\n- NEW: Tweener now has a 'group' parameter that can be used to only enable/disable only certain tweens on the same object.\n- NEW: UIButtonTween has been changed to use more descriptive properties. Check your UIButtonTweens and update their properties after upgrading.\n- NEW: Examples 1, 5 and 6 have been adjusted to use the new features.\n- FIX: Scrolling speed should now be consistent even at low framerates.\n- FIX: Shader fixes.\n\n1.32:\n- NEW: Added a 'thumb' parameter to the UISlider.\n- NEW: Added UIForwardEvents script that can be used to forward events from one object to another.\n- NEW: Added the ability to enable and disable target game objects via UIButtonTween.\n- FIX: Input fields now support IME.\n\n1.31:\n- NEW: Added a panel tool (NGUI menu -> Panel Tool) to aid with multi-panel development.\n- FIX: Variety of tweaks and minor enhancements, mainly related to examples.\n- FIX: UIDragObject had a rare bug with how items were springing back into place.\n\n1.30:\n- NEW: UIPanels can now specify a clipping area (everything outside this area will not be visible).\n- NEW: UIFilledSprite, best used for progress bars, sliders, etc (thanks nsxdavid).\n- NEW: UISpriteAnimation for some simple sprite animation (attach to a sprite).\n- NEW: UIAnchor can now specify depth offset to be used with perspective cameras.\n- NEW: UIDragObject can now restrict dragging of objects to be within the panel's clipping bounds.\n- NEW: UIToggle now has an \"option\" field that lets you create option button groups (Tutorial 11).\n- NEW: Example 7 showing how to use the clipping feature.\n- NEW: Example 0 (Anchor) has been redone.\n- NEW: Most tutorials and examples now explain what they do inside them.\n- NEW: Added a variety of new interaction scripts replacing State scripts (UIButton series for example).\n- NEW: Added a Drag Effect parameter to UIDragObject with options to add momentum and spring effects.\n- FIX: UICamera.lastCamera was not pointing to the correct camera with multi-camera setups (thanks LKIM).\n- FIX: UIAnchor now positions objects in the center of the ortho camera rather than at depth of 0.\n- FIX: Various usability improvements.\n- OLD: 'State' series of scripts have all been deprecated.\n\n1.28:\n- NEW: Added a simple tweener and a set of tweening scripts (position, rotation, scale, and color).\n- FIX: Several fixes for rare non-critical issues.\n- FIX: Flash export bug work-arounds.\n\n1.27:\n- FIX: UISlider should now work properly when centered again.\n- FIX: UI should now work in Flash after LoadLevel (added some work-arounds for current bugs in the flash export).\n- FIX: Sliced sprites should now look properly in Flash again (added another work-around for another bug in the Flash export).\n\n1.26:\n- NEW: Added support for trimmed sprites (and fonts) exported via TexturePacker.\n- NEW: UISlider now has horizontal and vertical styles.\n- NEW: Selected widgets now have their gizmos colored green.\n- FIX: UISlider now uses the collider's bounds instead of the target's bounds.\n- FIX: Sliced sprite will now behave better when scaled with all pivot points, not just top-left.\n\n1.25:\n- NEW: Added a UIGrid script that can be used to easily arrange icons into a grid.\n- NEW: UIFont can now specify a UIAtlas/sprite combo instead of explicitly defining the material and pixel rect.\n\n1.24\n- NEW: Added character and line spacing parameters to UIFont.\n- NEW: Sprites will now be sorted alphabetically, both on import and in the drop-down menu.\n- NEW: NGUI menu Add* functions now automatically choose last used font and UI atlases and resize the new elements.\n- FIX: UICamera will now be able to handle both mouse and touch-based input on non-mobile devices.\n- FIX: 'Add Collider' menu option got semi-broken in 1.23.\n- FIX: Changing the font will now correctly update the visible text while in the editor.\n- Work-around for a bug in 3.5b6 Flash export.\n\n1.23\n- NEW: Added a pivot property to the widget class, replacing the old 'centered' flag.\n\n1.22\n- NEW: Example 6: Draggable Window\n- FIX: UISlider will now function properly for arbitrarily scaled objects.\n\n1.21\n- FIX: Gizmos are now rotated properly, matching the widget's rotation.\n- FIX: Labels now have gizmos properly scaled to envelop their entire content.\n\n1.20\n- NEW: Added the ability to generate normals and tangents for all widgets via a flag on UIPanel.\n- NEW: Added a UITexture class that can be used to draw a texture without having to create an atlas.\n- NEW: Example 5: Lights and Refraction.\n- Moved all atlases into the Examples folder.\n\n1.12\n- FIX: Unicode fonts should now get imported correctly.\n\n1.11\n- NEW: Added a new example (4) - Chat Window.\n\n1.10\n- NEW: Added support for Unity 3.5 and its \"export to Flash\" feature.\n\n1.09\n- NEW: Added password fields (specified on the label)\n- FIX: Working directly with atlas and font prefabs will now save their data correctly\n- NEW: Showing gizmos is now an option specified on the panel\n- NEW: Sprite inner rects will now be preserved on re-import\n- FIX: Disabled widgets should no longer remain visible in play mode\n- NEW: UICamera.lastHit will always contain the last RaycastHit made prior to sending OnClick, OnHover, and other events.\n\n1.08\n- NEW: Added support for multi-touch\n"
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    "content": "Shader \"Hidden/Unlit/Premultiplied Colored 1\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tAlphaTest Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend One OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// Softness factor\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0.xy;\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tfloat fade = clamp( min(factor.x, factor.y), 0.0, 1.0);\n\t\t\t\tcol.a *= fade;\n\t\t\t\tcol.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, fade);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Premultiplied Colored\"\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored 1.shader.meta",
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored 2.shader",
    "content": "Shader \"Hidden/Unlit/Premultiplied Colored 2\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tAlphaTest Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend One OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tfloat fade = clamp(f, 0.0, 1.0);\n\t\t\t\tcol.a *= fade;\n\t\t\t\tcol.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, fade);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Premultiplied Colored\"\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored 2.shader.meta",
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored 3.shader",
    "content": "Shader \"Hidden/Unlit/Premultiplied Colored 3\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tAlphaTest Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend One OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t\tfloat2 worldPos2 : TEXCOORD2;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\to.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Third clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tfloat fade = clamp(f, 0.0, 1.0);\n\t\t\t\tcol.a *= fade;\n\t\t\t\tcol.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, fade);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Premultiplied Colored\"\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored 3.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 5e82b392f79aa394fb1a579743600d5f\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader",
    "content": "Shader \"Unlit/Premultiplied Colored\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tAlphaTest Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend One OneMinusSrcAlpha\n\t\t\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _MainTex_ST;\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t};\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.color = v.color;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tAlphaTest Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend One OneMinusSrcAlpha \n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text (TextureClip).shader",
    "content": "Shader \"Hidden/Unlit/Text (TextureClip)\" \n{\n\tProperties\n\t{\n\t\t_MainTex (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tsampler2D _ClipTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 clipUV : TEXCOORD1;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t};\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5);\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 col = IN.color;\n\t\t\t\tcol.a *= tex2D(_MainTex, IN.texcoord).a * tex2D(_ClipTex, IN.clipUV).a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Text\"\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text (TextureClip).shader.meta",
    "content": "fileFormatVersion: 2\nguid: eec9c90e5acd4d74d9e021119fc70cf8\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text 1.shader",
    "content": "Shader \"Hidden/Unlit/Text 1\" \n{\n\tProperties\n\t{\n\t\t_MainTex (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat2 _ClipArgs0 = float2(1000.0, 1000.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// Softness factor\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = IN.color;\n\t\t\t\tcol.a *= tex2D(_MainTex, IN.texcoord).a;\n\t\t\t\tcol.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);\n\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Text\"\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text 1.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 9f39f1d1f2f3ee04bb793082eee05819\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text 2.shader",
    "content": "Shader \"Hidden/Unlit/Text 2\" \n{\n\tProperties\n\t{\n\t\t_MainTex (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = IN.color;\n\t\t\t\tcol.a *= tex2D(_MainTex, IN.texcoord).a;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Text\"\n}\n"
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text 3.shader",
    "content": "Shader \"Hidden/Unlit/Text 3\" \n{\n\tProperties\n\t{\n\t\t_MainTex (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t\tfloat2 worldPos2 : TEXCOORD2;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\to.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Third clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = IN.color;\n\t\t\t\tcol.a *= tex2D(_MainTex, IN.texcoord).a;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Text\"\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text 3.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 27275fc7df2ec0346ba12831e6a01345\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text.shader",
    "content": "Shader \"Unlit/Text\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\n\t\tCull Off\n\t\tLighting Off\n\t\tZWrite Off\n\t\tOffset -1, -1\n\t\tFog { Mode Off }\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\tPass\n\t\t{\n\t\t\tCGPROGRAM\n\t\t\t\t#pragma vertex vert\n\t\t\t\t#pragma fragment frag\n\t\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\t\tstruct appdata_t\n\t\t\t\t{\n\t\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\t\thalf4 color : COLOR;\n\t\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\t};\n\n\t\t\t\tstruct v2f\n\t\t\t\t{\n\t\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\t\thalf4 color : COLOR;\n\t\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\t};\n\n\t\t\t\tsampler2D _MainTex;\n\t\t\t\tfloat4 _MainTex_ST;\n\n\t\t\t\tv2f vert (appdata_t v)\n\t\t\t\t{\n\t\t\t\t\tv2f o;\n\t\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\t\to.color = v.color;\n\t\t\t\t\treturn o;\n\t\t\t\t}\n\n\t\t\t\thalf4 frag (v2f i) : SV_Target\n\t\t\t\t{\n\t\t\t\t\thalf4 col = i.color;\n\t\t\t\t\tcol.a *= tex2D(_MainTex, i.texcoord).a;\n\t\t\t\t\treturn col;\n\t\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"Queue\"=\"Transparent\"\n\t\t\t\"IgnoreProjector\"=\"True\"\n\t\t\t\"RenderType\"=\"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tLighting Off\n\t\tCull Off\n\t\tZTest Always\n\t\tZWrite Off\n\t\tFog { Mode Off }\n\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\n\t\tBindChannels\n\t\t{\n\t\t\tBind \"Color\", color\n\t\t\tBind \"Vertex\", vertex\n\t\t\tBind \"TexCoord\", texcoord\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tSetTexture [_MainTex]\n\t\t\t{ \n\t\t\t\tcombine primary, texture\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Text.shader.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (TextureClip).shader",
    "content": "Shader \"Unlit/Transparent Colored (Packed) (TextureClip)\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\thalf4 _MainTex_ST;\n\t\t\tsampler2D _ClipTex;\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf alpha = tex2D(_ClipTex, IN.worldPos * 0.5 + float2(0.5, 0.5)).a;\n\t\t\t\thalf4 mask = tex2D(_MainTex, IN.texcoord);\n\t\t\t\thalf4 mixed = saturate(ceil(IN.color - 0.5));\n\t\t\t\thalf4 col = saturate((mixed * 0.51 - IN.color) / -0.49);\n\t\t\t\t\n\t\t\t\tcol.a *= alpha;\n\t\t\t\tmask *= mixed;\n\t\t\t\tcol.a *= mask.r + mask.g + mask.b + mask.a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (TextureClip).shader.meta",
    "content": "fileFormatVersion: 2\nguid: e37f44f1a08cf594fb6b3919774527ed\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored (TextureClip).shader",
    "content": "// Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0\nShader \"Hidden/Unlit/Transparent Colored (TextureClip)\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tsampler2D _ClipTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 clipUV : TEXCOORD1;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t};\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.clipUV = (v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy) * 0.5 + float2(0.5, 0.5);\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tcol.a *= tex2D(_ClipTex, IN.clipUV).a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback \"Unlit/Transparent Colored\"\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored (TextureClip).shader.meta",
    "content": "fileFormatVersion: 2\nguid: 720c2c242cde13e4188964c550502b5e\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored 1.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Colored 1\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat2 _ClipArgs0 = float2(1000.0, 1000.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 worldPos : TEXCOORD1;\n\t\t\t\tfixed gray : TEXCOORD2;\n\t\t\t};\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\tv2f o;\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.gray = dot(v.color, fixed4(1,1,1,0));\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// Softness factor\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col;// = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tcol = tex2D(_MainTex, IN.texcoord);\n\t\t\t\t//col.a *= tex2D(_MainTex_Alpha, IN.texcoord).a;\n\n\t\t\t\tif (IN.gray == 0)\n\t\t\t\t{\n\t\t\t\t\tfloat grey = dot(col.rgb, float3(0.299, 0.587, 0.114));\n\t\t\t\t\tcol.rgb = float3(grey, grey, grey);\n\t\t\t\t}  \n\t\t\t\telse  \n\t\t\t\t{  \n\t\t\t\t\tcol = col * IN.color;\n\t\t\t\t}\n\t\t\t\tcol.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored 1.shader.meta",
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    "content": "Shader \"Hidden/Unlit/Transparent Colored 2\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col;\n\t\t\t\t\n\t\t\t\tcol = tex2D(_MainTex, IN.texcoord);\n\t\t\t\t//col.a *= tex2D(_MainTex_Alpha, IN.texcoord).a;\n\n\t\t\t    col = col * IN.color;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored 3.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Colored 3\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t\tfloat2 worldPos2 : TEXCOORD2;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\to.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Third clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col;\n\t\t\t\t\n\t\t\t\tcol = tex2D(_MainTex, IN.texcoord);\n\t\t\t\t//col.a *= tex2D(_MainTex_Alpha, IN.texcoord).a;\n\n\t\t\t    col = col * IN.color;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader",
    "content": "Shader \"Unlit/Transparent Colored\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\t\t\t\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _MainTex_ST;\n\t\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\t\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf2 texcoord : TEXCOORD0;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t\tfixed gray : TEXCOORD1;\n\t\t\t};\n\t\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.color = v.color;\n\t\t\t\to.gray = dot(v.color, fixed4(1,1,1,0));\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\t\n\t\t\tfixed4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\tfixed4 col;\n\t\t\t\t\n\t\t\t\tcol = tex2D(_MainTex, IN.texcoord);\n\t\t\t\t//col.a *= tex2D(_MainTex_Alpha, IN.texcoord).a;\n\n\t\t\t\tif (IN.gray == 0)\n\t\t\t\t{\n\t\t\t\t\tfloat grey = dot(col.rgb, float3(0.299, 0.587, 0.114));\n\t\t\t\t\tcol.rgb = float3(grey, grey, grey);\n\t\t\t\t}  \n\t\t\t\telse  \n\t\t\t\t{  \n\t\t\t\t\tcol = col * IN.color;\n\t\t\t\t}\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked 1.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Masked 1\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t\t_Mask (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tsampler2D _Mask;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat2 _ClipArgs0 = float2(1000.0, 1000.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfloat2 worldPos : TEXCOORD2;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.texcoord1 = v.texcoord1;\n\t\t\t\to.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// Softness factor\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;\n\t\t\t\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tcol.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);\n\t\t\t\tcol.a *= tex2D(_Mask, IN.texcoord1).a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked 2.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Masked 2\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t\t_Mask (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tsampler2D _Mask;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfloat4 worldPos : TEXCOORD2;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.texcoord1 = v.texcoord1;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\tcol.a *= tex2D(_Mask, IN.texcoord1).a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked 2.shader.meta",
    "content": "fileFormatVersion: 2\nguid: c6f11eb0ceeb5e044b3199208e1a99bf\ntimeCreated: 1426209398\nlicenseType: Store\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked 3.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Masked 3\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t\t_Mask (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tsampler2D _Mask;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfloat4 worldPos : TEXCOORD2;\n\t\t\t\tfloat2 worldPos2 : TEXCOORD3;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.texcoord1 = v.texcoord1;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\to.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Third clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Sample the texture\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\tcol.a *= tex2D(_Mask, IN.texcoord1).a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked 3.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 222c64d503379884db00185ebbe08590\ntimeCreated: 1426209465\nlicenseType: Store\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked.shader",
    "content": "Shader \"Unlit/Transparent Masked\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t\t_Mask (\"Alpha (A)\", 2D) = \"white\" {}\n\t}\n\t\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\t\t\t\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tsampler2D _Mask;\n\t\t\tfloat4 _MainTex_ST;\n\t\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\t\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 texcoord1 : TEXCOORD1;\n\t\t\t\tfixed4 color : COLOR;\n\t\t\t};\n\t\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.texcoord1 = v.texcoord1;\n\t\t\t\to.color = v.color;\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\t\n\t\t\tfixed4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 col = tex2D(_MainTex, IN.texcoord) * IN.color;\n\t\t\t\tcol.a *= tex2D(_Mask, IN.texcoord1).a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 100\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tFog { Mode Off }\n\t\t\tOffset -1, -1\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\t\t\tColorMaterial AmbientAndDiffuse\n\t\t\t\n\t\t\tSetTexture [_MainTex]\n\t\t\t{\n\t\t\t\tCombine Texture * Primary\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Masked.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 9300d87db4ad0b0439f6fb97c3ce8ccf\ntimeCreated: 1426208639\nlicenseType: Store\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Packed 1.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Packed 1\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat2 _ClipArgs0 = float2(1000.0, 1000.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat2 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 mask = tex2D(_MainTex, IN.texcoord);\n\t\t\t\thalf4 mixed = saturate(ceil(IN.color - 0.5));\n\t\t\t\thalf4 col = saturate((mixed * 0.51 - IN.color) / -0.49);\n\n\t\t\t\t// Softness factor\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipArgs0;\n\t\t\t\t\n\t\t\t\tmask *= mixed;\n\t\t\t\tcol.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);\n\t\t\t\tcol.a *= mask.r + mask.g + mask.b + mask.a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Packed 1.shader.meta",
    "content": "fileFormatVersion: 2\nguid: 182695e850938314fa6675a8926ad9ee\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Packed 2.shader",
    "content": "Shader \"Hidden/Unlit/Transparent Packed 2\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 mask = tex2D(_MainTex, IN.texcoord);\n\t\t\t\thalf4 mixed = saturate(ceil(IN.color - 0.5));\n\t\t\t\thalf4 col = saturate((mixed * 0.51 - IN.color) / -0.49);\n\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\t\t\t\t\n\t\t\t\tmask *= mixed;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\tcol.a *= mask.r + mask.g + mask.b + mask.a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Resources/Shaders/Unlit - Transparent Packed 2.shader.meta",
    "content": "fileFormatVersion: 2\nguid: f4f0faf73e6bf89419cf29b611f29ade\nShaderImporter:\n  defaultTextures: []\n  userData: \n"
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    "content": "Shader \"Hidden/Unlit/Transparent Packed 3\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\tfloat4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs0 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange1 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs1 = float4(1000.0, 1000.0, 0.0, 1.0);\n\t\t\tfloat4 _ClipRange2 = float4(0.0, 0.0, 1.0, 1.0);\n\t\t\tfloat4 _ClipArgs2 = float4(1000.0, 1000.0, 0.0, 1.0);\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t\tfloat4 worldPos : TEXCOORD1;\n\t\t\t\tfloat2 worldPos2 : TEXCOORD2;\n\t\t\t};\n\n\t\t\tfloat2 Rotate (float2 v, float2 rot)\n\t\t\t{\n\t\t\t\tfloat2 ret;\n\t\t\t\tret.x = v.x * rot.y - v.y * rot.x;\n\t\t\t\tret.y = v.x * rot.x + v.y * rot.y;\n\t\t\t\treturn ret;\n\t\t\t}\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\to.worldPos.xy = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;\n\t\t\t\to.worldPos.zw = Rotate(v.vertex.xy, _ClipArgs1.zw) * _ClipRange1.zw + _ClipRange1.xy;\n\t\t\t\to.worldPos2 = Rotate(v.vertex.xy, _ClipArgs2.zw) * _ClipRange2.zw + _ClipRange2.xy;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 mask = tex2D(_MainTex, IN.texcoord);\n\t\t\t\thalf4 mixed = saturate(ceil(IN.color - 0.5));\n\t\t\t\thalf4 col = saturate((mixed * 0.51 - IN.color) / -0.49);\n\n\t\t\t\t// First clip region\n\t\t\t\tfloat2 factor = (float2(1.0, 1.0) - abs(IN.worldPos.xy)) * _ClipArgs0.xy;\n\t\t\t\tfloat f = min(factor.x, factor.y);\n\n\t\t\t\t// Second clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos.zw)) * _ClipArgs1.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\n\t\t\t\t// Third clip region\n\t\t\t\tfactor = (float2(1.0, 1.0) - abs(IN.worldPos2)) * _ClipArgs2.xy;\n\t\t\t\tf = min(f, min(factor.x, factor.y));\n\t\t\t\t\n\t\t\t\tmask *= mixed;\n\t\t\t\tcol.a *= clamp(f, 0.0, 1.0);\n\t\t\t\tcol.a *= mask.r + mask.g + mask.b + mask.a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}\n"
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    "content": "Shader \"Unlit/Transparent Packed\"\n{\n\tProperties\n\t{\n\t\t_MainTex (\"Base (RGB), Alpha (A)\", 2D) = \"black\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tLOD 200\n\n\t\tTags\n\t\t{\n\t\t\t\"Queue\" = \"Transparent\"\n\t\t\t\"IgnoreProjector\" = \"True\"\n\t\t\t\"RenderType\" = \"Transparent\"\n\t\t\t\"DisableBatching\" = \"True\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Off\n\t\t\tLighting Off\n\t\t\tZWrite Off\n\t\t\tOffset -1, -1\n\t\t\tFog { Mode Off }\n\t\t\t//ColorMask RGB\n\t\t\tBlend SrcAlpha OneMinusSrcAlpha\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#include \"UnityCG.cginc\"\n\n\t\t\tsampler2D _MainTex;\n\t\t\thalf4 _MainTex_ST;\n\n\t\t\tstruct appdata_t\n\t\t\t{\n\t\t\t\tfloat4 vertex : POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tstruct v2f\n\t\t\t{\n\t\t\t\tfloat4 vertex : SV_POSITION;\n\t\t\t\thalf4 color : COLOR;\n\t\t\t\tfloat2 texcoord : TEXCOORD0;\n\t\t\t};\n\n\t\t\tv2f o;\n\n\t\t\tv2f vert (appdata_t v)\n\t\t\t{\n\t\t\t\to.vertex = mul(UNITY_MATRIX_MVP, v.vertex);\n\t\t\t\to.color = v.color;\n\t\t\t\to.texcoord = v.texcoord;\n\t\t\t\treturn o;\n\t\t\t}\n\n\t\t\thalf4 frag (v2f IN) : SV_Target\n\t\t\t{\n\t\t\t\thalf4 mask = tex2D(_MainTex, IN.texcoord);\n\t\t\t\thalf4 mixed = saturate(ceil(IN.color - 0.5));\n\t\t\t\thalf4 col = saturate((mixed * 0.51 - IN.color) / -0.49);\n\n\t\t\t\tmask *= mixed;\n\t\t\t\tcol.a *= mask.r + mask.g + mask.b + mask.a;\n\t\t\t\treturn col;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallback Off\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/EnvelopContent.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script is capable of resizing the widget it's attached to in order to\n/// completely envelop targeted UI content.\n/// </summary>\n\n[RequireComponent(typeof(UIWidget))]\n[AddComponentMenu(\"NGUI/Interaction/Envelop Content\")]\npublic class EnvelopContent : MonoBehaviour\n{\n\tpublic Transform targetRoot;\n\tpublic int padLeft = 0;\n\tpublic int padRight = 0;\n\tpublic int padBottom = 0;\n\tpublic int padTop = 0;\n\n\tbool mStarted = false;\n\n\tvoid Start ()\n\t{\n\t\tmStarted = true;\n\t\tExecute();\n\t}\n\n\tvoid OnEnable () { if (mStarted) Execute(); }\n\n\t[ContextMenu(\"Execute\")]\n\tpublic void Execute ()\n\t{\n\t\tif (targetRoot == transform)\n\t\t{\n\t\t\tDebug.LogError(\"Target Root object cannot be the same object that has Envelop Content. Make it a sibling instead.\", this);\n\t\t}\n\t\telse if (NGUITools.IsChild(targetRoot, transform))\n\t\t{\n\t\t\tDebug.LogError(\"Target Root object should not be a parent of Envelop Content. Make it a sibling instead.\", this);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tBounds b = NGUIMath.CalculateRelativeWidgetBounds(transform.parent, targetRoot, false);\n\t\t\tfloat x0 = b.min.x + padLeft;\n\t\t\tfloat y0 = b.min.y + padBottom;\n\t\t\tfloat x1 = b.max.x + padRight;\n\t\t\tfloat y1 = b.max.y + padTop;\n\n\t\t\tUIWidget w = GetComponent<UIWidget>();\n\t\t\tw.SetRect(x0, y0, x1 - x0, y1 - y0);\n\t\t\tBroadcastMessage(\"UpdateAnchors\", SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/LanguageSelection.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Turns the popup list it's attached to into a language selection list.\n/// </summary>\n\n[RequireComponent(typeof(UIPopupList))]\n[AddComponentMenu(\"NGUI/Interaction/Language Selection\")]\npublic class LanguageSelection : MonoBehaviour\n{\n\tUIPopupList mList;\n\n\tvoid Awake ()\n\t{\n\t\tmList = GetComponent<UIPopupList>();\n\t\tRefresh();\n\t}\n\n\tvoid Start () { EventDelegate.Add(mList.onChange, delegate() { Localization.language = UIPopupList.current.value; }); }\n\n\t/// <summary>\n\t/// Immediately refresh the list of known languages.\n\t/// </summary>\n\n\tpublic void Refresh ()\n\t{\n\t\tif (mList != null && Localization.knownLanguages != null)\n\t\t{\n\t\t\tmList.Clear();\n\n\t\t\tfor (int i = 0, imax = Localization.knownLanguages.Length; i < imax; ++i)\n\t\t\t\tmList.items.Add(Localization.knownLanguages[i]);\n\n\t\t\tmList.value = Localization.language;\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/TypewriterEffect.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Text;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This script is able to fill in the label's text gradually, giving the effect of someone typing or fading in the content over time.\n/// </summary>\n\n[RequireComponent(typeof(UILabel))]\n[AddComponentMenu(\"NGUI/Interaction/Typewriter Effect\")]\npublic class TypewriterEffect : MonoBehaviour\n{\n\tstatic public TypewriterEffect current;\n\n\tstruct FadeEntry\n\t{\n\t\tpublic int index;\n\t\tpublic string text;\n\t\tpublic float alpha;\n\t}\n\n\t/// <summary>\n\t/// How many characters will be printed per second.\n\t/// </summary>\n\n\tpublic int charsPerSecond = 20;\n\n\t/// <summary>\n\t/// How long it takes for each character to fade in.\n\t/// </summary>\n\n\tpublic float fadeInTime = 0f;\n\n\t/// <summary>\n\t/// How long to pause when a period is encountered (in seconds).\n\t/// </summary>\n\n\tpublic float delayOnPeriod = 0f;\n\n\t/// <summary>\n\t/// How long to pause when a new line character is encountered (in seconds).\n\t/// </summary>\n\n\tpublic float delayOnNewLine = 0f;\n\n\t/// <summary>\n\t/// If a scroll view is specified, its UpdatePosition() function will be called every time the text is updated.\n\t/// </summary>\n\n\tpublic UIScrollView scrollView;\n\n\t/// <summary>\n\t/// If set to 'true', the label's dimensions will be that of a fully faded-in content.\n\t/// </summary>\n\n\tpublic bool keepFullDimensions = false;\n\n\t/// <summary>\n\t/// Event delegate triggered when the typewriter effect finishes.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onFinished = new List<EventDelegate>();\n\n\tUILabel mLabel;\n\tstring mFullText = \"\";\n\tint mCurrentOffset = 0;\n\tfloat mNextChar = 0f;\n\tbool mReset = true;\n\tbool mActive = false;\n\n\tBetterList<FadeEntry> mFade = new BetterList<FadeEntry>();\n\n\t/// <summary>\n\t/// Whether the typewriter effect is currently active or not.\n\t/// </summary>\n\n\tpublic bool isActive { get { return mActive; } }\n\n\t/// <summary>\n\t/// Reset the typewriter effect to the beginning of the label.\n\t/// </summary>\n\n\tpublic void ResetToBeginning ()\n\t{\n\t\tFinish();\n\t\tmReset = true;\n\t\tmActive = true;\n\t\tmNextChar = 0f;\n\t\tmCurrentOffset = 0;\n\t\tUpdate();\n\t}\n\n\t/// <summary>\n\t/// Finish the typewriter operation and show all the text right away.\n\t/// </summary>\n\n\tpublic void Finish ()\n\t{\n\t\tif (mActive)\n\t\t{\n\t\t\tmActive = false;\n\n\t\t\tif (!mReset)\n\t\t\t{\n\t\t\t\tmCurrentOffset = mFullText.Length;\n\t\t\t\tmFade.Clear();\n\t\t\t\tmLabel.text = mFullText;\n\t\t\t}\n\n\t\t\tif (keepFullDimensions && scrollView != null)\n\t\t\t\tscrollView.UpdatePosition();\n\n\t\t\tcurrent = this;\n\t\t\tEventDelegate.Execute(onFinished);\n\t\t\tcurrent = null;\n\t\t}\n\t}\n\n\tvoid OnEnable () { mReset = true; mActive = true; }\n\tvoid OnDisable () { Finish(); }\n\n\tvoid Update ()\n\t{\n\t\tif (!mActive) return;\n\n\t\tif (mReset)\n\t\t{\n\t\t\tmCurrentOffset = 0;\n\t\t\tmReset = false;\n\t\t\tmLabel = GetComponent<UILabel>();\n\t\t\tmFullText = mLabel.processedText;\n\t\t\tmFade.Clear();\n\n\t\t\tif (keepFullDimensions && scrollView != null) scrollView.UpdatePosition();\n\t\t}\n\n\t\tif (string.IsNullOrEmpty(mFullText)) return;\n\n\t\twhile (mCurrentOffset < mFullText.Length && mNextChar <= RealTime.time)\n\t\t{\n\t\t\tint lastOffset = mCurrentOffset;\n\t\t\tcharsPerSecond = Mathf.Max(1, charsPerSecond);\n\n\t\t\t// Automatically skip all symbols\n\t\t\tif (mLabel.supportEncoding)\n\t\t\t\twhile (NGUIText.ParseSymbol(mFullText, ref mCurrentOffset)) { }\n\n\t\t\t++mCurrentOffset;\n\n\t\t\t// Reached the end? We're done.\n\t\t\tif (mCurrentOffset > mFullText.Length) break;\n\n\t\t\t// Periods and end-of-line characters should pause for a longer time.\n\t\t\tfloat delay = 1f / charsPerSecond;\n\t\t\tchar c = (lastOffset < mFullText.Length) ? mFullText[lastOffset] : '\\n';\n\n\t\t\tif (c == '\\n')\n\t\t\t{\n\t\t\t\tdelay += delayOnNewLine;\n\t\t\t}\n\t\t\telse if (lastOffset + 1 == mFullText.Length || mFullText[lastOffset + 1] <= ' ')\n\t\t\t{\n\t\t\t\tif (c == '.')\n\t\t\t\t{\n\t\t\t\t\tif (lastOffset + 2 < mFullText.Length && mFullText[lastOffset + 1] == '.' && mFullText[lastOffset + 2] == '.')\n\t\t\t\t\t{\n\t\t\t\t\t\tdelay += delayOnPeriod * 3f;\n\t\t\t\t\t\tlastOffset += 2;\n\t\t\t\t\t}\n\t\t\t\t\telse delay += delayOnPeriod;\n\t\t\t\t}\n\t\t\t\telse if (c == '!' || c == '?')\n\t\t\t\t{\n\t\t\t\t\tdelay += delayOnPeriod;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (mNextChar == 0f)\n\t\t\t{\n\t\t\t\tmNextChar = RealTime.time + delay;\n\t\t\t}\n\t\t\telse mNextChar += delay;\n\n\t\t\tif (fadeInTime != 0f)\n\t\t\t{\n\t\t\t\t// There is smooth fading involved\n\t\t\t\tFadeEntry fe = new FadeEntry();\n\t\t\t\tfe.index = lastOffset;\n\t\t\t\tfe.alpha = 0f;\n\t\t\t\tfe.text = mFullText.Substring(lastOffset, mCurrentOffset - lastOffset);\n\t\t\t\tmFade.Add(fe);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// No smooth fading necessary\n\t\t\t\tmLabel.text = keepFullDimensions ?\n\t\t\t\t\tmFullText.Substring(0, mCurrentOffset) + \"[00]\" + mFullText.Substring(mCurrentOffset) :\n\t\t\t\t\tmFullText.Substring(0, mCurrentOffset);\n\n\t\t\t\t// If a scroll view was specified, update its position\n\t\t\t\tif (!keepFullDimensions && scrollView != null) scrollView.UpdatePosition();\n\t\t\t}\n\t\t}\n\n\t\t// Alpha-based fading\n\t\tif (mCurrentOffset >= mFullText.Length)\n\t\t{\n\t\t\tmLabel.text = mFullText;\n\t\t\tcurrent = this;\n\t\t\tEventDelegate.Execute(onFinished);\n\t\t\tcurrent = null;\n\t\t\tmActive = false;\n\t\t}\n\t\telse if (mFade.size != 0)\n\t\t{\n\t\t\tfor (int i = 0; i < mFade.size; )\n\t\t\t{\n\t\t\t\tFadeEntry fe = mFade[i];\n\t\t\t\tfe.alpha += RealTime.deltaTime / fadeInTime;\n\t\t\t\t\n\t\t\t\tif (fe.alpha < 1f)\n\t\t\t\t{\n\t\t\t\t\tmFade[i] = fe;\n\t\t\t\t\t++i;\n\t\t\t\t}\n\t\t\t\telse mFade.RemoveAt(i);\n\t\t\t}\n\n\t\t\tif (mFade.size == 0)\n\t\t\t{\n\t\t\t\tif (keepFullDimensions)\n\t\t\t\t{\n\t\t\t\t\tmLabel.text = mFullText.Substring(0, mCurrentOffset) + \"[00]\" + mFullText.Substring(mCurrentOffset);\n\t\t\t\t}\n\t\t\t\telse mLabel.text = mFullText.Substring(0, mCurrentOffset);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tStringBuilder sb = new StringBuilder();\n\n\t\t\t\tfor (int i = 0; i < mFade.size; ++i)\n\t\t\t\t{\n\t\t\t\t\tFadeEntry fe = mFade[i];\n\n\t\t\t\t\tif (i == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tsb.Append(mFullText.Substring(0, fe.index));\n\t\t\t\t\t}\n\n\t\t\t\t\tsb.Append('[');\n\t\t\t\t\tsb.Append(NGUIText.EncodeAlpha(fe.alpha));\n\t\t\t\t\tsb.Append(']');\n\t\t\t\t\tsb.Append(fe.text);\n\t\t\t\t}\n\n\t\t\t\tif (keepFullDimensions)\n\t\t\t\t{\n\t\t\t\t\tsb.Append(\"[00]\");\n\t\t\t\t\tsb.Append(mFullText.Substring(mCurrentOffset));\n\t\t\t\t}\n\n\t\t\t\tmLabel.text = sb.ToString();\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButton.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Similar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Button\")]\npublic class UIButton : UIButtonColor\n{\n\t/// <summary>\n\t/// Current button that sent out the onClick event.\n\t/// </summary>\n\n\tstatic public UIButton current;\n\n\t/// <summary>\n\t/// Whether the button will highlight when you drag something over it.\n\t/// </summary>\n\n\tpublic bool dragHighlight = false;\n\n    public bool IsButtonStart = true;\n\n\t/// <summary>\n\t/// Name of the hover state sprite.\n\t/// </summary>\n\n\tpublic string hoverSprite;\n\n\t/// <summary>\n\t/// Name of the pressed sprite.\n\t/// </summary>\n\n\tpublic string pressedSprite;\n\n\t/// <summary>\n\t/// Name of the disabled sprite.\n\t/// </summary>\n\n\tpublic string disabledSprite;\n\n\t/// <summary>\n\t/// Name of the hover state sprite.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite hoverSprite2D;\n\n\t/// <summary>\n\t/// Name of the pressed sprite.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite pressedSprite2D;\n\n\t/// <summary>\n\t/// Name of the disabled sprite.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite disabledSprite2D;\n\n\t/// <summary>\n\t/// Whether the sprite changes will elicit a call to MakePixelPerfect() or not.\n\t/// </summary>\n\n\tpublic bool pixelSnap = false;\n\n\t/// <summary>\n\t/// Click event listener.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onClick = new List<EventDelegate>();\n\n\t// Cached value\n\t[System.NonSerialized] UISprite mSprite;\n\t[System.NonSerialized] UI2DSprite mSprite2D;\n\t[System.NonSerialized] string mNormalSprite;\n\t[System.NonSerialized] UnityEngine.Sprite mNormalSprite2D;\n\n\t/// <summary>\n\t/// Whether the button should be enabled.\n\t/// </summary>\n\n\tpublic override bool isEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!enabled) return false;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tCollider col = collider;\n#else\n\t\t\tCollider col = gameObject.GetComponent<Collider>();\n#endif\n\t\t\tif (col && col.enabled) return true;\n\t\t\tCollider2D c2d = GetComponent<Collider2D>();\n\t\t\treturn (c2d && c2d.enabled);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (isEnabled != value)\n\t\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tCollider col = collider;\n#else\n\t\t\t\tCollider col = gameObject.GetComponent<Collider>();\n#endif\n\t\t\t\tif (col != null)\n\t\t\t\t{\n\t\t\t\t\tcol.enabled = value;\n\t\t\t\t\tUIButton[] buttons = GetComponents<UIButton>();\n\t\t\t\t\tforeach (UIButton btn in buttons) btn.SetState(value ? State.Normal : State.Disabled, false);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tCollider2D c2d = GetComponent<Collider2D>();\n\n\t\t\t\t\tif (c2d != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tc2d.enabled = value;\n\t\t\t\t\t\tUIButton[] buttons = GetComponents<UIButton>();\n\t\t\t\t\t\tforeach (UIButton btn in buttons) btn.SetState(value ? State.Normal : State.Disabled, false);\n\t\t\t\t\t}\n\t\t\t\t\telse enabled = value;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that changes the normal sprite.\n\t/// </summary>\n\n\tpublic string normalSprite\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\treturn mNormalSprite;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\tif (mSprite != null && !string.IsNullOrEmpty(mNormalSprite) && mNormalSprite == mSprite.spriteName)\n\t\t\t{\n\t\t\t\tmNormalSprite = value;\n\t\t\t\tSetSprite(value);\n\t\t\t\tNGUITools.SetDirty(mSprite);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmNormalSprite = value;\n\t\t\t\tif (mState == State.Normal) SetSprite(value);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that changes the normal sprite.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite normalSprite2D\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\treturn mNormalSprite2D;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\tif (mSprite2D != null && mNormalSprite2D == mSprite2D.sprite2D)\n\t\t\t{\n\t\t\t\tmNormalSprite2D = value;\n\t\t\t\tSetSprite(value);\n\t\t\t\tNGUITools.SetDirty(mSprite);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmNormalSprite2D = value;\n\t\t\t\tif (mState == State.Normal) SetSprite(value);\n\t\t\t}\n\t\t}\n\t}\n\t/// <summary>\n\t/// Cache the sprite we'll be working with.\n\t/// </summary>\n\n\tprotected override void OnInit ()\n\t{\n\t\tbase.OnInit();\n\t\tmSprite = (mWidget as UISprite);\n\t\tmSprite2D = (mWidget as UI2DSprite);\n\t\tif (mSprite != null) mNormalSprite = mSprite.spriteName;\n\t\tif (mSprite2D != null) mNormalSprite2D = mSprite2D.sprite2D;\n\t}\n\n\t/// <summary>\n\t/// Set the initial state.\n\t/// </summary>\n\n\tprotected override void OnEnable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying)\n\t\t{\n\t\t\tmInitDone = false;\n\t\t\treturn;\n\t\t}\n#endif\n\t\tif (isEnabled)\n\t\t{\n\t\t\tif (mInitDone) OnHover(UICamera.hoveredObject == gameObject);\n\t\t}\n\t\telse SetState(State.Disabled, true);\n\t}\n\n\t/// <summary>\n\t/// Drag over state logic is a bit different for the button.\n\t/// </summary>\n\n\tprotected override void OnDragOver ()\n\t{\n\t\tif (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == gameObject))\n\t\t\tbase.OnDragOver();\n\t}\n\n\t/// <summary>\n\t/// Drag out state logic is a bit different for the button.\n\t/// </summary>\n\n\tprotected override void OnDragOut ()\n\t{\n\t\tif (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == gameObject))\n\t\t\tbase.OnDragOut();\n\t}\n\n\t/// <summary>\n\t/// Call the listener function.\n\t/// </summary>\n\n\tprotected virtual void OnClick ()\n\t{\n\t\tif (current == null && isEnabled && UICamera.currentTouchID != -2 && UICamera.currentTouchID != -3)\n\t\t{\n\t\t\tcurrent = this;\n\t\t\tEventDelegate.Execute(onClick);\n\t\t\tcurrent = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Change the visual state.\n\t/// </summary>\n\n\tpublic override void SetState (State state, bool immediate)\n\t{\n\t\tbase.SetState(state, immediate);\n\n        if (!IsButtonStart)\n        {\n            return;\n        }\n\t\tif (mSprite != null)\n\t\t{\n\t\t\tswitch (state)\n\t\t\t{\n\t\t\t\tcase State.Normal: SetSprite(mNormalSprite); break;\n\t\t\t\tcase State.Hover: SetSprite(string.IsNullOrEmpty(hoverSprite) ? mNormalSprite : hoverSprite); break;\n\t\t\t\tcase State.Pressed: SetSprite(pressedSprite); break;\n\t\t\t\tcase State.Disabled: SetSprite(disabledSprite); break;\n\t\t\t}\n\t\t}\n\t\telse if (mSprite2D != null)\n\t\t{\n\t\t\tswitch (state)\n\t\t\t{\n\t\t\t\tcase State.Normal: SetSprite(mNormalSprite2D); break;\n\t\t\t\tcase State.Hover: SetSprite(hoverSprite2D == null ? mNormalSprite2D : hoverSprite2D); break;\n\t\t\t\tcase State.Pressed: SetSprite(pressedSprite2D); break;\n\t\t\t\tcase State.Disabled: SetSprite(disabledSprite2D); break;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that changes the sprite.\n\t/// </summary>\n\n\tprotected void SetSprite (string sp)\n\t{\n\t\tif (mSprite != null && !string.IsNullOrEmpty(sp) && mSprite.spriteName != sp)\n\t\t{\n\t\t\tmSprite.spriteName = sp;\n\t\t\tif (pixelSnap) mSprite.MakePixelPerfect();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that changes the sprite.\n\t/// </summary>\n\n\tprotected void SetSprite (UnityEngine.Sprite sp)\n\t{\n\t\tif (sp != null && mSprite2D != null && mSprite2D.sprite2D != sp)\n\t\t{\n\t\t\tmSprite2D.sprite2D = sp;\n\t\t\tif (pixelSnap) mSprite2D.MakePixelPerfect();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButton.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1fdca5042b1d12a4890ec1bd4f04290d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonActivate.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright  2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Very basic script that will activate or deactivate an object (and all of its children) when clicked.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Button Activate\")]\npublic class UIButtonActivate : MonoBehaviour\n{\n    public GameObject target;\n    public bool state = true;\n\n    void OnClick () { if (target != null) NGUITools.SetActive(target, state); }\n}"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2e1a147c24165da4b8936f4a453da17e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonColor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Button Color\")]\npublic class UIButtonColor : UIWidgetContainer\n{\n\tpublic enum State\n\t{\n\t\tNormal,\n\t\tHover,\n\t\tPressed,\n\t\tDisabled,\n\t}\n\n\t/// <summary>\n\t/// Target with a widget, renderer, or light that will have its color tweened.\n\t/// </summary>\n\n\tpublic GameObject tweenTarget;\n\n\t/// <summary>\n\t/// Color to apply on hover event (mouse only).\n\t/// </summary>\n\n\tpublic Color hover = new Color(225f / 255f, 200f / 255f, 150f / 255f, 1f);\n\n\t/// <summary>\n\t/// Color to apply on the pressed event.\n\t/// </summary>\n\n\tpublic Color pressed = new Color(183f / 255f, 163f / 255f, 123f / 255f, 1f);\n\n\t/// <summary>\n\t/// Color that will be applied when the button is disabled.\n\t/// </summary>\n\n\tpublic Color disabledColor = Color.grey;\n\n\t/// <summary>\n\t/// Duration of the tween process.\n\t/// </summary>\n\n\tpublic float duration = 0.2f;\n\n\t[System.NonSerialized] protected Color mStartingColor;\n\t[System.NonSerialized] protected Color mDefaultColor;\n\t[System.NonSerialized] protected bool mInitDone = false;\n\t[System.NonSerialized] protected UIWidget mWidget;\n\t[System.NonSerialized] protected State mState = State.Normal;\n\n\t/// <summary>\n\t/// Button's current state.\n\t/// </summary>\n\n\tpublic State state { get { return mState; } set { SetState(value, false); } }\n\n\t/// <summary>\n\t/// UIButtonColor's default (starting) color. It's useful to be able to change it, just in case.\n\t/// </summary>\n\n\tpublic Color defaultColor\n\t{\n\t\tget\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) return Color.white;\n#endif\n\t\t\tif (!mInitDone) OnInit();\n\t\t\treturn mDefaultColor;\n\t\t}\n\t\tset\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) return;\n#endif\n\t\t\tif (!mInitDone) OnInit();\n\t\t\tmDefaultColor = value;\n\n\t\t\tState st = mState;\n\t\t\tmState = State.Disabled;\n\t\t\tSetState(st, false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the script should be active or not.\n\t/// </summary>\n\n\tpublic virtual bool isEnabled { get { return enabled; } set { enabled = value; } }\n\n\t/// <summary>\n\t/// Reset the default color to what the button started with.\n\t/// </summary>\n\n\tpublic void ResetDefaultColor () { defaultColor = mStartingColor; }\n\n\t/// <summary>\n\t/// Cache the default color -- should only happen once.\n\t/// </summary>\n\n\tpublic void CacheDefaultColor () { if (!mInitDone) OnInit(); }\n\n\tvoid Start () { if (!mInitDone) OnInit(); if (!isEnabled) SetState(State.Disabled, true); }\n\n\tprotected virtual void OnInit ()\n\t{\n\t\tmInitDone = true;\n\t\tif (tweenTarget == null && !Application.isPlaying) tweenTarget = gameObject;\n\t\tif (tweenTarget != null) mWidget = tweenTarget.GetComponent<UIWidget>();\n\n\t\tif (mWidget != null)\n\t\t{\n\t\t\tmDefaultColor = mWidget.color;\n\t\t\tmStartingColor = mDefaultColor;\n\t\t}\n\t\telse if (tweenTarget != null)\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tRenderer ren = tweenTarget.renderer;\n#else\n\t\t\tRenderer ren = tweenTarget.GetComponent<Renderer>();\n#endif\n\t\t\tif (ren != null)\n\t\t\t{\n\t\t\t\tmDefaultColor = Application.isPlaying ? ren.material.color : ren.sharedMaterial.color;\n\t\t\t\tmStartingColor = mDefaultColor;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tLight lt = tweenTarget.light;\n#else\n\t\t\t\tLight lt = tweenTarget.GetComponent<Light>();\n#endif\n\t\t\t\tif (lt != null)\n\t\t\t\t{\n\t\t\t\t\tmDefaultColor = lt.color;\n\t\t\t\t\tmStartingColor = mDefaultColor;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttweenTarget = null;\n\t\t\t\t\tmInitDone = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the initial state.\n\t/// </summary>\n\n\tprotected virtual void OnEnable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying)\n\t\t{\n\t\t\tmInitDone = false;\n\t\t\treturn;\n\t\t}\n#endif\n\t\tif (mInitDone) OnHover(UICamera.IsHighlighted(gameObject));\n\n\t\tif (UICamera.currentTouch != null)\n\t\t{\n\t\t\tif (UICamera.currentTouch.pressed == gameObject) OnPress(true);\n\t\t\telse if (UICamera.currentTouch.current == gameObject) OnHover(true);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Reset the initial state.\n\t/// </summary>\n\n\tprotected virtual void OnDisable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (mInitDone && mState != State.Normal)\n\t\t{\n\t\t\tSetState(State.Normal, true);\n\n\t\t\tif (tweenTarget != null)\n\t\t\t{\n\t\t\t\tTweenColor tc = tweenTarget.GetComponent<TweenColor>();\n\n\t\t\t\tif (tc != null)\n\t\t\t\t{\n\t\t\t\t\ttc.value = mDefaultColor;\n\t\t\t\t\ttc.enabled = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the hover state.\n\t/// </summary>\n\n\tprotected virtual void OnHover (bool isOver)\n\t{\n\t\tif (isEnabled)\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\tif (tweenTarget != null) SetState(isOver ? State.Hover : State.Normal, false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the pressed state.\n\t/// </summary>\n\n\tprotected virtual void OnPress (bool isPressed)\n\t{\n\t\tif (isEnabled && UICamera.currentTouch != null)\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\n\t\t\tif (tweenTarget != null)\n\t\t\t{\n\t\t\t\tif (isPressed)\n\t\t\t\t{\n\t\t\t\t\tSetState(State.Pressed, false);\n\t\t\t\t}\n\t\t\t\telse if (UICamera.currentTouch.current == gameObject)\n\t\t\t\t{\n\t\t\t\t\tif (UICamera.currentScheme == UICamera.ControlScheme.Controller)\n\t\t\t\t\t{\n\t\t\t\t\t\tSetState(State.Hover, false);\n\t\t\t\t\t}\n\t\t\t\t\telse if (UICamera.currentScheme == UICamera.ControlScheme.Mouse && UICamera.hoveredObject == gameObject)\n\t\t\t\t\t{\n\t\t\t\t\t\tSetState(State.Hover, false);\n\t\t\t\t\t}\n\t\t\t\t\telse SetState(State.Normal, false);\n\t\t\t\t}\n\t\t\t\telse SetState(State.Normal, false);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the pressed state on drag over.\n\t/// </summary>\n\n\tprotected virtual void OnDragOver ()\n\t{\n\t\tif (isEnabled)\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\tif (tweenTarget != null) SetState(State.Pressed, false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the normal state on drag out.\n\t/// </summary>\n\n\tprotected virtual void OnDragOut ()\n\t{\n\t\tif (isEnabled)\n\t\t{\n\t\t\tif (!mInitDone) OnInit();\n\t\t\tif (tweenTarget != null) SetState(State.Normal, false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Change the visual state.\n\t/// </summary>\n\n\tpublic virtual void SetState (State state, bool instant)\n\t{\n\t\tif (!mInitDone)\n\t\t{\n\t\t\tmInitDone = true;\n\t\t\tOnInit();\n\t\t}\n\n\t\tif (mState != state)\n\t\t{\n\t\t\tmState = state;\n\t\t\tUpdateColor(instant);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the button's color. Call this method after changing the colors of the button at run-time.\n\t/// </summary>\n\n\tpublic void UpdateColor (bool instant)\n\t{\n\t\tTweenColor tc;\n\n\t\tif (tweenTarget != null)\n\t\t{\n\t\t\tswitch (mState)\n\t\t\t{\n\t\t\t\tcase State.Hover: tc = TweenColor.Begin(tweenTarget, duration, hover); break;\n\t\t\t\tcase State.Pressed: tc = TweenColor.Begin(tweenTarget, duration, pressed); break;\n\t\t\t\tcase State.Disabled: tc = TweenColor.Begin(tweenTarget, duration, disabledColor); break;\n\t\t\t\tdefault: tc = TweenColor.Begin(tweenTarget, duration, mDefaultColor); break;\n\t\t\t}\n\n\t\t\tif (instant && tc != null)\n\t\t\t{\n\t\t\t\ttc.value = tc.to;\n\t\t\t\ttc.enabled = false;\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonColor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 15cc9c62605319f4a9b20b15918913fa\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonKeys.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Deprecated component. Use UIKeyNavigation instead.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Button Keys (Legacy)\")]\npublic class UIButtonKeys : UIKeyNavigation\n{\n\tpublic UIButtonKeys selectOnClick;\n\tpublic UIButtonKeys selectOnUp;\n\tpublic UIButtonKeys selectOnDown;\n\tpublic UIButtonKeys selectOnLeft;\n\tpublic UIButtonKeys selectOnRight;\n\n\tprotected override void OnEnable ()\n\t{\n\t\tUpgrade();\n\t\tbase.OnEnable();\n\t}\n\n\tpublic void Upgrade ()\n\t{\n\t\tif (onClick == null && selectOnClick != null)\n\t\t{\n\t\t\tonClick = selectOnClick.gameObject;\n\t\t\tselectOnClick = null;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\n\t\tif (onLeft == null && selectOnLeft != null)\n\t\t{\n\t\t\tonLeft = selectOnLeft.gameObject;\n\t\t\tselectOnLeft = null;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\n\t\tif (onRight == null && selectOnRight != null)\n\t\t{\n\t\t\tonRight = selectOnRight.gameObject;\n\t\t\tselectOnRight = null;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\n\t\tif (onUp == null && selectOnUp != null)\n\t\t{\n\t\t\tonUp = selectOnUp.gameObject;\n\t\t\tselectOnUp = null;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\n\t\tif (onDown == null && selectOnDown != null)\n\t\t{\n\t\t\tonDown = selectOnDown.gameObject;\n\t\t\tselectOnDown = null;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonKeys.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 35a096bcfb49b9c409c3875999a2cda9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonMessage.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Sends a message to the remote object when something happens.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Button Message (Legacy)\")]\npublic class UIButtonMessage : MonoBehaviour\n{\n\tpublic enum Trigger\n\t{\n\t\tOnClick,\n\t\tOnMouseOver,\n\t\tOnMouseOut,\n\t\tOnPress,\n\t\tOnRelease,\n\t\tOnDoubleClick,\n\t}\n\n\tpublic GameObject target;\n\tpublic string functionName;\n\tpublic Trigger trigger = Trigger.OnClick;\n\tpublic bool includeChildren = false;\n\n\tbool mStarted = false;\n\n\tvoid Start () { mStarted = true; }\n\n\tvoid OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); }\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (((isOver && trigger == Trigger.OnMouseOver) ||\n\t\t\t\t(!isOver && trigger == Trigger.OnMouseOut))) Send();\n\t\t}\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (((isPressed && trigger == Trigger.OnPress) ||\n\t\t\t\t(!isPressed && trigger == Trigger.OnRelease))) Send();\n\t\t}\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller))\n\t\t\tOnHover(isSelected);\n\t}\n\n\tvoid OnClick () { if (enabled && trigger == Trigger.OnClick) Send(); }\n\n\tvoid OnDoubleClick () { if (enabled && trigger == Trigger.OnDoubleClick) Send(); }\n\n\tvoid Send ()\n\t{\n\t\tif (string.IsNullOrEmpty(functionName)) return;\n\t\tif (target == null) target = gameObject;\n\n\t\tif (includeChildren)\n\t\t{\n\t\t\tTransform[] transforms = target.GetComponentsInChildren<Transform>();\n\n\t\t\tfor (int i = 0, imax = transforms.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform t = transforms[i];\n\t\t\t\tt.gameObject.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttarget.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n}\n"
  },
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    "content": "fileFormatVersion: 2\nguid: e4c4ff40739c7904ca26c14ffbdc4176\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonOffset.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Simple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Button Offset\")]\npublic class UIButtonOffset : MonoBehaviour\n{\n\tpublic Transform tweenTarget;\n\tpublic Vector3 hover = Vector3.zero;\n\tpublic Vector3 pressed = new Vector3(2f, -2f);\n\tpublic float duration = 0.2f;\n\n\t[System.NonSerialized] Vector3 mPos;\n\t[System.NonSerialized] bool mStarted = false;\n\t[System.NonSerialized] bool mPressed = false;\n\n\tvoid Start ()\n\t{\n\t\tif (!mStarted)\n\t\t{\n\t\t\tmStarted = true;\n\t\t\tif (tweenTarget == null) tweenTarget = transform;\n\t\t\tmPos = tweenTarget.localPosition;\n\t\t}\n\t}\n\n\tvoid OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); }\n\n\tvoid OnDisable ()\n\t{\n\t\tif (mStarted && tweenTarget != null)\n\t\t{\n\t\t\tTweenPosition tc = tweenTarget.GetComponent<TweenPosition>();\n\n\t\t\tif (tc != null)\n\t\t\t{\n\t\t\t\ttc.value = mPos;\n\t\t\t\ttc.enabled = false;\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tmPressed = isPressed;\n\n\t\tif (enabled)\n\t\t{\n\t\t\tif (!mStarted) Start();\n\t\t\tTweenPosition.Begin(tweenTarget.gameObject, duration, isPressed ? mPos + pressed :\n\t\t\t\t(UICamera.IsHighlighted(gameObject) ? mPos + hover : mPos)).method = UITweener.Method.EaseInOut;\n\t\t}\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (!mStarted) Start();\n\t\t\tTweenPosition.Begin(tweenTarget.gameObject, duration, isOver ? mPos + hover : mPos).method = UITweener.Method.EaseInOut;\n\t\t}\n\t}\n\n\tvoid OnDragOver ()\n\t{\n\t\tif (mPressed) TweenPosition.Begin(tweenTarget.gameObject, duration, mPos + hover).method = UITweener.Method.EaseInOut;\n\t}\n\n\tvoid OnDragOut ()\n\t{\n\t\tif (mPressed) TweenPosition.Begin(tweenTarget.gameObject, duration, mPos).method = UITweener.Method.EaseInOut;\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller))\n\t\t\tOnHover(isSelected);\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonOffset.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonRotation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Simple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Button Rotation\")]\npublic class UIButtonRotation : MonoBehaviour\n{\n\tpublic Transform tweenTarget;\n\tpublic Vector3 hover = Vector3.zero;\n\tpublic Vector3 pressed = Vector3.zero;\n\tpublic float duration = 0.2f;\n\n\tQuaternion mRot;\n\tbool mStarted = false;\n\n\tvoid Start ()\n\t{\n\t\tif (!mStarted)\n\t\t{\n\t\t\tmStarted = true;\n\t\t\tif (tweenTarget == null) tweenTarget = transform;\n\t\t\tmRot = tweenTarget.localRotation;\n\t\t}\n\t}\n\n\tvoid OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); }\n\n\tvoid OnDisable ()\n\t{\n\t\tif (mStarted && tweenTarget != null)\n\t\t{\n\t\t\tTweenRotation tc = tweenTarget.GetComponent<TweenRotation>();\n\n\t\t\tif (tc != null)\n\t\t\t{\n\t\t\t\ttc.value = mRot;\n\t\t\t\ttc.enabled = false;\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (!mStarted) Start();\n\t\t\tTweenRotation.Begin(tweenTarget.gameObject, duration, isPressed ? mRot * Quaternion.Euler(pressed) :\n\t\t\t\t(UICamera.IsHighlighted(gameObject) ? mRot * Quaternion.Euler(hover) : mRot)).method = UITweener.Method.EaseInOut;\n\t\t}\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (!mStarted) Start();\n\t\t\tTweenRotation.Begin(tweenTarget.gameObject, duration, isOver ? mRot * Quaternion.Euler(hover) :\n\t\t\t\tmRot).method = UITweener.Method.EaseInOut;\n\t\t}\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller))\n\t\t\tOnHover(isSelected);\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonRotation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3f23d9cb4e13584439c9f9ddeed5e512\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonScale.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Simple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Button Scale\")]\npublic class UIButtonScale : MonoBehaviour\n{\n\tpublic Transform tweenTarget;\n\tpublic Vector3 hover = new Vector3(1.1f, 1.1f, 1.1f);\n\tpublic Vector3 pressed = new Vector3(1.05f, 1.05f, 1.05f);\n\tpublic float duration = 0.2f;\n\n\tVector3 mScale;\n\tbool mStarted = false;\n\n\tvoid Start ()\n\t{\n\t\tif (!mStarted)\n\t\t{\n\t\t\tmStarted = true;\n\t\t\tif (tweenTarget == null) tweenTarget = transform;\n\t\t\tmScale = tweenTarget.localScale;\n\t\t}\n\t}\n\n\tvoid OnEnable () { if (mStarted) OnHover(UICamera.IsHighlighted(gameObject)); }\n\n\tvoid OnDisable ()\n\t{\n\t\tif (mStarted && tweenTarget != null)\n\t\t{\n\t\t\tTweenScale tc = tweenTarget.GetComponent<TweenScale>();\n\n\t\t\tif (tc != null)\n\t\t\t{\n\t\t\t\ttc.value = mScale;\n\t\t\t\ttc.enabled = false;\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (!mStarted) Start();\n\t\t\tTweenScale.Begin(tweenTarget.gameObject, duration, isPressed ? Vector3.Scale(mScale, pressed) :\n\t\t\t\t(UICamera.IsHighlighted(gameObject) ? Vector3.Scale(mScale, hover) : mScale)).method = UITweener.Method.EaseInOut;\n\t\t}\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (!mStarted) Start();\n\t\t\tTweenScale.Begin(tweenTarget.gameObject, duration, isOver ? Vector3.Scale(mScale, hover) : mScale).method = UITweener.Method.EaseInOut;\n\t\t}\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller))\n\t\t\tOnHover(isSelected);\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIButtonScale.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UICenterOnChild.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Ever wanted to be able to auto-center on an object within a draggable panel?\n/// Attach this script to the container that has the objects to center on as its children.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Center Scroll View on Child\")]\npublic class UICenterOnChild : MonoBehaviour\n{\n\tpublic delegate void OnCenterCallback (GameObject centeredObject);\n\n\t/// <summary>\n\t/// The strength of the spring.\n\t/// </summary>\n\n\tpublic float springStrength = 8f;\n\n\t/// <summary>\n\t/// If set to something above zero, it will be possible to move to the next page after dragging past the specified threshold.\n\t/// </summary>\n\n\tpublic float nextPageThreshold = 0f;\n\n\t/// <summary>\n\t/// Callback to be triggered when the centering operation completes.\n\t/// </summary>\n\n\tpublic SpringPanel.OnFinished onFinished;\n\n\t/// <summary>\n\t/// Callback triggered whenever the script begins centering on a new child object.\n\t/// </summary>\n\n\tpublic OnCenterCallback onCenter;\n\n\tUIScrollView mScrollView;\n\tGameObject mCenteredObject;\n\n\t/// <summary>\n\t/// Game object that the draggable panel is currently centered on.\n\t/// </summary>\n\n\tpublic GameObject centeredObject { get { return mCenteredObject; } }\n\n\tvoid Start () { Recenter(); }\n\tvoid OnEnable () { if (mScrollView) { mScrollView.centerOnChild = this; Recenter(); } }\n\tvoid OnDisable () { if (mScrollView) mScrollView.centerOnChild = null; }\n\tvoid OnDragFinished () { if (enabled) Recenter(); }\n\n\t/// <summary>\n\t/// Ensure that the threshold is always positive.\n\t/// </summary>\n\n\tvoid OnValidate () { nextPageThreshold = Mathf.Abs(nextPageThreshold); }\n\n\t/// <summary>\n\t/// Recenter the draggable list on the center-most child.\n\t/// </summary>\n\n\t[ContextMenu(\"Execute\")]\n\tpublic void Recenter ()\n\t{\n\t\tif (mScrollView == null)\n\t\t{\n\t\t\tmScrollView = NGUITools.FindInParents<UIScrollView>(gameObject);\n\n\t\t\tif (mScrollView == null)\n\t\t\t{\n\t\t\t\tDebug.LogWarning(GetType() + \" requires \" + typeof(UIScrollView) + \" on a parent object in order to work\", this);\n\t\t\t\tenabled = false;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (mScrollView)\n\t\t\t\t{\n\t\t\t\t\tmScrollView.centerOnChild = this;\n\t\t\t\t\tmScrollView.onDragFinished += OnDragFinished;\n\t\t\t\t}\n\n\t\t\t\tif (mScrollView.horizontalScrollBar != null)\n\t\t\t\t\tmScrollView.horizontalScrollBar.onDragFinished += OnDragFinished;\n\n\t\t\t\tif (mScrollView.verticalScrollBar != null)\n\t\t\t\t\tmScrollView.verticalScrollBar.onDragFinished += OnDragFinished;\n\t\t\t}\n\t\t}\n\t\tif (mScrollView.panel == null) return;\n\n\t\tTransform trans = transform;\n\t\tif (trans.childCount == 0) return;\n\n\t\t// Calculate the panel's center in world coordinates\n\t\tVector3[] corners = mScrollView.panel.worldCorners;\n\t\tVector3 panelCenter = (corners[2] + corners[0]) * 0.5f;\n\n\t\t// Offset this value by the momentum\n\t\tVector3 momentum = mScrollView.currentMomentum * mScrollView.momentumAmount;\n\t\tVector3 moveDelta = NGUIMath.SpringDampen(ref momentum, 9f, 2f);\n\t\tVector3 pickingPoint = panelCenter - moveDelta * 0.01f; // Magic number based on what \"feels right\"\n\n\t\tfloat min = float.MaxValue;\n\t\tTransform closest = null;\n\t\tint index = 0;\n\t\tint ignoredIndex = 0;\n\n\t\tUIGrid grid = GetComponent<UIGrid>();\n\t\tList<Transform> list = null;\n\n\t\t// Determine the closest child\n\t\tif (grid != null)\n\t\t{\n\t\t\tlist = grid.GetChildList();\n\n\t\t\tfor (int i = 0, imax = list.Count, ii = 0; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform t = list[i];\n\t\t\t\tif (!t.gameObject.activeInHierarchy) continue;\n\t\t\t\tfloat sqrDist = Vector3.SqrMagnitude(t.position - pickingPoint);\n\n\t\t\t\tif (sqrDist < min)\n\t\t\t\t{\n\t\t\t\t\tmin = sqrDist;\n\t\t\t\t\tclosest = t;\n\t\t\t\t\tindex = i;\n\t\t\t\t\tignoredIndex = ii;\n\t\t\t\t}\n\t\t\t\t++ii;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfor (int i = 0, imax = trans.childCount, ii = 0; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform t = trans.GetChild(i);\n\t\t\t\tif (!t.gameObject.activeInHierarchy) continue;\n\t\t\t\tfloat sqrDist = Vector3.SqrMagnitude(t.position - pickingPoint);\n\n\t\t\t\tif (sqrDist < min)\n\t\t\t\t{\n\t\t\t\t\tmin = sqrDist;\n\t\t\t\t\tclosest = t;\n\t\t\t\t\tindex = i;\n\t\t\t\t\tignoredIndex = ii;\n\t\t\t\t}\n\t\t\t\t++ii;\n\t\t\t}\n\t\t}\n\n\t\t// If we have a touch in progress and the next page threshold set\n\t\tif (nextPageThreshold > 0f && UICamera.currentTouch != null)\n\t\t{\n\t\t\t// If we're still on the same object\n\t\t\tif (mCenteredObject != null && mCenteredObject.transform == (list != null ? list[index] : trans.GetChild(index)))\n\t\t\t{\n\t\t\t\tVector3 totalDelta = UICamera.currentTouch.totalDelta;\n\t\t\t\ttotalDelta = transform.rotation * totalDelta;\n\n\t\t\t\tfloat delta = 0f;\n\n\t\t\t\tswitch (mScrollView.movement)\n\t\t\t\t{\n\t\t\t\t\tcase UIScrollView.Movement.Horizontal:\n\t\t\t\t\t{\n\t\t\t\t\t\tdelta = totalDelta.x;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\tcase UIScrollView.Movement.Vertical:\n\t\t\t\t\t{\n\t\t\t\t\t\tdelta = totalDelta.y;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\tdefault:\n\t\t\t\t\t{\n\t\t\t\t\t\tdelta = totalDelta.magnitude;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (Mathf.Abs(delta) > nextPageThreshold)\n\t\t\t\t{\n\t\t\t\t\tif (delta > nextPageThreshold)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Next page\n\t\t\t\t\t\tif (list != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (ignoredIndex > 0)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tclosest = list[ignoredIndex - 1];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse closest = (GetComponent<UIWrapContent>() == null) ? list[0] : list[list.Count - 1];\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (ignoredIndex > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tclosest = trans.GetChild(ignoredIndex - 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse closest = (GetComponent<UIWrapContent>() == null) ? trans.GetChild(0) : trans.GetChild(trans.childCount - 1);\n\t\t\t\t\t}\n\t\t\t\t\telse if (delta < -nextPageThreshold)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Previous page\n\t\t\t\t\t\tif (list != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (ignoredIndex < list.Count - 1)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tclosest = list[ignoredIndex + 1];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse closest = (GetComponent<UIWrapContent>() == null) ? list[list.Count - 1] : list[0];\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (ignoredIndex < trans.childCount - 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tclosest = trans.GetChild(ignoredIndex + 1);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse closest = (GetComponent<UIWrapContent>() == null) ? trans.GetChild(trans.childCount - 1) : trans.GetChild(0);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tCenterOn(closest, panelCenter);\n\t}\n\n\t/// <summary>\n\t/// Center the panel on the specified target.\n\t/// </summary>\n\n\tvoid CenterOn (Transform target, Vector3 panelCenter)\n\t{\n\t\tif (target != null && mScrollView != null && mScrollView.panel != null)\n\t\t{\n\t\t\tTransform panelTrans = mScrollView.panel.cachedTransform;\n\t\t\tmCenteredObject = target.gameObject;\n\n\t\t\t// Figure out the difference between the chosen child and the panel's center in local coordinates\n\t\t\tVector3 cp = panelTrans.InverseTransformPoint(target.position);\n\t\t\tVector3 cc = panelTrans.InverseTransformPoint(panelCenter);\n\t\t\tVector3 localOffset = cp - cc;\n\n\t\t\t// Offset shouldn't occur if blocked\n\t\t\tif (!mScrollView.canMoveHorizontally) localOffset.x = 0f;\n\t\t\tif (!mScrollView.canMoveVertically) localOffset.y = 0f;\n\t\t\tlocalOffset.z = 0f;\n\n\t\t\t// Spring the panel to this calculated position\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying)\n\t\t\t{\n\t\t\t\tpanelTrans.localPosition = panelTrans.localPosition - localOffset;\n\n\t\t\t\tVector4 co = mScrollView.panel.clipOffset;\n\t\t\t\tco.x += localOffset.x;\n\t\t\t\tco.y += localOffset.y;\n\t\t\t\tmScrollView.panel.clipOffset = co;\n\t\t\t}\n\t\t\telse\n#endif\n\t\t\t{\n\t\t\t\tSpringPanel.Begin(mScrollView.panel.cachedGameObject,\n\t\t\t\t\tpanelTrans.localPosition - localOffset, springStrength).onFinished = onFinished;\n\t\t\t}\n\t\t}\n\t\telse mCenteredObject = null;\n\n\t\t// Notify the listener\n\t\tif (onCenter != null) onCenter(mCenteredObject);\n\t}\n\n\t/// <summary>\n\t/// Center the panel on the specified target.\n\t/// </summary>\n\n\tpublic void CenterOn (Transform target)\n\t{\n\t\tif (mScrollView != null && mScrollView.panel != null)\n\t\t{\n\t\t\tVector3[] corners = mScrollView.panel.worldCorners;\n\t\t\tVector3 panelCenter = (corners[2] + corners[0]) * 0.5f;\n\t\t\tCenterOn(target, panelCenter);\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UICenterOnChild.cs.meta",
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UICenterOnClick.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Attaching this script to an element of a scroll view will make it possible to center on it by clicking on it.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Center Scroll View on Click\")]\npublic class UICenterOnClick : MonoBehaviour\n{\n\tvoid OnClick ()\n\t{\n\t\tUICenterOnChild center = NGUITools.FindInParents<UICenterOnChild>(gameObject);\n\t\tUIPanel panel = NGUITools.FindInParents<UIPanel>(gameObject);\n\n\t\tif (center != null)\n\t\t{\n\t\t\tif (center.enabled)\n\t\t\t\tcenter.CenterOn(transform);\n\t\t}\n\t\telse if (panel != null && panel.clipping != UIDrawCall.Clipping.None)\n\t\t{\n\t\t\tUIScrollView sv = panel.GetComponent<UIScrollView>();\n\t\t\tVector3 offset = -panel.cachedTransform.InverseTransformPoint(transform.position);\n\t\t\tif (!sv.canMoveHorizontally) offset.x = panel.cachedTransform.localPosition.x;\n\t\t\tif (!sv.canMoveVertically) offset.y = panel.cachedTransform.localPosition.y;\n\t\t\tSpringPanel.Begin(panel.cachedGameObject, offset, 6f);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UICenterOnClick.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragCamera.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Allows dragging of the camera object and restricts camera's movement to be within bounds of the area created by the rootForBounds colliders.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Drag Camera\")]\npublic class UIDragCamera : MonoBehaviour\n{\n\t/// <summary>\n\t/// Target object that will be dragged.\n\t/// </summary>\n\n\tpublic UIDraggableCamera draggableCamera;\n\n\t/// <summary>\n\t/// Automatically find the draggable camera if possible.\n\t/// </summary>\n\n\tvoid Awake ()\n\t{\n\t\tif (draggableCamera == null)\n\t\t{\n\t\t\tdraggableCamera = NGUITools.FindInParents<UIDraggableCamera>(gameObject);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Forward the press event to the draggable camera.\n\t/// </summary>\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null)\n\t\t{\n\t\t\tdraggableCamera.Press(isPressed);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Forward the drag event to the draggable camera.\n\t/// </summary>\n\n\tvoid OnDrag (Vector2 delta)\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null)\n\t\t{\n\t\t\tdraggableCamera.Drag(delta);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Forward the scroll event to the draggable camera.\n\t/// </summary>\n\n\tvoid OnScroll (float delta)\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject) && draggableCamera != null)\n\t\t{\n\t\t\tdraggableCamera.Scroll(delta);\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragCamera.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragDropContainer.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n[AddComponentMenu(\"NGUI/Interaction/Drag and Drop Container\")]\npublic class UIDragDropContainer : MonoBehaviour\n{\n\tpublic Transform reparentTarget;\n\n\tprotected virtual void Start () { if (reparentTarget == null) reparentTarget = transform; }\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragDropContainer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c33bc83ab81ec0c44976c6fb1d44e55a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragDropItem.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections;\nusing System.Collections.Generic;\n\n/// <summary>\n/// UIDragDropItem is a base script for your own Drag & Drop operations.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Drag and Drop Item\")]\npublic class UIDragDropItem : MonoBehaviour\n{\n\tpublic enum Restriction\n\t{\n\t\tNone,\n\t\tHorizontal,\n\t\tVertical,\n\t\tPressAndHold,\n\t}\n\n\t/// <summary>\n\t/// What kind of restriction is applied to the drag & drop logic before dragging is made possible.\n\t/// </summary>\n\n\tpublic Restriction restriction = Restriction.None;\n\n\t/// <summary>\n\t/// Whether a copy of the item will be dragged instead of the item itself.\n\t/// </summary>\n\n\tpublic bool cloneOnDrag = false;\n\n\t/// <summary>\n\t/// How long the user has to press on an item before the drag action activates.\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic float pressAndHoldDelay = 1f;\n\n\t/// <summary>\n\t/// Whether this drag & drop item can be interacted with. If not, only tooltips will work.\n\t/// </summary>\n\n\tpublic bool interactable = true;\n\n#region Common functionality\n\n\t[System.NonSerialized] protected Transform mTrans;\n\t[System.NonSerialized] protected Transform mParent;\n\t[System.NonSerialized] protected Collider mCollider;\n\t[System.NonSerialized] protected Collider2D mCollider2D;\n\t[System.NonSerialized] protected UIButton mButton;\n\t[System.NonSerialized] protected UIRoot mRoot;\n\t[System.NonSerialized] protected UIGrid mGrid;\n\t[System.NonSerialized] protected UITable mTable;\n\t[System.NonSerialized] protected float mDragStartTime = 0f;\n\t[System.NonSerialized] protected UIDragScrollView mDragScrollView = null;\n\t[System.NonSerialized] protected bool mPressed = false;\n\t[System.NonSerialized] protected bool mDragging = false;\n\t[System.NonSerialized] protected UICamera.MouseOrTouch mTouch;\n    \n    // [added] by wsh by wsh 2017/02/23\n    // stop check hold when dragging happens\n    [System.NonSerialized] protected bool mCheckHoldDragStart = false;\n\n    /// <summary>\n    /// List of items that are currently being dragged.\n    /// </summary>\n\n    static public List<UIDragDropItem> draggedItems = new List<UIDragDropItem>();\n\n\tprotected virtual void Awake ()\n\t{\n\t\tmTrans = transform;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tmCollider = collider;\n\t\tmCollider2D = collider2D;\n#else\n\t\tmCollider = gameObject.GetComponent<Collider>();\n\t\tmCollider2D = gameObject.GetComponent<Collider2D>();\n#endif\n\t}\n\n\tprotected virtual void OnEnable () { }\n\tprotected virtual void OnDisable () { if (mDragging) StopDragging(UICamera.hoveredObject); }\n\n\t/// <summary>\n\t/// Cache the transform.\n\t/// </summary>\n\n\tprotected virtual void Start ()\n\t{\n\t\tmButton = GetComponent<UIButton>();\n\t\tmDragScrollView = GetComponent<UIDragScrollView>();\n\t}\n\n\t/// <summary>\n\t/// Record the time the item was pressed on.\n\t/// </summary>\n\n\tprotected virtual void OnPress (bool isPressed)\n\t{\n\t\tif (!interactable || UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3) return;\n\n\t\tif (isPressed)\n\t\t{\n\t\t\tif (!mPressed)\n            {\n                mTouch = UICamera.currentTouch;\n\t\t\t\tmDragStartTime = RealTime.time + pressAndHoldDelay;\n\t\t\t\tmPressed = true;\n                mCheckHoldDragStart = true;\n            }\n\t\t}\n\t\telse if (mPressed && mTouch == UICamera.currentTouch)\n\t\t{\n\t\t\tmPressed = false;\n\t\t\tmTouch = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Start the dragging operation after the item was held for a while.\n\t/// </summary>\n\n\tprotected virtual void Update ()\n\t{\n\t\tif (restriction == Restriction.PressAndHold && mCheckHoldDragStart)\n\t\t{\n\t\t\tif (mPressed && !mDragging && mDragStartTime < RealTime.time)\n\t\t\t\tStartDragging();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Start the dragging operation.\n\t/// </summary>\n\n\tprotected virtual void OnDragStart ()\n\t{\n\t\tif (!interactable) return;\n\t\tif (!enabled || mTouch != UICamera.currentTouch) return;\n\n\t\t// If we have a restriction, check to see if its condition has been met first\n\t\tif (restriction != Restriction.None)\n\t\t{\n\t\t\tif (restriction == Restriction.Horizontal)\n\t\t\t{\n\t\t\t\tVector2 delta = mTouch.totalDelta;\n\t\t\t\tif (Mathf.Abs(delta.x) < Mathf.Abs(delta.y)) return;\n\t\t\t}\n\t\t\telse if (restriction == Restriction.Vertical)\n\t\t\t{\n\t\t\t\tVector2 delta = mTouch.totalDelta;\n\t\t\t\tif (Mathf.Abs(delta.x) > Mathf.Abs(delta.y)) return;\n\t\t\t}\n\t\t\telse if (restriction == Restriction.PressAndHold)\n\t\t\t{\n                // Checked in Update instead\n                return;\n\t\t\t}\n\t\t}\n\t\tStartDragging();\n\t}\n\n\t/// <summary>\n\t/// Start the dragging operation.\n\t/// </summary>\n\n\tpublic virtual void StartDragging ()\n\t{\n\t\tif (!interactable) return;\n\n\t\tif (!mDragging)\n\t\t{\n\t\t\tif (cloneOnDrag)\n\t\t\t{\n\t\t\t\tmPressed = false;\n                GameObject clone = OnCloneGameObject();\n                if (clone == null)\n                {\n                    return;\n                }\n                clone.transform.parent = transform.parent;\n                clone.transform.localPosition = transform.localPosition;\n\t\t\t\tclone.transform.localRotation = transform.localRotation;\n\t\t\t\tclone.transform.localScale = transform.localScale;\n\n\t\t\t\tUIButtonColor bc = clone.GetComponent<UIButtonColor>();\n\t\t\t\tif (bc != null) bc.defaultColor = GetComponent<UIButtonColor>().defaultColor;\n\n\t\t\t\tif (mTouch != null && mTouch.pressed == gameObject)\n\t\t\t\t{\n\t\t\t\t\tmTouch.current = clone;\n\t\t\t\t\tmTouch.pressed = clone;\n\t\t\t\t\tmTouch.dragged = clone;\n\t\t\t\t\tmTouch.last = clone;\n\t\t\t\t}\n\n\t\t\t\tUIDragDropItem item = clone.GetComponent<UIDragDropItem>();\n\t\t\t\titem.mTouch = mTouch;\n\t\t\t\titem.mPressed = true;\n\t\t\t\titem.mDragging = true;\n\t\t\t\titem.Start();\n\t\t\t\titem.OnClone(gameObject);\n\t\t\t\titem.OnDragDropStart();\n\n\t\t\t\tif (UICamera.currentTouch == null)\n\t\t\t\t\tUICamera.currentTouch = mTouch;\n\n\t\t\t\tmTouch = null;\n\n\t\t\t\tUICamera.Notify(gameObject, \"OnPress\", false);\n\t\t\t\tUICamera.Notify(gameObject, \"OnHover\", false);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmDragging = true;\n\t\t\t\tOnDragDropStart();\n\t\t\t}\n\t\t}\n\t}\n    protected virtual GameObject OnCloneGameObject()\n    {\n        GameObject clone = transform.parent.gameObject.AddChild(gameObject);\n        return clone;\n    }\n\n\t/// <summary>\n\t/// Called on the cloned object when it was duplicated.\n\t/// </summary>\n\n\tprotected virtual void OnClone (GameObject original) { }\n\n\t/// <summary>\n\t/// Perform the dragging.\n\t/// </summary>\n\n\tprotected virtual void OnDrag (Vector2 delta)\n\t{\n\t\tif (!interactable) return;\n        // stop to check hold, and cancel it\n        mCheckHoldDragStart = false;\n\t\tif (!mDragging || !enabled || mTouch != UICamera.currentTouch) return;\n\t\tif (mRoot != null) OnDragDropMove(delta * mRoot.pixelSizeAdjustment);\n\t\telse OnDragDropMove(delta);\n\t}\n\n\t/// <summary>\n\t/// Notification sent when the drag event has ended.\n\t/// </summary>\n\n\tprotected virtual void OnDragEnd ()\n\t{\n\t\tif (!interactable) return;\n\t\tif (!enabled || mTouch != UICamera.currentTouch) return;\n\t\tStopDragging(UICamera.hoveredObject);\n\t}\n\n\t/// <summary>\n\t/// Drop the dragged item.\n\t/// </summary>\n\n\tpublic void StopDragging (GameObject go)\n\t{\n\t\tif (mDragging)\n\t\t{\n\t\t\tmDragging = false;\n\t\t\tOnDragDropRelease(go);\n\t\t}\n\t}\n\n#endregion\n\n\t/// <summary>\n\t/// Perform any logic related to starting the drag & drop operation.\n\t/// </summary>\n\n\tprotected virtual void OnDragDropStart ()\n\t{\n\t\tif (!draggedItems.Contains(this))\n\t\t\tdraggedItems.Add(this);\n\n\t\t// Automatically disable the scroll view\n\t\tif (mDragScrollView != null) mDragScrollView.enabled = false;\n\n\t\t// Disable the collider so that it doesn't intercept events\n\t\tif (mButton != null) mButton.isEnabled = false;\n\t\telse if (mCollider != null) mCollider.enabled = false;\n\t\telse if (mCollider2D != null) mCollider2D.enabled = false;\n\n\t\tmParent = mTrans.parent;\n\t\tmRoot = NGUITools.FindInParents<UIRoot>(mParent);\n\t\tmGrid = NGUITools.FindInParents<UIGrid>(mParent);\n\t\tmTable = NGUITools.FindInParents<UITable>(mParent);\n\n\t\t// Re-parent the item\n\t\tif (UIDragDropRoot.root != null)\n\t\t\tmTrans.parent = UIDragDropRoot.root;\n\n\t\tVector3 pos = mTrans.localPosition;\n\t\tpos.z = 0f;\n\t\tmTrans.localPosition = pos;\n\n\t\tTweenPosition tp = GetComponent<TweenPosition>();\n\t\tif (tp != null) tp.enabled = false;\n\n\t\tSpringPosition sp = GetComponent<SpringPosition>();\n\t\tif (sp != null) sp.enabled = false;\n\n\t\t// Notify the widgets that the parent has changed\n\t\tNGUITools.MarkParentAsChanged(gameObject);\n\n\t\tif (mTable != null) mTable.repositionNow = true;\n\t\tif (mGrid != null) mGrid.repositionNow = true;\n\t}\n\n\t/// <summary>\n\t/// Adjust the dragged object's position.\n\t/// </summary>\n\n\tprotected virtual void OnDragDropMove (Vector2 delta)\n\t{\n\t\tmTrans.localPosition += mTrans.InverseTransformDirection((Vector3)delta);\n\t}\n\n\t/// <summary>\n\t/// Drop the item onto the specified object.\n\t/// </summary>\n\n\tprotected virtual void OnDragDropRelease (GameObject surface)\n\t{\n\t\tif (!cloneOnDrag)\n\t\t{\n\t\t\t// Clear the reference to the scroll view since it might be in another scroll view now\n\t\t\tvar drags = GetComponentsInChildren<UIDragScrollView>();\n\t\t\tforeach (var d in drags) d.scrollView = null;\n\n\t\t\t// Re-enable the collider\n\t\t\tif (mButton != null) mButton.isEnabled = true;\n\t\t\telse if (mCollider != null) mCollider.enabled = true;\n\t\t\telse if (mCollider2D != null) mCollider2D.enabled = true;\n\n\t\t\t// Is there a droppable container?\n\t\t\tUIDragDropContainer container = surface ? NGUITools.FindInParents<UIDragDropContainer>(surface) : null;\n\n\t\t\tif (container != null)\n\t\t\t{\n\t\t\t\t// Container found -- parent this object to the container\n\t\t\t\tmTrans.parent = (container.reparentTarget != null) ? container.reparentTarget : container.transform;\n\n\t\t\t\tVector3 pos = mTrans.localPosition;\n\t\t\t\tpos.z = 0f;\n\t\t\t\tmTrans.localPosition = pos;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// No valid container under the mouse -- revert the item's parent\n\t\t\t\tmTrans.parent = mParent;\n\t\t\t}\n\n\t\t\t// Update the grid and table references\n\t\t\tmParent = mTrans.parent;\n\t\t\tmGrid = NGUITools.FindInParents<UIGrid>(mParent);\n\t\t\tmTable = NGUITools.FindInParents<UITable>(mParent);\n\n\t\t\t// Re-enable the drag scroll view script\n\t\t\tif (mDragScrollView != null)\n\t\t\t\tInvoke(\"EnableDragScrollView\", 0.001f);\n\n\t\t\t// Notify the widgets that the parent has changed\n\t\t\tNGUITools.MarkParentAsChanged(gameObject);\n\n\t\t\tif (mTable != null) mTable.repositionNow = true;\n\t\t\tif (mGrid != null) mGrid.repositionNow = true;\n\t\t}\n\t\telse NGUITools.Destroy(gameObject);\n\n\t\t// We're now done\n\t\tOnDragDropEnd();\n\t}\n\n\t/// <summary>\n\t/// Function called when the object gets reparented after the drop operation finishes.\n\t/// </summary>\n\n\tprotected virtual void OnDragDropEnd () { draggedItems.Remove(this); }\n\n\t/// <summary>\n\t/// Re-enable the drag scroll view script at the end of the frame.\n\t/// Reason: http://www.tasharen.com/forum/index.php?topic=10203.0\n\t/// </summary>\n\n\tprotected void EnableDragScrollView ()\n\t{\n\t\tif (mDragScrollView != null)\n\t\t\tmDragScrollView.enabled = true;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragDropItem.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9d9ee9adcf574fc42857acfaad9fb89e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragDropRoot.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// When Drag & Drop event begins in UIDragDropItem, it will re-parent itself to the UIDragDropRoot instead.\n/// It's useful when you're dragging something out of a clipped panel: you will want to reparent it before\n/// it can be dragged outside.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Drag and Drop Root\")]\npublic class UIDragDropRoot : MonoBehaviour\n{\n\tstatic public Transform root;\n\n\tvoid OnEnable () { root = transform; }\n\tvoid OnDisable () { if (root == transform) root = null; }\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragDropRoot.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragObject.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections;\n\n/// <summary>\n/// Allows dragging of the specified target object by mouse or touch, optionally limiting it to be within the UIPanel's clipped rectangle.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Drag Object\")]\npublic class UIDragObject : MonoBehaviour\n{\n\tpublic enum DragEffect\n\t{\n\t\tNone,\n\t\tMomentum,\n\t\tMomentumAndSpring,\n\t}\n\n\t/// <summary>\n\t/// Target object that will be dragged.\n\t/// </summary>\n\n\tpublic Transform target;\n\n\t/// <summary>\n\t/// Panel that will be used for constraining the target.\n\t/// </summary>\n\n\tpublic UIPanel panelRegion;\n\n\t/// <summary>\n\t/// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction.\n\t/// </summary>\n\n\tpublic Vector3 dragMovement { get { return scale; } set { scale = value; } }\n\n\t/// <summary>\n\t/// Momentum added from the mouse scroll wheel.\n\t/// </summary>\n\n\tpublic Vector3 scrollMomentum = Vector3.zero;\n\n\t/// <summary>\n\t/// Whether the dragging will be restricted to be within the parent panel's bounds.\n\t/// </summary>\n\n\tpublic bool restrictWithinPanel = false;\n\n\t/// <summary>\n\t/// Rectangle to be used as the draggable object's bounds. If none specified, all widgets' bounds get added up.\n\t/// </summary>\n\n\tpublic UIRect contentRect = null;\n\n\t/// <summary>\n\t/// Effect to apply when dragging.\n\t/// </summary>\n\n\tpublic DragEffect dragEffect = DragEffect.MomentumAndSpring;\n\n\t/// <summary>\n\t/// How much momentum gets applied when the press is released after dragging.\n\t/// </summary>\n\n\tpublic float momentumAmount = 35f;\n\n\t// Obsolete property. Use 'dragMovement' instead.\n\t[SerializeField] protected Vector3 scale = new Vector3(1f, 1f, 0f);\n\n\t// Obsolete property. Use 'scrollMomentum' instead.\n\t[SerializeField][HideInInspector] float scrollWheelFactor = 0f;\n\n\tPlane mPlane;\n\tVector3 mTargetPos;\n\tVector3 mLastPos;\n\tVector3 mMomentum = Vector3.zero;\n\tVector3 mScroll = Vector3.zero;\n\tBounds mBounds;\n\tint mTouchID = 0;\n\tbool mStarted = false;\n\tbool mPressed = false;\n\n\t/// <summary>\n\t/// Auto-upgrade the legacy data.\n\t/// </summary>\n\n\tvoid OnEnable ()\n\t{\n\t\tif (scrollWheelFactor != 0f)\n\t\t{\n\t\t\tscrollMomentum = scale * scrollWheelFactor;\n\t\t\tscrollWheelFactor = 0f;\n\t\t}\n\n\t\tif (contentRect == null && target != null && Application.isPlaying)\n\t\t{\n\t\t\tUIWidget w = target.GetComponent<UIWidget>();\n\t\t\tif (w != null) contentRect = w;\n\t\t}\n\n\t\tmTargetPos = (target != null) ? target.position : Vector3.zero;\n\t}\n\n\tvoid OnDisable () { mStarted = false; }\n\n\t/// <summary>\n\t/// Find the panel responsible for this object.\n\t/// </summary>\n\n\tvoid FindPanel ()\n\t{\n\t\tpanelRegion = (target != null) ? UIPanel.Find(target.transform.parent) : null;\n\t\tif (panelRegion == null) restrictWithinPanel = false;\n\t}\n\n\t/// <summary>\n\t/// Recalculate the bounds of the dragged content.\n\t/// </summary>\n\n\tvoid UpdateBounds ()\n\t{\n\t\tif (contentRect)\n\t\t{\n\t\t\tTransform t = panelRegion.cachedTransform;\n\t\t\tMatrix4x4 toLocal = t.worldToLocalMatrix;\n\t\t\tVector3[] corners = contentRect.worldCorners;\n\t\t\tfor (int i = 0; i < 4; ++i) corners[i] = toLocal.MultiplyPoint3x4(corners[i]);\n\t\t\tmBounds = new Bounds(corners[0], Vector3.zero);\n\t\t\tfor (int i = 1; i < 4; ++i) mBounds.Encapsulate(corners[i]);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmBounds = NGUIMath.CalculateRelativeWidgetBounds(panelRegion.cachedTransform, target);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Create a plane on which we will be performing the dragging.\n\t/// </summary>\n\n\tvoid OnPress (bool pressed)\n\t{\n\t\tif (UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3) return;\n\n\t\t// Unity's physics seems to break when timescale is not quite zero. Raycasts start to fail completely.\n\t\tfloat ts = Time.timeScale;\n\t\tif (ts < 0.01f && ts != 0f) return;\n\n\t\tif (enabled && NGUITools.GetActive(gameObject) && target != null)\n\t\t{\n\t\t\tif (pressed)\n\t\t\t{\n\t\t\t\tif (!mPressed)\n\t\t\t\t{\n\t\t\t\t\t// Remove all momentum on press\n\t\t\t\t\tmTouchID = UICamera.currentTouchID;\n\t\t\t\t\tmPressed = true;\n\t\t\t\t\tmStarted = false;\n\t\t\t\t\tCancelMovement();\n\n\t\t\t\t\tif (restrictWithinPanel && panelRegion == null) FindPanel();\n\t\t\t\t\tif (restrictWithinPanel) UpdateBounds();\n\n\t\t\t\t\t// Disable the spring movement\n\t\t\t\t\tCancelSpring();\n\n\t\t\t\t\t// Create the plane to drag along\n\t\t\t\t\tTransform trans = UICamera.currentCamera.transform;\n\t\t\t\t\tmPlane = new Plane((panelRegion != null ? panelRegion.cachedTransform.rotation : trans.rotation) * Vector3.back, UICamera.lastWorldPosition);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mPressed && mTouchID == UICamera.currentTouchID)\n\t\t\t{\n\t\t\t\tmPressed = false;\n\n\t\t\t\tif (restrictWithinPanel && dragEffect == DragEffect.MomentumAndSpring)\n\t\t\t\t{\n\t\t\t\t\tif (panelRegion.ConstrainTargetToBounds(target, ref mBounds, false))\n\t\t\t\t\t\tCancelMovement();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Drag the object along the plane.\n\t/// </summary>\n\n\tvoid OnDrag (Vector2 delta)\n\t{\n\t\tif (mPressed && mTouchID == UICamera.currentTouchID && enabled && NGUITools.GetActive(gameObject) && target != null)\n\t\t{\n\t\t\tUICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta;\n\n\t\t\tRay ray = UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos);\n\t\t\tfloat dist = 0f;\n\n\t\t\tif (mPlane.Raycast(ray, out dist))\n\t\t\t{\n\t\t\t\tVector3 currentPos = ray.GetPoint(dist);\n\t\t\t\tVector3 offset = currentPos - mLastPos;\n\t\t\t\tmLastPos = currentPos;\n\n\t\t\t\tif (!mStarted)\n\t\t\t\t{\n\t\t\t\t\tmStarted = true;\n\t\t\t\t\toffset = Vector3.zero;\n\t\t\t\t}\n\n\t\t\t\tif (offset.x != 0f || offset.y != 0f)\n\t\t\t\t{\n\t\t\t\t\toffset = target.InverseTransformDirection(offset);\n\t\t\t\t\toffset.Scale(scale);\n\t\t\t\t\toffset = target.TransformDirection(offset);\n\t\t\t\t}\n\n\t\t\t\t// Adjust the momentum\n\t\t\t\tif (dragEffect != DragEffect.None)\n\t\t\t\t\tmMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f);\n\n\t\t\t\t// Adjust the position and bounds\n\t\t\t\tVector3 before = target.localPosition;\n\t\t\t\tMove(offset);\n\n\t\t\t\t// We want to constrain the UI to be within bounds\n\t\t\t\tif (restrictWithinPanel)\n\t\t\t\t{\n\t\t\t\t\tmBounds.center = mBounds.center + (target.localPosition - before);\n\n\t\t\t\t\t// Constrain the UI to the bounds, and if done so, immediately eliminate the momentum\n\t\t\t\t\tif (dragEffect != DragEffect.MomentumAndSpring && panelRegion.ConstrainTargetToBounds(target, ref mBounds, true))\n\t\t\t\t\t\tCancelMovement();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Move the dragged object by the specified amount.\n\t/// </summary>\n\n\tvoid Move (Vector3 worldDelta)\n\t{\n\t\tif (panelRegion != null)\n\t\t{\n\t\t\tmTargetPos += worldDelta;\n\t\t\tTransform parent = target.parent;\n\t\t\tRigidbody rb = target.GetComponent<Rigidbody>();\n\n\t\t\tif (parent != null)\n\t\t\t{\n\t\t\t\tVector3 after = parent.worldToLocalMatrix.MultiplyPoint3x4(mTargetPos);\n\t\t\t\tafter.x = Mathf.Round(after.x);\n\t\t\t\tafter.y = Mathf.Round(after.y);\n\n\t\t\t\tif (rb != null)\n\t\t\t\t{\n\t\t\t\t\t// With a lot of colliders under the rigidbody, moving the transform causes some crazy overhead.\n\t\t\t\t\t// Moving the rigidbody is much cheaper, but it does seem to have a side effect of causing\n\t\t\t\t\t// widgets to detect movement relative to the panel, when in fact they should not be moving.\n\t\t\t\t\t// This is why it's best to keep the panel as 'static' if at all possible.\n\t\t\t\t\tafter = parent.localToWorldMatrix.MultiplyPoint3x4(after);\n\t\t\t\t\trb.position = after;\n\t\t\t\t}\n\t\t\t\telse target.localPosition = after;\n\t\t\t}\n\t\t\telse if (rb != null)\n\t\t\t{\n\t\t\t\trb.position = mTargetPos;\n\t\t\t}\n\t\t\telse target.position = mTargetPos;\n\n\t\t\tUIScrollView ds = panelRegion.GetComponent<UIScrollView>();\n\t\t\tif (ds != null) ds.UpdateScrollbars(true);\n\t\t}\n\t\telse target.position += worldDelta;\n\t}\n\n\t/// <summary>\n\t/// Apply the dragging momentum.\n\t/// </summary>\n\n\tvoid LateUpdate ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (target == null) return;\n\t\tfloat delta = RealTime.deltaTime;\n\n\t\tmMomentum -= mScroll;\n\t\tmScroll = NGUIMath.SpringLerp(mScroll, Vector3.zero, 20f, delta);\n\n\t\t// No momentum? Exit.\n\t\tif (mMomentum.magnitude < 0.0001f) return;\n\n\t\tif (!mPressed)\n\t\t{\n\t\t\t// Apply the momentum\n\t\t\tif (panelRegion == null) FindPanel();\n\n\t\t\tMove(NGUIMath.SpringDampen(ref mMomentum, 9f, delta));\n\n\t\t\tif (restrictWithinPanel && panelRegion != null)\n\t\t\t{\n\t\t\t\tUpdateBounds();\n\n\t\t\t\tif (panelRegion.ConstrainTargetToBounds(target, ref mBounds, dragEffect == DragEffect.None))\n\t\t\t\t{\n\t\t\t\t\tCancelMovement();\n\t\t\t\t}\n\t\t\t\telse CancelSpring();\n\t\t\t}\n\n\t\t\t// Dampen the momentum\n\t\t\tNGUIMath.SpringDampen(ref mMomentum, 9f, delta);\n\n\t\t\t// Cancel all movement (and snap to pixels) at the end\n\t\t\tif (mMomentum.magnitude < 0.0001f) CancelMovement();\n\t\t}\n\t\telse NGUIMath.SpringDampen(ref mMomentum, 9f, delta);\n\t}\n\n\t/// <summary>\n\t/// Cancel all movement.\n\t/// </summary>\n\n\tpublic void CancelMovement ()\n\t{\n\t\tif (target != null)\n\t\t{\n\t\t\tVector3 pos = target.localPosition;\n\t\t\tpos.x = Mathf.RoundToInt(pos.x);\n\t\t\tpos.y = Mathf.RoundToInt(pos.y);\n\t\t\tpos.z = Mathf.RoundToInt(pos.z);\n\t\t\ttarget.localPosition = pos;\n\t\t}\n\t\tmTargetPos = (target != null) ? target.position : Vector3.zero;\n\t\tmMomentum = Vector3.zero;\n\t\tmScroll = Vector3.zero;\n\t}\n\n\t/// <summary>\n\t/// Cancel the spring movement.\n\t/// </summary>\n\n\tpublic void CancelSpring ()\n\t{\n\t\tSpringPosition sp = target.GetComponent<SpringPosition>();\n\t\tif (sp != null) sp.enabled = false;\n\t}\n\n\t/// <summary>\n\t/// If the object should support the scroll wheel, do it.\n\t/// </summary>\n\n\tvoid OnScroll (float delta)\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject))\n\t\t\tmScroll -= scrollMomentum * (delta * 0.05f);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b90fc8427bee38c478f5b2f6f0ae9580\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -200\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragResize.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script makes it possible to resize the specified widget by dragging on the object this script is attached to.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Drag-Resize Widget\")]\npublic class UIDragResize : MonoBehaviour\n{\n\t/// <summary>\n\t/// Widget that will be dragged.\n\t/// </summary>\n\n\tpublic UIWidget target;\n\n\t/// <summary>\n\t/// Widget's pivot that will be dragged\n\t/// </summary>\n\n\tpublic UIWidget.Pivot pivot = UIWidget.Pivot.BottomRight;\n\n\t/// <summary>\n\t/// Minimum width the widget will be allowed to shrink to when resizing.\n\t/// </summary>\n\n\tpublic int minWidth = 100;\n\n\t/// <summary>\n\t/// Minimum height the widget will be allowed to shrink to when resizing.\n\t/// </summary>\n\n\tpublic int minHeight = 100;\n\n\t/// <summary>\n\t/// Maximum width the widget will be allowed to expand to when resizing.\n\t/// </summary>\n\n\tpublic int maxWidth = 100000;\n\n\t/// <summary>\n\t/// Maximum height the widget will be allowed to expand to when resizing.\n\t/// </summary>\n\n\tpublic int maxHeight = 100000;\n\n\t/// <summary>\n\t/// If set to 'true', the target object's anchors will be refreshed after each dragging operation.\n\t/// </summary>\n\n\tpublic bool updateAnchors = false;\n\n\tPlane mPlane;\n\tVector3 mRayPos;\n\tVector3 mLocalPos;\n\tint mWidth = 0;\n\tint mHeight = 0;\n\tbool mDragging = false;\n\n\t/// <summary>\n\t/// Start the dragging operation.\n\t/// </summary>\n\n\tvoid OnDragStart ()\n\t{\n\t\tif (target != null)\n\t\t{\n\t\t\tVector3[] corners = target.worldCorners;\n\t\t\tmPlane = new Plane(corners[0], corners[1], corners[3]);\n\t\t\tRay ray = UICamera.currentRay;\n\t\t\tfloat dist;\n\n\t\t\tif (mPlane.Raycast(ray, out dist))\n\t\t\t{\n\t\t\t\tmRayPos = ray.GetPoint(dist);\n\t\t\t\tmLocalPos = target.cachedTransform.localPosition;\n\t\t\t\tmWidth = target.width;\n\t\t\t\tmHeight = target.height;\n\t\t\t\tmDragging = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's dimensions.\n\t/// </summary>\n\n\tvoid OnDrag (Vector2 delta)\n\t{\n\t\tif (mDragging && target != null)\n\t\t{\n\t\t\tfloat dist;\n\t\t\tRay ray = UICamera.currentRay;\n\n\t\t\tif (mPlane.Raycast(ray, out dist))\n\t\t\t{\n\t\t\t\tTransform t = target.cachedTransform;\n\t\t\t\tt.localPosition = mLocalPos;\n\t\t\t\ttarget.width = mWidth;\n\t\t\t\ttarget.height = mHeight;\n\n\t\t\t\t// Move the widget\n\t\t\t\tVector3 worldDelta = ray.GetPoint(dist) - mRayPos;\n\t\t\t\tt.position = t.position + worldDelta;\n\n\t\t\t\t// Calculate the final delta\n\t\t\t\tVector3 localDelta = Quaternion.Inverse(t.localRotation) * (t.localPosition - mLocalPos);\n\n\t\t\t\t// Restore the position\n\t\t\t\tt.localPosition = mLocalPos;\n\n\t\t\t\t// Adjust the widget\n\t\t\t\tNGUIMath.ResizeWidget(target, pivot, localDelta.x, localDelta.y, minWidth, minHeight, maxWidth, maxHeight);\n\n\t\t\t\t// Update all anchors\n\t\t\t\tif (updateAnchors) target.BroadcastMessage(\"UpdateAnchors\");\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// End the resize operation.\n\t/// </summary>\n\n\tvoid OnDragEnd () { mDragging = false; }\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragResize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5e85fff0758f722468e15bd6605b5173\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragScrollView.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections;\n\n/// <summary>\n/// Allows dragging of the specified scroll view by mouse or touch.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Drag Scroll View\")]\npublic class UIDragScrollView : MonoBehaviour\n{\n\t/// <summary>\n\t/// Reference to the scroll view that will be dragged by the script.\n\t/// </summary>\n\n\tpublic UIScrollView scrollView;\n\n\t// Legacy functionality, kept for backwards compatibility. Use 'scrollView' instead.\n\t[HideInInspector][SerializeField] UIScrollView draggablePanel;\n\n\tTransform mTrans;\n\tUIScrollView mScroll;\n\tbool mAutoFind = false;\n\tbool mStarted = false;\n\n\t/// <summary>\n\t/// Automatically find the scroll view if possible.\n\t/// </summary>\n\n\tvoid OnEnable ()\n\t{\n\t\tmTrans = transform;\n\n\t\t// Auto-upgrade\n\t\tif (scrollView == null && draggablePanel != null)\n\t\t{\n\t\t\tscrollView = draggablePanel;\n\t\t\tdraggablePanel = null;\n\t\t}\n\n\t\tif (mStarted && (mAutoFind || mScroll == null))\n\t\t\tFindScrollView();\n\t}\n\n\t/// <summary>\n\t/// Find the scroll view.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tmStarted = true;\n\t\tFindScrollView();\n\t}\n\n\t/// <summary>\n\t/// Find the scroll view to work with.\n\t/// </summary>\n\n\tvoid FindScrollView ()\n\t{\n\t\t// If the scroll view is on a parent, don't try to remember it (as we want it to be dynamic in case of re-parenting)\n\t\tUIScrollView sv = NGUITools.FindInParents<UIScrollView>(mTrans);\n\n\t\tif (scrollView == null || (mAutoFind && sv != scrollView))\n\t\t{\n\t\t\tscrollView = sv;\n\t\t\tmAutoFind = true;\n\t\t}\n\t\telse if (scrollView == sv)\n\t\t{\n\t\t\tmAutoFind = true;\n\t\t}\n\t\tmScroll = scrollView;\n\t}\n\n\t[System.NonSerialized] bool mPressed = false;\n\n\t/// <summary>\n\t/// Stop the active dragging operation.\n\t/// </summary>\n\n\tvoid OnDisable ()\n\t{\n\t\tif (mPressed && mScroll != null && mScroll.GetComponentInChildren<UIWrapContent>() == null)\n\t\t{\n\t\t\tmScroll.Press(false);\n\t\t\tmScroll = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Create a plane on which we will be performing the dragging.\n\t/// </summary>\n\n\tvoid OnPress (bool pressed)\n\t{\n\t\tmPressed = pressed;\n\n\t\t// If the scroll view has been set manually, don't try to find it again\n\t\tif (mAutoFind && mScroll != scrollView)\n\t\t{\n\t\t\tmScroll = scrollView;\n\t\t\tmAutoFind = false;\n\t\t}\n\n\t\tif (scrollView && enabled && NGUITools.GetActive(gameObject))\n\t\t{\n\t\t\tscrollView.Press(pressed);\n\t\t\t\n\t\t\tif (!pressed && mAutoFind)\n\t\t\t{\n\t\t\t\tscrollView = NGUITools.FindInParents<UIScrollView>(mTrans);\n\t\t\t\tmScroll = scrollView;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Drag the object along the plane.\n\t/// </summary>\n\n\tvoid OnDrag (Vector2 delta)\n\t{\n\t\tif (scrollView && NGUITools.GetActive(this))\n\t\t\tscrollView.Drag();\n\t}\n\n\t/// <summary>\n\t/// If the object should support the scroll wheel, do it.\n\t/// </summary>\n\n\tvoid OnScroll (float delta)\n\t{\n\t\tif (scrollView && NGUITools.GetActive(this))\n\t\t\tscrollView.Scroll(delta);\n\t}\n\n\t/// <summary>\n\t/// Pan the scroll view.\n\t/// </summary>\n\n\tpublic void OnPan (Vector2 delta)\n\t{\n\t\tif (scrollView && NGUITools.GetActive(this))\n\t\t\tscrollView.OnPan(delta);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDragScrollView.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f02842fa4878db54f9587ff4de7d9f2d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDraggableCamera.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Works together with UIDragCamera script, allowing you to drag a secondary camera while keeping it constrained to a certain area.\n/// </summary>\n\n[RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"NGUI/Interaction/Draggable Camera\")]\npublic class UIDraggableCamera : MonoBehaviour\n{\n\t/// <summary>\n\t/// Root object that will be used for drag-limiting bounds.\n\t/// </summary>\n\n\tpublic Transform rootForBounds;\n\n\t/// <summary>\n\t/// Scale value applied to the drag delta. Set X or Y to 0 to disallow dragging in that direction.\n\t/// </summary>\n\n\tpublic Vector2 scale = Vector2.one;\n\n\t/// <summary>\n\t/// Effect the scroll wheel will have on the momentum.\n\t/// </summary>\n\n\tpublic float scrollWheelFactor = 0f;\n\n\t/// <summary>\n\t/// Effect to apply when dragging.\n\t/// </summary>\n\n\tpublic UIDragObject.DragEffect dragEffect = UIDragObject.DragEffect.MomentumAndSpring;\n\n\t/// <summary>\n\t/// Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable \"jump\").\n\t/// </summary>\n\n\tpublic bool smoothDragStart = true;\n\n\t/// <summary>\n\t/// How much momentum gets applied when the press is released after dragging.\n\t/// </summary>\n\n\tpublic float momentumAmount = 35f;\n\n\tCamera mCam;\n\tTransform mTrans;\n\tbool mPressed = false;\n\tVector2 mMomentum = Vector2.zero;\n\tBounds mBounds;\n\tfloat mScroll = 0f;\n\tUIRoot mRoot;\n\tbool mDragStarted = false;\n\n\t/// <summary>\n\t/// Current momentum, exposed just in case it's needed.\n\t/// </summary>\n\n\tpublic Vector2 currentMomentum { get { return mMomentum; } set { mMomentum = value; } }\n\n\t/// <summary>\n\t/// Cache the root.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tmCam = GetComponent<Camera>();\n\t\tmTrans = transform;\n\t\tmRoot = NGUITools.FindInParents<UIRoot>(gameObject);\n\n\t\tif (rootForBounds == null)\n\t\t{\n\t\t\tDebug.LogError(NGUITools.GetHierarchy(gameObject) + \" needs the 'Root For Bounds' parameter to be set\", this);\n\t\t\tenabled = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Calculate the offset needed to be constrained within the panel's bounds.\n\t/// </summary>\n\n\tVector3 CalculateConstrainOffset ()\n\t{\n\t\tif (rootForBounds == null || rootForBounds.childCount == 0) return Vector3.zero;\n\n\t\tVector3 bottomLeft = new Vector3(mCam.rect.xMin * Screen.width, mCam.rect.yMin * Screen.height, 0f);\n\t\tVector3 topRight   = new Vector3(mCam.rect.xMax * Screen.width, mCam.rect.yMax * Screen.height, 0f);\n\n\t\tbottomLeft = mCam.ScreenToWorldPoint(bottomLeft);\n\t\ttopRight = mCam.ScreenToWorldPoint(topRight);\n\n\t\tVector2 minRect = new Vector2(mBounds.min.x, mBounds.min.y);\n\t\tVector2 maxRect = new Vector2(mBounds.max.x, mBounds.max.y);\n\n\t\treturn NGUIMath.ConstrainRect(minRect, maxRect, bottomLeft, topRight);\n\t}\n\n\t/// <summary>\n\t/// Constrain the current camera's position to be within the viewable area's bounds.\n\t/// </summary>\n\n\tpublic bool ConstrainToBounds (bool immediate)\n\t{\n\t\tif (mTrans != null && rootForBounds != null)\n\t\t{\n\t\t\tVector3 offset = CalculateConstrainOffset();\n\n\t\t\tif (offset.sqrMagnitude > 0f)\n\t\t\t{\n\t\t\t\tif (immediate)\n\t\t\t\t{\n\t\t\t\t\tmTrans.position -= offset;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tSpringPosition sp = SpringPosition.Begin(gameObject, mTrans.position - offset, 13f);\n\t\t\t\t\tsp.ignoreTimeScale = true;\n\t\t\t\t\tsp.worldSpace = true;\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Calculate the bounds of all widgets under this game object.\n\t/// </summary>\n\n\tpublic void Press (bool isPressed)\n\t{\n\t\tif (isPressed) mDragStarted = false;\n\n\t\tif (rootForBounds != null)\n\t\t{\n\t\t\tmPressed = isPressed;\n\n\t\t\tif (isPressed)\n\t\t\t{\n\t\t\t\t// Update the bounds\n\t\t\t\tmBounds = NGUIMath.CalculateAbsoluteWidgetBounds(rootForBounds);\n\n\t\t\t\t// Remove all momentum on press\n\t\t\t\tmMomentum = Vector2.zero;\n\t\t\t\tmScroll = 0f;\n\n\t\t\t\t// Disable the spring movement\n\t\t\t\tSpringPosition sp = GetComponent<SpringPosition>();\n\t\t\t\tif (sp != null) sp.enabled = false;\n\t\t\t}\n\t\t\telse if (dragEffect == UIDragObject.DragEffect.MomentumAndSpring)\n\t\t\t{\n\t\t\t\tConstrainToBounds(false);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Drag event receiver.\n\t/// </summary>\n\n\tpublic void Drag (Vector2 delta)\n\t{\n\t\t// Prevents the initial jump when the drag threshold gets passed\n\t\tif (smoothDragStart && !mDragStarted)\n\t\t{\n\t\t\tmDragStarted = true;\n\t\t\treturn;\n\t\t}\n\n\t\tUICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta;\n\t\tif (mRoot != null) delta *= mRoot.pixelSizeAdjustment;\n\n\t\tVector2 offset = Vector2.Scale(delta, -scale);\n\t\tmTrans.localPosition += (Vector3)offset;\n\n\t\t// Adjust the momentum\n\t\tmMomentum = Vector2.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f);\n\n\t\t// Constrain the UI to the bounds, and if done so, eliminate the momentum\n\t\tif (dragEffect != UIDragObject.DragEffect.MomentumAndSpring && ConstrainToBounds(true))\n\t\t{\n\t\t\tmMomentum = Vector2.zero;\n\t\t\tmScroll = 0f;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// If the object should support the scroll wheel, do it.\n\t/// </summary>\n\n\tpublic void Scroll (float delta)\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject))\n\t\t{\n\t\t\tif (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f;\n\t\t\tmScroll += delta * scrollWheelFactor;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Apply the dragging momentum.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\tfloat delta = RealTime.deltaTime;\n\n\t\tif (mPressed)\n\t\t{\n\t\t\t// Disable the spring movement\n\t\t\tSpringPosition sp = GetComponent<SpringPosition>();\n\t\t\tif (sp != null) sp.enabled = false;\n\t\t\tmScroll = 0f;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmMomentum += scale * (mScroll * 20f);\n\t\t\tmScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta);\n\n\t\t\tif (mMomentum.magnitude > 0.01f)\n\t\t\t{\n\t\t\t\t// Apply the momentum\n\t\t\t\tmTrans.localPosition += (Vector3)NGUIMath.SpringDampen(ref mMomentum, 9f, delta);\n\t\t\t\tmBounds = NGUIMath.CalculateAbsoluteWidgetBounds(rootForBounds);\n\n\t\t\t\tif (!ConstrainToBounds(dragEffect == UIDragObject.DragEffect.None))\n\t\t\t\t{\n\t\t\t\t\tSpringPosition sp = GetComponent<SpringPosition>();\n\t\t\t\t\tif (sp != null) sp.enabled = false;\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t\telse mScroll = 0f;\n\t\t}\n\n\t\t// Dampen the momentum\n\t\tNGUIMath.SpringDampen(ref mMomentum, 9f, delta);\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIDraggableCamera.cs.meta",
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIEventTrigger.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Attaching this script to an object will let you trigger remote functions using NGUI events.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Event Trigger\")]\npublic class UIEventTrigger : MonoBehaviour\n{\n\tstatic public UIEventTrigger current;\n\n\tpublic List<EventDelegate> onHoverOver = new List<EventDelegate>();\n\tpublic List<EventDelegate> onHoverOut = new List<EventDelegate>();\n\tpublic List<EventDelegate> onPress = new List<EventDelegate>();\n\tpublic List<EventDelegate> onRelease = new List<EventDelegate>();\n\tpublic List<EventDelegate> onSelect = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDeselect = new List<EventDelegate>();\n\tpublic List<EventDelegate> onClick = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDoubleClick = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDragStart = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDragEnd = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDragOver = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDragOut = new List<EventDelegate>();\n\tpublic List<EventDelegate> onDrag = new List<EventDelegate>();\n\n\t/// <summary>\n\t/// Whether the collider is enabled and the widget can be interacted with.\n\t/// </summary>\n\n\tpublic bool isColliderEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tCollider c = GetComponent<Collider>();\n\t\t\tif (c != null) return c.enabled;\n\t\t\tCollider2D b = GetComponent<Collider2D>();\n\t\t\treturn (b != null && b.enabled);\n\t\t}\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tif (isOver) EventDelegate.Execute(onHoverOver);\n\t\telse EventDelegate.Execute(onHoverOut);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnPress (bool pressed)\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tif (pressed) EventDelegate.Execute(onPress);\n\t\telse EventDelegate.Execute(onRelease);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnSelect (bool selected)\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tif (selected) EventDelegate.Execute(onSelect);\n\t\telse EventDelegate.Execute(onDeselect);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnClick ()\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onClick);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnDoubleClick ()\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onDoubleClick);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnDragStart ()\n\t{\n\t\tif (current != null) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onDragStart);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnDragEnd ()\n\t{\n\t\tif (current != null) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onDragEnd);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnDragOver (GameObject go)\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onDragOver);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnDragOut (GameObject go)\n\t{\n\t\tif (current != null || !isColliderEnabled) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onDragOut);\n\t\tcurrent = null;\n\t}\n\n\tvoid OnDrag (Vector2 delta)\n\t{\n\t\tif (current != null) return;\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onDrag);\n\t\tcurrent = null;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIForwardEvents.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script can be used to forward events from one object to another.\n/// In most cases you should use UIEventListener script instead. For example:\n/// UIEventListener.Get(gameObject).onClick += MyClickFunction;\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Forward Events (Legacy)\")]\npublic class UIForwardEvents : MonoBehaviour\n{\n\tpublic GameObject target;\n\tpublic bool onHover\t\t\t= false;\n\tpublic bool onPress\t\t\t= false;\n\tpublic bool onClick\t\t\t= false;\n\tpublic bool onDoubleClick\t= false;\n\tpublic bool onSelect\t\t= false;\n\tpublic bool onDrag\t\t\t= false;\n\tpublic bool onDrop\t\t\t= false;\n\tpublic bool onSubmit\t\t= false;\n\tpublic bool onScroll\t\t= false;\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (onHover && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnHover\", isOver, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnPress (bool pressed)\n\t{\n\t\tif (onPress && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnPress\", pressed, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\t\n\tvoid OnClick ()\n\t{\n\t\tif (onClick && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnClick\", SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnDoubleClick ()\n\t{\n\t\tif (onDoubleClick && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnDoubleClick\", SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnSelect (bool selected)\n\t{\n\t\tif (onSelect && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnSelect\", selected, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnDrag (Vector2 delta)\n\t{\n\t\tif (onDrag && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnDrag\", delta, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnDrop (GameObject go)\n\t{\n\t\tif (onDrop && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnDrop\", go, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnSubmit ()\n\t{\n\t\tif (onSubmit && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnSubmit\", SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n\n\tvoid OnScroll (float delta)\n\t{\n\t\tif (onScroll && target != null)\n\t\t{\n\t\t\ttarget.SendMessage(\"OnScroll\", delta, SendMessageOptions.DontRequireReceiver);\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIForwardEvents.cs.meta",
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIGrid.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// All children added to the game object with this script will be repositioned to be on a grid of specified dimensions.\n/// If you want the cells to automatically set their scale based on the dimensions of their content, take a look at UITable.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Grid\")]\npublic class UIGrid : UIWidgetContainer\n{\n\tpublic delegate void OnReposition ();\n\n\tpublic enum Arrangement\n\t{\n\t\tHorizontal,\n\t\tVertical,\n\t\tCellSnap,\n\t}\n\n\tpublic enum Sorting\n\t{\n\t\tNone,\n\t\tAlphabetic,\n\t\tHorizontal,\n\t\tVertical,\n\t\tCustom,\n\t}\n\n\t/// <summary>\n\t/// Type of arrangement -- vertical, horizontal or cell snap.\n\t/// </summary>\n\n\tpublic Arrangement arrangement = Arrangement.Horizontal;\n\n\t/// <summary>\n\t/// How to sort the grid's elements.\n\t/// </summary>\n\n\tpublic Sorting sorting = Sorting.None;\n\n\t/// <summary>\n\t/// Final pivot point for the grid's content.\n\t/// </summary>\n\n\tpublic UIWidget.Pivot pivot = UIWidget.Pivot.TopLeft;\n\n\t/// <summary>\n\t/// Maximum children per line.\n\t/// If the arrangement is horizontal, this denotes the number of columns.\n\t/// If the arrangement is vertical, this stands for the number of rows.\n\t/// </summary>\n\n\tpublic int maxPerLine = 0;\n\n\t/// <summary>\n\t/// The width of each of the cells.\n\t/// </summary>\n\n\tpublic float cellWidth = 200f;\n\n\t/// <summary>\n\t/// The height of each of the cells.\n\t/// </summary>\n\n\tpublic float cellHeight = 200f;\n\n\t/// <summary>\n\t/// Whether the grid will smoothly animate its children into the correct place.\n\t/// </summary>\n\n\tpublic bool animateSmoothly = false;\n\n\t/// <summary>\n\t/// Whether to ignore the disabled children or to treat them as being present.\n\t/// </summary>\n\n\tpublic bool hideInactive = false;\n\n\t/// <summary>\n\t/// Whether the parent container will be notified of the grid's changes.\n\t/// </summary>\n\n\tpublic bool keepWithinPanel = false;\n\n\t/// <summary>\n\t/// Callback triggered when the grid repositions its contents.\n\t/// </summary>\n\n\tpublic OnReposition onReposition;\n\n\t/// <summary>\n\t/// Custom sort delegate, used when the sorting method is set to 'custom'.\n\t/// </summary>\n\n\tpublic System.Comparison<Transform> onCustomSort;\n\n\t// Use the 'sorting' property instead\n\t[HideInInspector][SerializeField] bool sorted = false;\n\n\tprotected bool mReposition = false;\n\tprotected UIPanel mPanel;\n\tprotected bool mInitDone = false;\n\n\t/// <summary>\n\t/// Reposition the children on the next Update().\n\t/// </summary>\n\n\tpublic bool repositionNow { set { if (value) { mReposition = true; enabled = true; } } }\n\n\t/// <summary>\n\t/// Get the current list of the grid's children.\n\t/// </summary>\n\n\tpublic List<Transform> GetChildList ()\n\t{\n\t\tTransform myTrans = transform;\n\t\tList<Transform> list = new List<Transform>();\n\n\t\tfor (int i = 0; i < myTrans.childCount; ++i)\n\t\t{\n\t\t\tTransform t = myTrans.GetChild(i);\n\t\t\tif (!hideInactive || (t && t.gameObject.activeSelf))\n\t\t\t\tlist.Add(t);\n\t\t}\n\n\t\t// Sort the list using the desired sorting logic\n\t\tif (sorting != Sorting.None && arrangement != Arrangement.CellSnap)\n\t\t{\n\t\t\tif (sorting == Sorting.Alphabetic) list.Sort(SortByName);\n\t\t\telse if (sorting == Sorting.Horizontal) list.Sort(SortHorizontal);\n\t\t\telse if (sorting == Sorting.Vertical) list.Sort(SortVertical);\n\t\t\telse if (onCustomSort != null) list.Sort(onCustomSort);\n\t\t\telse Sort(list);\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Convenience method: get the child at the specified index.\n\t/// Note that if you plan on calling this function more than once, it's faster to get the entire list using GetChildList() instead.\n\t/// </summary>\n\n\tpublic Transform GetChild (int index)\n\t{\n\t\tList<Transform> list = GetChildList();\n\t\treturn (index < list.Count) ? list[index] : null;\n\t}\n\n\t/// <summary>\n\t/// Get the index of the specified item.\n\t/// </summary>\n\n\tpublic int GetIndex (Transform trans) { return GetChildList().IndexOf(trans); }\n\n\t/// <summary>\n\t/// Convenience method -- add a new child.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use gameObject.AddChild or transform.parent = gridTransform\")]\n\tpublic void AddChild (Transform trans)\n\t{\n\t\tif (trans != null)\n\t\t{\n\t\t\ttrans.parent = transform;\n\t\t\tResetPosition(GetChildList());\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- add a new child.\n\t/// Note that if you plan on adding multiple objects, it's faster to GetChildList() and modify that instead.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use gameObject.AddChild or transform.parent = gridTransform\")]\n\tpublic void AddChild (Transform trans, bool sort)\n\t{\n\t\tif (trans != null)\n\t\t{\n\t\t\ttrans.parent = transform;\n\t\t\tResetPosition(GetChildList());\n\t\t}\n\t}\n\n\t// NOTE: This functionality is effectively removed until Unity 4.6.\n\t/*/// <summary>\n\t/// Convenience method -- add a new child at the specified index.\n\t/// Note that if you plan on adding multiple objects, it's faster to GetChildList() and modify that instead.\n\t/// </summary>\n\n\tpublic void AddChild (Transform trans, int index)\n\t{\n\t\tif (trans != null)\n\t\t{\n\t\t\tif (sorting != Sorting.None)\n\t\t\t\tDebug.LogWarning(\"The Grid has sorting enabled, so AddChild at index may not work as expected.\", this);\n\n\t\t\tBetterList<Transform> list = GetChildList();\n\t\t\tlist.Insert(index, trans);\n\t\t\tResetPosition(list);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience method -- remove a child at the specified index.\n\t/// Note that if you plan on removing multiple objects, it's faster to GetChildList() and modify that instead.\n\t/// </summary>\n\n\tpublic Transform RemoveChild (int index)\n\t{\n\t\tBetterList<Transform> list = GetChildList();\n\n\t\tif (index < list.Count)\n\t\t{\n\t\t\tTransform t = list[index];\n\t\t\tlist.RemoveAt(index);\n\t\t\tResetPosition(list);\n\t\t\treturn t;\n\t\t}\n\t\treturn null;\n\t}*/\n\n\t/// <summary>\n\t/// Remove the specified child from the list.\n\t/// Note that if you plan on removing multiple objects, it's faster to GetChildList() and modify that instead.\n\t/// </summary>\n\n\tpublic bool RemoveChild (Transform t)\n\t{\n\t\tList<Transform> list = GetChildList();\n\n\t\tif (list.Remove(t))\n\t\t{\n\t\t\tResetPosition(list);\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Initialize the grid. Executed only once.\n\t/// </summary>\n\n\tprotected virtual void Init ()\n\t{\n\t\tmInitDone = true;\n\t\tmPanel = NGUITools.FindInParents<UIPanel>(gameObject);\n\t}\n\n\t/// <summary>\n\t/// Cache everything and reset the initial position of all children.\n\t/// </summary>\n\n\tprotected virtual void Start ()\n\t{\n\t\tif (!mInitDone) Init();\n\t\tbool smooth = animateSmoothly;\n\t\tanimateSmoothly = false;\n\t\tReposition();\n\t\tanimateSmoothly = smooth;\n\t\tenabled = false;\n\t}\n\n\t/// <summary>\n\t/// Reset the position if necessary, then disable the component.\n\t/// </summary>\n\n\tprotected virtual void Update ()\n\t{\n\t\tReposition();\n\t\tenabled = false;\n\t}\n\n\t/// <summary>\n\t/// Reposition the content on inspector validation.\n\t/// </summary>\n\n\tvoid OnValidate () { if (!Application.isPlaying && NGUITools.GetActive(this)) Reposition(); }\n\n\t// Various generic sorting functions\n\tstatic public int SortByName (Transform a, Transform b) { return string.Compare(a.name, b.name); }\n\tstatic public int SortHorizontal (Transform a, Transform b) { return a.localPosition.x.CompareTo(b.localPosition.x); }\n\tstatic public int SortVertical (Transform a, Transform b) { return b.localPosition.y.CompareTo(a.localPosition.y); }\n\n\t/// <summary>\n\t/// You can override this function, but in most cases it's easier to just set the onCustomSort delegate instead.\n\t/// </summary>\n\n\tprotected virtual void Sort (List<Transform> list) { }\n\n\t/// <summary>\n\t/// Recalculate the position of all elements within the grid, sorting them alphabetically if necessary.\n\t/// </summary>\n\n\t[ContextMenu(\"Execute\")]\n\tpublic virtual void Reposition ()\n\t{\n\t\tif (Application.isPlaying && !mInitDone && NGUITools.GetActive(gameObject)) Init();\n\n\t\t// Legacy functionality\n\t\tif (sorted)\n\t\t{\n\t\t\tsorted = false;\n\t\t\tif (sorting == Sorting.None)\n\t\t\t\tsorting = Sorting.Alphabetic;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\n\t\t// Get the list of children in their current order\n\t\tList<Transform> list = GetChildList();\n\n\t\t// Reset the position and order of all objects in the list\n\t\tResetPosition(list);\n\n\t\t// Constrain everything to be within the panel's bounds\n\t\tif (keepWithinPanel) ConstrainWithinPanel();\n\n\t\t// Notify the listener\n\t\tif (onReposition != null)\n\t\t\tonReposition();\n\t}\n\n\t/// <summary>\n\t/// Constrain the grid's content to be within the panel's bounds.\n\t/// </summary>\n\n\tpublic void ConstrainWithinPanel ()\n\t{\n\t\tif (mPanel != null)\n\t\t{\n\t\t\tmPanel.ConstrainTargetToBounds(transform, true);\n\t\t\tUIScrollView sv = mPanel.GetComponent<UIScrollView>();\n\t\t\tif (sv != null) sv.UpdateScrollbars(true);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Reset the position of all child objects based on the order of items in the list.\n\t/// </summary>\n\n\tprotected virtual void ResetPosition (List<Transform> list)\n\t{\n\t\tmReposition = false;\n\n\t\t// Epic hack: Unparent all children so that we get to control the order in which they are re-added back in\n\t\t// EDIT: Turns out this does nothing.\n\t\t//for (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t//\tlist[i].parent = null;\n\n\t\tint x = 0;\n\t\tint y = 0;\n\t\tint maxX = 0;\n\t\tint maxY = 0;\n\t\tTransform myTrans = transform;\n\n\t\t// Re-add the children in the same order we have them in and position them accordingly\n\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t{\n\t\t\tTransform t = list[i];\n\t\t\t// See above\n\t\t\t//t.parent = myTrans;\n\n\t\t\tVector3 pos = t.localPosition;\n\t\t\tfloat depth = pos.z;\n\n\t\t\tif (arrangement == Arrangement.CellSnap)\n\t\t\t{\n\t\t\t\tif (cellWidth > 0) pos.x = Mathf.Round(pos.x / cellWidth) * cellWidth;\n\t\t\t\tif (cellHeight > 0) pos.y = Mathf.Round(pos.y / cellHeight) * cellHeight;\n\t\t\t}\n\t\t\telse pos = (arrangement == Arrangement.Horizontal) ?\n\t\t\t\tnew Vector3(cellWidth * x, -cellHeight * y, depth) :\n\t\t\t\tnew Vector3(cellWidth * y, -cellHeight * x, depth);\n\n\t\t\tif (animateSmoothly && Application.isPlaying && Vector3.SqrMagnitude(t.localPosition - pos) >= 0.0001f)\n\t\t\t{\n\t\t\t\tSpringPosition sp = SpringPosition.Begin(t.gameObject, pos, 15f);\n\t\t\t\tsp.updateScrollView = true;\n\t\t\t\tsp.ignoreTimeScale = true;\n\t\t\t}\n\t\t\telse t.localPosition = pos;\n\n\t\t\tmaxX = Mathf.Max(maxX, x);\n\t\t\tmaxY = Mathf.Max(maxY, y);\n\n\t\t\tif (++x >= maxPerLine && maxPerLine > 0)\n\t\t\t{\n\t\t\t\tx = 0;\n\t\t\t\t++y;\n\t\t\t}\n\t\t}\n\n\t\t// Apply the origin offset\n\t\tif (pivot != UIWidget.Pivot.TopLeft)\n\t\t{\n\t\t\tVector2 po = NGUIMath.GetPivotOffset(pivot);\n\n\t\t\tfloat fx, fy;\n\n\t\t\tif (arrangement == Arrangement.Horizontal)\n\t\t\t{\n\t\t\t\tfx = Mathf.Lerp(0f, maxX * cellWidth, po.x);\n\t\t\t\tfy = Mathf.Lerp(-maxY * cellHeight, 0f, po.y);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfx = Mathf.Lerp(0f, maxY * cellWidth, po.x);\n\t\t\t\tfy = Mathf.Lerp(-maxX * cellHeight, 0f, po.y);\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < myTrans.childCount; ++i)\n\t\t\t{\n\t\t\t\tTransform t = myTrans.GetChild(i);\n\t\t\t\tSpringPosition sp = t.GetComponent<SpringPosition>();\n\n\t\t\t\tif (sp != null)\n\t\t\t\t{\n\t\t\t\t\tsp.target.x -= fx;\n\t\t\t\t\tsp.target.y -= fy;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\tpos.x -= fx;\n\t\t\t\t\tpos.y -= fy;\n\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIGrid.cs.meta",
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIImageButton.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Sample script showing how easy it is to implement a standard button that swaps sprites.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/UI/Image Button\")]\npublic class UIImageButton : MonoBehaviour\n{\n\tpublic UISprite target;\n\tpublic string normalSprite;\n\tpublic string hoverSprite;\n\tpublic string pressedSprite;\n\tpublic string disabledSprite;\n\tpublic bool pixelSnap = true;\n\n\tpublic bool isEnabled\n\t{\n\t\tget\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tCollider col = collider;\n#else\n\t\t\tCollider col = gameObject.GetComponent<Collider>();\n#endif\n\t\t\treturn col && col.enabled;\n\t\t}\n\t\tset\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tCollider col = collider;\n#else\n\t\t\tCollider col = gameObject.GetComponent<Collider>();\n#endif\n\t\t\tif (!col) return;\n\n\t\t\tif (col.enabled != value)\n\t\t\t{\n\t\t\t\tcol.enabled = value;\n\t\t\t\tUpdateImage();\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid OnEnable ()\n\t{\n\t\tif (target == null) target = GetComponentInChildren<UISprite>();\n\t\tUpdateImage();\n\t}\n\n\tvoid OnValidate ()\n\t{\n\t\tif (target != null)\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(normalSprite)) normalSprite = target.spriteName;\n\t\t\tif (string.IsNullOrEmpty(hoverSprite)) hoverSprite = target.spriteName;\n\t\t\tif (string.IsNullOrEmpty(pressedSprite)) pressedSprite = target.spriteName;\n\t\t\tif (string.IsNullOrEmpty(disabledSprite)) disabledSprite = target.spriteName;\n\t\t}\n\t}\n\n\tvoid UpdateImage()\n\t{\n\t\tif (target != null)\n\t\t{\n\t\t\tif (isEnabled) SetSprite(UICamera.IsHighlighted(gameObject) ? hoverSprite : normalSprite);\n\t\t\telse SetSprite(disabledSprite);\n\t\t}\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (isEnabled && target != null)\n\t\t\tSetSprite(isOver ? hoverSprite : normalSprite);\n\t}\n\n\tvoid OnPress (bool pressed)\n\t{\n\t\tif (pressed) SetSprite(pressedSprite);\n\t\telse UpdateImage();\n\t}\n\n\tvoid SetSprite (string sprite)\n\t{\n\t\tif (target.atlas == null || target.atlas.GetSprite(sprite) == null) return;\n\t\ttarget.spriteName = sprite;\n\t\tif (pixelSnap) target.MakePixelPerfect();\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIImageButton.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4271d0dec29cc9845a75627e88f762af\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIKeyBinding.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This class makes it possible to activate or select something by pressing a key (such as space bar for example).\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Key Binding\")]\npublic class UIKeyBinding : MonoBehaviour\n{\n\tstatic List<UIKeyBinding> mList = new List<UIKeyBinding>();\n\n\tpublic enum Action\n\t{\n\t\tPressAndClick,\n\t\tSelect,\n\t\tAll,\n\t}\n\n\tpublic enum Modifier\n\t{\n\t\tAny,\n\t\tShift,\n\t\tControl,\n\t\tAlt,\n\t\tNone,\n\t}\n\n\t/// <summary>\n\t/// Key that will trigger the binding.\n\t/// </summary>\n\n\tpublic KeyCode keyCode = KeyCode.None;\n\n\t/// <summary>\n\t/// Modifier key that must be active in order for the binding to trigger.\n\t/// </summary>\n\n\tpublic Modifier modifier = Modifier.Any;\n\n\t/// <summary>\n\t/// Action to take with the specified key.\n\t/// </summary>\n\n\tpublic Action action = Action.PressAndClick;\n\n\t[System.NonSerialized] bool mIgnoreUp = false;\n\t[System.NonSerialized] bool mIsInput = false;\n\t[System.NonSerialized] bool mPress = false;\n\n\t/// <summary>\n\t/// Key binding's descriptive caption.\n\t/// </summary>\n\n\tpublic string captionText\n\t{\n\t\tget\n\t\t{\n\t\t\tstring s = NGUITools.KeyToCaption(keyCode);\n\t\t\tif (modifier == Modifier.Alt) return \"Alt+\" + s;\n\t\t\tif (modifier == Modifier.Control) return \"Control+\" + s;\n\t\t\tif (modifier == Modifier.Shift) return \"Shift+\" + s;\n\t\t\treturn s;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Check to see if the specified key happens to be bound to some element.\n\t/// </summary>\n\n\tstatic public bool IsBound (KeyCode key)\n\t{\n\t\tfor (int i = 0, imax = mList.Count; i < imax; ++i)\n\t\t{\n\t\t\tUIKeyBinding kb = mList[i];\n\t\t\tif (kb != null && kb.keyCode == key) return true;\n\t\t}\n\t\treturn false;\n\t}\n\n\tprotected virtual void OnEnable () { mList.Add(this); }\n\tprotected virtual void OnDisable () { mList.Remove(this); }\n\n\t/// <summary>\n\t/// If we're bound to an input field, subscribe to its Submit notification.\n\t/// </summary>\n\n\tprotected virtual void Start ()\n\t{\n\t\tUIInput input = GetComponent<UIInput>();\n\t\tmIsInput = (input != null);\n\t\tif (input != null) EventDelegate.Add(input.onSubmit, OnSubmit);\n\t}\n\n\t/// <summary>\n\t/// Ignore the KeyUp message if the input field \"ate\" it.\n\t/// </summary>\n\n\tprotected virtual void OnSubmit () { if (UICamera.currentKey == keyCode && IsModifierActive()) mIgnoreUp = true; }\n\n\t/// <summary>\n\t/// Convenience function that checks whether the required modifier key is active.\n\t/// </summary>\n\n\tprotected virtual bool IsModifierActive () { return IsModifierActive(modifier); }\n\n\t/// <summary>\n\t/// Convenience function that checks whether the required modifier key is active.\n\t/// </summary>\n\n\tstatic public bool IsModifierActive (Modifier modifier)\n\t{\n\t\tif (modifier == Modifier.Any) return true;\n\n\t\tif (modifier == Modifier.Alt)\n\t\t{\n\t\t\tif (UICamera.GetKey(KeyCode.LeftAlt) ||\n\t\t\t\tUICamera.GetKey(KeyCode.RightAlt)) return true;\n\t\t}\n\t\telse if (modifier == Modifier.Control)\n\t\t{\n\t\t\tif (UICamera.GetKey(KeyCode.LeftControl) ||\n\t\t\t\tUICamera.GetKey(KeyCode.RightControl)) return true;\n\t\t}\n\t\telse if (modifier == Modifier.Shift)\n\t\t{\n\t\t\tif (UICamera.GetKey(KeyCode.LeftShift) ||\n\t\t\t\tUICamera.GetKey(KeyCode.RightShift)) return true;\n\t\t}\n\t\telse if (modifier == Modifier.None)\n\t\t\treturn\n\t\t\t\t!UICamera.GetKey(KeyCode.LeftAlt) &&\n\t\t\t\t!UICamera.GetKey(KeyCode.RightAlt) &&\n\t\t\t\t!UICamera.GetKey(KeyCode.LeftControl) &&\n\t\t\t\t!UICamera.GetKey(KeyCode.RightControl) &&\n\t\t\t\t!UICamera.GetKey(KeyCode.LeftShift) &&\n\t\t\t\t!UICamera.GetKey(KeyCode.RightShift);\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Process the key binding.\n\t/// </summary>\n\n\tprotected virtual void Update ()\n\t{\n\t\tif (UICamera.inputHasFocus) return;\n\t\tif (keyCode == KeyCode.None || !IsModifierActive()) return;\n#if WINDWARD && UNITY_ANDROID\n\t\t// NVIDIA Shield controller has an odd bug where it can open the on-screen keyboard via a KeyCode.Return binding,\n\t\t// and then it can never be closed. I am disabling it here until I can track down the cause.\n\t\tif (keyCode == KeyCode.Return && PlayerPrefs.GetInt(\"Start Chat\") == 0) return;\n#endif\n\n#if UNITY_FLASH\n\t\tbool keyDown = Input.GetKeyDown(keyCode);\n\t\tbool keyUp = Input.GetKeyUp(keyCode);\n#else\n\t\tbool keyDown = UICamera.GetKeyDown(keyCode);\n\t\tbool keyUp = UICamera.GetKeyUp(keyCode);\n#endif\n\n\t\tif (keyDown) mPress = true;\n\n\t\tif (action == Action.PressAndClick || action == Action.All)\n\t\t{\n\t\t\tif (keyDown)\n\t\t\t{\n\t\t\t\tUICamera.currentKey = keyCode;\n\t\t\t\tOnBindingPress(true);\n\t\t\t}\n\n\t\t\tif (mPress && keyUp)\n\t\t\t{\n\t\t\t\tUICamera.currentKey = keyCode;\n\t\t\t\tOnBindingPress(false);\n\t\t\t\tOnBindingClick();\n\t\t\t}\n\t\t}\n\n\t\tif (action == Action.Select || action == Action.All)\n\t\t{\n\t\t\tif (keyUp)\n\t\t\t{\n\t\t\t\tif (mIsInput)\n\t\t\t\t{\n\t\t\t\t\tif (!mIgnoreUp && !UICamera.inputHasFocus)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mPress) UICamera.selectedObject = gameObject;\n\t\t\t\t\t}\n\t\t\t\t\tmIgnoreUp = false;\n\t\t\t\t}\n\t\t\t\telse if (mPress)\n\t\t\t\t{\n\t\t\t\t\tUICamera.hoveredObject = gameObject;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (keyUp) mPress = false;\n\t}\n\n\tprotected virtual void OnBindingPress (bool pressed) { UICamera.Notify(gameObject, \"OnPress\", pressed); }\n\tprotected virtual void OnBindingClick () { UICamera.Notify(gameObject, \"OnClick\", null); }\n\n\t/// <summary>\n\t/// Convert the key binding to its text format.\n\t/// </summary>\n\n\tpublic override string ToString () { return GetString(keyCode, modifier); }\n\n\t/// <summary>\n\t/// Convert the key binding to its text format.\n\t/// </summary>\n\n\tstatic public string GetString (KeyCode keyCode, Modifier modifier)\n\t{\n\t\treturn (modifier != Modifier.None) ? modifier + \"+\" + keyCode : keyCode.ToString();\n\t}\n\n\t/// <summary>\n\t/// Given the ToString() text, parse it for key and modifier information.\n\t/// </summary>\n\n\tstatic public bool GetKeyCode (string text, out KeyCode key, out Modifier modifier)\n\t{\n\t\tkey = KeyCode.None;\n\t\tmodifier = Modifier.None;\n\t\tif (string.IsNullOrEmpty(text)) return false;\n\n\t\tif (text.Contains(\"+\"))\n\t\t{\n\t\t\tstring[] parts = text.Split('+');\n\n\t\t\ttry\n\t\t\t{\n\t\t\t\tmodifier = (Modifier)System.Enum.Parse(typeof(Modifier), parts[0]);\n\t\t\t\tkey = (KeyCode)System.Enum.Parse(typeof(KeyCode), parts[1]);\n\t\t\t}\n\t\t\tcatch (System.Exception) { return false; }\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmodifier = Modifier.None;\n\t\t\ttry { key = (KeyCode)System.Enum.Parse(typeof(KeyCode), text); }\n\t\t\tcatch (System.Exception) { return false; }\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Get the currently active key modifier, if any.\n\t/// </summary>\n\n\tstatic public Modifier GetActiveModifier ()\n\t{\n\t\tUIKeyBinding.Modifier mod = UIKeyBinding.Modifier.None;\n\n\t\tif (UICamera.GetKey(KeyCode.LeftAlt) || UICamera.GetKey(KeyCode.RightAlt)) mod = UIKeyBinding.Modifier.Alt;\n\t\telse if (UICamera.GetKey(KeyCode.LeftShift) || UICamera.GetKey(KeyCode.RightShift)) mod = UIKeyBinding.Modifier.Shift;\n\t\telse if (UICamera.GetKey(KeyCode.LeftControl) || UICamera.GetKey(KeyCode.RightControl)) mod = UIKeyBinding.Modifier.Control;\n\n\t\treturn mod;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIKeyBinding.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 049a2bcd8df653c4d9cb9d39404363a9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIKeyNavigation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Attaching this script to a widget makes it react to key events such as tab, up, down, etc.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Key Navigation\")]\npublic class UIKeyNavigation : MonoBehaviour\n{\n\t/// <summary>\n\t/// List of all the active UINavigation components.\n\t/// </summary>\n\n\tstatic public BetterList<UIKeyNavigation> list = new BetterList<UIKeyNavigation>();\n\n\tpublic enum Constraint\n\t{\n\t\tNone,\n\t\tVertical,\n\t\tHorizontal,\n\t\tExplicit,\n\t}\n\n\t/// <summary>\n\t/// If a selection target is not set, the target can be determined automatically, restricted by this constraint.\n\t/// 'None' means free movement on both horizontal and vertical axis. 'Explicit' means the automatic logic will\n\t/// not execute, and only the explicitly set values will be used.\n\t/// </summary>\n\n\tpublic Constraint constraint = Constraint.None;\n\n\t/// <summary>\n\t/// Which object will be selected when the Up button is pressed.\n\t/// </summary>\n\n\tpublic GameObject onUp;\n\n\t/// <summary>\n\t/// Which object will be selected when the Down button is pressed.\n\t/// </summary>\n\n\tpublic GameObject onDown;\n\n\t/// <summary>\n\t/// Which object will be selected when the Left button is pressed.\n\t/// </summary>\n\n\tpublic GameObject onLeft;\n\n\t/// <summary>\n\t/// Which object will be selected when the Right button is pressed.\n\t/// </summary>\n\n\tpublic GameObject onRight;\n\n\t/// <summary>\n\t/// Which object will get selected on click.\n\t/// </summary>\n\n\tpublic GameObject onClick;\n\n\t/// <summary>\n\t/// Which object will get selected on tab.\n\t/// </summary>\n\n\tpublic GameObject onTab;\n\n\t/// <summary>\n\t/// Whether the object this script is attached to will get selected as soon as this script is enabled.\n\t/// </summary>\n\n\tpublic bool startsSelected = false;\n\n\t/// <summary>\n\t/// Convenience function that returns the current key navigation selection.\n\t/// </summary>\n\n\tstatic public UIKeyNavigation current\n\t{\n\t\tget\n\t\t{\n\t\t\tGameObject go = UICamera.hoveredObject;\n\t\t\tif (go == null) return null;\n\t\t\treturn go.GetComponent<UIKeyNavigation>();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the collider is enabled and the widget can be interacted with.\n\t/// </summary>\n\n\tpublic bool isColliderEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tif (enabled && gameObject.activeInHierarchy)\n\t\t\t{\n\t\t\t\tCollider c = GetComponent<Collider>();\n\t\t\t\tif (c != null) return c.enabled;\n\t\t\t\tCollider2D b = GetComponent<Collider2D>();\n\t\t\t\treturn (b != null && b.enabled);\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t[System.NonSerialized] bool mStarted = false;\n\n\tprotected virtual void OnEnable ()\n\t{\n\t\tlist.Add(this);\n\t\tif (mStarted) Start();\n\t}\n\n\tvoid Start ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tmStarted = true;\n\t\tif (startsSelected && isColliderEnabled)\n\t\t\tUICamera.hoveredObject = gameObject;\n\t}\n\n\tprotected virtual void OnDisable () { list.Remove(this); }\n\n\tstatic bool IsActive (GameObject go)\n\t{\n\t\tif (go && go.activeInHierarchy)\n\t\t{\n\t\t\tCollider c = go.GetComponent<Collider>();\n\t\t\tif (c != null) return c.enabled;\n\t\t\tCollider2D b = go.GetComponent<Collider2D>();\n\t\t\treturn (b != null && b.enabled);\n\t\t}\n\t\treturn false;\n\t}\n\n\tpublic GameObject GetLeft ()\n\t{\n\t\tif (IsActive(onLeft)) return onLeft;\n\t\tif (constraint == Constraint.Vertical || constraint == Constraint.Explicit) return null;\n\t\treturn Get(Vector3.left, 1f, 2f);\n\t}\n\n\tpublic GameObject GetRight ()\n\t{\n\t\tif (IsActive(onRight)) return onRight;\n\t\tif (constraint == Constraint.Vertical || constraint == Constraint.Explicit) return null;\n\t\treturn Get(Vector3.right, 1f, 2f);\n\t}\n\n\tpublic GameObject GetUp ()\n\t{\n\t\tif (IsActive(onUp)) return onUp;\n\t\tif (constraint == Constraint.Horizontal || constraint == Constraint.Explicit) return null;\n\t\treturn Get(Vector3.up, 2f, 1f);\n\t}\n\n\tpublic GameObject GetDown ()\n\t{\n\t\tif (IsActive(onDown)) return onDown;\n\t\tif (constraint == Constraint.Horizontal || constraint == Constraint.Explicit) return null;\n\t\treturn Get(Vector3.down, 2f, 1f);\n\t}\n\n\tpublic GameObject Get (Vector3 myDir, float x = 1f, float y = 1f)\n\t{\n\t\tTransform t = transform;\n\t\tmyDir = t.TransformDirection(myDir);\n\t\tVector3 myCenter = GetCenter(gameObject);\n\t\tfloat min = float.MaxValue;\n\t\tGameObject go = null;\n\n\t\tfor (int i = 0; i < list.size; ++i)\n\t\t{\n\t\t\tUIKeyNavigation nav = list[i];\n\t\t\tif (nav == this || nav.constraint == Constraint.Explicit || !nav.isColliderEnabled) continue;\n\n\t\t\t// Ignore invisible widgets\n\t\t\tUIWidget widget = nav.GetComponent<UIWidget>();\n\t\t\tif (widget != null && widget.alpha == 0f) continue;\n\n\t\t\t// Reject objects that are not within a 45 degree angle of the desired direction\n\t\t\tVector3 dir = GetCenter(nav.gameObject) - myCenter;\n\t\t\tfloat dot = Vector3.Dot(myDir, dir.normalized);\n\t\t\tif (dot < 0.707f) continue;\n\n\t\t\t// Exaggerate the movement in the undesired direction\n\t\t\tdir = t.InverseTransformDirection(dir);\n\t\t\tdir.x *= x;\n\t\t\tdir.y *= y;\n\n\t\t\t// Compare the distance\n\t\t\tfloat mag = dir.sqrMagnitude;\n\t\t\tif (mag > min) continue;\n\t\t\tgo = nav.gameObject;\n\t\t\tmin = mag;\n\t\t}\n\t\treturn go;\n\t}\n\n\tstatic protected Vector3 GetCenter (GameObject go)\n\t{\n\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\tUICamera cam = UICamera.FindCameraForLayer(go.layer);\n\n\t\tif (cam != null)\n\t\t{\n\t\t\tVector3 center = go.transform.position;\n\n\t\t\tif (w != null)\n\t\t\t{\n\t\t\t\tVector3[] corners = w.worldCorners;\n\t\t\t\tcenter = (corners[0] + corners[2]) * 0.5f;\n\t\t\t}\n\n\t\t\tcenter = cam.cachedCamera.WorldToScreenPoint(center);\n\t\t\tcenter.z = 0;\n\t\t\treturn center;\n\t\t}\n\t\telse if (w != null)\n\t\t{\n\t\t\tVector3[] corners = w.worldCorners;\n\t\t\treturn (corners[0] + corners[2]) * 0.5f;\n\t\t}\n\t\treturn go.transform.position;\n\t}\n\n\tstatic public int mLastFrame = 0;\n\n\t/// <summary>\n\t/// React to navigation.\n\t/// </summary>\n\n\tpublic virtual void OnNavigate (KeyCode key)\n\t{\n\t\tif (UIPopupList.isOpen) return;\n\t\tif (mLastFrame == Time.frameCount) return;\n\t\tmLastFrame = Time.frameCount;\n\n\t\tGameObject go = null;\n\n\t\tswitch (key)\n\t\t{\n\t\t\tcase KeyCode.LeftArrow:\t\tgo = GetLeft();\t\tbreak;\n\t\t\tcase KeyCode.RightArrow:\tgo = GetRight();\tbreak;\n\t\t\tcase KeyCode.UpArrow:\t\tgo = GetUp();\t\tbreak;\n\t\t\tcase KeyCode.DownArrow:\t\tgo = GetDown();\t\tbreak;\n\t\t}\n\n\t\tif (go != null) UICamera.hoveredObject = go;\n\t}\n\n\t/// <summary>\n\t/// React to any additional keys, such as Tab.\n\t/// </summary>\n\n\tpublic virtual void OnKey (KeyCode key)\n\t{\n\t\tif (UIPopupList.isOpen) return;\n\t\tif (mLastFrame == Time.frameCount) return;\n\t\tmLastFrame = Time.frameCount;\n\n\t\tif (key == KeyCode.Tab)\n\t\t{\n\t\t\tGameObject go = onTab;\n\n\t\t\tif (go == null)\n\t\t\t{\n\t\t\t\tif (UICamera.GetKey(KeyCode.LeftShift) || UICamera.GetKey(KeyCode.RightShift))\n\t\t\t\t{\n\t\t\t\t\tgo = GetLeft();\n\t\t\t\t\tif (go == null) go = GetUp();\n\t\t\t\t\tif (go == null) go = GetDown();\n\t\t\t\t\tif (go == null) go = GetRight();\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tgo = GetRight();\n\t\t\t\t\tif (go == null) go = GetDown();\n\t\t\t\t\tif (go == null) go = GetUp();\n\t\t\t\t\tif (go == null) go = GetLeft();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (go != null)\n\t\t\t{\n\t\t\t\tUICamera.currentScheme = UICamera.ControlScheme.Controller;\n\t\t\t\tUICamera.hoveredObject = go;\n\t\t\t\tUIInput inp = go.GetComponent<UIInput>();\n\t\t\t\tif (inp != null) inp.isSelected = true;\n\t\t\t}\n\t\t}\n\t}\n\n\tprotected virtual void OnClick ()\n\t{\n\t\tif (NGUITools.GetActive(onClick))\n\t\t\tUICamera.hoveredObject = onClick;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIKeyNavigation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 643ea4bc79b55444d974ddbd31a6cd5d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPlayAnimation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing AnimationOrTween;\n\n/// <summary>\n/// Play the specified animation on click.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Play Animation\")]\npublic class UIPlayAnimation : MonoBehaviour\n{\n\tstatic public UIPlayAnimation current = null;\n\n\t/// <summary>\n\t/// Target animation to activate.\n\t/// </summary>\n\n\tpublic Animation target;\n\n\t/// <summary>\n\t/// Target animator system.\n\t/// </summary>\n\n\tpublic Animator animator;\n\n\t/// <summary>\n\t/// Optional clip name, if the animation has more than one clip.\n\t/// </summary>\n\n\tpublic string clipName;\n\n\t/// <summary>\n\t/// Which event will trigger the animation.\n\t/// </summary>\n\n\tpublic Trigger trigger = Trigger.OnClick;\n\n\t/// <summary>\n\t/// Which direction to animate in.\n\t/// </summary>\n\n\tpublic Direction playDirection = Direction.Forward;\n\n\t/// <summary>\n\t/// Whether the animation's position will be reset on play or will continue from where it left off.\n\t/// </summary>\n\n\tpublic bool resetOnPlay = false;\n\n\t/// <summary>\n\t/// Whether the selected object (this button) will be cleared when the animation gets activated.\n\t/// </summary>\n\n\tpublic bool clearSelection = false;\n\n\t/// <summary>\n\t/// What to do if the target game object is currently disabled.\n\t/// </summary>\n\n\tpublic EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing;\n\n\t/// <summary>\n\t/// What to do with the target when the animation finishes.\n\t/// </summary>\n\n\tpublic DisableCondition disableWhenFinished = DisableCondition.DoNotDisable;\n\n\t/// <summary>\n\t/// Event delegates called when the animation finishes.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onFinished = new List<EventDelegate>();\n\n\t// Deprecated functionality, kept for backwards compatibility\n\t[HideInInspector][SerializeField] GameObject eventReceiver;\n\t[HideInInspector][SerializeField] string callWhenFinished;\n\n\tbool mStarted = false;\n\tbool mActivated = false;\n\tbool dragHighlight = false;\n\n\tbool dualState { get { return trigger == Trigger.OnPress || trigger == Trigger.OnHover; } }\n\n\tvoid Awake ()\n\t{\n\t\tUIButton btn = GetComponent<UIButton>();\n\t\tif (btn != null) dragHighlight = btn.dragHighlight;\n\n\t\t// Remove deprecated functionality if new one is used\n\t\tif (eventReceiver != null && EventDelegate.IsValid(onFinished))\n\t\t{\n\t\t\teventReceiver = null;\n\t\t\tcallWhenFinished = null;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Automatically find the necessary components.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tmStarted = true;\n\n\t\t// Automatically try to find the animator\n\t\tif (target == null && animator == null)\n\t\t{\n\t\t\tanimator = GetComponentInChildren<Animator>();\n#if UNITY_EDITOR\n\t\t\tif (animator != null) NGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\tif (animator != null)\n\t\t{\n\t\t\t// Ensure that the animator is disabled as we will be sampling it manually\n\t\t\tif (animator.enabled) animator.enabled = false;\n\n\t\t\t// Don't continue since we already have an animator to work with\n\t\t\treturn;\n\t\t}\n\n\t\tif (target == null)\n\t\t{\n\t\t\ttarget = GetComponentInChildren<Animation>();\n#if UNITY_EDITOR\n\t\t\tif (target != null) NGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\tif (target != null && target.enabled)\n\t\t\ttarget.enabled = false;\n\t}\n\n\tvoid OnEnable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (mStarted) OnHover(UICamera.IsHighlighted(gameObject));\n\n\t\tif (UICamera.currentTouch != null)\n\t\t{\n\t\t\tif (trigger == Trigger.OnPress || trigger == Trigger.OnPressTrue)\n\t\t\t\tmActivated = (UICamera.currentTouch.pressed == gameObject);\n\n\t\t\tif (trigger == Trigger.OnHover || trigger == Trigger.OnHoverTrue)\n\t\t\t\tmActivated = (UICamera.currentTouch.current == gameObject);\n\t\t}\n\n\t\tUIToggle toggle = GetComponent<UIToggle>();\n\t\tif (toggle != null) EventDelegate.Add(toggle.onChange, OnToggle);\n\t}\n\n\tvoid OnDisable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tUIToggle toggle = GetComponent<UIToggle>();\n\t\tif (toggle != null) EventDelegate.Remove(toggle.onChange, OnToggle);\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (!enabled) return;\n\t\tif ( trigger == Trigger.OnHover ||\n\t\t\t(trigger == Trigger.OnHoverTrue && isOver) ||\n\t\t\t(trigger == Trigger.OnHoverFalse && !isOver))\n\t\t\tPlay(isOver, dualState);\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (!enabled) return;\n\t\tif (UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3) return;\n\t\tif ( trigger == Trigger.OnPress ||\n\t\t\t(trigger == Trigger.OnPressTrue && isPressed) ||\n\t\t\t(trigger == Trigger.OnPressFalse && !isPressed))\n\t\t\tPlay(isPressed, dualState);\n\t}\n\n\tvoid OnClick ()\n\t{\n\t\tif (UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3) return;\n\t\tif (enabled && trigger == Trigger.OnClick) Play(true, false);\n\t}\n\n\tvoid OnDoubleClick ()\n\t{\n\t\tif (UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3) return;\n\t\tif (enabled && trigger == Trigger.OnDoubleClick) Play(true, false);\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (!enabled) return;\n\t\tif (trigger == Trigger.OnSelect ||\n\t\t\t(trigger == Trigger.OnSelectTrue && isSelected) ||\n\t\t\t(trigger == Trigger.OnSelectFalse && !isSelected))\n\t\t\tPlay(isSelected, dualState);\n\t}\n\n\tvoid OnToggle ()\n\t{\n\t\tif (!enabled || UIToggle.current == null) return;\n\t\tif (trigger == Trigger.OnActivate ||\n\t\t\t(trigger == Trigger.OnActivateTrue && UIToggle.current.value) ||\n\t\t\t(trigger == Trigger.OnActivateFalse && !UIToggle.current.value))\n\t\t\tPlay(UIToggle.current.value, dualState);\n\t}\n\n\tvoid OnDragOver ()\n\t{\n\t\tif (enabled && dualState)\n\t\t{\n\t\t\tif (UICamera.currentTouch.dragged == gameObject) Play(true, true);\n\t\t\telse if (dragHighlight && trigger == Trigger.OnPress) Play(true, true);\n\t\t}\n\t}\n\n\tvoid OnDragOut ()\n\t{\n\t\tif (enabled && dualState && UICamera.hoveredObject != gameObject)\n\t\t\tPlay(false, true);\n\t}\n\n\tvoid OnDrop (GameObject go)\n\t{\n\t\tif (enabled && trigger == Trigger.OnPress && UICamera.currentTouch.dragged != gameObject)\n\t\t\tPlay(false, true);\n\t}\n\t\n\t/// <summary>\n\t/// Start playing the animation.\n\t/// </summary>\n\n\tpublic void Play (bool forward) { Play(forward, true); }\n\n\t/// <summary>\n\t/// Start playing the animation.\n\t/// </summary>\n\n\tpublic void Play (bool forward, bool onlyIfDifferent)\n\t{\n\t\tif (target || animator)\n\t\t{\n\t\t\tif (onlyIfDifferent)\n\t\t\t{\n\t\t\t\tif (mActivated == forward) return;\n\t\t\t\tmActivated = forward;\n\t\t\t}\n\n\t\t\tif (clearSelection && UICamera.selectedObject == gameObject)\n\t\t\t\tUICamera.selectedObject = null;\n\n\t\t\tint pd = -(int)playDirection;\n\t\t\tDirection dir = forward ? playDirection : ((Direction)pd);\n\t\t\tActiveAnimation anim = target ?\n\t\t\t\tActiveAnimation.Play(target, clipName, dir, ifDisabledOnPlay, disableWhenFinished) :\n\t\t\t\tActiveAnimation.Play(animator, clipName, dir, ifDisabledOnPlay, disableWhenFinished);\n\n\t\t\tif (anim != null)\n\t\t\t{\n\t\t\t\tif (resetOnPlay) anim.Reset();\n\t\t\t\tfor (int i = 0; i < onFinished.Count; ++i)\n\t\t\t\t\tEventDelegate.Add(anim.onFinished, OnFinished, true);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Play the tween forward.\n\t/// </summary>\n\n\tpublic void PlayForward () { Play(true); }\n\n\t/// <summary>\n\t/// Play the tween in reverse.\n\t/// </summary>\n\n\tpublic void PlayReverse () { Play(false); }\n\n\t/// <summary>\n\t/// Callback triggered when each tween executed by this script finishes.\n\t/// </summary>\n\n\tvoid OnFinished ()\n\t{\n\t\tif (current == null)\n\t\t{\n\t\t\tcurrent = this;\n\t\t\tEventDelegate.Execute(onFinished);\n\n\t\t\t// Legacy functionality\n\t\t\tif (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))\n\t\t\t\teventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);\n\n\t\t\teventReceiver = null;\n\t\t\tcurrent = null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPlayAnimation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3f093ad5830afe44aba6efa8b8a5d5b9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPlaySound.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Plays the specified sound.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Play Sound\")]\npublic class UIPlaySound : MonoBehaviour\n{\n\tpublic enum Trigger\n\t{\n\t\tOnClick,\n\t\tOnMouseOver,\n\t\tOnMouseOut,\n\t\tOnPress,\n\t\tOnRelease,\n\t\tCustom,\n\t\tOnEnable,\n\t\tOnDisable,\n\t}\n\n\tpublic AudioClip audioClip;\n\tpublic Trigger trigger = Trigger.OnClick;\n\n\t[Range(0f, 1f)] public float volume = 1f;\n\t[Range(0f, 2f)] public float pitch = 1f;\n\n\tbool mIsOver = false;\n\n\tbool canPlay\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!enabled) return false;\n\t\t\tUIButton btn = GetComponent<UIButton>();\n\t\t\treturn (btn == null || btn.isEnabled);\n\t\t}\n\t}\n\n\tvoid OnEnable ()\n\t{\n\t\tif (trigger == Trigger.OnEnable)\n\t\t\tNGUITools.PlaySound(audioClip, volume, pitch);\n\t}\n\n\tvoid OnDisable ()\n\t{\n\t\tif (trigger == Trigger.OnDisable)\n\t\t\tNGUITools.PlaySound(audioClip, volume, pitch);\n\t}\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (trigger == Trigger.OnMouseOver)\n\t\t{\n\t\t\tif (mIsOver == isOver) return;\n\t\t\tmIsOver = isOver;\n\t\t}\n\n\t\tif (canPlay && ((isOver && trigger == Trigger.OnMouseOver) || (!isOver && trigger == Trigger.OnMouseOut)))\n\t\t\tNGUITools.PlaySound(audioClip, volume, pitch);\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (trigger == Trigger.OnPress)\n\t\t{\n\t\t\tif (mIsOver == isPressed) return;\n\t\t\tmIsOver = isPressed;\n\t\t}\n\n\t\tif (canPlay && ((isPressed && trigger == Trigger.OnPress) || (!isPressed && trigger == Trigger.OnRelease)))\n\t\t\tNGUITools.PlaySound(audioClip, volume, pitch);\n\t}\n\n\tvoid OnClick ()\n\t{\n\t\tif (canPlay && trigger == Trigger.OnClick)\n\t\t\tNGUITools.PlaySound(audioClip, volume, pitch);\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (canPlay && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller))\n\t\t\tOnHover(isSelected);\n\t}\n\n\tpublic void Play ()\n\t{\n\t\tNGUITools.PlaySound(audioClip, volume, pitch);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPlaySound.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7d44bc69c2ca5f943b845318866dc1bd\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences:\n  - audioClip: {fileID: 8300000, guid: 76218f99e7130334bbabc49674f288bd, type: 3}\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPlayTween.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing AnimationOrTween;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Play the specified tween on click.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Play Tween\")]\npublic class UIPlayTween : MonoBehaviour\n{\n\tstatic public UIPlayTween current;\n\n\t/// <summary>\n\t/// Target on which there is one or more tween.\n\t/// </summary>\n\n\tpublic GameObject tweenTarget;\n\n\t/// <summary>\n\t/// If there are multiple tweens, you can choose which ones get activated by changing their group.\n\t/// </summary>\n\n\tpublic int tweenGroup = 0;\n\n\t/// <summary>\n\t/// Which event will trigger the tween.\n\t/// </summary>\n\n\tpublic Trigger trigger = Trigger.OnClick;\n\n\t/// <summary>\n\t/// Direction to tween in.\n\t/// </summary>\n\n\tpublic Direction playDirection = Direction.Forward;\n\n\t/// <summary>\n\t/// Whether the tween will be reset to the start or end when activated. If not, it will continue from where it currently is.\n\t/// </summary>\n\n\tpublic bool resetOnPlay = false;\n\n\t/// <summary>\n\t/// Whether the tween will be reset to the start if it's disabled when activated.\n\t/// </summary>\n\n\tpublic bool resetIfDisabled = false;\n\n\t/// <summary>\n\t/// What to do if the tweenTarget game object is currently disabled.\n\t/// </summary>\n\n\tpublic EnableCondition ifDisabledOnPlay = EnableCondition.DoNothing;\n\n\t/// <summary>\n\t/// What to do with the tweenTarget after the tween finishes.\n\t/// </summary>\n\n\tpublic DisableCondition disableWhenFinished = DisableCondition.DoNotDisable;\n\n\t/// <summary>\n\t/// Whether the tweens on the child game objects will be considered.\n\t/// </summary>\n\n\tpublic bool includeChildren = false;\n\n\t/// <summary>\n\t/// Event delegates called when the animation finishes.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onFinished = new List<EventDelegate>();\n\n\t// Deprecated functionality, kept for backwards compatibility\n\t[HideInInspector][SerializeField] GameObject eventReceiver;\n\t[HideInInspector][SerializeField] string callWhenFinished;\n\n\tUITweener[] mTweens;\n\tbool mStarted = false;\n\tint mActive = 0;\n\tbool mActivated = false;\n\n\tvoid Awake ()\n\t{\n\t\t// Remove deprecated functionality if new one is used\n\t\tif (eventReceiver != null && EventDelegate.IsValid(onFinished))\n\t\t{\n\t\t\teventReceiver = null;\n\t\t\tcallWhenFinished = null;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\tvoid Start()\n\t{\n\t\tmStarted = true;\n\n\t\tif (tweenTarget == null)\n\t\t{\n\t\t\ttweenTarget = gameObject;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\tvoid OnEnable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (mStarted) OnHover(UICamera.IsHighlighted(gameObject));\n\n\t\tif (UICamera.currentTouch != null)\n\t\t{\n\t\t\tif (trigger == Trigger.OnPress || trigger == Trigger.OnPressTrue)\n\t\t\t\tmActivated = (UICamera.currentTouch.pressed == gameObject);\n\n\t\t\tif (trigger == Trigger.OnHover || trigger == Trigger.OnHoverTrue)\n\t\t\t\tmActivated = (UICamera.currentTouch.current == gameObject);\n\t\t}\n\n\t\tUIToggle toggle = GetComponent<UIToggle>();\n\t\tif (toggle != null) EventDelegate.Add(toggle.onChange, OnToggle);\n\t}\n\n\tvoid OnDisable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tUIToggle toggle = GetComponent<UIToggle>();\n\t\tif (toggle != null) EventDelegate.Remove(toggle.onChange, OnToggle);\n\t}\n\n\tvoid OnDragOver () { if (trigger == Trigger.OnHover) OnHover(true); }\n\n\tvoid OnHover (bool isOver)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (trigger == Trigger.OnHover ||\n\t\t\t\t(trigger == Trigger.OnHoverTrue && isOver) ||\n\t\t\t\t(trigger == Trigger.OnHoverFalse && !isOver))\n\t\t\t{\n\t\t\t\tif (isOver == mActivated) return;\n\n\t\t\t\t// Hover out action happened on a child object -- we want to maintain the hovered state\n\t\t\t\tif (!isOver && UICamera.hoveredObject != null && UICamera.hoveredObject.transform.IsChildOf(transform))\n\t\t\t\t{\n\t\t\t\t\t// Subscribe to a global hover listener so we can keep receiving hover notifications\n\t\t\t\t\tUICamera.onHover += CustomHoverListener;\n\t\t\t\t\tisOver = true;\n\t\t\t\t\tif (mActivated) return;\n\t\t\t\t}\n\n\t\t\t\tmActivated = isOver && (trigger == Trigger.OnHover);\n\t\t\t\tPlay(isOver);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Wait for the hover event to happen outside the object's hierarchy before removing the hovered state.\n\t/// </summary>\n\n\tvoid CustomHoverListener (GameObject go, bool isOver)\n\t{\n\t\tif (!this) return;\n\t\tvar myGo = gameObject;\n\t\tvar hover = myGo && go && (go == myGo || go.transform.IsChildOf(transform));\n\n\t\tif (!hover)\n\t\t{\n\t\t\tOnHover(false);\n\t\t\tUICamera.onHover -= CustomHoverListener;\n\t\t}\n\t}\n\n\tvoid OnDragOut ()\n\t{\n\t\tif (enabled && mActivated)\n\t\t{\n\t\t\tmActivated = false;\n\t\t\tPlay(false);\n\t\t}\n\t}\n\n\tvoid OnPress (bool isPressed)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (trigger == Trigger.OnPress ||\n\t\t\t\t(trigger == Trigger.OnPressTrue && isPressed) ||\n\t\t\t\t(trigger == Trigger.OnPressFalse && !isPressed))\n\t\t\t{\n\t\t\t\tmActivated = isPressed && (trigger == Trigger.OnPress);\n\t\t\t\tPlay(isPressed);\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid OnClick ()\n\t{\n\t\tif (enabled && trigger == Trigger.OnClick)\n\t\t{\n\t\t\tPlay(true);\n\t\t}\n\t}\n\n\tvoid OnDoubleClick ()\n\t{\n\t\tif (enabled && trigger == Trigger.OnDoubleClick)\n\t\t{\n\t\t\tPlay(true);\n\t\t}\n\t}\n\n\tvoid OnSelect (bool isSelected)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tif (trigger == Trigger.OnSelect ||\n\t\t\t\t(trigger == Trigger.OnSelectTrue && isSelected) ||\n\t\t\t\t(trigger == Trigger.OnSelectFalse && !isSelected))\n\t\t\t{\n\t\t\t\tmActivated = isSelected && (trigger == Trigger.OnSelect);\n\t\t\t\tPlay(isSelected);\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid OnToggle ()\n\t{\n\t\tif (!enabled || UIToggle.current == null) return;\n\t\tif (trigger == Trigger.OnActivate ||\n\t\t\t(trigger == Trigger.OnActivateTrue && UIToggle.current.value) ||\n\t\t\t(trigger == Trigger.OnActivateFalse && !UIToggle.current.value))\n\t\t\tPlay(UIToggle.current.value);\n\t}\n\n\tvoid Update ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (disableWhenFinished != DisableCondition.DoNotDisable && mTweens != null)\n\t\t{\n\t\t\tbool isFinished = true;\n\t\t\tbool properDirection = true;\n\n\t\t\tfor (int i = 0, imax = mTweens.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUITweener tw = mTweens[i];\n\t\t\t\tif (tw.tweenGroup != tweenGroup) continue;\n\n\t\t\t\tif (tw.enabled)\n\t\t\t\t{\n\t\t\t\t\tisFinished = false;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\telse if ((int)tw.direction != (int)disableWhenFinished)\n\t\t\t\t{\n\t\t\t\t\tproperDirection = false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (isFinished)\n\t\t\t{\n\t\t\t\tif (properDirection) NGUITools.SetActive(tweenTarget, false);\n\t\t\t\tmTweens = null;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Activate the tweeners.\n\t/// </summary>\n\n\tpublic void Play (bool forward)\n\t{\n\t\tmActive = 0;\n\t\tGameObject go = (tweenTarget == null) ? gameObject : tweenTarget;\n\n\t\tif (!NGUITools.GetActive(go))\n\t\t{\n\t\t\t// If the object is disabled, don't do anything\n\t\t\tif (ifDisabledOnPlay != EnableCondition.EnableThenPlay) return;\n\n\t\t\t// Enable the game object before tweening it\n\t\t\tNGUITools.SetActive(go, true);\n\t\t}\n\n\t\t// Gather the tweening components\n\t\tmTweens = includeChildren ? go.GetComponentsInChildren<UITweener>() : go.GetComponents<UITweener>();\n\n\t\tif (mTweens.Length == 0)\n\t\t{\n\t\t\t// No tweeners found -- should we disable the object?\n\t\t\tif (disableWhenFinished != DisableCondition.DoNotDisable)\n\t\t\t\tNGUITools.SetActive(tweenTarget, false);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tbool activated = false;\n\t\t\tif (playDirection == Direction.Reverse) forward = !forward;\n\n\t\t\t// Run through all located tween components\n\t\t\tfor (int i = 0, imax = mTweens.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUITweener tw = mTweens[i];\n\n\t\t\t\t// If the tweener's group matches, we can work with it\n\t\t\t\tif (tw.tweenGroup == tweenGroup)\n\t\t\t\t{\n\t\t\t\t\t// Ensure that the game objects are enabled\n\t\t\t\t\tif (!activated && !NGUITools.GetActive(go))\n\t\t\t\t\t{\n\t\t\t\t\t\tactivated = true;\n\t\t\t\t\t\tNGUITools.SetActive(go, true);\n\t\t\t\t\t}\n\n\t\t\t\t\t++mActive;\n\n\t\t\t\t\t// Toggle or activate the tween component\n\t\t\t\t\tif (playDirection == Direction.Toggle)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Listen for tween finished messages\n\t\t\t\t\t\tEventDelegate.Add(tw.onFinished, OnFinished, true);\n\t\t\t\t\t\ttw.Toggle();\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif (resetOnPlay || (resetIfDisabled && !tw.enabled))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\ttw.Play(forward);\n\t\t\t\t\t\t\ttw.ResetToBeginning();\n\t\t\t\t\t\t}\n\t\t\t\t\t\t// Listen for tween finished messages\n\t\t\t\t\t\tEventDelegate.Add(tw.onFinished, OnFinished, true);\n\t\t\t\t\t\ttw.Play(forward);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Callback triggered when each tween executed by this script finishes.\n\t/// </summary>\n\n\tvoid OnFinished ()\n\t{\n\t\tif (--mActive == 0 && current == null)\n\t\t{\n\t\t\tcurrent = this;\n\t\t\tEventDelegate.Execute(onFinished);\n\n\t\t\t// Legacy functionality\n\t\t\tif (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))\n\t\t\t\teventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);\n\n\t\t\teventReceiver = null;\n\t\t\tcurrent = null;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPlayTween.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eaee0fa3c7a782f43ac65b3fea68c1d6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPopupList.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Collections;\n\n/// <summary>\n/// Popup list can be used to display pop-up menus and drop-down lists.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Popup List\")]\npublic class UIPopupList : UIWidgetContainer\n{\n\t/// <summary>\n\t/// Current popup list. Only available during the OnSelectionChange event callback.\n\t/// </summary>\n\n\tstatic public UIPopupList current;\n\tstatic protected GameObject mChild;\n\tstatic protected float mFadeOutComplete = 0f;\n\n\tconst float animSpeed = 0.15f;\n\n\tpublic enum Position\n\t{\n\t\tAuto,\n\t\tAbove,\n\t\tBelow,\n\t}\n\n\t/// <summary>\n\t/// Atlas used by the sprites.\n\t/// </summary>\n\n\tpublic UIAtlas atlas;\n\n\t/// <summary>\n\t/// Font used by the labels.\n\t/// </summary>\n\n\tpublic UIFont bitmapFont;\n\n\t/// <summary>\n\t/// True type font used by the labels. Alternative to specifying a bitmap font ('font').\n\t/// </summary>\n\n\tpublic Font trueTypeFont;\n\n\t/// <summary>\n\t/// Font used by the popup list. Conveniently wraps both dynamic and bitmap fonts into one property.\n\t/// </summary>\n\n\tpublic Object ambigiousFont\n\t{\n\t\tget\n\t\t{\n\t\t\tif (trueTypeFont != null) return trueTypeFont;\n\t\t\tif (bitmapFont != null) return bitmapFont;\n\t\t\treturn font;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (value is Font)\n\t\t\t{\n\t\t\t\ttrueTypeFont = value as Font;\n\t\t\t\tbitmapFont = null;\n\t\t\t\tfont = null;\n\t\t\t}\n\t\t\telse if (value is UIFont)\n\t\t\t{\n\t\t\t\tbitmapFont = value as UIFont;\n\t\t\t\ttrueTypeFont = null;\n\t\t\t\tfont = null;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Size of the font to use for the popup list's labels.\n\t/// </summary>\n\n\tpublic int fontSize = 16;\n\n\t/// <summary>\n\t/// Font style used by the dynamic font.\n\t/// </summary>\n\n\tpublic FontStyle fontStyle = FontStyle.Normal;\n\n\t/// <summary>\n\t/// Name of the sprite used to create the popup's background.\n\t/// </summary>\n\n\tpublic string backgroundSprite;\n\n\t/// <summary>\n\t/// Name of the sprite used to highlight items.\n\t/// </summary>\n\n\tpublic string highlightSprite;\n\n\t/// <summary>\n\t/// Name of the sprite used to create the popup's background.\n\t/// </summary>\n\n\tpublic Sprite background2DSprite;\n\n\t/// <summary>\n\t/// Name of the sprite used to highlight items.\n\t/// </summary>\n\n\tpublic Sprite highlight2DSprite;\n\n\t/// <summary>\n\t/// Popup list's display style.\n\t/// </summary>\n\n\tpublic Position position = Position.Auto;\n\n\t/// <summary>\n\t/// Label alignment to use.\n\t/// </summary>\n\n\tpublic NGUIText.Alignment alignment = NGUIText.Alignment.Left;\n\n\t/// <summary>\n\t/// New line-delimited list of items.\n\t/// </summary>\n\n\tpublic List<string> items = new List<string>();\n\n\t/// <summary>\n\t/// You can associate arbitrary data to be associated with your entries if you like.\n\t/// The only downside is that this must be done via code.\n\t/// </summary>\n\n\tpublic List<object> itemData = new List<object>();\n\n\t/// <summary>\n\t/// Amount of padding added to labels.\n\t/// </summary>\n\n\tpublic Vector2 padding = new Vector3(4f, 4f);\n\n\t/// <summary>\n\t/// Color tint applied to labels inside the list.\n\t/// </summary>\n\n\tpublic Color textColor = Color.white;\n\n\t/// <summary>\n\t/// Color tint applied to the background.\n\t/// </summary>\n\n\tpublic Color backgroundColor = Color.white;\n\n\t/// <summary>\n\t/// Color tint applied to the highlighter.\n\t/// </summary>\n\n\tpublic Color highlightColor = new Color(225f / 255f, 200f / 255f, 150f / 255f, 1f);\n\n\t/// <summary>\n\t/// Whether the popup list is animated or not. Disable for better performance.\n\t/// </summary>\n\n\tpublic bool isAnimated = true;\n\n\t/// <summary>\n\t/// Whether the popup list's values will be localized.\n\t/// </summary>\n\n\tpublic bool isLocalized = false;\n\n\t/// <summary>\n\t/// Whether a separate panel will be used to ensure that the popup will appear on top of everything else.\n\t/// </summary>\n\n\tpublic bool separatePanel = true;\n\n\t/// <summary>\n\t/// Amount by which the popup's border will overlap with the content that opened it.\n\t/// </summary>\n\t\n\tpublic int overlap = 0;\n\n\tpublic enum OpenOn\n\t{\n\t\tClickOrTap,\n\t\tRightClick,\n\t\tDoubleClick,\n\t\tManual,\n\t}\n\n\t/// <summary>\n\t/// What kind of click is needed in order to open the popup list.\n\t/// </summary>\n\n\tpublic OpenOn openOn = OpenOn.ClickOrTap;\n\n\t/// <summary>\n\t/// Callbacks triggered when the popup list gets a new item selection.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onChange = new List<EventDelegate>();\n\n\t// Currently selected item\n\t[HideInInspector][SerializeField] protected string mSelectedItem;\n\t[HideInInspector][SerializeField] protected UIPanel mPanel;\n\t[HideInInspector][SerializeField] protected UIBasicSprite mBackground;\n\t[HideInInspector][SerializeField] protected UIBasicSprite mHighlight;\n\t[HideInInspector][SerializeField] protected UILabel mHighlightedLabel = null;\n\t[HideInInspector][SerializeField] protected List<UILabel> mLabelList = new List<UILabel>();\n\t[HideInInspector][SerializeField] protected float mBgBorder = 0f;\n\n\t[Tooltip(\"Whether the selection will be persistent even after the popup list is closed. By default the selection is \" +\n\t\t\"cleared when the popup is closed so that the same selection can be chosen again the next time the popup list is opened. \" +\n\t\t\"If enabled, the selection will persist, but selecting the same choice in succession will not result in the onChange \" +\n\t\t\"notification being triggered more than once.\")]\n\tpublic bool keepValue = false;\n\n\t[System.NonSerialized] protected GameObject mSelection;\n\t[System.NonSerialized] protected int mOpenFrame = 0;\n\n\t// Deprecated functionality\n\t[HideInInspector][SerializeField] GameObject eventReceiver;\n\t[HideInInspector][SerializeField] string functionName = \"OnSelectionChange\";\n\t[HideInInspector][SerializeField] float textScale = 0f;\n\t[HideInInspector][SerializeField] UIFont font; // Use 'bitmapFont' instead\n\n\t// This functionality is no longer needed as the same can be achieved by choosing a\n\t// OnValueChange notification targeting a label's SetCurrentSelection function.\n\t// If your code was list.textLabel = myLabel, change it to:\n\t// EventDelegate.Add(list.onChange, lbl.SetCurrentSelection);\n\t[HideInInspector][SerializeField] UILabel textLabel;\n\n\t// Popup list's starting position\n\t[System.NonSerialized] public Vector3 startingPosition;\n\n\tpublic delegate void LegacyEvent (string val);\n\tLegacyEvent mLegacyEvent;\n\n\t[System.Obsolete(\"Use EventDelegate.Add(popup.onChange, YourCallback) instead, and UIPopupList.current.value to determine the state\")]\n\tpublic LegacyEvent onSelectionChange { get { return mLegacyEvent; } set { mLegacyEvent = value; } }\n\n\t/// <summary>\n\t/// Whether the popup list is currently open.\n\t/// </summary>\n\n\tstatic public bool isOpen { get { return current != null && (mChild != null || mFadeOutComplete > Time.unscaledTime); } }\n\n\t/// <summary>\n\t/// Current selection.\n\t/// </summary>\n\n\tpublic virtual string value { get { return mSelectedItem; } set { Set(value); } }\n\n\t/// <summary>\n\t/// Item data associated with the current selection.\n\t/// </summary>\n\n\tpublic virtual object data\n\t{\n\t\tget\n\t\t{\n\t\t\tint index = items.IndexOf(mSelectedItem);\n\t\t\treturn (index > -1) && index < itemData.Count ? itemData[index] : null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the collider is enabled and the widget can be interacted with.\n\t/// </summary>\n\n\tpublic bool isColliderEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tCollider c = GetComponent<Collider>();\n\t\t\tif (c != null) return c.enabled;\n\t\t\tCollider2D b = GetComponent<Collider2D>();\n\t\t\treturn (b != null && b.enabled);\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic string selection { get { return value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Whether the popup list is actually usable.\n\t/// </summary>\n\n\tprotected bool isValid { get { return bitmapFont != null || trueTypeFont != null; } }\n\n\t/// <summary>\n\t/// Active font size.\n\t/// </summary>\n\n\tprotected int activeFontSize { get { return (trueTypeFont != null || bitmapFont == null) ? fontSize : bitmapFont.defaultSize; } }\n\n\t/// <summary>\n\t/// Font scale applied to the popup list's text.\n\t/// </summary>\n\n\tprotected float activeFontScale { get { return (trueTypeFont != null || bitmapFont == null) ? 1f : (float)fontSize / bitmapFont.defaultSize; } }\n\n\t/// <summary>\n\t/// Set the current selection.\n\t/// </summary>\n\n\tpublic void Set (string value, bool notify = true)\n\t{\n\t\tif (mSelectedItem != value)\n\t\t{\n\t\t\tmSelectedItem = value;\n\t\t\tif (mSelectedItem == null) return;\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) return;\n#endif\n\t\t\tif (notify && mSelectedItem != null)\n\t\t\t\tTriggerCallbacks();\n\n\t\t\tif (!keepValue) mSelectedItem = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clear the popup list's contents.\n\t/// </summary>\n\n\tpublic virtual void Clear ()\n\t{\n\t\titems.Clear();\n\t\titemData.Clear();\n\t}\n\n\t/// <summary>\n\t/// Add a new item to the popup list.\n\t/// </summary>\n\n\tpublic virtual void AddItem (string text)\n\t{\n\t\titems.Add(text);\n\t\titemData.Add(null);\n\t}\n\n\t/// <summary>\n\t/// Add a new item to the popup list.\n\t/// </summary>\n\n\tpublic virtual void AddItem (string text, object data)\n\t{\n\t\titems.Add(text);\n\t\titemData.Add(data);\n\t}\n\n\t/// <summary>\n\t/// Remove the specified item.\n\t/// </summary>\n\n\tpublic virtual void RemoveItem (string text)\n\t{\n\t\tint index = items.IndexOf(text);\n\n\t\tif (index != -1)\n\t\t{\n\t\t\titems.RemoveAt(index);\n\t\t\titemData.RemoveAt(index);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Remove the specified item.\n\t/// </summary>\n\n\tpublic virtual void RemoveItemByData (object data)\n\t{\n\t\tint index = itemData.IndexOf(data);\n\n\t\tif (index != -1)\n\t\t{\n\t\t\titems.RemoveAt(index);\n\t\t\titemData.RemoveAt(index);\n\t\t}\n\t}\n\n\t[System.NonSerialized] protected bool mExecuting = false;\n\n\t/// <summary>\n\t/// Trigger all event notification callbacks.\n\t/// </summary>\n\n\tprotected void TriggerCallbacks ()\n\t{\n\t\tif (!mExecuting)\n\t\t{\n\t\t\tmExecuting = true;\n\t\t\tUIPopupList old = current;\n\t\t\tcurrent = this;\n\n\t\t\t// Legacy functionality\n\t\t\tif (mLegacyEvent != null) mLegacyEvent(mSelectedItem);\n\n\t\t\tif (EventDelegate.IsValid(onChange))\n\t\t\t{\n\t\t\t\tEventDelegate.Execute(onChange);\n\t\t\t}\n\t\t\telse if (eventReceiver != null && !string.IsNullOrEmpty(functionName))\n\t\t\t{\n\t\t\t\t// Legacy functionality support (for backwards compatibility)\n\t\t\t\teventReceiver.SendMessage(functionName, mSelectedItem, SendMessageOptions.DontRequireReceiver);\n\t\t\t}\n\t\t\tcurrent = old;\n\t\t\tmExecuting = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Remove legacy functionality.\n\t/// </summary>\n\n\tprotected virtual void OnEnable ()\n\t{\n\t\tif (EventDelegate.IsValid(onChange))\n\t\t{\n\t\t\teventReceiver = null;\n\t\t\tfunctionName = null;\n\t\t}\n\n\t\t// 'font' is no longer used\n\t\tif (font != null)\n\t\t{\n\t\t\tif (font.isDynamic)\n\t\t\t{\n\t\t\t\ttrueTypeFont = font.dynamicFont;\n\t\t\t\tfontStyle = font.dynamicFontStyle;\n\t\t\t\tmUseDynamicFont = true;\n\t\t\t}\n\t\t\telse if (bitmapFont == null)\n\t\t\t{\n\t\t\t\tbitmapFont = font;\n\t\t\t\tmUseDynamicFont = false;\n\t\t\t}\n\t\t\tfont = null;\n\t\t}\n\n\t\t// 'textScale' is no longer used\n\t\tif (textScale != 0f)\n\t\t{\n\t\t\tfontSize = (bitmapFont != null) ? Mathf.RoundToInt(bitmapFont.defaultSize * textScale) : 16;\n\t\t\ttextScale = 0f;\n\t\t}\n\n\t\t// Auto-upgrade to the true type font\n\t\tif (trueTypeFont == null && bitmapFont != null && bitmapFont.isDynamic)\n\t\t{\n\t\t\ttrueTypeFont = bitmapFont.dynamicFont;\n\t\t\tbitmapFont = null;\n\t\t}\n\t}\n\n\tprotected bool mUseDynamicFont = false;\n\n\tprotected virtual void OnValidate ()\n\t{\n\t\tFont ttf = trueTypeFont;\n\t\tUIFont fnt = bitmapFont;\n\n\t\tbitmapFont = null;\n\t\ttrueTypeFont = null;\n\n\t\tif (ttf != null && (fnt == null || !mUseDynamicFont))\n\t\t{\n\t\t\tbitmapFont = null;\n\t\t\ttrueTypeFont = ttf;\n\t\t\tmUseDynamicFont = true;\n\t\t}\n\t\telse if (fnt != null)\n\t\t{\n\t\t\t// Auto-upgrade from 3.0.2 and earlier\n\t\t\tif (fnt.isDynamic)\n\t\t\t{\n\t\t\t\ttrueTypeFont = fnt.dynamicFont;\n\t\t\t\tfontStyle = fnt.dynamicFontStyle;\n\t\t\t\tfontSize = fnt.defaultSize;\n\t\t\t\tmUseDynamicFont = true;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tbitmapFont = fnt;\n\t\t\t\tmUseDynamicFont = false;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttrueTypeFont = ttf;\n\t\t\tmUseDynamicFont = true;\n\t\t}\n\t}\n\n\t[System.NonSerialized] protected bool mStarted = false;\n\n\t/// <summary>\n\t/// Send out the selection message on start.\n\t/// </summary>\n\n\tpublic virtual void Start ()\n\t{\n\t\tif (mStarted) return;\n\t\tmStarted = true;\n\n\t\tif (keepValue)\n\t\t{\n\t\t\tvar sel = mSelectedItem;\n\t\t\tmSelectedItem = null;\n\t\t\tvalue = sel;\n\t\t}\n\t\telse mSelectedItem = null;\n\n\t\t// Auto-upgrade legacy functionality\n\t\tif (textLabel != null)\n\t\t{\n\t\t\tEventDelegate.Add(onChange, textLabel.SetCurrentSelection);\n\t\t\ttextLabel = null;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\t// Automatically choose the first item\n\t\t// Removed: This triggers callbacks, which messes with popup setting the input field's value,\n\t\t// with input field set to auto-save its value.\n\t\t//if (Application.isPlaying)\n\t\t//{\n\t\t//    if (string.IsNullOrEmpty(mSelectedItem) && items.Count > 0)\n\t\t//        mSelectedItem = items[0];\n\t\t//    if (!string.IsNullOrEmpty(mSelectedItem))\n\t\t//        TriggerCallbacks();\n\t\t//}\n\t}\n\n\t/// <summary>\n\t/// Localize the text label.\n\t/// </summary>\n\n\tprotected virtual void OnLocalize () { if (isLocalized) TriggerCallbacks(); }\n\n\t/// <summary>\n\t/// Visibly highlight the specified transform by moving the highlight sprite to be over it.\n\t/// </summary>\n\n\tprotected virtual void Highlight (UILabel lbl, bool instant)\n\t{\n\t\tif (mHighlight != null)\n\t\t{\n\t\t\tmHighlightedLabel = lbl;\n\n\t\t\tVector3 pos = GetHighlightPosition();\n\n\t\t\tif (!instant && isAnimated)\n\t\t\t{\n\t\t\t\tTweenPosition.Begin(mHighlight.gameObject, 0.1f, pos).method = UITweener.Method.EaseOut;\n\n\t\t\t\tif (!mTweening)\n\t\t\t\t{\n\t\t\t\t\tmTweening = true;\n\t\t\t\t\tStartCoroutine(\"UpdateTweenPosition\");\n\t\t\t\t}\n\t\t\t}\n\t\t\telse mHighlight.cachedTransform.localPosition = pos;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that calculates where the tweened position should be.\n\t/// </summary>\n\n\tprotected virtual Vector3 GetHighlightPosition ()\n\t{\n\t\tif (mHighlightedLabel == null || mHighlight == null) return Vector3.zero;\n\t\t\n\t\tVector4 border = mHighlight.border;\n\t\tfloat scaleFactor = (atlas != null) ? atlas.pixelSize : 1f;\n\t\tfloat offsetX = border.x * scaleFactor;\n\t\tfloat offsetY = border.w * scaleFactor;\n\t\treturn mHighlightedLabel.cachedTransform.localPosition + new Vector3(-offsetX, offsetY, 1f);\n\t}\n\n\tprotected bool mTweening = false;\n\n\t/// <summary>\n\t/// Periodically update the tweened target position.\n\t/// It's needed because the popup list animates into view, and the target position changes.\n\t/// </summary>\n\n\tprotected virtual IEnumerator UpdateTweenPosition ()\n\t{\n\t\tif (mHighlight != null && mHighlightedLabel != null)\n\t\t{\n\t\t\tTweenPosition tp = mHighlight.GetComponent<TweenPosition>();\n\t\t\t\n\t\t\twhile (tp != null && tp.enabled)\n\t\t\t{\n\t\t\t\ttp.to = GetHighlightPosition();\n\t\t\t\tyield return null;\n\t\t\t}\n\t\t}\n\t\tmTweening = false;\n\t}\n\n\t/// <summary>\n\t/// Event function triggered when the mouse hovers over an item.\n\t/// </summary>\n\n\tprotected virtual void OnItemHover (GameObject go, bool isOver)\n\t{\n\t\tif (isOver)\n\t\t{\n\t\t\tUILabel lbl = go.GetComponent<UILabel>();\n\t\t\tHighlight(lbl, false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Event function triggered when the drop-down list item gets clicked on.\n\t/// </summary>\n\n\tprotected virtual void OnItemPress (GameObject go, bool isPressed)\n\t{\n\t\tif (isPressed)\n\t\t{\n\t\t\tSelect(go.GetComponent<UILabel>(), true);\n\n\t\t\tUIEventListener listener = go.GetComponent<UIEventListener>();\n\t\t\tvalue = listener.parameter as string;\n\t\t\tUIPlaySound[] sounds = GetComponents<UIPlaySound>();\n\n\t\t\tfor (int i = 0, imax = sounds.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIPlaySound snd = sounds[i];\n\t\t\t\tif (snd.trigger == UIPlaySound.Trigger.OnClick)\n\t\t\t\t\tNGUITools.PlaySound(snd.audioClip, snd.volume, 1f);\n\t\t\t}\n\t\t\tCloseSelf();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Select the specified label.\n\t/// </summary>\n\n\tvoid Select (UILabel lbl, bool instant) { Highlight(lbl, instant); }\n\n\t/// <summary>\n\t/// React to key-based input.\n\t/// </summary>\n\n\tprotected virtual void OnNavigate (KeyCode key)\n\t{\n\t\tif (enabled && current == this)\n\t\t{\n\t\t\tint index = mLabelList.IndexOf(mHighlightedLabel);\n\t\t\tif (index == -1) index = 0;\n\n\t\t\tif (key == KeyCode.UpArrow)\n\t\t\t{\n\t\t\t\tif (index > 0)\n\t\t\t\t{\n\t\t\t\t\tSelect(mLabelList[--index], false);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (key == KeyCode.DownArrow)\n\t\t\t{\n\t\t\t\tif (index + 1 < mLabelList.Count)\n\t\t\t\t{\n\t\t\t\t\tSelect(mLabelList[++index], false);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// React to key-based input.\n\t/// </summary>\n\n\tprotected virtual void OnKey (KeyCode key)\n\t{\n\t\tif (enabled && current == this)\n\t\t{\n\t\t\tif (key == UICamera.current.cancelKey0 || key == UICamera.current.cancelKey1)\n\t\t\t\tOnSelect(false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Close the popup list when disabled.\n\t/// </summary>\n\n\tprotected virtual void OnDisable () { CloseSelf(); }\n\n\t/// <summary>\n\t/// Get rid of the popup dialog when the selection gets lost.\n\t/// </summary>\n\n\tprotected virtual void OnSelect (bool isSelected) { if (!isSelected) CloseSelf(); }\n\n\t/// <summary>\n\t/// Manually close the popup list.\n\t/// </summary>\n\n\tstatic public void Close ()\n\t{\n\t\tif (current != null)\n\t\t{\n\t\t\tcurrent.CloseSelf();\n\t\t\tcurrent = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Manually close the popup list.\n\t/// </summary>\n\n\tpublic virtual void CloseSelf ()\n\t{\n\t\tif (mChild != null && current == this)\n\t\t{\n\t\t\tStopCoroutine(\"CloseIfUnselected\");\n\t\t\tmSelection = null;\n\n\t\t\tmLabelList.Clear();\n\n\t\t\tif (isAnimated)\n\t\t\t{\n\t\t\t\tUIWidget[] widgets = mChild.GetComponentsInChildren<UIWidget>();\n\n\t\t\t\tfor (int i = 0, imax = widgets.Length; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tUIWidget w = widgets[i];\n\t\t\t\t\tColor c = w.color;\n\t\t\t\t\tc.a = 0f;\n\t\t\t\t\tTweenColor.Begin(w.gameObject, animSpeed, c).method = UITweener.Method.EaseOut;\n\t\t\t\t}\n\n\t\t\t\tCollider[] cols = mChild.GetComponentsInChildren<Collider>();\n\t\t\t\tfor (int i = 0, imax = cols.Length; i < imax; ++i) cols[i].enabled = false;\n\t\t\t\tDestroy(mChild, animSpeed);\n\n\t\t\t\tmFadeOutComplete = Time.unscaledTime + Mathf.Max(0.1f, animSpeed);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDestroy(mChild);\n\t\t\t\tmFadeOutComplete = Time.unscaledTime + 0.1f;\n\t\t\t}\n\n\t\t\tmBackground = null;\n\t\t\tmHighlight = null;\n\t\t\tmChild = null;\n\t\t\tcurrent = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that causes the widget to smoothly fade in.\n\t/// </summary>\n\n\tprotected virtual void AnimateColor (UIWidget widget)\n\t{\n\t\tColor c = widget.color;\n\t\twidget.color = new Color(c.r, c.g, c.b, 0f);\n\t\tTweenColor.Begin(widget.gameObject, animSpeed, c).method = UITweener.Method.EaseOut;\n\t}\n\n\t/// <summary>\n\t/// Helper function that causes the widget to smoothly move into position.\n\t/// </summary>\n\n\tprotected virtual void AnimatePosition (UIWidget widget, bool placeAbove, float bottom)\n\t{\n\t\tVector3 target = widget.cachedTransform.localPosition;\n\t\tVector3 start = placeAbove ? new Vector3(target.x, bottom, target.z) : new Vector3(target.x, 0f, target.z);\n\n\t\twidget.cachedTransform.localPosition = start;\n\n\t\tGameObject go = widget.gameObject;\n\t\tTweenPosition.Begin(go, animSpeed, target).method = UITweener.Method.EaseOut;\n\t}\n\n\t/// <summary>\n\t/// Helper function that causes the widget to smoothly grow until it reaches its original size.\n\t/// </summary>\n\n\tprotected virtual void AnimateScale (UIWidget widget, bool placeAbove, float bottom)\n\t{\n\t\tGameObject go = widget.gameObject;\n\t\tTransform t = widget.cachedTransform;\n\n\t\tfloat minHeight = activeFontSize * activeFontScale + mBgBorder * 2f;\n\t\tt.localScale = new Vector3(1f, minHeight / widget.height, 1f);\n\t\tTweenScale.Begin(go, animSpeed, Vector3.one).method = UITweener.Method.EaseOut;\n\n\t\tif (placeAbove)\n\t\t{\n\t\t\tVector3 pos = t.localPosition;\n\t\t\tt.localPosition = new Vector3(pos.x, pos.y - widget.height + minHeight, pos.z);\n\t\t\tTweenPosition.Begin(go, animSpeed, pos).method = UITweener.Method.EaseOut;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function used to animate widgets.\n\t/// </summary>\n\n\tprotected void Animate (UIWidget widget, bool placeAbove, float bottom)\n\t{\n\t\tAnimateColor(widget);\n\t\tAnimatePosition(widget, placeAbove, bottom);\n\t}\n\n\t/// <summary>\n\t/// Display the drop-down list when the game object gets clicked on.\n\t/// </summary>\n\n\tprotected virtual void OnClick ()\n\t{\n\t\tif (mOpenFrame == Time.frameCount) return;\n\n\t\tif (mChild == null)\n\t\t{\n\t\t\tif (openOn == OpenOn.DoubleClick || openOn == OpenOn.Manual) return;\n\t\t\tif (openOn == OpenOn.RightClick && UICamera.currentTouchID != -2) return;\n\t\t\tShow();\n\t\t}\n\t\telse if (mHighlightedLabel != null)\n\t\t{\n\t\t\tOnItemPress(mHighlightedLabel.gameObject, true);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Show the popup list on double-click.\n\t/// </summary>\n\n\tprotected virtual void OnDoubleClick () { if (openOn == OpenOn.DoubleClick) Show(); }\n\n\t/// <summary>\n\t/// Used to keep an eye on the selected object, closing the popup if it changes.\n\t/// </summary>\n\n\tIEnumerator CloseIfUnselected ()\n\t{\n\t\tfor (; ; )\n\t\t{\n\t\t\tyield return null;\n\n\t\t\tif (UICamera.selectedObject != mSelection)\n\t\t\t{\n\t\t\t\tCloseSelf();\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\n\tpublic GameObject source;\n\n\t/// <summary>\n\t/// Show the popup list dialog.\n\t/// </summary>\n\n\tpublic virtual void Show ()\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject) && mChild == null && isValid && items.Count > 0)\n\t\t{\n\t\t\tmLabelList.Clear();\n\t\t\tStopCoroutine(\"CloseIfUnselected\");\n\n\t\t\t// Ensure the popup's source has the selection\n\t\t\tUICamera.selectedObject = (UICamera.hoveredObject ?? gameObject);\n\t\t\tmSelection = UICamera.selectedObject;\n\t\t\tsource = UICamera.selectedObject;\n\n\t\t\tif (source == null)\n\t\t\t{\n\t\t\t\tDebug.LogError(\"Popup list needs a source object...\");\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tmOpenFrame = Time.frameCount;\n\n\t\t\t// Automatically locate the panel responsible for this object\n\t\t\tif (mPanel == null)\n\t\t\t{\n\t\t\t\tmPanel = UIPanel.Find(transform);\n\t\t\t\tif (mPanel == null) return;\n\t\t\t}\n\n\t\t\t// Calculate the dimensions of the object triggering the popup list so we can position it below it\n\t\t\tVector3 min;\n\t\t\tVector3 max;\n\n\t\t\t// Create the root object for the list\n\t\t\tmChild = new GameObject(\"Drop-down List\");\n\t\t\tmChild.layer = gameObject.layer;\n\n\t\t\tif (separatePanel)\n\t\t\t{\n\t\t\t\tif (GetComponent<Collider>() != null)\n\t\t\t\t{\n\t\t\t\t\tRigidbody rb = mChild.AddComponent<Rigidbody>();\n\t\t\t\t\trb.isKinematic = true;\n\t\t\t\t}\n\t\t\t\telse if (GetComponent<Collider2D>() != null)\n\t\t\t\t{\n\t\t\t\t\tRigidbody2D rb = mChild.AddComponent<Rigidbody2D>();\n\t\t\t\t\trb.isKinematic = true;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tvar panel = mChild.AddComponent<UIPanel>();\n\t\t\t\tpanel.depth = 1000000;\n\t\t\t\tpanel.sortingOrder = mPanel.sortingOrder;\n\t\t\t}\n\t\t\tcurrent = this;\n\n\t\t\tTransform t = mChild.transform;\n\t\t\tt.parent = mPanel.cachedTransform;\n\n\t\t\t// Manually triggered popup list on some other game object\n\t\t\tif (openOn == OpenOn.Manual && mSelection != gameObject)\n\t\t\t{\n\t\t\t\tstartingPosition = UICamera.lastEventPosition;\n\t\t\t\tmin = mPanel.cachedTransform.InverseTransformPoint(mPanel.anchorCamera.ScreenToWorldPoint(startingPosition));\n\t\t\t\tmax = min;\n\t\t\t\tt.localPosition = min;\n\t\t\t\tstartingPosition = t.position;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tBounds bounds = NGUIMath.CalculateRelativeWidgetBounds(mPanel.cachedTransform, transform, false, false);\n\t\t\t\tmin = bounds.min;\n\t\t\t\tmax = bounds.max;\n\t\t\t\tt.localPosition = min;\n\t\t\t\tstartingPosition = t.position;\n\t\t\t}\n\n\t\t\tStartCoroutine(\"CloseIfUnselected\");\n\n\t\t\tt.localRotation = Quaternion.identity;\n\t\t\tt.localScale = Vector3.one;\n\n\t\t\tint depth = separatePanel ? 0 : NGUITools.CalculateNextDepth(mPanel.gameObject);\n\n\t\t\t// Add a sprite for the background\n\t\t\tif (background2DSprite != null)\n\t\t\t{\n\t\t\t\tUI2DSprite sp2 = mChild.AddWidget<UI2DSprite>(depth);\n\t\t\t\tsp2.sprite2D = background2DSprite;\n\t\t\t\tmBackground = sp2;\n\t\t\t}\n\t\t\telse if (atlas != null) mBackground = NGUITools.AddSprite(mChild, atlas, backgroundSprite, depth);\n\t\t\telse return;\n\n\t\t\tbool placeAbove = (position == Position.Above);\n\n\t\t\tif (position == Position.Auto)\n\t\t\t{\n\t\t\t\tUICamera cam = UICamera.FindCameraForLayer(mSelection.layer);\n\n\t\t\t\tif (cam != null)\n\t\t\t\t{\n\t\t\t\t\tVector3 viewPos = cam.cachedCamera.WorldToViewportPoint(startingPosition);\n\t\t\t\t\tplaceAbove = (viewPos.y < 0.5f);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tmBackground.pivot = UIWidget.Pivot.TopLeft;\n\t\t\tmBackground.color = backgroundColor;\n\n\t\t\t// We need to know the size of the background sprite for padding purposes\n\t\t\tVector4 bgPadding = mBackground.border;\n\t\t\tmBgBorder = bgPadding.y;\n\t\t\tmBackground.cachedTransform.localPosition = new Vector3(0f, placeAbove ? bgPadding.y * 2f - overlap : overlap, 0f);\n\n\t\t\t// Add a sprite used for the selection\n\t\t\tif (highlight2DSprite != null)\n\t\t\t{\n\t\t\t\tUI2DSprite sp2 = mChild.AddWidget<UI2DSprite>(++depth);\n\t\t\t\tsp2.sprite2D = highlight2DSprite;\n\t\t\t\tmHighlight = sp2;\n\t\t\t}\n\t\t\telse if (atlas != null) mHighlight = NGUITools.AddSprite(mChild, atlas, highlightSprite, ++depth);\n\t\t\telse return;\n\n\t\t\tfloat hlspHeight = 0f, hlspLeft = 0f;\n\n\t\t\tif (mHighlight.hasBorder)\n\t\t\t{\n\t\t\t\thlspHeight = mHighlight.border.w;\n\t\t\t\thlspLeft = mHighlight.border.x;\n\t\t\t}\n\n\t\t\tmHighlight.pivot = UIWidget.Pivot.TopLeft;\n\t\t\tmHighlight.color = highlightColor;\n\n\t\t\tfloat fontHeight = activeFontSize;\n\t\t\tfloat dynScale = activeFontScale;\n\t\t\tfloat labelHeight = fontHeight * dynScale;\n\t\t\tfloat lineHeight = labelHeight + padding.y;\n\t\t\tfloat x = 0f, y = placeAbove ? bgPadding.y - padding.y - overlap : -padding.y - bgPadding.y + overlap;\n\t\t\tfloat contentHeight = bgPadding.y * 2f + padding.y;\n\t\t\tList<UILabel> labels = new List<UILabel>();\n\n\t\t\t// Clear the selection if it's no longer present\n\t\t\tif (!items.Contains(mSelectedItem))\n\t\t\t\tmSelectedItem = null;\n\n\t\t\t// Run through all items and create labels for each one\n\t\t\tfor (int i = 0, imax = items.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tstring s = items[i];\n\n\t\t\t\tUILabel lbl = NGUITools.AddWidget<UILabel>(mChild, mBackground.depth + 2);\n\t\t\t\tlbl.name = i.ToString();\n\t\t\t\tlbl.pivot = UIWidget.Pivot.TopLeft;\n\t\t\t\tlbl.bitmapFont = bitmapFont;\n\t\t\t\tlbl.trueTypeFont = trueTypeFont;\n\t\t\t\tlbl.fontSize = fontSize;\n\t\t\t\tlbl.fontStyle = fontStyle;\n\t\t\t\tlbl.text = isLocalized ? Localization.Get(s) : s;\n\t\t\t\tlbl.color = textColor;\n\t\t\t\tlbl.cachedTransform.localPosition = new Vector3(bgPadding.x + padding.x - lbl.pivotOffset.x, y, -1f);\n\t\t\t\tlbl.overflowMethod = UILabel.Overflow.ResizeFreely;\n\t\t\t\tlbl.alignment = alignment;\n\t\t\t\tlabels.Add(lbl);\n\n\t\t\t\tcontentHeight += lineHeight;\n\n\t\t\t\ty -= lineHeight;\n\t\t\t\tx = Mathf.Max(x, lbl.printedSize.x);\n\n\t\t\t\t// Add an event listener\n\t\t\t\tUIEventListener listener = UIEventListener.Get(lbl.gameObject);\n\t\t\t\tlistener.onHover = OnItemHover;\n\t\t\t\tlistener.onPress = OnItemPress;\n\t\t\t\tlistener.parameter = s;\n\n\t\t\t\t// Move the selection here if this is the right label\n\t\t\t\tif (mSelectedItem == s || (i == 0 && string.IsNullOrEmpty(mSelectedItem)))\n\t\t\t\t\tHighlight(lbl, true);\n\n\t\t\t\t// Add this label to the list\n\t\t\t\tmLabelList.Add(lbl);\n\t\t\t}\n\n\t\t\t// The triggering widget's width should be the minimum allowed width\n\t\t\tx = Mathf.Max(x, (max.x - min.x) - (bgPadding.x + padding.x) * 2f);\n\n\t\t\tfloat cx = x;\n\t\t\tVector3 bcCenter = new Vector3(cx * 0.5f, -labelHeight * 0.5f, 0f);\n\t\t\tVector3 bcSize = new Vector3(cx, (labelHeight + padding.y), 1f);\n\n\t\t\t// Run through all labels and add colliders\n\t\t\tfor (int i = 0, imax = labels.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUILabel lbl = labels[i];\n\t\t\t\tNGUITools.AddWidgetCollider(lbl.gameObject);\n\t\t\t\tlbl.autoResizeBoxCollider = false;\n\t\t\t\tBoxCollider bc = lbl.GetComponent<BoxCollider>();\n\n\t\t\t\tif (bc != null)\n\t\t\t\t{\n\t\t\t\t\tbcCenter.z = bc.center.z;\n\t\t\t\t\tbc.center = bcCenter;\n\t\t\t\t\tbc.size = bcSize;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tBoxCollider2D b2d = lbl.GetComponent<BoxCollider2D>();\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\t\tb2d.center = bcCenter;\n#else\n\t\t\t\t\tb2d.offset = bcCenter;\n#endif\n\t\t\t\t\tb2d.size = bcSize;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tint lblWidth = Mathf.RoundToInt(x);\n\t\t\tx += (bgPadding.x + padding.x) * 2f;\n\t\t\ty -= bgPadding.y;\n\n\t\t\t// Scale the background sprite to envelop the entire set of items\n\t\t\tmBackground.width = Mathf.RoundToInt(x);\n\t\t\tmBackground.height = Mathf.RoundToInt(contentHeight);\n\n\t\t\t// Set the label width to make alignment work\n\t\t\tfor (int i = 0, imax = labels.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUILabel lbl = labels[i];\n\t\t\t\tlbl.overflowMethod = UILabel.Overflow.ShrinkContent;\n\t\t\t\tlbl.width = lblWidth;\n\t\t\t}\n\n\t\t\t// Scale the highlight sprite to envelop a single item\n\t\t\tfloat scaleFactor = (atlas != null) ? 2f * atlas.pixelSize : 2f;\n\t\t\tfloat w = x - (bgPadding.x + padding.x) * 2f + hlspLeft * scaleFactor;\n\t\t\tfloat h = labelHeight + hlspHeight * scaleFactor;\n\t\t\tmHighlight.width = Mathf.RoundToInt(w);\n\t\t\tmHighlight.height = Mathf.RoundToInt(h);\n\n\t\t\t// If the list should be animated, let's animate it by expanding it\n\t\t\tif (isAnimated)\n\t\t\t{\n\t\t\t\tAnimateColor(mBackground);\n\n\t\t\t\tif (Time.timeScale == 0f || Time.timeScale >= 0.1f)\n\t\t\t\t{\n\t\t\t\t\tfloat bottom = y + labelHeight;\n\t\t\t\t\tAnimate(mHighlight, placeAbove, bottom);\n\t\t\t\t\tfor (int i = 0, imax = labels.Count; i < imax; ++i)\n\t\t\t\t\t\tAnimate(labels[i], placeAbove, bottom);\n\t\t\t\t\tAnimateScale(mBackground, placeAbove, bottom);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// If we need to place the popup list above the item, we need to reposition everything by the size of the list\n\t\t\tif (placeAbove)\n\t\t\t{\n\t\t\t\tmin.y = max.y - bgPadding.y;\n\t\t\t\tmax.y = min.y + mBackground.height;\n\t\t\t\tmax.x = min.x + mBackground.width;\n\t\t\t\tt.localPosition = new Vector3(min.x, max.y - bgPadding.y, min.z);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmax.y = min.y + bgPadding.y;\n\t\t\t\tmin.y = max.y - mBackground.height;\n\t\t\t\tmax.x = min.x + mBackground.width;\n\t\t\t}\n\n\t\t\tTransform pt = mPanel.cachedTransform.parent;\n\n\t\t\tif (pt != null)\n\t\t\t{\n\t\t\t\tmin = mPanel.cachedTransform.TransformPoint(min);\n\t\t\t\tmax = mPanel.cachedTransform.TransformPoint(max);\n\t\t\t\tmin = pt.InverseTransformPoint(min);\n\t\t\t\tmax = pt.InverseTransformPoint(max);\n\t\t\t}\n\n\t\t\t// Ensure that everything fits into the panel's visible range\n\t\t\tVector3 offset = mPanel.hasClipping ? Vector3.zero : mPanel.CalculateConstrainOffset(min, max);\n\t\t\tVector3 pos = t.localPosition + offset;\n\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\tt.localPosition = pos;\n\t\t}\n\t\telse OnSelect(false);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIPopupList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 57e428c9b6087304da439ec665b56a2d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 3\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIProgressBar.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Simple progress bar that fills itself based on the specified value.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/NGUI Progress Bar\")]\npublic class UIProgressBar : UIWidgetContainer\n{\n\tpublic enum FillDirection\n\t{\n\t\tLeftToRight,\n\t\tRightToLeft,\n\t\tBottomToTop,\n\t\tTopToBottom,\n\t}\n\n\t/// <summary>\n\t/// Current slider. This value is set prior to the callback function being triggered.\n\t/// </summary>\n\n\tstatic public UIProgressBar current;\n\n\t/// <summary>\n\t/// Delegate triggered when the scroll bar stops being dragged.\n\t/// Useful for things like centering on the closest valid object, for example.\n\t/// </summary>\n\n\tpublic OnDragFinished onDragFinished;\n\tpublic delegate void OnDragFinished ();\n\n\t/// <summary>\n\t/// Object that acts as a thumb.\n\t/// </summary>\n\n\tpublic Transform thumb;\n\n\t[HideInInspector][SerializeField] protected UIWidget mBG;\n\t[HideInInspector][SerializeField] protected UIWidget mFG;\n\t[HideInInspector][SerializeField] protected float mValue = 1f;\n\t[HideInInspector][SerializeField] protected FillDirection mFill = FillDirection.LeftToRight;\n\n\t[System.NonSerialized] protected bool mStarted = false;\n\t[System.NonSerialized] protected Transform mTrans;\n\t[System.NonSerialized] protected bool mIsDirty = false;\n\t[System.NonSerialized] protected Camera mCam;\n\t[System.NonSerialized] protected float mOffset = 0f;\n\n\t/// <summary>\n\t/// Number of steps the slider should be divided into. For example 5 means possible values of 0, 0.25, 0.5, 0.75, and 1.0.\n\t/// </summary>\n\n\tpublic int numberOfSteps = 0;\n\n\t/// <summary>\n\t/// Callbacks triggered when the scroll bar's value changes.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onChange = new List<EventDelegate>();\n\n\t/// <summary>\n\t/// Cached for speed.\n\t/// </summary>\n\n\tpublic Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }\n\n\t/// <summary>\n\t/// Camera used to draw the scroll bar.\n\t/// </summary>\n\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = NGUITools.FindCameraForLayer(gameObject.layer); return mCam; } }\n\n\t/// <summary>\n\t/// Widget used for the foreground.\n\t/// </summary>\n\n\tpublic UIWidget foregroundWidget { get { return mFG; } set { if (mFG != value) { mFG = value; mIsDirty = true; } } }\n\n\t/// <summary>\n\t/// Widget used for the background.\n\t/// </summary>\n\n\tpublic UIWidget backgroundWidget { get { return mBG; } set { if (mBG != value) { mBG = value; mIsDirty = true; } } }\n\n\t/// <summary>\n\t/// The scroll bar's direction.\n\t/// </summary>\n\n\tpublic FillDirection fillDirection\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFill;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFill != value)\n\t\t\t{\n\t\t\t\tmFill = value;\n\t\t\t\tif (mStarted) ForceUpdate();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Modifiable value for the scroll bar, 0-1 range.\n\t/// </summary>\n\n\tpublic float value\n\t{\n\t\tget\n\t\t{\n\t\t\tif (numberOfSteps > 1) return Mathf.Round(mValue * (numberOfSteps - 1)) / (numberOfSteps - 1);\n\t\t\treturn mValue;\n\t\t}\n\t\tset { Set(value); }\n\t}\n\n\t/// <summary>\n\t/// Allows to easily change the scroll bar's alpha, affecting both the foreground and the background sprite at once.\n\t/// </summary>\n\n\tpublic float alpha\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mFG != null) return mFG.alpha;\n\t\t\tif (mBG != null) return mBG.alpha;\n\t\t\treturn 1f;\n\t\t}\n\t\tset\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (mFG != null)\n\t\t\t{\n\t\t\t\tmFG.alpha = value;\n\t\t\t\tif (mFG.collider != null) mFG.collider.enabled = mFG.alpha > 0.001f;\n\t\t\t\telse if (mFG.GetComponent<Collider2D>() != null) mFG.GetComponent<Collider2D>().enabled = mFG.alpha > 0.001f;\n\t\t\t}\n\n\t\t\tif (mBG != null)\n\t\t\t{\n\t\t\t\tmBG.alpha = value;\n\t\t\t\tif (mBG.collider != null) mBG.collider.enabled = mBG.alpha > 0.001f;\n\t\t\t\telse if (mBG.GetComponent<Collider2D>() != null) mBG.GetComponent<Collider2D>().enabled = mBG.alpha > 0.001f;\n\t\t\t}\n\n\t\t\tif (thumb != null)\n\t\t\t{\n\t\t\t\tUIWidget w = thumb.GetComponent<UIWidget>();\n\t\t\t\t\n\t\t\t\tif (w != null)\n\t\t\t\t{\n\t\t\t\t\tw.alpha = value;\n\t\t\t\t\tif (w.collider != null) w.collider.enabled = w.alpha > 0.001f;\n\t\t\t\t\telse if (w.GetComponent<Collider2D>() != null) w.GetComponent<Collider2D>().enabled = w.alpha > 0.001f;\n\t\t\t\t}\n\t\t\t}\n#else\n\t\t\tif (mFG != null)\n\t\t\t{\n\t\t\t\tmFG.alpha = value;\n\t\t\t\tif (mFG.GetComponent<Collider>() != null) mFG.GetComponent<Collider>().enabled = mFG.alpha > 0.001f;\n\t\t\t\telse if (mFG.GetComponent<Collider2D>() != null) mFG.GetComponent<Collider2D>().enabled = mFG.alpha > 0.001f;\n\t\t\t}\n\n\t\t\tif (mBG != null)\n\t\t\t{\n\t\t\t\tmBG.alpha = value;\n\t\t\t\tif (mBG.GetComponent<Collider>() != null) mBG.GetComponent<Collider>().enabled = mBG.alpha > 0.001f;\n\t\t\t\telse if (mBG.GetComponent<Collider2D>() != null) mBG.GetComponent<Collider2D>().enabled = mBG.alpha > 0.001f;\n\t\t\t}\n\n\t\t\tif (thumb != null)\n\t\t\t{\n\t\t\t\tUIWidget w = thumb.GetComponent<UIWidget>();\n\t\t\t\t\n\t\t\t\tif (w != null)\n\t\t\t\t{\n\t\t\t\t\tw.alpha = value;\n\t\t\t\t\tif (w.GetComponent<Collider>() != null) w.GetComponent<Collider>().enabled = w.alpha > 0.001f;\n\t\t\t\t\telse if (w.GetComponent<Collider2D>() != null) w.GetComponent<Collider2D>().enabled = w.alpha > 0.001f;\n\t\t\t\t}\n\t\t\t}\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the progress bar is horizontal in nature. Convenience function.\n\t/// </summary>\n\n\tprotected bool isHorizontal { get { return (mFill == FillDirection.LeftToRight || mFill == FillDirection.RightToLeft); } }\n\n\t/// <summary>\n\t/// Whether the progress bar is inverted in its behaviour. Convenience function.\n\t/// </summary>\n\n\tprotected bool isInverted { get { return (mFill == FillDirection.RightToLeft || mFill == FillDirection.TopToBottom); } }\n\n\t/// <summary>\n\t/// Set the progress bar's value. If setting the initial value, call Start() first.\n\t/// </summary>\n\n\tpublic void Set (float val, bool notify = true)\n\t{\n\t\tval = Mathf.Clamp01(val);\n\n\t\tif (mValue != val)\n\t\t{\n\t\t\tfloat before = value;\n\t\t\tmValue = val;\n\n\t\t\tif (mStarted && before != value)\n\t\t\t{\n\t\t\t\tif (notify && NGUITools.GetActive(this) && EventDelegate.IsValid(onChange))\n\t\t\t\t{\n\t\t\t\t\tcurrent = this;\n\t\t\t\t\tEventDelegate.Execute(onChange);\n\t\t\t\t\tcurrent = null;\n\t\t\t\t}\n\n\t\t\t\tForceUpdate();\n\t\t\t}\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying)\n\t\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Register the event listeners.\n\t/// </summary>\n\n\tpublic void Start ()\n\t{\n\t\tif (mStarted) return;\n\t\tmStarted = true;\n\t\tUpgrade();\n\n\t\tif (Application.isPlaying)\n\t\t{\n\t\t\tif (mBG != null) mBG.autoResizeBoxCollider = true;\n\n\t\t\tOnStart();\n\n\t\t\tif (current == null && onChange != null)\n\t\t\t{\n\t\t\t\tcurrent = this;\n\t\t\t\tEventDelegate.Execute(onChange);\n\t\t\t\tcurrent = null;\n\t\t\t}\n\t\t}\n\t\tForceUpdate();\n\t}\n\n\t/// <summary>\n\t/// Used to upgrade from legacy functionality.\n\t/// </summary>\n\n\tprotected virtual void Upgrade () { }\n\n\t/// <summary>\n\t/// Functionality for derived classes.\n\t/// </summary>\n\n\tprotected virtual void OnStart() { }\n\n\t/// <summary>\n\t/// Update the value of the scroll bar if necessary.\n\t/// </summary>\n\n\tprotected void Update ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (mIsDirty) ForceUpdate();\n\t}\n\n\t/// <summary>\n\t/// Invalidate the scroll bar.\n\t/// </summary>\n\n\tprotected void OnValidate ()\n\t{\n\t\t// For some bizarre reason Unity calls this function on prefabs, even if prefabs\n\t\t// are not actually used in the scene, nor selected in inspector. Dafuq?\n\t\tif (NGUITools.GetActive(this))\n\t\t{\n\t\t\tUpgrade();\n\t\t\tmIsDirty = true;\n\t\t\tfloat val = Mathf.Clamp01(mValue);\n\t\t\tif (mValue != val) mValue = val;\n\t\t\tif (numberOfSteps < 0) numberOfSteps = 0;\n\t\t\telse if (numberOfSteps > 21) numberOfSteps = 21;\n\t\t\tForceUpdate();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfloat val = Mathf.Clamp01(mValue);\n\t\t\tif (mValue != val) mValue = val;\n\t\t\tif (numberOfSteps < 0) numberOfSteps = 0;\n\t\t\telse if (numberOfSteps > 21) numberOfSteps = 21;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Drag the scroll bar by the specified on-screen amount.\n\t/// </summary>\n\n\tprotected float ScreenToValue (Vector2 screenPos)\n\t{\n\t\t// Create a plane\n\t\tTransform trans = cachedTransform;\n\t\tPlane plane = new Plane(trans.rotation * Vector3.back, trans.position);\n\n\t\t// If the ray doesn't hit the plane, do nothing\n\t\tfloat dist;\n\t\tRay ray = cachedCamera.ScreenPointToRay(screenPos);\n\t\tif (!plane.Raycast(ray, out dist)) return value;\n\n\t\t// Transform the point from world space to local space\n\t\treturn LocalToValue(trans.InverseTransformPoint(ray.GetPoint(dist)));\n\t}\n\n\t/// <summary>\n\t/// Calculate the value of the progress bar given the specified local position.\n\t/// </summary>\n\n\tprotected virtual float LocalToValue (Vector2 localPos)\n\t{\n\t\tif (mFG != null)\n\t\t{\n\t\t\tVector3[] corners = mFG.localCorners;\n\t\t\tVector3 size = (corners[2] - corners[0]);\n\n\t\t\tif (isHorizontal)\n\t\t\t{\n\t\t\t\tfloat diff = (localPos.x - corners[0].x) / size.x;\n\t\t\t\treturn isInverted ? 1f - diff : diff;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat diff = (localPos.y - corners[0].y) / size.y;\n\t\t\t\treturn isInverted ? 1f - diff : diff;\n\t\t\t}\n\t\t}\n\t\treturn value;\n\t}\n\n\t/// <summary>\n\t/// Update the value of the scroll bar.\n\t/// </summary>\n\n\tpublic virtual void ForceUpdate ()\n\t{\n\t\tmIsDirty = false;\n\t\tbool turnOff = false;\n\n\t\tif (mFG != null)\n\t\t{\n\t\t\tUIBasicSprite sprite = mFG as UIBasicSprite;\n\n\t\t\tif (isHorizontal)\n\t\t\t{\n\t\t\t\tif (sprite != null && sprite.type == UIBasicSprite.Type.Filled)\n\t\t\t\t{\n\t\t\t\t\tif (sprite.fillDirection == UIBasicSprite.FillDirection.Horizontal ||\n\t\t\t\t\t\tsprite.fillDirection == UIBasicSprite.FillDirection.Vertical)\n\t\t\t\t\t{\n\t\t\t\t\t\tsprite.fillDirection = UIBasicSprite.FillDirection.Horizontal;\n\t\t\t\t\t\tsprite.invert = isInverted;\n\t\t\t\t\t}\n\t\t\t\t\tsprite.fillAmount = value;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmFG.drawRegion = isInverted ?\n\t\t\t\t\t\tnew Vector4(1f - value, 0f, 1f, 1f) :\n\t\t\t\t\t\tnew Vector4(0f, 0f, value, 1f);\n\t\t\t\t\tmFG.enabled = true;\n\t\t\t\t\tturnOff = value < 0.001f;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (sprite != null && sprite.type == UIBasicSprite.Type.Filled)\n\t\t\t{\n\t\t\t\tif (sprite.fillDirection == UIBasicSprite.FillDirection.Horizontal ||\n\t\t\t\t\tsprite.fillDirection == UIBasicSprite.FillDirection.Vertical)\n\t\t\t\t{\n\t\t\t\t\tsprite.fillDirection = UIBasicSprite.FillDirection.Vertical;\n\t\t\t\t\tsprite.invert = isInverted;\n\t\t\t\t}\n\t\t\t\tsprite.fillAmount = value;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmFG.drawRegion = isInverted ?\n\t\t\t\t\tnew Vector4(0f, 1f - value, 1f, 1f) :\n\t\t\t\t\tnew Vector4(0f, 0f, 1f, value);\n\t\t\t\tmFG.enabled = true;\n\t\t\t\tturnOff = value < 0.001f;\n\t\t\t}\n\t\t}\n\n\t\tif (thumb != null && (mFG != null || mBG != null))\n\t\t{\n\t\t\tVector3[] corners = (mFG != null) ? mFG.localCorners : mBG.localCorners;\n\n\t\t\tVector4 br = (mFG != null) ? mFG.border : mBG.border;\n\t\t\tcorners[0].x += br.x;\n\t\t\tcorners[1].x += br.x;\n\t\t\tcorners[2].x -= br.z;\n\t\t\tcorners[3].x -= br.z;\n\n\t\t\tcorners[0].y += br.y;\n\t\t\tcorners[1].y -= br.w;\n\t\t\tcorners[2].y -= br.w;\n\t\t\tcorners[3].y += br.y;\n\n\t\t\tTransform t = (mFG != null) ? mFG.cachedTransform : mBG.cachedTransform;\n\t\t\tfor (int i = 0; i < 4; ++i) corners[i] = t.TransformPoint(corners[i]);\n\n\t\t\tif (isHorizontal)\n\t\t\t{\n\t\t\t\tVector3 v0 = Vector3.Lerp(corners[0], corners[1], 0.5f);\n\t\t\t\tVector3 v1 = Vector3.Lerp(corners[2], corners[3], 0.5f);\n\t\t\t\tSetThumbPosition(Vector3.Lerp(v0, v1, isInverted ? 1f - value : value));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVector3 v0 = Vector3.Lerp(corners[0], corners[3], 0.5f);\n\t\t\t\tVector3 v1 = Vector3.Lerp(corners[1], corners[2], 0.5f);\n\t\t\t\tSetThumbPosition(Vector3.Lerp(v0, v1, isInverted ? 1f - value : value));\n\t\t\t}\n\t\t}\n\n\t\tif (turnOff) mFG.enabled = false;\n\t}\n\n\t/// <summary>\n\t/// Set the position of the thumb to the specified world coordinates.\n\t/// </summary>\n\n\tprotected void SetThumbPosition (Vector3 worldPos)\n\t{\n\t\tTransform t = thumb.parent;\n\n\t\tif (t != null)\n\t\t{\n\t\t\tworldPos = t.InverseTransformPoint(worldPos);\n\t\t\tworldPos.x = Mathf.Round(worldPos.x);\n\t\t\tworldPos.y = Mathf.Round(worldPos.y);\n\t\t\tworldPos.z = 0f;\n\n\t\t\tif (Vector3.Distance(thumb.localPosition, worldPos) > 0.001f)\n\t\t\t\tthumb.localPosition = worldPos;\n\t\t}\n\t\telse if (Vector3.Distance(thumb.position, worldPos) > 0.00001f)\n\t\t\tthumb.position = worldPos;\n\t}\n\n\t/// <summary>\n\t/// Watch for key events and adjust the value accordingly.\n\t/// </summary>\n\n\tpublic virtual void OnPan (Vector2 delta)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tswitch (mFill)\n\t\t\t{\n\t\t\t\tcase FillDirection.LeftToRight:\n\t\t\t\t{\n\t\t\t\t\tfloat after = Mathf.Clamp01(mValue + delta.x);\n\t\t\t\t\tvalue = after;\n\t\t\t\t\tmValue = after;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\tcase FillDirection.RightToLeft:\n\t\t\t\t{\n\t\t\t\t\tfloat after = Mathf.Clamp01(mValue - delta.x);\n\t\t\t\t\tvalue = after;\n\t\t\t\t\tmValue = after;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\tcase FillDirection.BottomToTop:\n\t\t\t\t{\n\t\t\t\t\tfloat after = Mathf.Clamp01(mValue + delta.y);\n\t\t\t\t\tvalue = after;\n\t\t\t\t\tmValue = after;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\tcase FillDirection.TopToBottom:\n\t\t\t\t{\n\t\t\t\t\tfloat after = Mathf.Clamp01(mValue - delta.y);\n\t\t\t\t\tvalue = after;\n\t\t\t\t\tmValue = after;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIProgressBar.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9b202fea542cfac43b87ef5b4ebda358\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UISavedOption.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Attach this script to a popup list, the parent of a group of toggles, or to a toggle itself to save its state.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Saved Option\")]\npublic class UISavedOption : MonoBehaviour\n{\n\t/// <summary>\n\t/// PlayerPrefs-stored key for this option.\n\t/// </summary>\n\n\tpublic string keyName;\n\n\tstring key { get { return (string.IsNullOrEmpty(keyName)) ? \"NGUI State: \" + name : keyName; } }\n\n\tUIPopupList mList;\n\tUIToggle mCheck;\n\tUIProgressBar mSlider;\n\n\t/// <summary>\n\t/// Cache the components and register a listener callback.\n\t/// </summary>\n\n\tvoid Awake ()\n\t{\n\t\tmList = GetComponent<UIPopupList>();\n\t\tmCheck = GetComponent<UIToggle>();\n\t\tmSlider = GetComponent<UIProgressBar>();\n\t}\n\n\t/// <summary>\n\t/// Load and set the state of the toggles.\n\t/// </summary>\n\n\tvoid OnEnable ()\n\t{\n\t\tif (mList != null)\n\t\t{\n\t\t\tEventDelegate.Add(mList.onChange, SaveSelection);\n\t\t\tstring s = PlayerPrefs.GetString(key);\n\t\t\tif (!string.IsNullOrEmpty(s)) mList.value = s;\n\t\t}\n\t\telse if (mCheck != null)\n\t\t{\n\t\t\tEventDelegate.Add(mCheck.onChange, SaveState);\n\t\t\tmCheck.value = (PlayerPrefs.GetInt(key, mCheck.startsActive ? 1 : 0) != 0);\n\t\t}\n\t\telse if (mSlider != null)\n\t\t{\n\t\t\tEventDelegate.Add(mSlider.onChange, SaveProgress);\n\t\t\tmSlider.value = PlayerPrefs.GetFloat(key, mSlider.value);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tstring s = PlayerPrefs.GetString(key);\n\t\t\tUIToggle[] toggles = GetComponentsInChildren<UIToggle>(true);\n\n\t\t\tfor (int i = 0, imax = toggles.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIToggle ch = toggles[i];\n\t\t\t\tch.value = (ch.name == s);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Save the state on destroy.\n\t/// </summary>\n\n\tvoid OnDisable ()\n\t{\n\t\tif (mCheck != null) EventDelegate.Remove(mCheck.onChange, SaveState);\n\t\telse if (mList != null) EventDelegate.Remove(mList.onChange, SaveSelection);\n\t\telse if (mSlider != null) EventDelegate.Remove(mSlider.onChange, SaveProgress);\n\t\telse\n\t\t{\n\t\t\tUIToggle[] toggles = GetComponentsInChildren<UIToggle>(true);\n\n\t\t\tfor (int i = 0, imax = toggles.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIToggle ch = toggles[i];\n\n\t\t\t\tif (ch.value)\n\t\t\t\t{\n\t\t\t\t\tPlayerPrefs.SetString(key, ch.name);\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Save the selection.\n\t/// </summary>\n\n\tpublic void SaveSelection () { PlayerPrefs.SetString(key, UIPopupList.current.value); }\n\n\t/// <summary>\n\t/// Save the state.\n\t/// </summary>\n\n\tpublic void SaveState () { PlayerPrefs.SetInt(key, UIToggle.current.value ? 1 : 0); }\n\n\t/// <summary>\n\t/// Save the current progress.\n\t/// </summary>\n\n\tpublic void SaveProgress () { PlayerPrefs.SetFloat(key, UIProgressBar.current.value); }\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UISavedOption.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b7fee06681a472243a6427c8b9847475\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIScrollBar.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Scroll bar functionality.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/NGUI Scroll Bar\")]\npublic class UIScrollBar : UISlider\n{\n\tenum Direction\n\t{\n\t\tHorizontal,\n\t\tVertical,\n\t\tUpgraded,\n\t}\n\n\t// Size of the scroll bar\n\t[HideInInspector][SerializeField] protected float mSize = 1f;\n\n\t// Deprecated functionality\n\t[HideInInspector][SerializeField] float mScroll = 0f;\n\t[HideInInspector][SerializeField] Direction mDir = Direction.Upgraded;\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic float scrollValue { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// The size of the foreground bar in percent (0-1 range).\n\t/// </summary>\n\n\tpublic float barSize\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSize;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tfloat val = Mathf.Clamp01(value);\n\n\t\t\tif (mSize != val)\n\t\t\t{\n\t\t\t\tmSize = val;\n\t\t\t\tmIsDirty = true;\n\n\t\t\t\tif (NGUITools.GetActive(this))\n\t\t\t\t{\n\t\t\t\t\tif (current == null && onChange != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tcurrent = this;\n\t\t\t\t\t\tEventDelegate.Execute(onChange);\n\t\t\t\t\t\tcurrent = null;\n\t\t\t\t\t}\n\t\t\t\t\tForceUpdate();\n#if UNITY_EDITOR\n\t\t\t\t\tif (!Application.isPlaying)\n\t\t\t\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Upgrade from legacy functionality.\n\t/// </summary>\n\n\tprotected override void Upgrade ()\n\t{\n\t\tif (mDir != Direction.Upgraded)\n\t\t{\n\t\t\tmValue = mScroll;\n\n\t\t\tif (mDir == Direction.Horizontal)\n\t\t\t{\n\t\t\t\tmFill = mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmFill = mInverted ? FillDirection.BottomToTop : FillDirection.TopToBottom;\n\t\t\t}\n\t\t\tmDir = Direction.Upgraded;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Make the scroll bar's foreground react to press events.\n\t/// </summary>\n\n\tprotected override void OnStart ()\n\t{\n\t\tbase.OnStart();\n\n\t\tif (mFG != null && mFG.gameObject != gameObject)\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tbool hasCollider = (mFG.collider != null) || (mFG.GetComponent<Collider2D>() != null);\n#else\n\t\t\tbool hasCollider = (mFG.GetComponent<Collider>() != null) || (mFG.GetComponent<Collider2D>() != null);\n#endif\n\t\t\tif (!hasCollider) return;\n\n\t\t\tUIEventListener fgl = UIEventListener.Get(mFG.gameObject);\n\t\t\tfgl.onPress += OnPressForeground;\n\t\t\tfgl.onDrag += OnDragForeground;\n\t\t\tmFG.autoResizeBoxCollider = true;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Move the scroll bar to be centered on the specified position.\n\t/// </summary>\n\n\tprotected override float LocalToValue (Vector2 localPos)\n\t{\n\t\tif (mFG != null)\n\t\t{\n\t\t\tfloat halfSize = Mathf.Clamp01(mSize) * 0.5f;\n\t\t\tfloat val0 = halfSize;\n\t\t\tfloat val1 = 1f - halfSize;\n\t\t\tVector3[] corners = mFG.localCorners;\n\n\t\t\tif (isHorizontal)\n\t\t\t{\n\t\t\t\tval0 = Mathf.Lerp(corners[0].x, corners[2].x, val0);\n\t\t\t\tval1 = Mathf.Lerp(corners[0].x, corners[2].x, val1);\n\t\t\t\tfloat diff = (val1 - val0);\n\t\t\t\tif (diff == 0f) return value;\n\n\t\t\t\treturn isInverted ?\n\t\t\t\t\t(val1 - localPos.x) / diff :\n\t\t\t\t\t(localPos.x - val0) / diff;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tval0 = Mathf.Lerp(corners[0].y, corners[1].y, val0);\n\t\t\t\tval1 = Mathf.Lerp(corners[3].y, corners[2].y, val1);\n\t\t\t\tfloat diff = (val1 - val0);\n\t\t\t\tif (diff == 0f) return value;\n\n\t\t\t\treturn isInverted ?\n\t\t\t\t\t(val1 - localPos.y) / diff :\n\t\t\t\t\t(localPos.y - val0) / diff;\n\t\t\t}\n\t\t}\n\t\treturn base.LocalToValue(localPos);\n\t}\n\n\t/// <summary>\n\t/// Update the value of the scroll bar.\n\t/// </summary>\n\n\tpublic override void ForceUpdate ()\n\t{\n\t\tif (mFG != null)\n\t\t{\n\t\t\tmIsDirty = false;\n\n\t\t\tfloat halfSize = Mathf.Clamp01(mSize) * 0.5f;\n\t\t\tfloat pos = Mathf.Lerp(halfSize, 1f - halfSize, value);\n\t\t\tfloat val0 = pos - halfSize;\n\t\t\tfloat val1 = pos + halfSize;\n\n\t\t\tif (isHorizontal)\n\t\t\t{\n\t\t\t\tmFG.drawRegion = isInverted ?\n\t\t\t\t\tnew Vector4(1f - val1, 0f, 1f - val0, 1f) :\n\t\t\t\t\tnew Vector4(val0, 0f, val1, 1f);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmFG.drawRegion = isInverted ?\n\t\t\t\t\tnew Vector4(0f, 1f - val1, 1f, 1f - val0) :\n\t\t\t\t\tnew Vector4(0f, val0, 1f, val1);\n\t\t\t}\n\n\t\t\tif (thumb != null)\n\t\t\t{\n\t\t\t\tVector4 dr = mFG.drawingDimensions;\n\t\t\t\tVector3 v = new Vector3(\n\t\t\t\t\tMathf.Lerp(dr.x, dr.z, 0.5f),\n\t\t\t\t\tMathf.Lerp(dr.y, dr.w, 0.5f));\n\t\t\t\tSetThumbPosition(mFG.cachedTransform.TransformPoint(v));\n\t\t\t}\n\t\t}\n\t\telse base.ForceUpdate();\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIScrollBar.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c8d596c16f05d949922ef16347e4cc9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 21\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIScrollView.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script, when attached to a panel turns it into a scroll view.\n/// You can then attach UIDragScrollView to colliders within to make it draggable.\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(UIPanel))]\n[AddComponentMenu(\"NGUI/Interaction/Scroll View\")]\npublic class UIScrollView : MonoBehaviour\n{\n\tstatic public BetterList<UIScrollView> list = new BetterList<UIScrollView>();\n\n\tpublic enum Movement\n\t{\n\t\tHorizontal,\n\t\tVertical,\n\t\tUnrestricted,\n\t\tCustom,\n\t}\n\n\tpublic enum DragEffect\n\t{\n\t\tNone,\n\t\tMomentum,\n\t\tMomentumAndSpring,\n\t}\n\n\tpublic enum ShowCondition\n\t{\n\t\tAlways,\n\t\tOnlyIfNeeded,\n\t\tWhenDragging,\n\t}\n\n\tpublic delegate void OnDragNotification ();\n\n\t/// <summary>\n\t/// Type of movement allowed by the scroll view.\n\t/// </summary>\n\n\tpublic Movement movement = Movement.Horizontal;\n\n\t/// <summary>\n\t/// Effect to apply when dragging.\n\t/// </summary>\n\n\tpublic DragEffect dragEffect = DragEffect.MomentumAndSpring;\n\n\t/// <summary>\n\t/// Whether the dragging will be restricted to be within the scroll view's bounds.\n\t/// </summary>\n\n\tpublic bool restrictWithinPanel = true;\n\n\t/// <summary>\n\t/// Whether the scroll view will execute its constrain within bounds logic on every drag operation.\n\t/// </summary>\n\n\t[Tooltip(\"Whether the scroll view will execute its constrain within bounds logic on every drag operation\")]\n\tpublic bool constrainOnDrag = false;\n\n\t/// <summary>\n\t/// Whether dragging will be disabled if the contents fit.\n\t/// </summary>\n\n\tpublic bool disableDragIfFits = false;\n\n\t/// <summary>\n\t/// Whether the drag operation will be started smoothly, or if if it will be precise (but will have a noticeable \"jump\").\n\t/// </summary>\n\n\tpublic bool smoothDragStart = true;\n\n\t/// <summary>\n\t/// Whether to use iOS drag emulation, where the content only drags at half the speed of the touch/mouse movement when the content edge is within the clipping area.\n\t/// </summary>\t\n\t\n\tpublic bool iOSDragEmulation = true;\n\n\t/// <summary>\n\t/// Effect the scroll wheel will have on the momentum.\n\t/// </summary>\n\n\tpublic float scrollWheelFactor = 0.25f;\n\n\t/// <summary>\n\t/// How much momentum gets applied when the press is released after dragging.\n\t/// </summary>\n\n\tpublic float momentumAmount = 35f;\n\n\t/// <summary>\n\t/// Strength of the spring dampening effect.\n\t/// </summary>\n\n\tpublic float dampenStrength = 9f;\n\n\t/// <summary>\n\t/// Horizontal scrollbar used for visualization.\n\t/// </summary>\n\n\tpublic UIProgressBar horizontalScrollBar;\n\n\t/// <summary>\n\t/// Vertical scrollbar used for visualization.\n\t/// </summary>\n\n\tpublic UIProgressBar verticalScrollBar;\n\n\t/// <summary>\n\t/// Condition that must be met for the scroll bars to become visible.\n\t/// </summary>\n\n\tpublic ShowCondition showScrollBars = ShowCondition.OnlyIfNeeded;\n\n\t/// <summary>\n\t/// Custom movement, if the 'movement' field is set to 'Custom'.\n\t/// </summary>\n\n\tpublic Vector2 customMovement = new Vector2(1f, 0f);\n\n\t/// <summary>\n\t/// Content's pivot point -- where it originates from by default.\n\t/// </summary>\n\n\tpublic UIWidget.Pivot contentPivot = UIWidget.Pivot.TopLeft;\n\n\t/// <summary>\n\t/// Event callback to trigger when the drag process begins.\n\t/// </summary>\n\n\tpublic OnDragNotification onDragStarted;\n\n\t/// <summary>\n\t/// Event callback to trigger when the drag process finished. Can be used for additional effects, such as centering on some object.\n\t/// </summary>\n\n\tpublic OnDragNotification onDragFinished;\n\n\t/// <summary>\n\t/// Event callback triggered when the scroll view is moving as a result of momentum in between of OnDragFinished and OnStoppedMoving.\n\t/// </summary>\n\n\tpublic OnDragNotification onMomentumMove;\n\n\t/// <summary>\n\t/// Event callback to trigger when the scroll view's movement ends.\n\t/// </summary>\n\n\tpublic OnDragNotification onStoppedMoving;\n\n    /// <summary>\n    /// whether constrain to left or top\n    /// </summary>\n    public bool constrainToTop = false;\n    public bool constrainToLeft = false;\n\t// Deprecated functionality. Use 'movement' instead.\n\t[HideInInspector][SerializeField] Vector3 scale = new Vector3(1f, 0f, 0f);\n\n\t// Deprecated functionality. Use 'contentPivot' instead.\n\t[SerializeField][HideInInspector] Vector2 relativePositionOnReset = Vector2.zero;\n\n\tprotected Transform mTrans;\n\tprotected UIPanel mPanel;\n\tprotected Plane mPlane;\n\tprotected Vector3 mLastPos;\n\tprotected bool mPressed = false;\n\tprotected Vector3 mMomentum = Vector3.zero;\n\tprotected float mScroll = 0f;\n\tprotected Bounds mBounds;\n\tprotected bool mCalculatedBounds = false;\n\tprotected bool mShouldMove = false;\n\tprotected bool mIgnoreCallbacks = false;\n\tprotected int mDragID = -10;\n\tprotected Vector2 mDragStartOffset = Vector2.zero;\n\tprotected bool mDragStarted = false;\n\n\t/// <summary>\n\t/// Panel that's being dragged.\n\t/// </summary>\n\n\tpublic UIPanel panel { get { return mPanel; } }\n\n\t/// <summary>\n\t/// Whether the scroll view is being dragged.\n\t/// </summary>\n\n\tpublic bool isDragging { get { return mPressed && mDragStarted; } }\n\n\t/// <summary>\n\t/// Calculate the bounds used by the widgets.\n\t/// </summary>\n\n\tpublic virtual Bounds bounds\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mCalculatedBounds)\n\t\t\t{\n\t\t\t\tmCalculatedBounds = true;\n\t\t\t\tmTrans = transform;\n\t\t\t\tmBounds = NGUIMath.CalculateRelativeWidgetBounds(mTrans, mTrans);\n\t\t\t}\n\t\t\treturn mBounds;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the scroll view can move horizontally.\n\t/// </summary>\n\n\tpublic bool canMoveHorizontally\n\t{\n\t\tget\n\t\t{\n\t\t\treturn movement == Movement.Horizontal ||\n\t\t\t\tmovement == Movement.Unrestricted ||\n\t\t\t\t(movement == Movement.Custom && customMovement.x != 0f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the scroll view can move vertically.\n\t/// </summary>\n\n\tpublic bool canMoveVertically\n\t{\n\t\tget\n\t\t{\n\t\t\treturn movement == Movement.Vertical ||\n\t\t\t\tmovement == Movement.Unrestricted ||\n\t\t\t\t(movement == Movement.Custom && customMovement.y != 0f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the scroll view should be able to move horizontally (contents don't fit).\n\t/// </summary>\n\n\tpublic virtual bool shouldMoveHorizontally\n\t{\n\t\tget\n\t\t{\n\t\t\tfloat size = bounds.size.x;\n\t\t\tif (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.x * 2f;\n\t\t\treturn Mathf.RoundToInt(size - mPanel.width) > 0;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the scroll view should be able to move vertically (contents don't fit).\n\t/// </summary>\n\n\tpublic virtual bool shouldMoveVertically\n\t{\n\t\tget\n\t\t{\n\t\t\tfloat size = bounds.size.y;\n\t\t\tif (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.y * 2f;\n\t\t\treturn Mathf.RoundToInt(size - mPanel.height) > 0;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the contents of the scroll view should actually be draggable depends on whether they currently fit or not.\n\t/// </summary>\n\n\tprotected virtual bool shouldMove\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!disableDragIfFits) return true;\n\n\t\t\tif (mPanel == null) mPanel = GetComponent<UIPanel>();\n\t\t\tVector4 clip = mPanel.finalClipRegion;\n\t\t\tBounds b = bounds;\n\n\t\t\tfloat hx = (clip.z == 0f) ? Screen.width  : clip.z * 0.5f;\n\t\t\tfloat hy = (clip.w == 0f) ? Screen.height : clip.w * 0.5f;\n\n\t\t\tif (canMoveHorizontally)\n\t\t\t{\n\t\t\t\tif (b.min.x < clip.x - hx) return true;\n\t\t\t\tif (b.max.x > clip.x + hx) return true;\n\t\t\t}\n\n\t\t\tif (canMoveVertically)\n\t\t\t{\n\t\t\t\tif (b.min.y < clip.y - hy) return true;\n\t\t\t\tif (b.max.y > clip.y + hy) return true;\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Current momentum, exposed just in case it's needed.\n\t/// </summary>\n\n\tpublic Vector3 currentMomentum\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMomentum;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmMomentum = value;\n\t\t\tmShouldMove = true;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Cache the transform and the panel.\n\t/// </summary>\n\n\tvoid Awake ()\n\t{\n\t\tmTrans = transform;\n\t\tmPanel = GetComponent<UIPanel>();\n\n\t\tif (mPanel.clipping == UIDrawCall.Clipping.None)\n\t\t\tmPanel.clipping = UIDrawCall.Clipping.ConstrainButDontClip;\n\t\t\n\t\t// Auto-upgrade\n\t\tif (movement != Movement.Custom && scale.sqrMagnitude > 0.001f)\n\t\t{\n\t\t\tif (scale.x == 1f && scale.y == 0f)\n\t\t\t{\n\t\t\t\tmovement = Movement.Horizontal;\n\t\t\t}\n\t\t\telse if (scale.x == 0f && scale.y == 1f)\n\t\t\t{\n\t\t\t\tmovement = Movement.Vertical;\n\t\t\t}\n\t\t\telse if (scale.x == 1f && scale.y == 1f)\n\t\t\t{\n\t\t\t\tmovement = Movement.Unrestricted;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmovement = Movement.Custom;\n\t\t\t\tcustomMovement.x = scale.x;\n\t\t\t\tcustomMovement.y = scale.y;\n\t\t\t}\n\t\t\tscale = Vector3.zero;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\t// Auto-upgrade\n\t\tif (contentPivot == UIWidget.Pivot.TopLeft && relativePositionOnReset != Vector2.zero)\n\t\t{\n\t\t\tcontentPivot = NGUIMath.GetPivot(new Vector2(relativePositionOnReset.x, 1f - relativePositionOnReset.y));\n\t\t\trelativePositionOnReset = Vector2.zero;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t[System.NonSerialized] bool mStarted = false;\n\n\tvoid OnEnable ()\n\t{\n\t\tlist.Add(this);\n\t\tif (mStarted && Application.isPlaying) CheckScrollbars();\n\t}\n\n\tvoid Start ()\n\t{\n\t\tmStarted = true;\n\t\tif (Application.isPlaying) CheckScrollbars();\n\t}\n\n\tvoid CheckScrollbars ()\n\t{\n\t\tif (horizontalScrollBar != null)\n\t\t{\n\t\t\tEventDelegate.Add(horizontalScrollBar.onChange, OnScrollBar);\n\t\t\thorizontalScrollBar.BroadcastMessage(\"CacheDefaultColor\", SendMessageOptions.DontRequireReceiver);\n\t\t\thorizontalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveHorizontally) ? 1f : 0f;\n\t\t}\n\n\t\tif (verticalScrollBar != null)\n\t\t{\n\t\t\tEventDelegate.Add(verticalScrollBar.onChange, OnScrollBar);\n\t\t\tverticalScrollBar.BroadcastMessage(\"CacheDefaultColor\", SendMessageOptions.DontRequireReceiver);\n\t\t\tverticalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveVertically) ? 1f : 0f;\n\t\t}\n\t}\n\n\tvoid OnDisable () { list.Remove(this); mPressed = false; }\n\n\t/// <summary>\n\t/// Restrict the scroll view's contents to be within the scroll view's bounds.\n\t/// </summary>\n\n\tpublic bool RestrictWithinBounds (bool instant) { return RestrictWithinBounds(instant, true, true); }\n\n\t/// <summary>\n\t/// Restrict the scroll view's contents to be within the scroll view's bounds.\n\t/// </summary>\n\n\tpublic bool RestrictWithinBounds (bool instant, bool horizontal, bool vertical)\n    {\n        // [added] by wsh\n        return RestrictWithinBounds(bounds, instant, horizontal, vertical, constrainToTop, constrainToLeft);\n    }\n\n    //===============================================================================================\n    // [added] by wsh by wsh 2017/02/23\n    // constrain one specified target with in panel\n    public bool RestrictTargetWithinBounds(Transform target, bool instant)\n    {\n        return RestrictTargetWithinBounds(target, instant, canMoveHorizontally, canMoveVertically);\n    }\n\n    public bool RestrictTargetWithinBounds(Transform target, bool instant, bool horizontal, bool vertical)\n    {\n        if (target == null)\n        {\n            return false;\n        }\n        Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(mTrans, target);\n        return RestrictWithinBounds(bounds, instant, horizontal, vertical, false, false);\n    }\n    //===============================================================================================\n\n\n    public bool RestrictWithinBounds(Bounds bounds, bool instant, bool horizontal, bool vertical, bool constrainToTop, bool constrainToLeft)\n    {\n        // [modified] by wsh 2017/02/23\n        // almost the same with original function except for adding params:bounds、constrainToTop、constrainToLeft\n        if (mPanel == null) return false;\n\n        Vector3 constraint = mPanel.CalculateConstrainOffset(bounds.min, bounds.max);\n\n        if (!horizontal) constraint.x = 0f;\n        if (!vertical) constraint.y = 0f;\n\n        //===============================================================================================\n        // [added] by wsh\n        // constrainToTop if vertical or constrainToLeft if horizontal\n        if (restrictWithinPanel && vertical && constrainToTop && bounds.size.y < mPanel.finalClipRegion.w)\n        {\n            float offset = 0f;\n            if (constraint.y >= 0.01f)\n            {\n                offset = mPanel.finalClipRegion.w - bounds.size.y;\n            }\n            else if (Mathf.Abs(constraint.y) < 0.01f)\n            {\n                offset = (mPanel.finalClipRegion.y + mPanel.finalClipRegion.w * 0.5f) - bounds.max.y;\n            }\n\n            if (offset != 0f && mPanel.softBorderPadding && mPanel.clipping == UIDrawCall.Clipping.SoftClip)\n            {\n                offset -= mPanel.clipSoftness.y;\n            }\n            constraint.y += offset;\n        }\n\n        if (restrictWithinPanel && horizontal && constrainToLeft && bounds.size.x < mPanel.finalClipRegion.z)\n        {\n            float offset = 0f;\n            if (constraint.x <= -0.01f)\n            {\n                offset = mPanel.finalClipRegion.z - bounds.size.x;\n            }\n            else if (Mathf.Abs(constraint.x) < 0.01f)\n            {\n                offset = bounds.min.x - (mPanel.finalClipRegion.x - mPanel.finalClipRegion.z * 0.5f);\n            }\n            if (offset != 0f && mPanel.softBorderPadding && mPanel.clipping == UIDrawCall.Clipping.SoftClip)\n            {\n                offset -= mPanel.clipSoftness.x;\n            }\n            constraint.x -= offset;\n        }\n        //===============================================================================================\n\n        if (constraint.sqrMagnitude > 0.1f)\n        {\n            if (!instant && dragEffect == DragEffect.MomentumAndSpring)\n            {\n                // Spring back into place\n                Vector3 pos = mTrans.localPosition + constraint;\n                pos.x = Mathf.Round(pos.x);\n                pos.y = Mathf.Round(pos.y);\n                SpringPanel.Begin(mPanel.gameObject, pos, 8f);\n            }\n            else\n            {\n                // Jump back into place\n                MoveRelative(constraint);\n\n                // Clear the momentum in the constrained direction\n                if (Mathf.Abs(constraint.x) > 0.01f) mMomentum.x = 0;\n                if (Mathf.Abs(constraint.y) > 0.01f) mMomentum.y = 0;\n                if (Mathf.Abs(constraint.z) > 0.01f) mMomentum.z = 0;\n                mScroll = 0f;\n            }\n            return true;\n        }\n        return false;\n    }\n\n    /// <summary>\n    /// Disable the spring movement.\n    /// </summary>\n\n    public void DisableSpring ()\n\t{\n\t\tSpringPanel sp = GetComponent<SpringPanel>();\n\t\tif (sp != null) sp.enabled = false;\n\t}\n\n\t/// <summary>\n\t/// Update the values of the associated scroll bars.\n\t/// </summary>\n\n\tpublic void UpdateScrollbars () { UpdateScrollbars(true); }\n\n\t/// <summary>\n\t/// Update the values of the associated scroll bars.\n\t/// </summary>\n\n\tpublic virtual void UpdateScrollbars (bool recalculateBounds)\n\t{\n\t\tif (mPanel == null) return;\n\n\t\tif (horizontalScrollBar != null || verticalScrollBar != null)\n\t\t{\n\t\t\tif (recalculateBounds)\n\t\t\t{\n\t\t\t\tmCalculatedBounds = false;\n\t\t\t\tmShouldMove = shouldMove;\n\t\t\t}\n\n\t\t\tBounds b = bounds;\n\t\t\tVector2 bmin = b.min;\n\t\t\tVector2 bmax = b.max;\n\n\t\t\tif (horizontalScrollBar != null && bmax.x > bmin.x)\n\t\t\t{\n\t\t\t\tVector4 clip = mPanel.finalClipRegion;\n\t\t\t\tint intViewSize = Mathf.RoundToInt(clip.z);\n\t\t\t\tif ((intViewSize & 1) != 0) intViewSize -= 1;\n\t\t\t\tfloat halfViewSize = intViewSize * 0.5f;\n\t\t\t\thalfViewSize = Mathf.Round(halfViewSize);\n\n\t\t\t\tif (mPanel.clipping == UIDrawCall.Clipping.SoftClip)\n\t\t\t\t\thalfViewSize -= mPanel.clipSoftness.x;\n\n\t\t\t\tfloat contentSize = bmax.x - bmin.x;\n\t\t\t\tfloat viewSize = halfViewSize * 2f;\n\t\t\t\tfloat contentMin = bmin.x;\n\t\t\t\tfloat contentMax = bmax.x;\n\t\t\t\tfloat viewMin = clip.x - halfViewSize;\n\t\t\t\tfloat viewMax = clip.x + halfViewSize;\n\n\t\t\t\tcontentMin = viewMin - contentMin;\n\t\t\t\tcontentMax = contentMax - viewMax;\n\n\t\t\t\tUpdateScrollbars(horizontalScrollBar, contentMin, contentMax, contentSize, viewSize, false);\n\t\t\t}\n\n\t\t\tif (verticalScrollBar != null && bmax.y > bmin.y)\n\t\t\t{\n\t\t\t\tVector4 clip = mPanel.finalClipRegion;\n\t\t\t\tint intViewSize = Mathf.RoundToInt(clip.w);\n\t\t\t\tif ((intViewSize & 1) != 0) intViewSize -= 1;\n\t\t\t\tfloat halfViewSize = intViewSize * 0.5f;\n\t\t\t\thalfViewSize = Mathf.Round(halfViewSize);\n\n\t\t\t\tif (mPanel.clipping == UIDrawCall.Clipping.SoftClip)\n\t\t\t\t\thalfViewSize -= mPanel.clipSoftness.y;\n\n\t\t\t\tfloat contentSize = bmax.y - bmin.y;\n\t\t\t\tfloat viewSize = halfViewSize * 2f;\n\t\t\t\tfloat contentMin = bmin.y;\n\t\t\t\tfloat contentMax = bmax.y;\n\t\t\t\tfloat viewMin = clip.y - halfViewSize;\n\t\t\t\tfloat viewMax = clip.y + halfViewSize;\n\n\t\t\t\tcontentMin = viewMin - contentMin;\n\t\t\t\tcontentMax = contentMax - viewMax;\n\n\t\t\t\tUpdateScrollbars(verticalScrollBar, contentMin, contentMax, contentSize, viewSize, true);\n\t\t\t}\n\t\t}\n\t\telse if (recalculateBounds)\n\t\t{\n\t\t\tmCalculatedBounds = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function used in UpdateScrollbars(float) function above.\n\t/// </summary>\n\n\tprotected void UpdateScrollbars (UIProgressBar slider, float contentMin, float contentMax, float contentSize, float viewSize, bool inverted)\n\t{\n\t\tif (slider == null) return;\n\n\t\tmIgnoreCallbacks = true;\n\t\t{\n\t\t\tfloat contentPadding;\n\n\t\t\tif (viewSize < contentSize)\n\t\t\t{\n\t\t\t\tcontentMin = Mathf.Clamp01(contentMin / contentSize);\n\t\t\t\tcontentMax = Mathf.Clamp01(contentMax / contentSize);\n\n\t\t\t\tcontentPadding = contentMin + contentMax;\n\t\t\t\tslider.value = inverted ? ((contentPadding > 0.001f) ? 1f - contentMin / contentPadding : 0f) :\n\t\t\t\t\t((contentPadding > 0.001f) ? contentMin / contentPadding : 1f);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tcontentMin = Mathf.Clamp01(-contentMin / contentSize);\n\t\t\t\tcontentMax = Mathf.Clamp01(-contentMax / contentSize);\n\n\t\t\t\tcontentPadding = contentMin + contentMax;\n\t\t\t\tslider.value = inverted ? ((contentPadding > 0.001f) ? 1f - contentMin / contentPadding : 0f) :\n\t\t\t\t\t((contentPadding > 0.001f) ? contentMin / contentPadding : 1f);\n\n\t\t\t\tif (contentSize > 0)\n\t\t\t\t{\n\t\t\t\t\tcontentMin = Mathf.Clamp01(contentMin / contentSize);\n\t\t\t\t\tcontentMax = Mathf.Clamp01(contentMax / contentSize);\n\t\t\t\t\tcontentPadding = contentMin + contentMax;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tUIScrollBar sb = slider as UIScrollBar;\n\t\t\tif (sb != null) sb.barSize = 1f - contentPadding;\n\t\t}\n\t\tmIgnoreCallbacks = false;\n\t}\n\n\t/// <summary>\n\t/// Changes the drag amount of the scroll view to the specified 0-1 range values.\n\t/// (0, 0) is the top-left corner, (1, 1) is the bottom-right.\n\t/// </summary>\n\n\tpublic virtual void SetDragAmount (float x, float y, bool updateScrollbars)\n\t{\n\t\tif (mPanel == null) mPanel = GetComponent<UIPanel>();\n\n\t\tDisableSpring();\n\n\t\tBounds b = bounds;\n\t\tif (b.min.x == b.max.x || b.min.y == b.max.y) return;\n\n\t\tVector4 clip = mPanel.finalClipRegion;\n\n\t\tfloat hx = clip.z * 0.5f;\n\t\tfloat hy = clip.w * 0.5f;\n\t\tfloat left = b.min.x + hx;\n\t\tfloat right = b.max.x - hx;\n\t\tfloat bottom = b.min.y + hy;\n\t\tfloat top = b.max.y - hy;\n\n\t\tif (mPanel.clipping == UIDrawCall.Clipping.SoftClip)\n\t\t{\n\t\t\tleft -= mPanel.clipSoftness.x;\n\t\t\tright += mPanel.clipSoftness.x;\n\t\t\tbottom -= mPanel.clipSoftness.y;\n\t\t\ttop += mPanel.clipSoftness.y;\n\t\t}\n\n\t\t// Calculate the offset based on the scroll value\n\t\tfloat ox = Mathf.Lerp(left, right, x);\n\t\tfloat oy = Mathf.Lerp(top, bottom, y);\n\n\t\t// Update the position\n\t\tif (!updateScrollbars)\n\t\t{\n\t\t\tVector3 pos = mTrans.localPosition;\n\t\t\tif (canMoveHorizontally) pos.x += clip.x - ox;\n\t\t\tif (canMoveVertically) pos.y += clip.y - oy;\n\t\t\tmTrans.localPosition = pos;\n\t\t}\n\n\t\tif (canMoveHorizontally) clip.x = ox;\n\t\tif (canMoveVertically) clip.y = oy;\n\n\t\t// Update the clipping offset\n\t\tVector4 cr = mPanel.baseClipRegion;\n\t\tmPanel.clipOffset = new Vector2(clip.x - cr.x, clip.y - cr.y);\n\n\t\t// Update the scrollbars, reflecting this change\n\t\tif (updateScrollbars) UpdateScrollbars(mDragID == -10);\n\t}\n\n\t/// <summary>\n\t/// Manually invalidate the scroll view's bounds so that they update next time.\n\t/// </summary>\n\n\tpublic void InvalidateBounds () { mCalculatedBounds = false; }\n\n\t/// <summary>\n\t/// Reset the scroll view's position to the top-left corner.\n\t/// It's recommended to call this function before AND after you re-populate the scroll view's contents (ex: switching window tabs).\n\t/// Another option is to populate the scroll view's contents, reset its position, then call this function to reposition the clipping.\n\t/// </summary>\n\n\t[ContextMenu(\"Reset Clipping Position\")]\n\tpublic void ResetPosition()\n\t{\n\t\tif (NGUITools.GetActive(this))\n\t\t{\n\t\t\t// Invalidate the bounds\n\t\t\tmCalculatedBounds = false;\n\t\t\tVector2 pv = NGUIMath.GetPivotOffset(contentPivot);\n\n\t\t\t// First move the position back to where it would be if the scroll bars got reset to zero\n\t\t\tSetDragAmount(pv.x, 1f - pv.y, false);\n\n\t\t\t// Next move the clipping area back and update the scroll bars\n\t\t\tSetDragAmount(pv.x, 1f - pv.y, true);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Call this function after you adjust the scroll view's bounds if you want it to maintain the current scrolled position\n\t/// </summary>\n\n\tpublic void UpdatePosition ()\n\t{\n\t\tif (!mIgnoreCallbacks && (horizontalScrollBar != null || verticalScrollBar != null))\n\t\t{\n\t\t\tmIgnoreCallbacks = true;\n\t\t\tmCalculatedBounds = false;\n\t\t\tVector2 pv = NGUIMath.GetPivotOffset(contentPivot);\n\t\t\tfloat x = (horizontalScrollBar != null) ? horizontalScrollBar.value : pv.x;\n\t\t\tfloat y = (verticalScrollBar != null) ? verticalScrollBar.value : 1f - pv.y;\n\t\t\tSetDragAmount(x, y, false);\n\t\t\tUpdateScrollbars(true);\n\t\t\tmIgnoreCallbacks = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Triggered by the scroll bars when they change.\n\t/// </summary>\n\n\tpublic void OnScrollBar ()\n\t{\n\t\tif (!mIgnoreCallbacks)\n\t\t{\n\t\t\tmIgnoreCallbacks = true;\n\t\t\tfloat x = (horizontalScrollBar != null) ? horizontalScrollBar.value : 0f;\n\t\t\tfloat y = (verticalScrollBar != null) ? verticalScrollBar.value : 0f;\n\t\t\tSetDragAmount(x, y, false);\n\t\t\tmIgnoreCallbacks = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Move the scroll view by the specified local space amount.\n\t/// </summary>\n\n\tpublic virtual void MoveRelative (Vector3 relative)\n\t{\n\t\tmTrans.localPosition += relative;\n\t\tVector2 co = mPanel.clipOffset;\n\t\tco.x -= relative.x;\n\t\tco.y -= relative.y;\n\t\tmPanel.clipOffset = co;\n\n\t\t// Update the scroll bars\n\t\tUpdateScrollbars(false);\n\t}\n\n\t/// <summary>\n\t/// Move the scroll view by the specified world space amount.\n\t/// </summary>\n\n\tpublic void MoveAbsolute (Vector3 absolute)\n\t{\n\t\tVector3 a = mTrans.InverseTransformPoint(absolute);\n\t\tVector3 b = mTrans.InverseTransformPoint(Vector3.zero);\n\t\tMoveRelative(a - b);\n\t}\n\n\t/// <summary>\n\t/// Create a plane on which we will be performing the dragging.\n\t/// </summary>\n\n\tpublic void Press (bool pressed)\n\t{\n\t\tif (UICamera.currentScheme == UICamera.ControlScheme.Controller) return;\n\n\t\tif (smoothDragStart && pressed)\n\t\t{\n\t\t\tmDragStarted = false;\n\t\t\tmDragStartOffset = Vector2.zero;\n\t\t}\n\n\t\tif (enabled && NGUITools.GetActive(gameObject))\n\t\t{\n\t\t\tif (!pressed && mDragID == UICamera.currentTouchID) mDragID = -10;\n\n\t\t\tmCalculatedBounds = false;\n\t\t\tmShouldMove = shouldMove;\n\t\t\tif (!mShouldMove) return;\n\t\t\tmPressed = pressed;\n\n\t\t\tif (pressed)\n\t\t\t{\n\t\t\t\t// Remove all momentum on press\n\t\t\t\tmMomentum = Vector3.zero;\n\t\t\t\tmScroll = 0f;\n\n\t\t\t\t// Disable the spring movement\n\t\t\t\tDisableSpring();\n\n\t\t\t\t// Remember the hit position\n\t\t\t\tmLastPos = UICamera.lastWorldPosition;\n\n\t\t\t\t// Create the plane to drag along\n\t\t\t\tmPlane = new Plane(mTrans.rotation * Vector3.back, mLastPos);\n\n\t\t\t\t// Ensure that we're working with whole numbers, keeping everything pixel-perfect\n\t\t\t\tVector2 co = mPanel.clipOffset;\n\t\t\t\tco.x = Mathf.Round(co.x);\n\t\t\t\tco.y = Mathf.Round(co.y);\n\t\t\t\tmPanel.clipOffset = co;\n\n\t\t\t\tVector3 v = mTrans.localPosition;\n\t\t\t\tv.x = Mathf.Round(v.x);\n\t\t\t\tv.y = Mathf.Round(v.y);\n\t\t\t\tmTrans.localPosition = v;\n\n\t\t\t\tif (!smoothDragStart)\n\t\t\t\t{\n\t\t\t\t\tmDragStarted = true;\n\t\t\t\t\tmDragStartOffset = Vector2.zero;\n\t\t\t\t\tif (onDragStarted != null) onDragStarted();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (centerOnChild)\n\t\t\t{\n\t\t\t\tcenterOnChild.Recenter();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (mDragStarted && restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None)\n\t\t\t\t\tRestrictWithinBounds(dragEffect == DragEffect.None, canMoveHorizontally, canMoveVertically);\n\n\t\t\t\tif (mDragStarted && onDragFinished != null) onDragFinished();\n\t\t\t\tif (!mShouldMove && onStoppedMoving != null)\n\t\t\t\t\tonStoppedMoving();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Drag the object along the plane.\n\t/// </summary>\n\n\tpublic void Drag ()\n\t{\n\t\tif (!mPressed || UICamera.currentScheme == UICamera.ControlScheme.Controller) return;\n\n\t\tif (enabled && NGUITools.GetActive(gameObject) && mShouldMove)\n\t\t{\n\t\t\tif (mDragID == -10) mDragID = UICamera.currentTouchID;\n\t\t\tUICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta;\n\n\t\t\t// Prevents the drag \"jump\". Contributed by 'mixd' from the Tasharen forums.\n\t\t\tif (smoothDragStart && !mDragStarted)\n\t\t\t{\n\t\t\t\tmDragStarted = true;\n\t\t\t\tmDragStartOffset = UICamera.currentTouch.totalDelta;\n\t\t\t\tif (onDragStarted != null) onDragStarted();\n\t\t\t}\n\n\t\t\tRay ray = smoothDragStart ?\n\t\t\t\tUICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos - mDragStartOffset) :\n\t\t\t\tUICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos);\n\n\t\t\tfloat dist = 0f;\n\n\t\t\tif (mPlane.Raycast(ray, out dist))\n\t\t\t{\n\t\t\t\tVector3 currentPos = ray.GetPoint(dist);\n\t\t\t\tVector3 offset = currentPos - mLastPos;\n\t\t\t\tmLastPos = currentPos;\n\n\t\t\t\tif (offset.x != 0f || offset.y != 0f || offset.z != 0f)\n\t\t\t\t{\n\t\t\t\t\toffset = mTrans.InverseTransformDirection(offset);\n\n\t\t\t\t\tif (movement == Movement.Horizontal)\n\t\t\t\t\t{\n\t\t\t\t\t\toffset.y = 0f;\n\t\t\t\t\t\toffset.z = 0f;\n\t\t\t\t\t}\n\t\t\t\t\telse if (movement == Movement.Vertical)\n\t\t\t\t\t{\n\t\t\t\t\t\toffset.x = 0f;\n\t\t\t\t\t\toffset.z = 0f;\n\t\t\t\t\t}\n\t\t\t\t\telse if (movement == Movement.Unrestricted)\n\t\t\t\t\t{\n\t\t\t\t\t\toffset.z = 0f;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\toffset.Scale((Vector3)customMovement);\n\t\t\t\t\t}\n\t\t\t\t\toffset = mTrans.TransformDirection(offset);\n\t\t\t\t}\n\n\t\t\t\t// Adjust the momentum\n\t\t\t\tif (dragEffect == DragEffect.None) mMomentum = Vector3.zero;\n\t\t\t\telse mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f);\n\n\t\t\t\t// Move the scroll view\n\t\t\t\tif (!iOSDragEmulation || dragEffect != DragEffect.MomentumAndSpring)\n\t\t\t\t{\n\t\t\t\t\tMoveAbsolute(offset);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tVector3 constraint = mPanel.CalculateConstrainOffset(bounds.min, bounds.max);\n\n\t\t\t\t\tif (movement == Movement.Horizontal)\n\t\t\t\t\t{\n\t\t\t\t\t\tconstraint.y = 0f;\n\t\t\t\t\t}\n\t\t\t\t\telse if (movement == Movement.Vertical)\n\t\t\t\t\t{\n\t\t\t\t\t\tconstraint.x = 0f;\n\t\t\t\t\t}\n\t\t\t\t\telse if (movement == Movement.Custom)\n\t\t\t\t\t{\n\t\t\t\t\t\tconstraint.x *= customMovement.x;\n\t\t\t\t\t\tconstraint.y *= customMovement.y;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (constraint.magnitude > 1f)\n\t\t\t\t\t{\n\t\t\t\t\t\tMoveAbsolute(offset * 0.5f);\n\t\t\t\t\t\tmMomentum *= 0.5f;\n\t\t\t\t\t}\n\t\t\t\t\telse MoveAbsolute(offset);\n\t\t\t\t}\n\n\t\t\t\t// We want to constrain the UI to be within bounds\n\t\t\t\tif (constrainOnDrag && restrictWithinPanel &&\n\t\t\t\t\tmPanel.clipping != UIDrawCall.Clipping.None &&\n\t\t\t\t\tdragEffect != DragEffect.MomentumAndSpring)\n\t\t\t\t{\n\t\t\t\t\tRestrictWithinBounds(true, canMoveHorizontally, canMoveVertically);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t[HideInInspector]\n\tpublic UICenterOnChild centerOnChild = null;\n\n\t/// <summary>\n\t/// If the object should support the scroll wheel, do it.\n\t/// </summary>\n\n\tpublic void Scroll (float delta)\n\t{\n\t\tif (enabled && NGUITools.GetActive(gameObject) && scrollWheelFactor != 0f)\n\t\t{\n\t\t\tDisableSpring();\n\t\t\tmShouldMove |= shouldMove;\n\t\t\tif (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f;\n\t\t\tmScroll += delta * scrollWheelFactor;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Apply the dragging momentum.\n\t/// </summary>\n\n\tvoid LateUpdate ()\n\t{\n\t\tif (!Application.isPlaying) return;\n\t\tfloat delta = RealTime.deltaTime;\n\n\t\t// Fade the scroll bars if needed\n\t\tif (showScrollBars != ShowCondition.Always && (verticalScrollBar || horizontalScrollBar))\n\t\t{\n\t\t\tbool vertical = false;\n\t\t\tbool horizontal = false;\n\n\t\t\tif (showScrollBars != ShowCondition.WhenDragging || mDragID != -10 || mMomentum.magnitude > 0.01f)\n\t\t\t{\n\t\t\t\tvertical = shouldMoveVertically;\n\t\t\t\thorizontal = shouldMoveHorizontally;\n\t\t\t}\n\n\t\t\tif (verticalScrollBar)\n\t\t\t{\n\t\t\t\tfloat alpha = verticalScrollBar.alpha;\n\t\t\t\talpha += vertical ? delta * 6f : -delta * 3f;\n\t\t\t\talpha = Mathf.Clamp01(alpha);\n\t\t\t\tif (verticalScrollBar.alpha != alpha) verticalScrollBar.alpha = alpha;\n\t\t\t}\n\n\t\t\tif (horizontalScrollBar)\n\t\t\t{\n\t\t\t\tfloat alpha = horizontalScrollBar.alpha;\n\t\t\t\talpha += horizontal ? delta * 6f : -delta * 3f;\n\t\t\t\talpha = Mathf.Clamp01(alpha);\n\t\t\t\tif (horizontalScrollBar.alpha != alpha) horizontalScrollBar.alpha = alpha;\n\t\t\t}\n\t\t}\n\n\t\tif (!mShouldMove) return;\n\n\t\t// Apply momentum\n\t\tif (!mPressed)\n\t\t{\n\t\t\tif (mMomentum.magnitude > 0.0001f || Mathf.Abs(mScroll) > 0.0001f)\n\t\t\t{\n\t\t\t\tif (movement == Movement.Horizontal)\n\t\t\t\t{\n\t\t\t\t\tmMomentum -= mTrans.TransformDirection(new Vector3(mScroll * 0.05f, 0f, 0f));\n\t\t\t\t}\n\t\t\t\telse if (movement == Movement.Vertical)\n\t\t\t\t{\n\t\t\t\t\tmMomentum -= mTrans.TransformDirection(new Vector3(0f, mScroll * 0.05f, 0f));\n\t\t\t\t}\n\t\t\t\telse if (movement == Movement.Unrestricted)\n\t\t\t\t{\n\t\t\t\t\tmMomentum -= mTrans.TransformDirection(new Vector3(mScroll * 0.05f, mScroll * 0.05f, 0f));\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmMomentum -= mTrans.TransformDirection(new Vector3(\n\t\t\t\t\t\tmScroll * customMovement.x * 0.05f,\n\t\t\t\t\t\tmScroll * customMovement.y * 0.05f, 0f));\n\t\t\t\t}\n\t\t\t\tmScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta);\n\n\t\t\t\t// Move the scroll view\n\t\t\t\tVector3 offset = NGUIMath.SpringDampen(ref mMomentum, dampenStrength, delta);\n\t\t\t\tMoveAbsolute(offset);\n\n\t\t\t\t// Restrict the contents to be within the scroll view's bounds\n\t\t\t\tif (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None)\n\t\t\t\t{\n\t\t\t\t\tif (NGUITools.GetActive(centerOnChild))\n\t\t\t\t\t{\n\t\t\t\t\t\tif (centerOnChild.nextPageThreshold != 0f)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmMomentum = Vector3.zero;\n\t\t\t\t\t\t\tmScroll = 0f;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse centerOnChild.Recenter();\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tRestrictWithinBounds(false, canMoveHorizontally, canMoveVertically);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (onMomentumMove != null)\n\t\t\t\t\tonMomentumMove();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmScroll = 0f;\n\t\t\t\tmMomentum = Vector3.zero;\n\n\t\t\t\tSpringPanel sp = GetComponent<SpringPanel>();\n\t\t\t\tif (sp != null && sp.enabled) return;\n\n\t\t\t\tmShouldMove = false;\n\t\t\t\tif (onStoppedMoving != null)\n\t\t\t\t\tonStoppedMoving();\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Dampen the momentum\n\t\t\tmScroll = 0f;\n\t\t\tNGUIMath.SpringDampen(ref mMomentum, 9f, delta);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Pan the scroll view.\n\t/// </summary>\n\n\tpublic void OnPan (Vector2 delta)\n\t{\n\t\tif (horizontalScrollBar != null) horizontalScrollBar.OnPan(delta);\n\t\tif (verticalScrollBar != null) verticalScrollBar.OnPan(delta);\n\n\t\tif (horizontalScrollBar == null && verticalScrollBar == null)\n\t\t{\n\t\t\tif (canMoveHorizontally) Scroll(delta.x);\n\t\t\telse if (canMoveVertically) Scroll(delta.y);\n\t\t}\n\t}\n\n#if UNITY_EDITOR\n\n\t/// <summary>\n\t/// Draw a visible orange outline of the bounds.\n\t/// </summary>\n\n\tvoid OnDrawGizmos ()\n\t{\n\t\tif (mPanel != null)\n\t\t{\n\t\t\tif (!Application.isPlaying) mCalculatedBounds = false;\n\t\t\tBounds b = bounds;\n\t\t\tGizmos.matrix = transform.localToWorldMatrix;\n\t\t\tGizmos.color = new Color(1f, 0.4f, 0f);\n\t\t\tGizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f));\n\t\t}\n\t}\n#endif\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIScrollView.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIShowControlScheme.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Show or hide the widget based on whether the control scheme is appropriate.\n/// </summary>\n\npublic class UIShowControlScheme : MonoBehaviour\n{\n\tpublic GameObject target;\n\tpublic bool mouse = false;\n\tpublic bool touch = false;\n\tpublic bool controller = true;\n\n\tvoid OnEnable () { UICamera.onSchemeChange += OnScheme; OnScheme(); }\n\tvoid OnDisable () { UICamera.onSchemeChange -= OnScheme; }\n\n\tvoid OnScheme ()\n\t{\n\t\tif (target != null)\n\t\t{\n\t\t\tUICamera.ControlScheme scheme = UICamera.currentScheme;\n\t\t\tif (scheme == UICamera.ControlScheme.Mouse) target.SetActive(mouse);\n\t\t\telse if (scheme == UICamera.ControlScheme.Touch) target.SetActive(touch);\n\t\t\telse if (scheme == UICamera.ControlScheme.Controller) target.SetActive(controller);\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIShowControlScheme.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dbaaa3487adf4a8428d4b5e12a1ca023\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UISlider.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Extended progress bar that has backwards compatibility logic and adds interaction support.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/NGUI Slider\")]\npublic class UISlider : UIProgressBar\n{\n\tenum Direction\n\t{\n\t\tHorizontal,\n\t\tVertical,\n\t\tUpgraded,\n\t}\n\n\t// Deprecated functionality. Use 'foregroundWidget' instead.\n\t[HideInInspector][SerializeField] Transform foreground = null;\n\n\t// Deprecated functionality\n\t[HideInInspector][SerializeField] float rawValue = 1f; // Use 'value'\n\t[HideInInspector][SerializeField] Direction direction = Direction.Upgraded; // Use 'fillDirection'\n\t[HideInInspector][SerializeField] protected bool mInverted = false;\n\n\t/// <summary>\n\t/// Whether the collider is enabled and the widget can be interacted with.\n\t/// </summary>\n\n\tpublic bool isColliderEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tCollider c = GetComponent<Collider>();\n\t\t\tif (c != null) return c.enabled;\n\t\t\tCollider2D b = GetComponent<Collider2D>();\n\t\t\treturn (b != null && b.enabled);\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic float sliderValue { get { return this.value; } set { this.value = value; } }\n\n\t[System.Obsolete(\"Use 'fillDirection' instead\")]\n\tpublic bool inverted { get { return isInverted; } set { } }\n\n\t/// <summary>\n\t/// Upgrade from legacy functionality.\n\t/// </summary>\n\n\tprotected override void Upgrade ()\n\t{\n\t\tif (direction != Direction.Upgraded)\n\t\t{\n\t\t\tmValue = rawValue;\n\n\t\t\tif (foreground != null)\n\t\t\t\tmFG = foreground.GetComponent<UIWidget>();\n\n\t\t\tif (direction == Direction.Horizontal)\n\t\t\t{\n\t\t\t\tmFill = mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmFill = mInverted ? FillDirection.TopToBottom : FillDirection.BottomToTop;\n\t\t\t}\n\t\t\tdirection = Direction.Upgraded;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Register an event listener.\n\t/// </summary>\n\n\tprotected override void OnStart ()\n\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tGameObject bg = (mBG != null && (mBG.collider != null || mBG.GetComponent<Collider2D>() != null)) ? mBG.gameObject : gameObject;\n\t\tUIEventListener bgl = UIEventListener.Get(bg);\n\t\tbgl.onPress += OnPressBackground;\n\t\tbgl.onDrag += OnDragBackground;\n\n\t\tif (thumb != null && (thumb.collider != null || thumb.GetComponent<Collider2D>() != null) && (mFG == null || thumb != mFG.cachedTransform))\n#else\n\t\tGameObject bg = (mBG != null && (mBG.GetComponent<Collider>() != null || mBG.GetComponent<Collider2D>() != null)) ? mBG.gameObject : gameObject;\n\t\tUIEventListener bgl = UIEventListener.Get(bg);\n\t\tbgl.onPress += OnPressBackground;\n\t\tbgl.onDrag += OnDragBackground;\n\n\t\tif (thumb != null && (thumb.GetComponent<Collider>() != null || thumb.GetComponent<Collider2D>() != null) && (mFG == null || thumb != mFG.cachedTransform))\n#endif\n\t\t{\n\t\t\tUIEventListener fgl = UIEventListener.Get(thumb.gameObject);\n\t\t\tfgl.onPress += OnPressForeground;\n\t\t\tfgl.onDrag += OnDragForeground;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Position the scroll bar to be under the current touch.\n\t/// </summary>\n\n\tprotected void OnPressBackground (GameObject go, bool isPressed)\n\t{\n\t\tif (UICamera.currentScheme == UICamera.ControlScheme.Controller) return;\n\t\tmCam = UICamera.currentCamera;\n\t\tvalue = ScreenToValue(UICamera.lastEventPosition);\n\t\tif (!isPressed && onDragFinished != null) onDragFinished();\n\t}\n\n\t/// <summary>\n\t/// Position the scroll bar to be under the current touch.\n\t/// </summary>\n\n\tprotected void OnDragBackground (GameObject go, Vector2 delta)\n\t{\n\t\tif (UICamera.currentScheme == UICamera.ControlScheme.Controller) return;\n\t\tmCam = UICamera.currentCamera;\n\t\tvalue = ScreenToValue(UICamera.lastEventPosition);\n\t}\n\n\t/// <summary>\n\t/// Save the position of the foreground on press.\n\t/// </summary>\n\n\tprotected void OnPressForeground (GameObject go, bool isPressed)\n\t{\n\t\tif (UICamera.currentScheme == UICamera.ControlScheme.Controller) return;\n\t\tmCam = UICamera.currentCamera;\n\n\t\tif (isPressed)\n\t\t{\n\t\t\tmOffset = (mFG == null) ? 0f :\n\t\t\t\tvalue - ScreenToValue(UICamera.lastEventPosition);\n\t\t}\n\t\telse if (onDragFinished != null) onDragFinished();\n\t}\n\n\t/// <summary>\n\t/// Drag the scroll bar in the specified direction.\n\t/// </summary>\n\n\tprotected void OnDragForeground (GameObject go, Vector2 delta)\n\t{\n\t\tif (UICamera.currentScheme == UICamera.ControlScheme.Controller) return;\n\t\tmCam = UICamera.currentCamera;\n\t\tvalue = mOffset + ScreenToValue(UICamera.lastEventPosition);\n\t}\n\n\t/// <summary>\n\t/// Watch for key events and adjust the value accordingly.\n\t/// </summary>\n\n\tpublic override void OnPan (Vector2 delta) { if (enabled && isColliderEnabled) base.OnPan(delta); }\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UISlider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6c20815eb3063c24290a61b7020a1836\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 23\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UISoundVolume.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Very simple script that can be attached to a slider and will control the volume of all sounds played via NGUITools.PlaySound,\n/// which includes all of UI's sounds.\n/// </summary>\n\n[RequireComponent(typeof(UISlider))]\n[AddComponentMenu(\"NGUI/Interaction/Sound Volume\")]\npublic class UISoundVolume : MonoBehaviour\n{\n\tvoid Awake ()\n\t{\n\t\tUISlider slider = GetComponent<UISlider>();\n\t\tslider.value = NGUITools.soundVolume;\n\t\tEventDelegate.Add(slider.onChange, OnChange);\n\t}\n\n\tvoid OnChange ()\n\t{\n\t\tNGUITools.soundVolume = UISlider.current.value;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UISoundVolume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0ca5f9597ed3ff48aab27234e363f92\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UITable.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// All children added to the game object with this script will be arranged into a table\n/// with rows and columns automatically adjusting their size to fit their content\n/// (think \"table\" tag in HTML).\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Table\")]\npublic class UITable : UIWidgetContainer\n{\n\tpublic delegate void OnReposition ();\n\n\tpublic enum Direction\n\t{\n\t\tDown,\n\t\tUp,\n\t}\n\n\tpublic enum Sorting\n\t{\n\t\tNone,\n\t\tAlphabetic,\n\t\tHorizontal,\n\t\tVertical,\n\t\tCustom,\n\t}\n\n\t/// <summary>\n\t/// How many columns there will be before a new line is started. 0 means unlimited.\n\t/// </summary>\n\n\tpublic int columns = 0;\n\n\t/// <summary>\n\t/// Which way the new lines will be added.\n\t/// </summary>\n\n\tpublic Direction direction = Direction.Down;\n\n\t/// <summary>\n\t/// How to sort the grid's elements.\n\t/// </summary>\n\n\tpublic Sorting sorting = Sorting.None;\n\n\t/// <summary>\n\t/// Final pivot point for the table itself.\n\t/// </summary>\n\n\tpublic UIWidget.Pivot pivot = UIWidget.Pivot.TopLeft;\n\n\t/// <summary>\n\t/// Final pivot point for the table's content.\n\t/// </summary>\n\n\tpublic UIWidget.Pivot cellAlignment = UIWidget.Pivot.TopLeft;\n\n\t/// <summary>\n\t/// Whether inactive children will be discarded from the table's calculations.\n\t/// </summary>\n\n\tpublic bool hideInactive = true;\n\n\t/// <summary>\n\t/// Whether the parent container will be notified of the table's changes.\n\t/// </summary>\n\n\tpublic bool keepWithinPanel = false;\n\n\t/// <summary>\n\t/// Padding around each entry, in pixels.\n\t/// </summary>\n\n\tpublic Vector2 padding = Vector2.zero;\n\n\t/// <summary>\n\t/// Delegate function that will be called when the table repositions its content.\n\t/// </summary>\n\n\tpublic OnReposition onReposition;\n\n\t/// <summary>\n\t/// Custom sort delegate, used when the sorting method is set to 'custom'.\n\t/// </summary>\n\n\tpublic System.Comparison<Transform> onCustomSort;\n\n\tprotected UIPanel mPanel;\n\tprotected bool mInitDone = false;\n\tprotected bool mReposition = false;\n\n\t/// <summary>\n\t/// Reposition the children on the next Update().\n\t/// </summary>\n\n\tpublic bool repositionNow { set { if (value) { mReposition = true; enabled = true; } } }\n\n\t/// <summary>\n\t/// Get the current list of the grid's children.\n\t/// </summary>\n\n\tpublic List<Transform> GetChildList ()\n\t{\n\t\tTransform myTrans = transform;\n\t\tList<Transform> list = new List<Transform>();\n\n\t\tfor (int i = 0; i < myTrans.childCount; ++i)\n\t\t{\n\t\t\tTransform t = myTrans.GetChild(i);\n\t\t\tif (!hideInactive || (t && NGUITools.GetActive(t.gameObject)))\n\t\t\t\tlist.Add(t);\n\t\t}\n\n\t\t// Sort the list using the desired sorting logic\n\t\tif (sorting != Sorting.None)\n\t\t{\n\t\t\tif (sorting == Sorting.Alphabetic) list.Sort(UIGrid.SortByName);\n\t\t\telse if (sorting == Sorting.Horizontal) list.Sort(UIGrid.SortHorizontal);\n\t\t\telse if (sorting == Sorting.Vertical) list.Sort(UIGrid.SortVertical);\n\t\t\telse if (onCustomSort != null) list.Sort(onCustomSort);\n\t\t\telse Sort(list);\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Want your own custom sorting logic? Override this function.\n\t/// </summary>\n\n\tprotected virtual void Sort (List<Transform> list) { list.Sort(UIGrid.SortByName); }\n\n\t/// <summary>\n\t/// Position the grid's contents when the script starts.\n\t/// </summary>\n\n\tprotected virtual void Start ()\n\t{\n\t\tInit();\n\t\tReposition();\n\t\tenabled = false;\n\t}\n\n\t/// <summary>\n\t/// Find the necessary components.\n\t/// </summary>\n\n\tprotected virtual void Init ()\n\t{\n\t\tmInitDone = true;\n\t\tmPanel = NGUITools.FindInParents<UIPanel>(gameObject);\n\t}\n\n\t/// <summary>\n\t/// Is it time to reposition? Do so now.\n\t/// </summary>\n\n\tprotected virtual void LateUpdate ()\n\t{\n\t\tif (mReposition) Reposition();\n\t\tenabled = false;\n\t}\n\n\t/// <summary>\n\t/// Reposition the content on inspector validation.\n\t/// </summary>\n\n\tvoid OnValidate () { if (!Application.isPlaying && NGUITools.GetActive(this)) Reposition(); }\n\n\t/// <summary>\n\t/// Positions the grid items, taking their own size into consideration.\n\t/// </summary>\n\n\tprotected void RepositionVariableSize (List<Transform> children)\n\t{\n\t\tfloat xOffset = 0;\n\t\tfloat yOffset = 0;\n\n\t\tint cols = columns > 0 ? children.Count / columns + 1 : 1;\n\t\tint rows = columns > 0 ? columns : children.Count;\n\n\t\tBounds[,] bounds = new Bounds[cols, rows];\n\t\tBounds[] boundsRows = new Bounds[rows];\n\t\tBounds[] boundsCols = new Bounds[cols];\n\n\t\tint x = 0;\n\t\tint y = 0;\n\n\t\tfor (int i = 0, imax = children.Count; i < imax; ++i)\n\t\t{\n\t\t\tTransform t = children[i];\n\t\t\tBounds b = NGUIMath.CalculateRelativeWidgetBounds(t, !hideInactive);\n\n\t\t\tVector3 scale = t.localScale;\n\t\t\tb.min = Vector3.Scale(b.min, scale);\n\t\t\tb.max = Vector3.Scale(b.max, scale);\n\t\t\tbounds[y, x] = b;\n\n\t\t\tboundsRows[x].Encapsulate(b);\n\t\t\tboundsCols[y].Encapsulate(b);\n\n\t\t\tif (++x >= columns && columns > 0)\n\t\t\t{\n\t\t\t\tx = 0;\n\t\t\t\t++y;\n\t\t\t}\n\t\t}\n\n\t\tx = 0;\n\t\ty = 0;\n\n\t\tVector2 po = NGUIMath.GetPivotOffset(cellAlignment);\n\n\t\tfor (int i = 0, imax = children.Count; i < imax; ++i)\n\t\t{\n\t\t\tTransform t = children[i];\n\t\t\tBounds b = bounds[y, x];\n\t\t\tBounds br = boundsRows[x];\n\t\t\tBounds bc = boundsCols[y];\n\n\t\t\tVector3 pos = t.localPosition;\n\t\t\tpos.x = xOffset + b.extents.x - b.center.x;\n\t\t\tpos.x -= Mathf.Lerp(0f, b.max.x - b.min.x - br.max.x + br.min.x, po.x) - padding.x;\n\n\t\t\tif (direction == Direction.Down)\n\t\t\t{\n\t\t\t\tpos.y = -yOffset - b.extents.y - b.center.y;\n\t\t\t\tpos.y += Mathf.Lerp(b.max.y - b.min.y - bc.max.y + bc.min.y, 0f, po.y) - padding.y;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tpos.y = yOffset + b.extents.y - b.center.y;\n\t\t\t\tpos.y -= Mathf.Lerp(0f, b.max.y - b.min.y - bc.max.y + bc.min.y, po.y) - padding.y;\n\t\t\t}\n\n\t\t\txOffset += br.size.x + padding.x * 2f;\n\n\t\t\tt.localPosition = pos;\n\n\t\t\tif (++x >= columns && columns > 0)\n\t\t\t{\n\t\t\t\tx = 0;\n\t\t\t\t++y;\n\n\t\t\t\txOffset = 0f;\n\t\t\t\tyOffset += bc.size.y + padding.y * 2f;\n\t\t\t}\n\t\t}\n\n\t\t// Apply the origin offset\n\t\tif (pivot != UIWidget.Pivot.TopLeft)\n\t\t{\n\t\t\tpo = NGUIMath.GetPivotOffset(pivot);\n\n\t\t\tfloat fx, fy;\n\n\t\t\tBounds b = NGUIMath.CalculateRelativeWidgetBounds(transform);\n\n\t\t\tfx = Mathf.Lerp(0f, b.size.x, po.x);\n\t\t\tfy = Mathf.Lerp(-b.size.y, 0f, po.y);\n\n\t\t\tTransform myTrans = transform;\n\n\t\t\tfor (int i = 0; i < myTrans.childCount; ++i)\n\t\t\t{\n\t\t\t\tTransform t = myTrans.GetChild(i);\n\t\t\t\tSpringPosition sp = t.GetComponent<SpringPosition>();\n\n\t\t\t\tif (sp != null)\n\t\t\t\t{\n\t\t\t\t\tsp.target.x -= fx;\n\t\t\t\t\tsp.target.y -= fy;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\tpos.x -= fx;\n\t\t\t\t\tpos.y -= fy;\n\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Recalculate the position of all elements within the table, sorting them alphabetically if necessary.\n\t/// </summary>\n\n\t[ContextMenu(\"Execute\")]\n\tpublic virtual void Reposition ()\n\t{\n\t\tif (Application.isPlaying && !mInitDone && NGUITools.GetActive(this)) Init();\n\n\t\tmReposition = false;\n\t\tTransform myTrans = transform;\n\t\tList<Transform> ch = GetChildList();\n\t\tif (ch.Count > 0) RepositionVariableSize(ch);\n\n\t\tif (keepWithinPanel && mPanel != null)\n\t\t{\n\t\t\tmPanel.ConstrainTargetToBounds(myTrans, true);\n\t\t\tUIScrollView sv = mPanel.GetComponent<UIScrollView>();\n\t\t\tif (sv != null) sv.UpdateScrollbars(true);\n\t\t}\n\n\t\tif (onReposition != null)\n\t\t\tonReposition();\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UITable.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66ca9c6e5cbd4544ab22016a27d817a4\ntimeCreated: 1462022145\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 200\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIToggle.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing AnimationOrTween;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Simple toggle functionality.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Interaction/Toggle\")]\npublic class UIToggle : UIWidgetContainer\n{\n\t/// <summary>\n\t/// List of all the active toggles currently in the scene.\n\t/// </summary>\n\n\tstatic public BetterList<UIToggle> list = new BetterList<UIToggle>();\n\n\t/// <summary>\n\t/// Current toggle that sent a state change notification.\n\t/// </summary>\n\n\tstatic public UIToggle current;\n\n\t/// <summary>\n\t/// If set to anything other than '0', all active toggles in this group will behave as radio buttons.\n\t/// </summary>\n\n\tpublic int group = 0;\n\n\t/// <summary>\n\t/// Sprite that's visible when the 'isActive' status is 'true'.\n\t/// </summary>\n\n\tpublic UIWidget activeSprite;\n\n\t/// <summary>\n\t/// If 'true', when checked the sprite will be hidden when the toggle is checked instead of when it's not.\n\t/// </summary>\n\n\tpublic bool invertSpriteState = false;\n\n\t/// <summary>\n\t/// Animation to play on the active sprite, if any.\n\t/// </summary>\n\n\tpublic Animation activeAnimation;\n\n\t/// <summary>\n\t/// Animation to play on the active sprite, if any.\n\t/// </summary>\n\n\tpublic Animator animator;\n\n\t/// <summary>\n\t/// Tween to use, if any.\n\t/// </summary>\n\n\tpublic UITweener tween;\n\n\t/// <summary>\n\t/// Whether the toggle starts checked.\n\t/// </summary>\n\n\tpublic bool startsActive = false;\n\n\t/// <summary>\n\t/// If checked, tween-based transition will be instant instead.\n\t/// </summary>\n\n\tpublic bool instantTween = false;\n\n\t/// <summary>\n\t/// Can the radio button option be 'none'?\n\t/// </summary>\n\n\tpublic bool optionCanBeNone = false;\n\n\t/// <summary>\n\t/// Callbacks triggered when the toggle's state changes.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onChange = new List<EventDelegate>();\n\n\tpublic delegate bool Validate (bool choice);\n\n\t/// <summary>\n\t/// Want to validate the choice before committing the changes? Set this delegate.\n\t/// </summary>\n\n\tpublic Validate validator;\n\n\t/// <summary>\n\t/// Deprecated functionality. Use the 'group' option instead.\n\t/// </summary>\n\n\t[HideInInspector][SerializeField] UISprite checkSprite = null;\n\t[HideInInspector][SerializeField] Animation checkAnimation;\n\t[HideInInspector][SerializeField] GameObject eventReceiver;\n\t[HideInInspector][SerializeField] string functionName = \"OnActivate\";\n\t[HideInInspector][SerializeField] bool startsChecked = false; // Use 'startsActive' instead\n\n\tbool mIsActive = true;\n\tbool mStarted = false;\n\n\t/// <summary>\n\t/// Whether the toggle is checked.\n\t/// </summary>\n\n\tpublic bool value\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mStarted ? mIsActive : startsActive;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!mStarted) startsActive = value;\n\t\t\telse if (group == 0 || value || optionCanBeNone || !mStarted) Set(value);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the collider is enabled and the widget can be interacted with.\n\t/// </summary>\n\n\tpublic bool isColliderEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tCollider c = GetComponent<Collider>();\n\t\t\tif (c != null) return c.enabled;\n\t\t\tCollider2D b = GetComponent<Collider2D>();\n\t\t\treturn (b != null && b.enabled);\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic bool isChecked { get { return value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Return the first active toggle within the specified group.\n\t/// </summary>\n\n\tstatic public UIToggle GetActiveToggle (int group)\n\t{\n\t\tfor (int i = 0; i < list.size; ++i)\n\t\t{\n\t\t\tUIToggle toggle = list[i];\n\t\t\tif (toggle != null && toggle.group == group && toggle.mIsActive)\n\t\t\t\treturn toggle;\n\t\t}\n\t\treturn null;\n\t}\n\n\tvoid OnEnable () { list.Add(this); }\n\tvoid OnDisable () { list.Remove(this); }\n\n\t/// <summary>\n\t/// Activate the initial state.\n\t/// </summary>\n\n\tpublic void Start ()\n\t{\n\t\tif (mStarted) return;\n\n\t\tif (startsChecked)\n\t\t{\n\t\t\tstartsChecked = false;\n\t\t\tstartsActive = true;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\t// Auto-upgrade\n\t\tif (!Application.isPlaying)\n\t\t{\n\t\t\tif (checkSprite != null && activeSprite == null)\n\t\t\t{\n\t\t\t\tactiveSprite = checkSprite;\n\t\t\t\tcheckSprite = null;\n\t\t\t}\n\n\t\t\tif (checkAnimation != null && activeAnimation == null)\n\t\t\t{\n\t\t\t\tactiveAnimation = checkAnimation;\n\t\t\t\tcheckAnimation = null;\n\t\t\t}\n\n\t\t\tif (Application.isPlaying && activeSprite != null)\n\t\t\t\tactiveSprite.alpha = invertSpriteState ? (startsActive ? 0f : 1f) : (startsActive ? 1f : 0f);\n\n\t\t\tif (EventDelegate.IsValid(onChange))\n\t\t\t{\n\t\t\t\teventReceiver = null;\n\t\t\t\tfunctionName = null;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmIsActive = !startsActive;\n\t\t\tmStarted = true;\n\t\t\tbool instant = instantTween;\n\t\t\tinstantTween = true;\n\t\t\tSet(startsActive);\n\t\t\tinstantTween = instant;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Check or uncheck on click.\n\t/// </summary>\n\n\tvoid OnClick () { if (enabled && isColliderEnabled && UICamera.currentTouchID != -2) value = !value; }\n\n\t/// <summary>\n\t/// Fade out or fade in the active sprite and notify the OnChange event listener.\n\t/// If setting the initial value, call Start() first.\n\t/// </summary>\n\n\tpublic void Set (bool state, bool notify = true)\n\t{\n\t\tif (validator != null && !validator(state)) return;\n\n\t\tif (!mStarted)\n\t\t{\n\t\t\tmIsActive = state;\n\t\t\tstartsActive = state;\n\t\t\tif (activeSprite != null)\n\t\t\t\tactiveSprite.alpha = invertSpriteState ? (state ? 0f : 1f) : (state ? 1f : 0f);\n\t\t}\n\t\telse if (mIsActive != state)\n\t\t{\n\t\t\t// Uncheck all other toggles\n\t\t\tif (group != 0 && state)\n\t\t\t{\n\t\t\t\tfor (int i = 0, imax = list.size; i < imax; )\n\t\t\t\t{\n\t\t\t\t\tUIToggle cb = list[i];\n\t\t\t\t\tif (cb != this && cb.group == group) cb.Set(false);\n\t\t\t\t\t\n\t\t\t\t\tif (list.size != imax)\n\t\t\t\t\t{\n\t\t\t\t\t\timax = list.size;\n\t\t\t\t\t\ti = 0;\n\t\t\t\t\t}\n\t\t\t\t\telse ++i;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Remember the state\n\t\t\tmIsActive = state;\n\n\t\t\t// Tween the color of the active sprite\n\t\t\tif (activeSprite != null)\n\t\t\t{\n\t\t\t\tif (instantTween || !NGUITools.GetActive(this))\n\t\t\t\t{\n\t\t\t\t\tactiveSprite.alpha = invertSpriteState ? (mIsActive ? 0f : 1f) : (mIsActive ? 1f : 0f);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tTweenAlpha.Begin(activeSprite.gameObject, 0.15f, invertSpriteState ? (mIsActive ? 0f : 1f) : (mIsActive ? 1f : 0f));\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (notify && current == null)\n\t\t\t{\n\t\t\t\tUIToggle tog = current;\n\t\t\t\tcurrent = this;\n\n\t\t\t\tif (EventDelegate.IsValid(onChange))\n\t\t\t\t{\n\t\t\t\t\tEventDelegate.Execute(onChange);\n\t\t\t\t}\n\t\t\t\telse if (eventReceiver != null && !string.IsNullOrEmpty(functionName))\n\t\t\t\t{\n\t\t\t\t\t// Legacy functionality support (for backwards compatibility)\n\t\t\t\t\teventReceiver.SendMessage(functionName, mIsActive, SendMessageOptions.DontRequireReceiver);\n\t\t\t\t}\n\t\t\t\tcurrent = tog;\n\t\t\t}\n\n\t\t\t// Play the checkmark animation\n\t\t\tif (animator != null)\n\t\t\t{\n\t\t\t\tActiveAnimation aa = ActiveAnimation.Play(animator, null,\n\t\t\t\t\tstate ? Direction.Forward : Direction.Reverse,\n\t\t\t\t\tEnableCondition.IgnoreDisabledState,\n\t\t\t\t\tDisableCondition.DoNotDisable);\n\t\t\t\tif (aa != null && (instantTween || !NGUITools.GetActive(this))) aa.Finish();\n\t\t\t}\n\t\t\telse if (activeAnimation != null)\n\t\t\t{\n\t\t\t\tActiveAnimation aa = ActiveAnimation.Play(activeAnimation, null,\n\t\t\t\t\tstate ? Direction.Forward : Direction.Reverse,\n\t\t\t\t\tEnableCondition.IgnoreDisabledState,\n\t\t\t\t\tDisableCondition.DoNotDisable);\n\t\t\t\tif (aa != null && (instantTween || !NGUITools.GetActive(this))) aa.Finish();\n\t\t\t}\n\t\t\telse if (tween != null)\n\t\t\t{\n\t\t\t\tbool isActive = NGUITools.GetActive(this);\n\n\t\t\t\tif (tween.tweenGroup != 0)\n\t\t\t\t{\n\t\t\t\t\tUITweener[] tws = tween.GetComponentsInChildren<UITweener>(true);\n\n\t\t\t\t\tfor (int i = 0, imax = tws.Length; i < imax; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tUITweener t = tws[i];\n\n\t\t\t\t\t\tif (t.tweenGroup == tween.tweenGroup)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tt.Play(state);\n\t\t\t\t\t\t\tif (instantTween || !isActive) t.tweenFactor = state ? 1f : 0f;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttween.Play(state);\n\t\t\t\t\tif (instantTween || !isActive) tween.tweenFactor = state ? 1f : 0f;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIToggle.cs.meta",
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  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIToggledComponents.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Example script showing how to activate or deactivate MonoBehaviours with a toggle.\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(UIToggle))]\n[AddComponentMenu(\"NGUI/Interaction/Toggled Components\")]\npublic class UIToggledComponents : MonoBehaviour\n{\n\tpublic List<MonoBehaviour> activate;\n\tpublic List<MonoBehaviour> deactivate;\n\n\t// Deprecated functionality\n\t[HideInInspector][SerializeField] MonoBehaviour target;\n\t[HideInInspector][SerializeField] bool inverse = false;\n\n\tvoid Awake ()\n\t{\n\t\t// Legacy functionality -- auto-upgrade\n\t\tif (target != null)\n\t\t{\n\t\t\tif (activate.Count == 0 && deactivate.Count == 0)\n\t\t\t{\n\t\t\t\tif (inverse) deactivate.Add(target);\n\t\t\t\telse activate.Add(target);\n\t\t\t}\n\t\t\telse target = null;\n\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tUIToggle toggle = GetComponent<UIToggle>();\n\t\tEventDelegate.Add(toggle.onChange, Toggle);\n\t}\n\n\tpublic void Toggle ()\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tfor (int i = 0; i < activate.Count; ++i)\n\t\t\t{\n\t\t\t\tMonoBehaviour comp = activate[i];\n\t\t\t\tcomp.enabled = UIToggle.current.value;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < deactivate.Count; ++i)\n\t\t\t{\n\t\t\t\tMonoBehaviour comp = deactivate[i];\n\t\t\t\tcomp.enabled = !UIToggle.current.value;\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIToggledComponents.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0480f64170b8ebe45812d18656dcfc44\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIToggledObjects.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Example script showing how to activate or deactivate a game object when a toggle's state changes.\n/// OnActivate event is sent out by the UIToggle script.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Toggled Objects\")]\npublic class UIToggledObjects : MonoBehaviour\n{\n\tpublic List<GameObject> activate;\n\tpublic List<GameObject> deactivate;\n\n\t[HideInInspector][SerializeField] GameObject target;\n\t[HideInInspector][SerializeField] bool inverse = false;\n\n\tvoid Awake ()\n\t{\n\t\t// Legacy functionality -- auto-upgrade\n\t\tif (target != null)\n\t\t{\n\t\t\tif (activate.Count == 0 && deactivate.Count == 0)\n\t\t\t{\n\t\t\t\tif (inverse) deactivate.Add(target);\n\t\t\t\telse activate.Add(target);\n\t\t\t}\n\t\t\telse target = null;\n\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tUIToggle toggle = GetComponent<UIToggle>();\n\t\tEventDelegate.Add(toggle.onChange, Toggle);\n\t}\n\n\tpublic void Toggle ()\n\t{\n\t\tbool val = UIToggle.current.value;\n\n\t\tif (enabled)\n\t\t{\n\t\t\tfor (int i = 0; i < activate.Count; ++i)\n\t\t\t\tSet(activate[i], val);\n\n\t\t\tfor (int i = 0; i < deactivate.Count; ++i)\n\t\t\t\tSet(deactivate[i], !val);\n\t\t}\n\t}\n\n\tvoid Set (GameObject go, bool state)\n\t{\n\t\tif (go != null)\n\t\t{\n\t\t\tNGUITools.SetActive(go, state);\n\t\t\t//UIPanel panel = NGUITools.FindInParents<UIPanel>(target);\n\t\t\t//if (panel != null) panel.Refresh();\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIToggledObjects.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b5f48ecc218d2db49baa9ac1bfe73ba9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIWidgetContainer.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections;\n\n/// <summary>\n/// Widget container is a generic type class that acts like a non-resizeable widget when selecting things in the scene view.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Widget Container\")]\npublic class UIWidgetContainer : MonoBehaviour { }\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIWidgetContainer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bc1bf488fc3345a41bad73504e63dce1\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Interaction/UIWrapContent.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2014 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This script makes it possible for a scroll view to wrap its content, creating endless scroll views.\n/// Usage: simply attach this script underneath your scroll view where you would normally place a UIGrid:\n/// \n/// + Scroll View (with panel)\n/// |- UIWrappedContent\n/// |-- Item 1\n/// |-- Item 2\n/// |-- Item 3\n/// \n/// 摆放prefab注意点：\n/// 1）通过Anchor来实现不同分辨率下Panel区域大小适配\n/// 2) 初始Item数量要保证在最大可能分辨率下能布满整个UIPanel区域，再额外多3个Item，否则Item不能复用\n/// 使用方式：\n/// 1）InitChildren：初始化孩子列表，指定要显示的孩子个数，多余的孩子会被隐藏\n/// 2）RestToBeginning：初始化列表位置，使复位到最顶部或者最左端\n/// 3）onInitializeItem：设置回调，刷新Item\n/// 注意：使用UIDragDropItem时，UIWrapContent不能同UIGrid或者UITable共存\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Interaction/Wrap Content\")]\npublic class UIWrapContent : MonoBehaviour\n{\n    public delegate void OnInitializeItem (GameObject go, int wrapIndex, int realIndex);\n    \n    /// <summary>\n\t/// Width of the child items for positioning purposes.\n\t/// </summary>\n\n    public int itemWidth = 100;\n\n    /// <summary>\n    /// height of the child items for positioning purposes.\n    /// </summary>\n\n    public int itemHeight = 100;\n\n\n\t/// <summary>\n\t/// Whether the content will be automatically culled. Enabling this will improve performance in scroll views that contain a lot of items.\n\t/// </summary>\n\n\tpublic bool cullContent = true;\n\n\t/// <summary>\n\t/// Minimum allowed index for items. If \"min\" is equal to \"max\" then there is no limit.\n\t/// For vertical scroll views indices increment with the Y position (towards top of the screen).\n\t/// </summary>\n\n\tpublic int minIndex = 0;\n\n\t/// <summary>\n\t/// Maximum allowed index for items. If \"min\" is equal to \"max\" then there is no limit.\n\t/// For vertical scroll views indices increment with the Y position (towards top of the screen).\n\t/// </summary>\n\n\tpublic int maxIndex = 0;\n\n\t/// <summary>\n\t/// Callback that will be called every time an item needs to have its content updated.\n\t/// The 'wrapIndex' is the index within the child list, and 'realIndex' is the index using position logic.\n\t/// </summary>\n\n\tpublic OnInitializeItem onInitializeItem;\n\n    /// <summary>\n    /// Maximum columns per line. <= 0 is unlimited\n    /// </summary>\n\n    public int maxPerLine = 0;\n\n    /// <summary>\n    /// left arrow when Horizontal or bottom arrow when Vertical\n    /// </summary>\n\n    public GameObject arrow1;\n\n    /// <summary>\n    /// right arrow when Horizontal or bottom arrow when Vertical\n    /// </summary>\n\n    public GameObject arrow2;\n\n    public bool isDebug = false;\n\n    Transform mTrans;\n\tUIPanel mPanel;\n\tUIScrollView mScroll;\n    bool mHorizontal = false;\n    bool mForceReset = true;\n\tList<Transform> mChildren = new List<Transform>();\n\n    bool mCachedScrollView = false;\n    Vector2 mOriginalClipOffset = Vector2.zero;\n    Vector3 mOriginalPosition = Vector3.zero;\n\n    bool mUpdateAnchors = false;\n    int mUpdateFrame = 0;\n    protected bool mNeedToWrap = false;\n    \n\t/// <summary>\n\t/// Initialize everything and register a callback with the UIPanel to be notified when the clipping region moves.\n\t/// </summary>\n\n\tprotected virtual void Start ()\n    {\n        if (!CacheScrollView())\n        {\n            this.enabled = false;\n        }\n        else\n        {\n#if UNITY_EDITOR\n            if (!Application.isPlaying || isDebug)\n            {\n                RestToBeginning();\n            }\n#endif\n        }\n    }\n\n    /// <summary>\n    /// Callback triggered by the UIPanel when its clipping region moves (for example when it's being scrolled).\n    /// </summary>\n\n    protected virtual void OnMove(UIPanel panel)\n    {\n        WrapContent();\n        CheckArrows();\n    }\n\n    void CheckArrows()\n    {\n        if (!CacheScrollView())\n        {\n            return;\n        }\n\n        if (arrow1)\n        {\n            arrow1.SetActive(!IsVisible(0));\n        }\n\n        if (arrow2)\n        {\n            arrow2.SetActive(!IsVisible(maxIndex));\n        }\n    }\n\n    /// <summary>\n    /// Cache the scroll view and return 'false' if the scroll view is not found.\n    /// </summary>\n\n    protected bool CacheScrollView()\n    {\n        if (mCachedScrollView)\n        {\n            return mScroll != null && (mScroll.movement == UIScrollView.Movement.Horizontal || mScroll.movement == UIScrollView.Movement.Vertical);\n        }\n\n        mCachedScrollView = true;\n        mTrans = transform;\n        mPanel = NGUITools.FindInParents<UIPanel>(gameObject);\n        if (mPanel == null) return false;\n        mOriginalClipOffset = mPanel.clipOffset;\n        mOriginalPosition = mPanel.transform.localPosition;\n\n        mScroll = mPanel.GetComponent<UIScrollView>();\n        if (mScroll == null) return false;\n        if (mScroll.movement == UIScrollView.Movement.Horizontal) mHorizontal = true;\n        else if (mScroll.movement == UIScrollView.Movement.Vertical) mHorizontal = false;\n        else return false;\n        return true;\n    }\n\n    public virtual void InitChildren(List<Transform> children, int showCount = -1)\n    {\n        if (!CacheScrollView())\n        {\n            return;\n        }\n\n        if (children != null)\n        {\n            minIndex = 0;\n            maxIndex = showCount - 1;\n            mNeedToWrap = showCount > children.Count;\n\n            mChildren.Clear();\n            if (showCount < 0 || showCount > children.Count)\n            {\n                showCount = children.Count;\n            }\n            for (int i = 0; i < children.Count; i++)\n            {\n                if (showCount > 0 && children[i] != null)\n                {\n                    children[i].gameObject.SetActive(true);\n                    mChildren.Add(children[i]);\n                    showCount--;\n                }\n                else if(children[i] != null)\n                {\n                    children[i].gameObject.SetActive(false);\n                }\n            }\n        }\n    }\n\n    protected virtual void ResetPanel()\n    {\n        if (mPanel)\n        {\n            // must close callback at first\n            mPanel.onClipMove -= OnMove;\n            mPanel.transform.localPosition = mOriginalPosition;\n            mPanel.clipOffset = mOriginalClipOffset;\n            mPanel.onClipMove += OnMove;\n        }\n    }\n\n    protected void ResetScrollView()\n    {\n        if (mScroll != null)\n        {\n            // must close callback at first\n            if (mPanel) mPanel.onClipMove -= OnMove;\n            mScroll.ResetPosition();\n            if (mPanel) mPanel.onClipMove += OnMove;\n        }\n    }\n\n\t/// <summary>\n\t/// Helper function that resets the position of all the children.\n\t/// </summary>\n\n\tvoid ResetChildPositions ()\n\t{\n#if UNITY_EDITOR\n        if(!Application.isPlaying || isDebug)\n        {\n            mChildren.Clear();\n            for (int i = 0; i < mTrans.childCount; ++i)\n                mChildren.Add(mTrans.GetChild(i));\n        }\n#endif\n        for (int i = 0, imax = mChildren.Count; i < imax; ++i)\n\t\t{\n\t\t\tTransform t = mChildren[i];\n#if UNITY_EDITOR\n            if (!Application.isPlaying || isDebug)\n            {\n                t.name = i.ToString();\n            }\n#endif\n            t.localPosition = GetLocalPosition(i);\n        }\n    }\n\n    protected Vector3 GetLocalPosition(int realIndex)\n    {\n        if (mHorizontal)\n        {\n            return maxPerLine > 0 ? new Vector3((realIndex / maxPerLine) * itemWidth, -(realIndex % maxPerLine) * itemHeight, 0f) :\n                new Vector3(realIndex * itemWidth, 0f, 0f);\n        }\n        else\n        {\n            return maxPerLine > 0 ? new Vector3((realIndex % maxPerLine) * itemWidth, -(realIndex / maxPerLine) * itemHeight, 0f) :\n                new Vector3(0f, -realIndex * itemHeight, 0f);\n        }\n    }\n\n    protected float GetExtents()\n    {\n        if (mHorizontal)\n        {\n            return maxPerLine > 0 ? itemWidth * (((mChildren.Count - 1) / maxPerLine) + 1) : itemWidth * mChildren.Count;\n        }\n        else\n        {\n            return maxPerLine > 0 ? itemHeight * (((mChildren.Count - 1) / maxPerLine) + 1) : itemHeight * mChildren.Count;\n        }\n    }\n\n    public bool IsVisible(int realIndex)\n    {\n        Vector3 loaclPosition = GetLocalPosition(realIndex);\n        Vector3[] corners = mPanel.worldCorners;\n        for (int i = 0; i < 4; ++i)\n        {\n            Vector3 v = corners[i];\n            v = mTrans.InverseTransformPoint(v);\n            corners[i] = v;\n        }\n\n        Vector3 center = Vector3.Lerp(corners[0], corners[2], 0.5f);\n        float extents = GetExtents();\n        if (mHorizontal)\n        {\n            float distance = loaclPosition.x - center.x;\n            if (extents > mPanel.finalClipRegion.z)\n            {\n                return Mathf.Abs(distance) < ((mPanel.finalClipRegion.z + itemWidth) * 0.5f - mPanel.clipSoftness.x);\n            }\n            else\n            {\n                return true;\n            }\n        }\n        else\n        {\n            float distance = loaclPosition.y - center.y;\n            if (extents > mPanel.finalClipRegion.w)\n            {\n                return Mathf.Abs(distance) < ((mPanel.finalClipRegion.w + itemHeight) * 0.5f - mPanel.clipSoftness.y);\n            }\n            else\n            {\n                return true;\n            }\n        }\n    }\n\n    [ContextMenu(\"Rest To Beginning\")]\n    public virtual void RestToBeginning()\n    {\n        if (!CacheScrollView())\n        {\n            return;\n        }\n\n        ResetPanel();\n        ResetChildPositions();\n        ResetScrollView();\n        // force update\n        mForceReset = true;\n        WrapContent();\n        mForceReset = false;\n        CheckArrows();\n    }\n\n    public void UpdateAnchors()\n    {\n        mUpdateAnchors = true;\n        mUpdateFrame = Time.frameCount;\n    }\n\n    void LateUpdate()\n    {\n        // wait one frame\n        if (mUpdateAnchors && Time.frameCount > mUpdateFrame)\n        {\n            ResetScrollView();\n            mUpdateAnchors = false;\n        }\n    }\n\n    /// <summary>\n    /// Wrap all content, repositioning all children as needed.\n    /// </summary>\n\n    public void WrapContent()\n    {\n        if (!CacheScrollView())\n        {\n            return;\n        }\n\n        bool allWithinRange = true;\n        if (mNeedToWrap || mForceReset)\n        {\n            Vector3[] corners = mPanel.worldCorners;\n            for (int i = 0; i < 4; ++i)\n            {\n                Vector3 v = corners[i];\n                v = mTrans.InverseTransformPoint(v);\n                corners[i] = v;\n            }\n\n            if (mHorizontal)\n            {\n                allWithinRange = WrapHorizontal(corners);\n            }\n            else\n            {\n                allWithinRange = WrapVertical(corners);\n            }\n\n            if (mForceReset && !mNeedToWrap)\n            {\n                allWithinRange = false;\n            }\n        }\n        else\n        {\n            allWithinRange = false;\n        }\n        mScroll.restrictWithinPanel = !allWithinRange;\n    }\n\n    protected int GetRealIndex(Vector3 localPosition)\n    {\n        if (mHorizontal)\n        {\n            return maxPerLine > 0 ? Mathf.RoundToInt(localPosition.x / itemWidth) * maxPerLine + Mathf.RoundToInt(-localPosition.y / itemHeight) :\n                Mathf.RoundToInt(localPosition.x / itemWidth);\n        }\n        else\n        {\n            return maxPerLine > 0 ? Mathf.RoundToInt(-localPosition.y / itemHeight) * maxPerLine + Mathf.RoundToInt(localPosition.x / itemWidth) :\n                Mathf.RoundToInt(-localPosition.y / itemHeight);\n        }\n    }\n\n    protected bool WrapHorizontal(Vector3[] corners)\n    {\n        float extents = GetExtents();\n        bool allWithinRange = true;\n        float halfExtents = extents * 0.5f;\n        Vector3 center = Vector3.Lerp(corners[0], corners[2], 0.5f);\n\n        for (int i = 0, imax = mChildren.Count; i < imax; ++i)\n        {\n            Transform t = mChildren[i];\n            float distance = t.localPosition.x - center.x;\n            \n            if (mForceReset)\n            {\n                // update all\n                int realIndex = GetRealIndex(t.localPosition);\n                if (minIndex == maxIndex || (minIndex <= realIndex && realIndex <= maxIndex))\n                {\n                    t.name = realIndex.ToString();\n                    UpdateItem(t, i, realIndex);\n                }\n                if (extents <= mPanel.finalClipRegion.z)\n                {\n                    allWithinRange = false;\n                } \n            }\n            else if (extents > mPanel.finalClipRegion.z)\n            {\n                // if out of panel, update\n                if (Mathf.Abs(distance) > halfExtents)\n                {\n                    Vector3 pos = t.localPosition;\n                    pos.x = distance < 0f ? pos.x + extents : pos.x - extents;\n                    distance = pos.x - center.x;\n                    int realIndex = GetRealIndex(pos);\n\n                    if (minIndex == maxIndex || (minIndex <= realIndex && realIndex <= maxIndex))\n                    {\n                        t.localPosition = pos;\n                        t.name = realIndex.ToString();\n                        UpdateItem(t, i, realIndex);\n                    }\n                    else\n                    {\n                        allWithinRange = false;\n                    }\n                }\n            }\n            else\n            {\n                allWithinRange = false;\n            }\n        }\n        if (cullContent && mNeedToWrap)\n        {\n            float min = corners[0].x - itemWidth;\n            float max = corners[2].x + itemWidth;\n\n            for (int i = 0, imax = mChildren.Count; i < imax; ++i)\n            {\n                if (!UICamera.IsPressed(mChildren[i].gameObject))\n                {\n                    bool active = allWithinRange ? mChildren[i].localPosition.x > min && mChildren[i].localPosition.x < max : true;\n                    NGUITools.SetActive(mChildren[i].gameObject, active, false);\n                }\n            }\n        }\n        return allWithinRange;\n    }\n\n    protected bool WrapVertical(Vector3[] corners)\n    {\n        float extents = GetExtents();\n        bool allWithinRange = true;\n        float halfExtents = extents * 0.5f;\n        Vector3 center = Vector3.Lerp(corners[0], corners[2], 0.5f);\n\n        for (int i = 0, imax = mChildren.Count; i < imax; ++i)\n        {\n            Transform t = mChildren[i];\n            float distance = t.localPosition.y - center.y;\n\n            if (mForceReset)\n            {\n                // update all\n                int realIndex = GetRealIndex(t.localPosition);\n                if (minIndex == maxIndex || (minIndex <= realIndex && realIndex <= maxIndex))\n                {\n                    t.name = realIndex.ToString();\n                    UpdateItem(t, i, realIndex);\n                }\n                if (extents <= mPanel.finalClipRegion.w)\n                { \n                    allWithinRange = false;\n                } \n            }\n            else if (extents > mPanel.finalClipRegion.w)\n            {\n                // if out of panel, update\n                if (Mathf.Abs(distance) > halfExtents)\n                {\n                    Vector3 pos = t.localPosition;\n                    pos.y = distance < 0f ? pos.y + extents : pos.y - extents;\n                    distance = pos.y - center.y;\n                    int realIndex = GetRealIndex(pos);\n\n                    if (minIndex == maxIndex || (minIndex <= realIndex && realIndex <= maxIndex))\n                    {\n                        t.localPosition = pos;\n                        t.name = realIndex.ToString();\n                        UpdateItem(t, i, realIndex);\n                    }\n                    else\n                    {\n                        allWithinRange = false;\n                    }\n                }\n            }\n            else\n            {\n                allWithinRange = false;\n            }\n        }\n        if (cullContent && mNeedToWrap)\n        {\n            float min = corners[0].y - itemHeight;\n            float max = corners[2].y + itemHeight;\n\n            for (int i = 0, imax = mChildren.Count; i < imax; ++i)\n            {\n                if(!UICamera.IsPressed(mChildren[i].gameObject))\n                {\n                    bool active = allWithinRange ? mChildren[i].localPosition.y > min && mChildren[i].localPosition.y < max : true;\n                    NGUITools.SetActive(mChildren[i].gameObject, active, false);\n                }\n            }\n        }\n        return allWithinRange;\n    }\n\n\t/// <summary>\n\t/// Sanity checks.\n\t/// </summary>\n\n\tvoid OnValidate ()\n\t{\n        if (maxIndex < minIndex)\n        {\n            maxIndex = minIndex;\n        }\n        if (minIndex > maxIndex)\n        {\n            maxIndex = minIndex;\n        }\n        if (itemWidth <= 0)\n        {\n            itemWidth = 1;\n        }\n        if (itemHeight <= 0)\n        {\n            itemHeight = 1;\n        }\n    }\n\n    void OnDestroy()\n    {\n        if (mPanel != null)\n        {\n            mPanel.onClipMove -= OnMove;\n        }\n    }\n\n\t/// <summary>\n\t/// Want to update the content of items as they are scrolled? Override this function.\n\t/// </summary>\n\n\tprotected virtual void UpdateItem (Transform item, int index, int realIndex)\n\t{\n\t\tif (onInitializeItem != null)\n\t\t{\n\t\t\tonInitializeItem(item.gameObject, index, realIndex);\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/ActiveAnimation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing AnimationOrTween;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Mainly an internal script used by UIButtonPlayAnimation, but can also be used to call\n/// the specified function on the game object after it finishes animating.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Internal/Active Animation\")]\npublic class ActiveAnimation : MonoBehaviour\n{\n\t/// <summary>\n\t/// Active animation that resulted in the event notification.\n\t/// </summary>\n\n\tstatic public ActiveAnimation current;\n\n\t/// <summary>\n\t/// Event delegates called when the animation finishes.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onFinished = new List<EventDelegate>();\n\n\t// Deprecated functionality, kept for backwards compatibility\n\t[HideInInspector] public GameObject eventReceiver;\n\t[HideInInspector] public string callWhenFinished;\n\n\tAnimation mAnim;\n\tDirection mLastDirection = Direction.Toggle;\n\tDirection mDisableDirection = Direction.Toggle;\n\tbool mNotify = false;\n\n\tAnimator mAnimator;\n\tstring mClip = \"\";\n\n\tfloat playbackTime\n\t{\n\t\tget\n\t\t{\n\t\t\tAnimatorStateInfo state = mAnimator.GetCurrentAnimatorStateInfo(0);\n\t\t\treturn Mathf.Clamp01(state.normalizedTime);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the animation is currently playing.\n\t/// </summary>\n\n\tpublic bool isPlaying\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mAnim == null)\n\t\t\t{\n\t\t\t\tif (mAnimator != null)\n\t\t\t\t{\n\t\t\t\t\tif (mLastDirection == Direction.Reverse)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (playbackTime == 0f) return false;\n\t\t\t\t\t}\n\t\t\t\t\telse if (playbackTime == 1f) return false;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tforeach (AnimationState state in mAnim)\n\t\t\t{\n\t\t\t\tif (!mAnim.IsPlaying(state.name)) continue;\n\n\t\t\t\tif (mLastDirection == Direction.Forward)\n\t\t\t\t{\n\t\t\t\t\tif (state.time < state.length) return true;\n\t\t\t\t}\n\t\t\t\telse if (mLastDirection == Direction.Reverse)\n\t\t\t\t{\n\t\t\t\t\tif (state.time > 0f) return true;\n\t\t\t\t}\n\t\t\t\telse return true;\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Immediately finish playing the animation.\n\t/// </summary>\n\n\tpublic void Finish ()\n\t{\n\t\tif (mAnim != null)\n\t\t{\n\t\t\tforeach (AnimationState state in mAnim)\n\t\t\t{\n\t\t\t\tif (mLastDirection == Direction.Forward) state.time = state.length;\n\t\t\t\telse if (mLastDirection == Direction.Reverse) state.time = 0f;\n\t\t\t}\n\t\t\tmAnim.Sample();\n\t\t}\n\t\telse if (mAnimator != null)\n\t\t{\n\t\t\tmAnimator.Play(mClip, 0, (mLastDirection == Direction.Forward) ? 1f : 0f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Manually reset the active animation to the beginning.\n\t/// </summary>\n\n\tpublic void Reset ()\n\t{\n\t\tif (mAnim != null)\n\t\t{\n\t\t\tforeach (AnimationState state in mAnim)\n\t\t\t{\n\t\t\t\tif (mLastDirection == Direction.Reverse) state.time = state.length;\n\t\t\t\telse if (mLastDirection == Direction.Forward) state.time = 0f;\n\t\t\t}\n\t\t}\n\t\telse if (mAnimator != null)\n\t\t{\n\t\t\tmAnimator.Play(mClip, 0, (mLastDirection == Direction.Reverse) ? 1f : 0f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Event receiver is only kept for backwards compatibility purposes. It's removed on start if new functionality is used.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tif (eventReceiver != null && EventDelegate.IsValid(onFinished))\n\t\t{\n\t\t\teventReceiver = null;\n\t\t\tcallWhenFinished = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Notify the target when the animation finishes playing.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\tfloat delta = RealTime.deltaTime;\n\t\tif (delta == 0f) return;\n\n\t\tif (mAnimator != null)\n\t\t{\n\t\t\tmAnimator.Update((mLastDirection == Direction.Reverse) ? -delta : delta);\n\t\t\tif (isPlaying) return;\n\t\t\tmAnimator.enabled = false;\n\t\t\tenabled = false;\n\t\t}\n\t\telse if (mAnim != null)\n\t\t{\n\t\t\tbool playing = false;\n\n\t\t\tforeach (AnimationState state in mAnim)\n\t\t\t{\n\t\t\t\tif (!mAnim.IsPlaying(state.name)) continue;\n\t\t\t\tfloat movement = state.speed * delta;\n\t\t\t\tstate.time += movement;\n\n\t\t\t\tif (movement < 0f)\n\t\t\t\t{\n\t\t\t\t\tif (state.time > 0f) playing = true;\n\t\t\t\t\telse state.time = 0f;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (state.time < state.length) playing = true;\n\t\t\t\t\telse state.time = state.length;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tmAnim.Sample();\n\t\t\tif (playing) return;\n\t\t\tenabled = false;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tenabled = false;\n\t\t\treturn;\n\t\t}\n\n\t\tif (mNotify)\n\t\t{\n\t\t\tmNotify = false;\n\n\t\t\tif (current == null)\n\t\t\t{\n\t\t\t\tcurrent = this;\n\t\t\t\tEventDelegate.Execute(onFinished);\n\n\t\t\t\t// Deprecated functionality, kept for backwards compatibility\n\t\t\t\tif (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))\n\t\t\t\t\teventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);\n\n\t\t\t\tcurrent = null;\n\t\t\t}\n\t\t\tif (mDisableDirection != Direction.Toggle && mLastDirection == mDisableDirection)\n\t\t\t\tNGUITools.SetActive(gameObject, false);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Play the specified animation.\n\t/// </summary>\n\n\tvoid Play (string clipName, Direction playDirection)\n\t{\n\t\t// Determine the play direction\n\t\tif (playDirection == Direction.Toggle)\n\t\t\tplayDirection = (mLastDirection != Direction.Forward) ? Direction.Forward : Direction.Reverse;\n\n\t\tif (mAnim != null)\n\t\t{\n\t\t\t// We will sample the animation manually so that it works when the time is paused\n\t\t\tenabled = true;\n\t\t\tmAnim.enabled = false;\n\n\t\t\tbool noName = string.IsNullOrEmpty(clipName);\n\n\t\t\t// Play the animation if it's not playing already\n\t\t\tif (noName)\n\t\t\t{\n\t\t\t\tif (!mAnim.isPlaying) mAnim.Play();\n\t\t\t}\n\t\t\telse if (!mAnim.IsPlaying(clipName))\n\t\t\t{\n\t\t\t\tmAnim.Play(clipName);\n\t\t\t}\n\n\t\t\t// Update the animation speed based on direction -- forward or back\n\t\t\tforeach (AnimationState state in mAnim)\n\t\t\t{\n\t\t\t\tif (string.IsNullOrEmpty(clipName) || state.name == clipName)\n\t\t\t\t{\n\t\t\t\t\tfloat speed = Mathf.Abs(state.speed);\n\t\t\t\t\tstate.speed = speed * (int)playDirection;\n\n\t\t\t\t\t// Automatically start the animation from the end if it's playing in reverse\n\t\t\t\t\tif (playDirection == Direction.Reverse && state.time == 0f) state.time = state.length;\n\t\t\t\t\telse if (playDirection == Direction.Forward && state.time == state.length) state.time = 0f;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Remember the direction for disable checks in Update()\n\t\t\tmLastDirection = playDirection;\n\t\t\tmNotify = true;\n\t\t\tmAnim.Sample();\n\t\t}\n\t\telse if (mAnimator != null)\n\t\t{\n\t\t\tif (enabled && isPlaying)\n\t\t\t{\n\t\t\t\tif (mClip == clipName)\n\t\t\t\t{\n\t\t\t\t\tmLastDirection = playDirection;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tenabled = true;\n\t\t\tmNotify = true;\n\t\t\tmLastDirection = playDirection;\n\t\t\tmClip = clipName;\n\t\t\tmAnimator.Play(mClip, 0, (playDirection == Direction.Forward) ? 0f : 1f);\n\n\t\t\t// NOTE: If you are getting a message \"Animator.GotoState: State could not be found\"\n\t\t\t// it means that you chose a state name that doesn't exist in the Animator window.\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Play the specified animation on the specified object.\n\t/// </summary>\n\n\tstatic public ActiveAnimation Play (Animation anim, string clipName, Direction playDirection,\n\t\tEnableCondition enableBeforePlay, DisableCondition disableCondition)\n\t{\n\t\tif (!NGUITools.GetActive(anim.gameObject))\n\t\t{\n\t\t\t// If the object is disabled, don't do anything\n\t\t\tif (enableBeforePlay != EnableCondition.EnableThenPlay) return null;\n\n\t\t\t// Enable the game object before animating it\n\t\t\tNGUITools.SetActive(anim.gameObject, true);\n\t\t\t\n\t\t\t// Refresh all panels right away so that there is no one frame delay\n\t\t\tUIPanel[] panels = anim.gameObject.GetComponentsInChildren<UIPanel>();\n\t\t\tfor (int i = 0, imax = panels.Length; i < imax; ++i) panels[i].Refresh();\n\t\t}\n\n\t\tActiveAnimation aa = anim.GetComponent<ActiveAnimation>();\n\t\tif (aa == null) aa = anim.gameObject.AddComponent<ActiveAnimation>();\n\t\taa.mAnim = anim;\n\t\taa.mDisableDirection = (Direction)(int)disableCondition;\n\t\taa.onFinished.Clear();\n\t\taa.Play(clipName, playDirection);\n\n\t\tif (aa.mAnim != null) aa.mAnim.Sample();\n\t\telse if (aa.mAnimator != null) aa.mAnimator.Update(0f);\n\t\treturn aa;\n\t}\n\n\t/// <summary>\n\t/// Play the specified animation.\n\t/// </summary>\n\n\tstatic public ActiveAnimation Play (Animation anim, string clipName, Direction playDirection)\n\t{\n\t\treturn Play(anim, clipName, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable);\n\t}\n\n\t/// <summary>\n\t/// Play the specified animation.\n\t/// </summary>\n\n\tstatic public ActiveAnimation Play (Animation anim, Direction playDirection)\n\t{\n\t\treturn Play(anim, null, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable);\n\t}\n\n\t/// <summary>\n\t/// Play the specified animation on the specified object.\n\t/// </summary>\n\n\tstatic public ActiveAnimation Play (Animator anim, string clipName, Direction playDirection,\n\t\tEnableCondition enableBeforePlay, DisableCondition disableCondition)\n\t{\n\t\tif (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.gameObject))\n\t\t{\n\t\t\t// If the object is disabled, don't do anything\n\t\t\tif (enableBeforePlay != EnableCondition.EnableThenPlay) return null;\n\n\t\t\t// Enable the game object before animating it\n\t\t\tNGUITools.SetActive(anim.gameObject, true);\n\n\t\t\t// Refresh all panels right away so that there is no one frame delay\n\t\t\tUIPanel[] panels = anim.gameObject.GetComponentsInChildren<UIPanel>();\n\t\t\tfor (int i = 0, imax = panels.Length; i < imax; ++i) panels[i].Refresh();\n\t\t}\n\n\t\tActiveAnimation aa = anim.GetComponent<ActiveAnimation>();\n\t\tif (aa == null) aa = anim.gameObject.AddComponent<ActiveAnimation>();\n\t\taa.mAnimator = anim;\n\t\taa.mDisableDirection = (Direction)(int)disableCondition;\n\t\taa.onFinished.Clear();\n\t\taa.Play(clipName, playDirection);\n\n\t\tif (aa.mAnim != null) aa.mAnim.Sample();\n\t\telse if (aa.mAnimator != null) aa.mAnimator.Update(0f);\n\t\treturn aa;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/AnimationOrTween.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\nnamespace AnimationOrTween\n{\n\tpublic enum Trigger\n\t{\n\t\tOnClick,\n\t\tOnHover,\n\t\tOnPress,\n\t\tOnHoverTrue,\n\t\tOnHoverFalse,\n\t\tOnPressTrue,\n\t\tOnPressFalse,\n\t\tOnActivate,\n\t\tOnActivateTrue,\n\t\tOnActivateFalse,\n\t\tOnDoubleClick,\n\t\tOnSelect,\n\t\tOnSelectTrue,\n\t\tOnSelectFalse,\n\t}\n\n\tpublic enum Direction\n\t{\n\t\tReverse = -1,\n\t\tToggle = 0,\n\t\tForward = 1,\n\t}\n\n\tpublic enum EnableCondition\n\t{\n\t\tDoNothing = 0,\n\t\tEnableThenPlay,\n\t\tIgnoreDisabledState,\n\t}\n\n\tpublic enum DisableCondition\n\t{\n\t\tDisableAfterReverse = -1,\n\t\tDoNotDisable = 0,\n\t\tDisableAfterForward = 1,\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/AnimationOrTween.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/BMFont.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/\n/// </summary>\n\n[System.Serializable]\npublic class BMFont\n{\n\t[HideInInspector][SerializeField] int mSize = 16;\t\t\t// How much to move the cursor when moving to the next line\n\t[HideInInspector][SerializeField] int mBase = 0;\t\t\t// Offset from the top of the line to the base of each character\n\t[HideInInspector][SerializeField] int mWidth = 0;\t\t\t// Original width of the texture\n\t[HideInInspector][SerializeField] int mHeight = 0;\t\t\t// Original height of the texture\n\t[HideInInspector][SerializeField] string mSpriteName;\n\n\t// List of serialized glyphs\n\t[HideInInspector][SerializeField] List<BMGlyph> mSaved = new List<BMGlyph>();\n\n\t// Actual glyphs that we'll be working with are stored in a dictionary, making the lookup faster\n\tDictionary<int, BMGlyph> mDict = new Dictionary<int, BMGlyph>();\n\n\t/// <summary>\n\t/// Whether the font can be used.\n\t/// </summary>\n\n\tpublic bool isValid { get { return (mSaved.Count > 0); } }\n\n\t/// <summary>\n\t/// Size of this font (for example 32 means 32 pixels).\n\t/// </summary>\n\n\tpublic int charSize { get { return mSize; } set { mSize = value; } }\n\n\t/// <summary>\n\t/// Base offset applied to characters.\n\t/// </summary>\n\n\tpublic int baseOffset { get { return mBase; } set { mBase = value; } }\n\n\t/// <summary>\n\t/// Original width of the texture.\n\t/// </summary>\n\n\tpublic int texWidth { get { return mWidth; } set { mWidth = value; } }\n\n\t/// <summary>\n\t/// Original height of the texture.\n\t/// </summary>\n\n\tpublic int texHeight { get { return mHeight; } set { mHeight = value; } }\n\n\t/// <summary>\n\t/// Number of valid glyphs.\n\t/// </summary>\n\n\tpublic int glyphCount { get { return isValid ? mSaved.Count : 0; } }\n\n\t/// <summary>\n\t/// Original name of the sprite that the font is expecting to find (usually the name of the texture).\n\t/// </summary>\n\n\tpublic string spriteName { get { return mSpriteName; } set { mSpriteName = value; } }\n\n\t/// <summary>\n\t/// Access to BMFont's entire set of glyphs.\n\t/// </summary>\n\n\tpublic List<BMGlyph> glyphs { get { return mSaved; } }\n\n\t/// <summary>\n\t/// Helper function that retrieves the specified glyph, creating it if necessary.\n\t/// </summary>\n\n\tpublic BMGlyph GetGlyph (int index, bool createIfMissing)\n\t{\n\t\t// Get the requested glyph\n\t\tBMGlyph glyph = null;\n\n\t\tif (mDict.Count == 0)\n\t\t{\n\t\t\t// Populate the dictionary for faster access\n\t\t\tfor (int i = 0, imax = mSaved.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tBMGlyph bmg = mSaved[i];\n\t\t\t\tmDict.Add(bmg.index, bmg);\n\t\t\t}\n\t\t}\n\n\t\t// Saved check is here so that the function call is not needed if it's true\n\t\tif (!mDict.TryGetValue(index, out glyph) && createIfMissing)\n\t\t{\n\t\t\tglyph = new BMGlyph();\n\t\t\tglyph.index = index;\n\t\t\tmSaved.Add(glyph);\n\t\t\tmDict.Add(index, glyph);\n\t\t}\n\t\treturn glyph;\n\t}\n\n\t/// <summary>\n\t/// Retrieve the specified glyph, if it's present.\n\t/// </summary>\n\n\tpublic BMGlyph GetGlyph (int index) { return GetGlyph(index, false); }\n\n\t/// <summary>\n\t/// Clear the glyphs.\n\t/// </summary>\n\n\tpublic void Clear ()\n\t{\n\t\tmDict.Clear();\n\t\tmSaved.Clear();\n\t}\n\n\t/// <summary>\n\t/// Trim the glyphs, ensuring that they will never go past the specified bounds.\n\t/// </summary>\n\n\tpublic void Trim (int xMin, int yMin, int xMax, int yMax)\n\t{\n\t\tif (isValid)\n\t\t{\n\t\t\tfor (int i = 0, imax = mSaved.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tBMGlyph glyph = mSaved[i];\n\t\t\t\tif (glyph != null) glyph.Trim(xMin, yMin, xMax, yMax);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/BMFont.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9254a456c0f8d064a9f8c8596ce772c3\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/BMGlyph.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Glyph structure used by BMFont. For more information see http://www.angelcode.com/products/bmfont/\n/// </summary>\n\n[System.Serializable]\npublic class BMGlyph\n{\n\tpublic int index;\t// Index of this glyph (used by BMFont)\n\tpublic int x;\t\t// Offset from the left side of the texture to the left side of the glyph\n\tpublic int y;\t\t// Offset from the top of the texture to the top of the glyph\n\tpublic int width;\t// Glyph's width in pixels\n\tpublic int height;\t// Glyph's height in pixels\n\tpublic int offsetX;\t// Offset to apply to the cursor's left position before drawing this glyph\n\tpublic int offsetY; // Offset to apply to the cursor's top position before drawing this glyph\n\tpublic int advance;\t// How much to move the cursor after printing this character\n\tpublic int channel;\t// Channel mask (in most cases this will be 15 (RGBA, 1+2+4+8)\n\tpublic List<int> kerning;\n\n\t/// <summary>\n\t/// Retrieves the special amount by which to adjust the cursor position, given the specified previous character.\n\t/// </summary>\n\n\tpublic int GetKerning (int previousChar)\n\t{\n\t\tif (kerning != null && previousChar != 0)\n\t\t{\n\t\t\tfor (int i = 0, imax = kerning.Count; i < imax; i += 2)\n\t\t\t\tif (kerning[i] == previousChar)\n\t\t\t\t\treturn kerning[i + 1];\n\t\t}\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Add a new kerning entry to the character (or adjust an existing one).\n\t/// </summary>\n\n\tpublic void SetKerning (int previousChar, int amount)\n\t{\n\t\tif (kerning == null) kerning = new List<int>();\n\n\t\tfor (int i = 0; i < kerning.Count; i += 2)\n\t\t{\n\t\t\tif (kerning[i] == previousChar)\n\t\t\t{\n\t\t\t\tkerning[i + 1] = amount;\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\n\t\tkerning.Add(previousChar);\n\t\tkerning.Add(amount);\n\t}\n\n\t/// <summary>\n\t/// Trim the glyph, given the specified minimum and maximum dimensions in pixels.\n\t/// </summary>\n\n\tpublic void Trim (int xMin, int yMin, int xMax, int yMax)\n\t{\n\t\tint x1 = x + width;\n\t\tint y1 = y + height;\n\n\t\tif (x < xMin)\n\t\t{\n\t\t\tint offset = xMin - x;\n\t\t\tx += offset;\n\t\t\twidth -= offset;\n\t\t\toffsetX += offset;\n\t\t}\n\n\t\tif (y < yMin)\n\t\t{\n\t\t\tint offset = yMin - y;\n\t\t\ty += offset;\n\t\t\theight -= offset;\n\t\t\toffsetY += offset;\n\t\t}\n\n\t\tif (x1 > xMax) width  -= x1 - xMax;\n\t\tif (y1 > yMax) height -= y1 - yMax;\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/BMGlyph.cs.meta",
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/BMSymbol.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Symbols are a sequence of characters such as \":)\" that get replaced with a sprite, such as the smiley face.\n/// </summary>\n\n[System.Serializable]\npublic class BMSymbol\n{\n\tpublic string sequence;\n\tpublic string spriteName;\n\n\tUISpriteData mSprite = null;\n\tbool mIsValid = false;\n\tint mLength = 0;\n\tint mOffsetX = 0;\t\t// (outer - inner) in pixels\n\tint mOffsetY = 0;\t\t// (outer - inner) in pixels\n\tint mWidth = 0;\t\t\t// Symbol's width in pixels (sprite.outer.width)\n\tint mHeight = 0;\t\t// Symbol's height in pixels (sprite.outer.height)\n\tint mAdvance = 0;\t\t// Symbol's inner width in pixels (sprite.inner.width)\n\tRect mUV;\n\n\tpublic int length\t{ get { if (mLength == 0) mLength = sequence.Length; return mLength; } }\n\tpublic int offsetX\t{ get { return mOffsetX; } }\n\tpublic int offsetY\t{ get { return mOffsetY; } }\n\tpublic int width\t{ get { return mWidth; } }\n\tpublic int height\t{ get { return mHeight; } }\n\tpublic int advance\t{ get { return mAdvance; } }\n\tpublic Rect uvRect\t{ get { return mUV; } }\n\n\t/// <summary>\n\t/// Mark this symbol as dirty, clearing the sprite reference.\n\t/// </summary>\n\n\tpublic void MarkAsChanged () { mIsValid = false; }\n\n\t/// <summary>\n\t/// Validate this symbol, given the specified atlas.\n\t/// </summary>\n\n\tpublic bool Validate (UIAtlas atlas)\n\t{\n\t\tif (atlas == null) return false;\n\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying || !mIsValid)\n#else\n\t\tif (!mIsValid)\n#endif\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(spriteName)) return false;\n\n\t\t\tmSprite = (atlas != null) ? atlas.GetSprite(spriteName) : null;\n\n\t\t\tif (mSprite != null)\n\t\t\t{\n\t\t\t\tTexture tex = atlas.texture;\n\n\t\t\t\tif (tex == null)\n\t\t\t\t{\n\t\t\t\t\tmSprite = null;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmUV = new Rect(mSprite.x, mSprite.y, mSprite.width, mSprite.height);\n\t\t\t\t\tmUV = NGUIMath.ConvertToTexCoords(mUV, tex.width, tex.height);\n\t\t\t\t\tmOffsetX = mSprite.paddingLeft;\n\t\t\t\t\tmOffsetY = mSprite.paddingTop;\n\t\t\t\t\tmWidth = mSprite.width;\n\t\t\t\t\tmHeight = mSprite.height;\n\t\t\t\t\tmAdvance = mSprite.width + (mSprite.paddingLeft + mSprite.paddingRight);\n\t\t\t\t\tmIsValid = true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn (mSprite != null);\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/BMSymbol.cs.meta",
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/BetterList.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Diagnostics;\n\n/// <summary>\n/// This improved version of the System.Collections.Generic.List that doesn't release the buffer on Clear(),\n/// resulting in better performance and less garbage collection.\n/// PRO: BetterList performs faster than List when you Add and Remove items (although slower if you remove from the beginning).\n/// CON: BetterList performs worse when sorting the list. If your operations involve sorting, use the standard List instead.\n/// \n/// 其它：\n/// 使用说明：详细测试参考TestBetterList中的说明\n/// TODO：对迭代器和委托执行托管\n/// \n/// 注意：\n///     1）测试发现在GC方面都并不比系统提供的List好，详细测试对比TestBetterList与TestList\n///     2）如果频繁地需要Add、Remove操作，性能上BetterList比List好3倍以上，与Queue相当\n///     3）如果频繁地需要Insert、RemoveAt，性能上BetterList比List差很多\n/// \n/// by wsh @ 2017-06-16\n/// </summary>\n\npublic class BetterList<T>\n{\n#if UNITY_FLASH\n\n\tList<T> mList = new List<T>();\n\t\n\t/// <summary>\n\t/// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size.\n\t/// </summary>\n\t\n\tpublic T this[int i]\n\t{\n\t\tget { return mList[i]; }\n\t\tset { mList[i] = value; }\n\t}\n\t\n\t/// <summary>\n\t/// Compatibility with the non-flash syntax.\n\t/// </summary>\n\t\n\tpublic List<T> buffer { get { return mList; } }\n\n\t/// <summary>\n\t/// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it.\n\t/// </summary>\n\n\tpublic int size { get { return mList.Count; } }\n\n\t/// <summary>\n\t/// For 'foreach' functionality.\n\t/// </summary>\n\n\tpublic IEnumerator<T> GetEnumerator () { return mList.GetEnumerator(); }\n\n\t/// <summary>\n\t/// Clear the array by resetting its size to zero. Note that the memory is not actually released.\n\t/// </summary>\n\n\tpublic void Clear () { mList.Clear(); }\n\n\t/// <summary>\n\t/// Clear the array and release the used memory.\n\t/// </summary>\n\n\tpublic void Release () { mList.Clear(); }\n\n\t/// <summary>\n\t/// Add the specified item to the end of the list.\n\t/// </summary>\n\n\tpublic void Add (T item) { mList.Add(item); }\n\n\t/// <summary>\n\t/// Insert an item at the specified index, pushing the entries back.\n\t/// </summary>\n\n\tpublic void Insert (int index, T item)\n\t{\n\t\tif (index > -1 && index < mList.Count) mList.Insert(index, item);\n\t\telse mList.Add(item);\n\t}\n\n\t/// <summary>\n\t/// Returns 'true' if the specified item is within the list.\n\t/// </summary>\n\n\tpublic bool Contains (T item) { return mList.Contains(item); }\n\n\t/// <summary>\n\t/// Return the index of the specified item.\n\t/// </summary>\n\n\tpublic int IndexOf (T item) { return mList.IndexOf(item); }\n\n\t/// <summary>\n\t/// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index.\n\t/// </summary>\n\n\tpublic bool Remove (T item) { return mList.Remove(item); }\n\n\t/// <summary>\n\t/// Remove an item at the specified index.\n\t/// </summary>\n\n\tpublic void RemoveAt (int index) { mList.RemoveAt(index); }\n\n\t/// <summary>\n\t/// Remove an item from the end.\n\t/// </summary>\n\n\tpublic T Pop ()\n\t{\n\t\tif (buffer != null && size != 0)\n\t\t{\n\t\t\tT val = buffer[mList.Count - 1];\n\t\t\tmList.RemoveAt(mList.Count - 1);\n\t\t\treturn val;\n\t\t}\n\t\treturn default(T);\n\t}\n\n\t/// <summary>\n\t/// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size.\n\t/// </summary>\n\n\tpublic T[] ToArray () { return mList.ToArray(); }\n\n\t/// <summary>\n\t/// List.Sort equivalent.\n\t/// </summary>\n\n\tpublic void Sort (System.Comparison<T> comparer) { mList.Sort(comparer); }\n\n#else\n\n\t/// <summary>\n\t/// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size.\n\t/// </summary>\n\n\tpublic T[] buffer;\n\n\t/// <summary>\n\t/// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it.\n\t/// </summary>\n\n\tpublic int size = 0;\n\n    public BetterList()\n    {\n    }\n\n    public BetterList(int cacheSize)\n    {\n        buffer = new T[cacheSize];\n    }\n\n\t/// <summary>\n\t/// For 'foreach' functionality.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tpublic IEnumerator<T> GetEnumerator ()\n\t{\n        // 注意：尽量使用for循环变量，这个迭代器每次获取都要产生40B垃圾\n\t\tif (buffer != null)\n\t\t{\n\t\t\tfor (int i = 0; i < size; ++i)\n\t\t\t{\n\t\t\t\tyield return buffer[i];\n\t\t\t}\n\t\t}\n\t}\n\t\n\t/// <summary>\n\t/// Convenience function. I recommend using .buffer instead.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\tpublic T this[int i]\n\t{\n\t\tget { return buffer[i]; }\n\t\tset { buffer[i] = value; }\n\t}\n\n\t/// <summary>\n\t/// Helper function that expands the size of the array, maintaining the content.\n\t/// </summary>\n\n\tvoid AllocateMore ()\n\t{\n\t\tT[] newList = (buffer != null) ? new T[Mathf.Max(buffer.Length << 1, 32)] : new T[32];\n\t\tif (buffer != null && size > 0) buffer.CopyTo(newList, 0);\n\t\tbuffer = newList;\n\t}\n\n\t/// <summary>\n\t/// Trim the unnecessary memory, resizing the buffer to be of 'Length' size.\n\t/// Call this function only if you are sure that the buffer won't need to resize anytime soon.\n\t/// </summary>\n\n\tvoid Trim ()\n\t{\n\t\tif (size > 0)\n\t\t{\n\t\t\tif (size < buffer.Length)\n\t\t\t{\n\t\t\t\tT[] newList = new T[size];\n\t\t\t\tfor (int i = 0; i < size; ++i) newList[i] = buffer[i];\n\t\t\t\tbuffer = newList;\n\t\t\t}\n\t\t}\n\t\telse buffer = null;\n\t}\n\n\t/// <summary>\n\t/// Clear the array by resetting its size to zero. Note that the memory is not actually released.\n\t/// </summary>\n\n\tpublic void Clear ()\n    {\n        for (int i = 0; i < size; i++)\n        {\n            buffer[i] = default(T);\n        }\n\n        size = 0;\n    }\n\n\t/// <summary>\n\t/// Clear the array and release the used memory.\n\t/// </summary>\n\n\tpublic void Release () { size = 0; buffer = null; }\n\n\t/// <summary>\n\t/// Add the specified item to the end of the list.\n\t/// </summary>\n\n\tpublic void Add (T item)\n\t{\n\t\tif (buffer == null || size == buffer.Length) AllocateMore();\n\t\tbuffer[size++] = item;\n\t}\n\n    public void AddRange(BetterList<T> range)\n    {\n        if (range.buffer != null)\n        {\n            for (int i = 0; i < range.size; i++)\n            {\n                Add(range.buffer[i]);\n            }\n        }\n    }\n\n    public void AddRange(T[] range)\n    {\n        if (range != null)\n        {\n            for (int i = 0; i < range.Length; i++)\n            {\n                Add(range[i]);\n            }\n        }\n    }\n\n    /// <summary>\n    /// Insert an item at the specified index, pushing the entries back.\n    /// </summary>\n\n    public void Insert (int index, T item)\n\t{\n\t\tif (buffer == null || size == buffer.Length) AllocateMore();\n\n\t\tif (index > -1 && index < size)\n\t\t{\n\t\t\tfor (int i = size; i > index; --i) buffer[i] = buffer[i - 1];\n\t\t\tbuffer[index] = item;\n\t\t\t++size;\n\t\t}\n\t\telse Add(item);\n\t}\n\n\t/// <summary>\n\t/// Returns 'true' if the specified item is within the list.\n\t/// </summary>\n\n\tpublic bool Contains (T item)\n    {\n        if (buffer != null)\n        {\n            EqualityComparer<T> comp = EqualityComparer<T>.Default;\n            for (int i = 0; i < size; ++i)\n            {\n                if (comp.Equals(buffer[i], item))\n                {\n                    return true;\n                }\n            }\n        }\n        return false;\n\t}\n\n\t/// <summary>\n\t/// Return the index of the specified item.\n\t/// </summary>\n\n\tpublic int IndexOf (T item)\n\t{\n        if (buffer != null)\n        {\n            EqualityComparer<T> comp = EqualityComparer<T>.Default;\n            for (int i = 0; i < size; ++i)\n            {\n                if (comp.Equals(buffer[i], item)) return i;\n            }\n        }\n\t\treturn -1;\n\t}\n\n\t/// <summary>\n\t/// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index.\n\t/// </summary>\n\n\tpublic bool Remove (T item)\n\t{\n\t\tif (buffer != null)\n\t\t{\n\t\t\tEqualityComparer<T> comp = EqualityComparer<T>.Default;\n\t\t\tfor (int i = 0; i < size; ++i)\n\t\t\t{\n\t\t\t\tif (comp.Equals(buffer[i], item))\n\t\t\t\t{\n\t\t\t\t\t--size;\n\t\t\t\t\tbuffer[i] = default(T);\n\t\t\t\t\tfor (int b = i; b < size; ++b) buffer[b] = buffer[b + 1];\n\t\t\t\t\tbuffer[size] = default(T);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n        }\n        return false;\n\t}\n\n\t/// <summary>\n\t/// Remove an item at the specified index.\n\t/// </summary>\n\n\tpublic void RemoveAt (int index)\n\t{\n\t\tif (buffer != null && index > -1 && index < size)\n\t\t{\n\t\t\t--size;\n\t\t\tbuffer[index] = default(T);\n\t\t\tfor (int b = index; b < size; ++b) buffer[b] = buffer[b + 1];\n\t\t\tbuffer[size] = default(T);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Remove an item from the end.\n\t/// </summary>\n\n\tpublic T Pop ()\n\t{\n\t\tif (buffer != null && size != 0)\n\t\t{\n\t\t\tT val = buffer[--size];\n\t\t\tbuffer[size] = default(T);\n\t\t\treturn val;\n\t\t}\n\t\treturn default(T);\n\t}\n\n\t/// <summary>\n\t/// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size.\n\t/// </summary>\n\n\tpublic T[] ToArray () { Trim(); return buffer; }\n\n\t//class Comparer : System.Collections.IComparer\n\t//{\n\t//    public System.Comparison<T> func;\n\t//    public int Compare (object x, object y) { return func((T)x, (T)y); }\n\t//}\n\n\t//Comparer mComp = new Comparer();\n\n\t/// <summary>\n\t/// List.Sort equivalent. Doing Array.Sort causes GC allocations.\n\t/// </summary>\n\n\t//public void Sort (System.Comparison<T> comparer)\n\t//{\n\t//    if (size > 0)\n\t//    {\n\t//        mComp.func = comparer;\n\t//        System.Array.Sort(buffer, 0, size, mComp);\n\t//    }\n\t//}\n\n\t/// <summary>\n\t/// List.Sort equivalent. Manual sorting causes no GC allocations.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tpublic void Sort (CompareFunc comparer)\n\t{\n\t\tint start = 0;\n\t\tint max = size - 1;\n\t\tbool changed = true;\n\n\t\twhile (changed)\n\t\t{\n\t\t\tchanged = false;\n\n\t\t\tfor (int i = start; i < max; ++i)\n\t\t\t{\n\t\t\t\t// Compare the two values\n\t\t\t\tif (comparer(buffer[i], buffer[i + 1]) > 0)\n\t\t\t\t{\n\t\t\t\t\t// Swap the values\n\t\t\t\t\tT temp = buffer[i];\n\t\t\t\t\tbuffer[i] = buffer[i + 1];\n\t\t\t\t\tbuffer[i + 1] = temp;\n\t\t\t\t\tchanged = true;\n\t\t\t\t}\n\t\t\t\telse if (!changed)\n\t\t\t\t{\n\t\t\t\t\t// Nothing has changed -- we can start here next time\n\t\t\t\t\tstart = (i == 0) ? 0 : i - 1;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Comparison function should return -1 if left is less than right, 1 if left is greater than right, and 0 if they match.\n\t/// </summary>\n\n\tpublic delegate int CompareFunc (T left, T right);\n#endif\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/BetterList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 06647390effa1ca49a5b31219b23963c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/ByteReader.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Text;\nusing System.Collections.Generic;\nusing System.IO;\n\n/// <summary>\n/// MemoryStream.ReadLine has an interesting oddity: it doesn't always advance the stream's position by the correct amount:\n/// http://social.msdn.microsoft.com/Forums/en-AU/Vsexpressvcs/thread/b8f7837b-e396-494e-88e1-30547fcf385f\n/// Solution? Custom line reader with the added benefit of not having to use streams at all.\n/// </summary>\n\npublic class ByteReader\n{\n\tbyte[] mBuffer;\n\tint mOffset = 0;\n\n\tpublic ByteReader (byte[] bytes) { mBuffer = bytes; }\n\tpublic ByteReader (TextAsset asset) { mBuffer = asset.bytes; }\n\n\t/// <summary>\n\t/// Read the contents of the specified file and return a Byte Reader to work with.\n\t/// </summary>\n\n\tstatic public ByteReader Open (string path)\n\t{\n#if UNITY_EDITOR || (!UNITY_FLASH && !NETFX_CORE && !UNITY_WP8 && !UNITY_WP_8_1)\n\t\tFileStream fs = File.OpenRead(path);\n\n\t\tif (fs != null)\n\t\t{\n\t\t\tfs.Seek(0, SeekOrigin.End);\n\t\t\tbyte[] buffer = new byte[fs.Position];\n\t\t\tfs.Seek(0, SeekOrigin.Begin);\n\t\t\tfs.Read(buffer, 0, buffer.Length);\n\t\t\tfs.Close();\n\t\t\treturn new ByteReader(buffer);\n\t\t}\n#endif\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Whether the buffer is readable.\n\t/// </summary>\n\n\tpublic bool canRead { get { return (mBuffer != null && mOffset < mBuffer.Length); } }\n\n\t/// <summary>\n\t/// Read a single line from the buffer.\n\t/// </summary>\n\n\tstatic string ReadLine (byte[] buffer, int start, int count)\n\t{\n#if UNITY_FLASH\n\t\t// Encoding.UTF8 is not supported in Flash :(\n\t\tStringBuilder sb = new StringBuilder();\n\n\t\tint max = start + count;\n\n\t\tfor (int i = start; i < max; ++i)\n\t\t{\n\t\t\tbyte byte0 = buffer[i];\n\n\t\t\tif ((byte0 & 128) == 0)\n\t\t\t{\n\t\t\t\t// If an UCS fits 7 bits, its coded as 0xxxxxxx. This makes ASCII character represented by themselves\n\t\t\t\tsb.Append((char)byte0);\n\t\t\t}\n\t\t\telse if ((byte0 & 224) == 192)\n\t\t\t{\n\t\t\t\t// If an UCS fits 11 bits, it is coded as 110xxxxx 10xxxxxx\n\t\t\t\tif (++i == count) break;\n\t\t\t\tbyte byte1 = buffer[i];\n\t\t\t\tint ch = (byte0 & 31) << 6;\n\t\t\t\tch |= (byte1 & 63);\n\t\t\t\tsb.Append((char)ch);\n\t\t\t}\n\t\t\telse if ((byte0 & 240) == 224)\n\t\t\t{\n\t\t\t\t// If an UCS fits 16 bits, it is coded as 1110xxxx 10xxxxxx 10xxxxxx\n\t\t\t\tif (++i == count) break;\n\t\t\t\tbyte byte1 = buffer[i];\n\t\t\t\tif (++i == count) break;\n\t\t\t\tbyte byte2 = buffer[i];\n\n\t\t\t\tif (byte0 == 0xEF && byte1 == 0xBB && byte2 == 0xBF)\n\t\t\t\t{\n\t\t\t\t\t// Byte Order Mark -- generally the first 3 bytes in a Windows-saved UTF-8 file. Skip it.\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tint ch = (byte0 & 15) << 12;\n\t\t\t\t\tch |= (byte1 & 63) << 6;\n\t\t\t\t\tch |= (byte2 & 63);\n\t\t\t\t\tsb.Append((char)ch);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if ((byte0 & 248) == 240)\n\t\t\t{\n\t\t\t\t// If an UCS fits 21 bits, it is coded as 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx \n\t\t\t\tif (++i == count) break;\n\t\t\t\tbyte byte1 = buffer[i];\n\t\t\t\tif (++i == count) break;\n\t\t\t\tbyte byte2 = buffer[i];\n\t\t\t\tif (++i == count) break;\n\t\t\t\tbyte byte3 = buffer[i];\n\n\t\t\t\tint ch = (byte0 & 7) << 18;\n\t\t\t\tch |= (byte1 & 63) << 12;\n\t\t\t\tch |= (byte2 & 63) << 6;\n\t\t\t\tch |= (byte3 & 63);\n\t\t\t\tsb.Append((char)ch);\n\t\t\t}\n\t\t}\n\t\treturn sb.ToString();\n#else\n\t\treturn Encoding.UTF8.GetString(buffer, start, count);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Read a single line from the buffer.\n\t/// </summary>\n\n\tpublic string ReadLine () { return ReadLine(true); }\n\n\t/// <summary>\n\t/// Read a single line from the buffer.\n\t/// </summary>\n\n\tpublic string ReadLine (bool skipEmptyLines)\n\t{\n\t\tint max = mBuffer.Length;\n\n\t\t// Skip empty characters\n\t\tif (skipEmptyLines)\n\t\t{\n\t\t\twhile (mOffset < max && mBuffer[mOffset] < 32) ++mOffset;\n\t\t}\n\n\t\tint end = mOffset;\n\n\t\tif (end < max)\n\t\t{\n\t\t\tfor (; ; )\n\t\t\t{\n\t\t\t\tif (end < max)\n\t\t\t\t{\n\t\t\t\t\tint ch = mBuffer[end++];\n\t\t\t\t\tif (ch != '\\n' && ch != '\\r') continue;\n\t\t\t\t}\n\t\t\t\telse ++end;\n\n\t\t\t\tstring line = ReadLine(mBuffer, mOffset, end - mOffset - 1);\n\t\t\t\tmOffset = end;\n\t\t\t\treturn line;\n\t\t\t}\n\t\t}\n\t\tmOffset = max;\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Assume that the entire file is a collection of key/value pairs.\n\t/// </summary>\n\n\tpublic Dictionary<string, string> ReadDictionary ()\n\t{\n\t\tDictionary<string, string> dict = new Dictionary<string, string>();\n\t\tchar[] separator = new char[] { '=' };\n\n\t\twhile (canRead)\n\t\t{\n\t\t\tstring line = ReadLine();\n\t\t\tif (line == null) break;\n\t\t\tif (line.StartsWith(\"//\")) continue;\n\n#if UNITY_FLASH\n\t\t\tstring[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries);\n#else\n\t\t\tstring[] split = line.Split(separator, 2, System.StringSplitOptions.RemoveEmptyEntries);\n#endif\n\n\t\t\tif (split.Length == 2)\n\t\t\t{\n\t\t\t\tstring key = split[0].Trim();\n\t\t\t\tstring val = split[1].Trim().Replace(\"\\\\n\", \"\\n\");\n\t\t\t\tdict[key] = val;\n\t\t\t}\n\t\t}\n\t\treturn dict;\n\t}\n\n\tstatic BetterList<string> mTemp = new BetterList<string>();\n\n\t/// <summary>\n\t/// Read a single line of Comma-Separated Values from the file.\n\t/// </summary>\n\n\tpublic BetterList<string> ReadCSV ()\n\t{\n\t\tmTemp.Clear();\n\t\tstring line = \"\";\n\t\tbool insideQuotes = false;\n\t\tint wordStart = 0;\n\n\t\twhile (canRead)\n\t\t{\n\t\t\tif (insideQuotes)\n\t\t\t{\n\t\t\t\tstring s = ReadLine(false);\n\t\t\t\tif (s == null) return null;\n\t\t\t\ts = s.Replace(\"\\\\n\", \"\\n\");\n\t\t\t\tline += \"\\n\" + s;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tline = ReadLine(true);\n\t\t\t\tif (line == null) return null;\n\t\t\t\tline = line.Replace(\"\\\\n\", \"\\n\");\n\t\t\t\twordStart = 0;\n\t\t\t}\n\n\t\t\tfor (int i = wordStart, imax = line.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tchar ch = line[i];\n\n\t\t\t\tif (ch == ',')\n\t\t\t\t{\n\t\t\t\t\tif (!insideQuotes)\n\t\t\t\t\t{\n\t\t\t\t\t\tmTemp.Add(line.Substring(wordStart, i - wordStart));\n\t\t\t\t\t\twordStart = i + 1;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (ch == '\"')\n\t\t\t\t{\n\t\t\t\t\tif (insideQuotes)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (i + 1 >= imax)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmTemp.Add(line.Substring(wordStart, i - wordStart).Replace(\"\\\"\\\"\", \"\\\"\"));\n\t\t\t\t\t\t\treturn mTemp;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (line[i + 1] != '\"')\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmTemp.Add(line.Substring(wordStart, i - wordStart).Replace(\"\\\"\\\"\", \"\\\"\"));\n\t\t\t\t\t\t\tinsideQuotes = false;\n\n\t\t\t\t\t\t\tif (line[i + 1] == ',')\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t++i;\n\t\t\t\t\t\t\t\twordStart = i + 1;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse ++i;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\twordStart = i + 1;\n\t\t\t\t\t\tinsideQuotes = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (wordStart < line.Length)\n\t\t\t{\n\t\t\t\tif (insideQuotes) continue;\n\t\t\t\tmTemp.Add(line.Substring(wordStart, line.Length - wordStart));\n\t\t\t}\n\t\t\treturn mTemp;\n\t\t}\n\t\treturn null;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/ByteReader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 69381003764fe1547ae1574f92908a15\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/EventDelegate.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if UNITY_EDITOR || !UNITY_FLASH\n#define REFLECTION_SUPPORT\n#endif\n\n#if REFLECTION_SUPPORT\nusing System.Reflection;\n#endif\n\nusing System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// Delegate callback that Unity can serialize and set via Inspector.\n/// </summary>\n\n[System.Serializable]\npublic class EventDelegate\n{\n\t/// <summary>\n\t/// Delegates can have parameters, and this class makes it possible to save references to properties\n\t/// that can then be passed as function arguments, such as transform.position or widget.color.\n\t/// </summary>\n\n\t[System.Serializable]\n\tpublic class Parameter\n\t{\n\t\tpublic Object obj;\n\t\tpublic string field;\n\n\t\tpublic Parameter () { }\n\t\tpublic Parameter (Object obj, string field) { this.obj = obj; this.field = field; }\n\t\tpublic Parameter (object val) { mValue = val; }\n\n\t\t[System.NonSerialized] object mValue;\n\n#if REFLECTION_SUPPORT\n\t\t[System.NonSerialized]\n\t\tpublic System.Type expectedType = typeof(void);\n\n\t\t// Cached values\n\t\t[System.NonSerialized] public bool cached = false;\n\t\t[System.NonSerialized] public PropertyInfo propInfo;\n\t\t[System.NonSerialized] public FieldInfo fieldInfo;\n\n\t\t/// <summary>\n\t\t/// Return the property's current value.\n\t\t/// </summary>\n\n\t\tpublic object value\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tif (mValue != null) return mValue;\n\n\t\t\t\tif (!cached)\n\t\t\t\t{\n\t\t\t\t\tcached = true;\n\t\t\t\t\tfieldInfo = null;\n\t\t\t\t\tpropInfo = null;\n\n\t\t\t\t\tif (obj != null && !string.IsNullOrEmpty(field))\n\t\t\t\t\t{\n\t\t\t\t\t\tSystem.Type type = obj.GetType();\n#if NETFX_CORE\n\t\t\t\t\t\tpropInfo = type.GetRuntimeProperty(field);\n\t\t\t\t\t\tif (propInfo == null) fieldInfo = type.GetRuntimeField(field);\n#else\n\t\t\t\t\t\tpropInfo = type.GetProperty(field);\n\t\t\t\t\t\tif (propInfo == null) fieldInfo = type.GetField(field);\n#endif\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tif (propInfo != null) return propInfo.GetValue(obj, null);\n\t\t\t\tif (fieldInfo != null) return fieldInfo.GetValue(obj);\n\t\t\t\tif (obj != null) return obj;\n#if !NETFX_CORE\n\t\t\t\tif (expectedType != null && expectedType.IsValueType) return null;\n#endif\n\t\t\t\treturn System.Convert.ChangeType(null, expectedType);\n\t\t\t}\n\t\t\tset\n\t\t\t{\n\t\t\t\tmValue = value;\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Parameter type -- a convenience function.\n\t\t/// </summary>\n\n\t\tpublic System.Type type\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\tif (mValue != null) return mValue.GetType();\n\t\t\t\tif (obj == null) return typeof(void);\n\t\t\t\treturn obj.GetType();\n\t\t\t}\n\t\t}\n#else // REFLECTION_SUPPORT\n\t\tpublic object value { get { if (mValue != null) return mValue; return obj; } }\n #if UNITY_EDITOR || !UNITY_FLASH\n\t\tpublic System.Type type { get { if (mValue != null) return mValue.GetType(); return typeof(void); } }\n #else\n\t\tpublic System.Type type { get { if (mValue != null) return mValue.GetType(); return null; } }\n #endif\n#endif\n\t}\n\n\t[SerializeField] MonoBehaviour mTarget;\n\t[SerializeField] string mMethodName;\n\t[SerializeField] Parameter[] mParameters;\n\n\t/// <summary>\n\t/// Whether the event delegate will be removed after execution.\n\t/// </summary>\n\n\tpublic bool oneShot = false;\n\n\t// Private variables\n\tpublic delegate void Callback();\n\t[System.NonSerialized] Callback mCachedCallback;\n\t[System.NonSerialized] bool mRawDelegate = false;\n\t[System.NonSerialized] bool mCached = false;\n#if REFLECTION_SUPPORT\n\t[System.NonSerialized] MethodInfo mMethod;\n\t[System.NonSerialized] ParameterInfo[] mParameterInfos;\n\t[System.NonSerialized] object[] mArgs;\n#endif\n\n\t/// <summary>\n\t/// Event delegate's target object.\n\t/// </summary>\n\n\tpublic MonoBehaviour target\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mTarget;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmTarget = value;\n\t\t\tmCachedCallback = null;\n\t\t\tmRawDelegate = false;\n\t\t\tmCached = false;\n#if REFLECTION_SUPPORT\n\t\t\tmMethod = null;\n\t\t\tmParameterInfos = null;\n#endif\n\t\t\tmParameters = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Event delegate's method name.\n\t/// </summary>\n\n\tpublic string methodName\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMethodName;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmMethodName = value;\n\t\t\tmCachedCallback = null;\n\t\t\tmRawDelegate = false;\n\t\t\tmCached = false;\n#if REFLECTION_SUPPORT\n\t\t\tmMethod = null;\n\t\t\tmParameterInfos = null;\n#endif\n\t\t\tmParameters = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Optional parameters if the method requires them.\n\t/// </summary>\n\n\tpublic Parameter[] parameters\n\t{\n\t\tget\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!mCached || !Application.isPlaying) Cache();\n#else\n\t\t\tif (!mCached) Cache();\n#endif\n\t\t\treturn mParameters;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether this delegate's values have been set.\n\t/// </summary>\n\n\tpublic bool isValid\n\t{\n\t\tget\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!mCached || !Application.isPlaying) Cache();\n#else\n\t\t\tif (!mCached) Cache();\n#endif\n\t\t\treturn (mRawDelegate && mCachedCallback != null) || (mTarget != null && !string.IsNullOrEmpty(mMethodName));\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the target script is actually enabled.\n\t/// </summary>\n\n\tpublic bool isEnabled\n\t{\n\t\tget\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!mCached || !Application.isPlaying) Cache();\n#else\n\t\t\tif (!mCached) Cache();\n#endif\n\t\t\tif (mRawDelegate && mCachedCallback != null) return true;\n\t\t\tif (mTarget == null) return false;\n\t\t\tMonoBehaviour mb = (mTarget as MonoBehaviour);\n\t\t\treturn (mb == null || mb.enabled);\n\t\t}\n\t}\n\n\tpublic EventDelegate () { }\n\tpublic EventDelegate (Callback call) { Set(call); }\n\tpublic EventDelegate (MonoBehaviour target, string methodName) { Set(target, methodName); }\n\n\t/// <summary>\n\t/// GetMethodName is not supported on some platforms.\n\t/// </summary>\n\n#if REFLECTION_SUPPORT\n #if !UNITY_EDITOR && NETFX_CORE\n\tstatic string GetMethodName (Callback callback)\n\t{\n\t\tSystem.Delegate d = callback as System.Delegate;\n\t\treturn d.GetMethodInfo().Name;\n\t}\n\n\tstatic bool IsValid (Callback callback)\n\t{\n\t\tSystem.Delegate d = callback as System.Delegate;\n\t\treturn d != null && d.GetMethodInfo() != null;\n\t}\n #else\n\tstatic string GetMethodName (Callback callback) { return callback.Method.Name; }\n\tstatic bool IsValid (Callback callback) { return callback != null && callback.Method != null; }\n #endif\n#else\n\tstatic bool IsValid (Callback callback) { return callback != null; }\n#endif\n\n\t/// <summary>\n\t/// Equality operator.\n\t/// </summary>\n\n\tpublic override bool Equals (object obj)\n\t{\n\t\tif (obj == null) return !isValid;\n\n\t\tif (obj is Callback)\n\t\t{\n\t\t\tCallback callback = obj as Callback;\n#if REFLECTION_SUPPORT\n\t\t\tif (callback.Equals(mCachedCallback)) return true;\n\t\t\tMonoBehaviour mb = callback.Target as MonoBehaviour;\n\t\t\treturn (mTarget == mb && string.Equals(mMethodName, GetMethodName(callback)));\n#elif UNITY_FLASH\n\t\t\treturn (callback == mCachedCallback);\n#else\n\t\t\treturn callback.Equals(mCachedCallback);\n#endif\n\t\t}\n\t\t\n\t\tif (obj is EventDelegate)\n\t\t{\n\t\t\tEventDelegate del = obj as EventDelegate;\n\t\t\treturn (mTarget == del.mTarget && string.Equals(mMethodName, del.mMethodName));\n\t\t}\n\t\treturn false;\n\t}\n\n\tstatic int s_Hash = \"EventDelegate\".GetHashCode();\n\n\t/// <summary>\n\t/// Used in equality operators.\n\t/// </summary>\n\n\tpublic override int GetHashCode () { return s_Hash; }\n\n\t/// <summary>\n\t/// Set the delegate callback directly.\n\t/// </summary>\n\n\tvoid Set (Callback call)\n\t{\n\t\tClear();\n\n\t\tif (call != null && IsValid(call))\n\t\t{\n#if REFLECTION_SUPPORT\n\t\t\tmTarget = call.Target as MonoBehaviour;\n\n\t\t\tif (mTarget == null)\n\t\t\t{\n\t\t\t\tmRawDelegate = true;\n\t\t\t\tmCachedCallback = call;\n\t\t\t\tmMethodName = null;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmMethodName = GetMethodName(call);\n\t\t\t\tmRawDelegate = false;\n\t\t\t}\n#else\n\t\t\tmRawDelegate = true;\n\t\t\tmCachedCallback = call;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the delegate callback using the target and method names.\n\t/// </summary>\n\n\tpublic void Set (MonoBehaviour target, string methodName)\n\t{\n\t\tClear();\n\t\tmTarget = target;\n\t\tmMethodName = methodName;\n\t}\n\n\t/// <summary>\n\t/// Cache the callback and create the list of the necessary parameters.\n\t/// </summary>\n\n\tvoid Cache ()\n\t{\n\t\tmCached = true;\n\t\tif (mRawDelegate) return;\n\n#if REFLECTION_SUPPORT\n\t\tif (mCachedCallback == null || (mCachedCallback.Target as MonoBehaviour) != mTarget || GetMethodName(mCachedCallback) != mMethodName)\n\t\t{\n\t\t\tif (mTarget != null && !string.IsNullOrEmpty(mMethodName))\n\t\t\t{\n\t\t\t\tSystem.Type type = mTarget.GetType();\n #if NETFX_CORE\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tIEnumerable<MethodInfo> methods = type.GetRuntimeMethods();\n\n\t\t\t\t\tforeach (MethodInfo mi in methods)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mi.Name == mMethodName)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmMethod = mi;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcatch (System.Exception ex)\n\t\t\t\t{\n\t\t\t\t\tDebug.LogError(\"Failed to bind \" + type + \".\" + mMethodName + \"\\n\" +  ex.Message);\n\t\t\t\t\treturn;\n\t\t\t\t}\n #else // NETFX_CORE\n\t\t\t\tfor (mMethod = null; type != null; )\n\t\t\t\t{\n\t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\tmMethod = type.GetMethod(mMethodName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);\n\t\t\t\t\t\tif (mMethod != null) break;\n\t\t\t\t\t}\n\t\t\t\t\tcatch (System.Exception) { }\n  #if UNITY_WP8 || UNITY_WP_8_1\n\t\t\t\t\t// For some odd reason Type.GetMethod(name, bindingFlags) doesn't seem to work on WP8...\n\t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\tmMethod = type.GetMethod(mMethodName);\n\t\t\t\t\t\tif (mMethod != null) break;\n\t\t\t\t\t}\n\t\t\t\t\tcatch (System.Exception) { }\n  #endif\n\t\t\t\t\ttype = type.BaseType;\n\t\t\t\t}\n #endif // NETFX_CORE\n\n\t\t\t\tif (mMethod == null)\n\t\t\t\t{\n\t\t\t\t\tDebug.LogError(\"Could not find method '\" + mMethodName + \"' on \" + mTarget.GetType(), mTarget);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tif (mMethod.ReturnType != typeof(void))\n\t\t\t\t{\n\t\t\t\t\tDebug.LogError(mTarget.GetType() + \".\" + mMethodName + \" must have a 'void' return type.\", mTarget);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\t// Get the list of expected parameters\n\t\t\t\tmParameterInfos = mMethod.GetParameters();\n\n\t\t\t\tif (mParameterInfos.Length == 0)\n\t\t\t\t{\n\t\t\t\t\t// No parameters means we can create a simple delegate for it, optimizing the call\n #if NETFX_CORE\n\t\t\t\t\tmCachedCallback = (Callback)mMethod.CreateDelegate(typeof(Callback), mTarget);\n #else\n\t\t\t\t\tmCachedCallback = (Callback)System.Delegate.CreateDelegate(typeof(Callback), mTarget, mMethodName);\n #endif\n\n\t\t\t\t\tmArgs = null;\n\t\t\t\t\tmParameters = null;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\telse mCachedCallback = null;\n\n\t\t\t\t// Allocate the initial list of parameters\n\t\t\t\tif (mParameters == null || mParameters.Length != mParameterInfos.Length)\n\t\t\t\t{\n\t\t\t\t\tmParameters = new Parameter[mParameterInfos.Length];\n\t\t\t\t\tfor (int i = 0, imax = mParameters.Length; i < imax; ++i)\n\t\t\t\t\t\tmParameters[i] = new Parameter();\n\t\t\t\t}\n\n\t\t\t\t// Save the parameter type\n\t\t\t\tfor (int i = 0, imax = mParameters.Length; i < imax; ++i)\n\t\t\t\t\tmParameters[i].expectedType = mParameterInfos[i].ParameterType;\n\t\t\t}\n\t\t}\n#endif // REFLECTION_SUPPORT\n\t}\n\n\t/// <summary>\n\t/// Execute the delegate, if possible.\n\t/// This will only be used when the application is playing in order to prevent unintentional state changes.\n\t/// </summary>\n\n\tpublic bool Execute ()\n\t{\n#if !REFLECTION_SUPPORT\n\t\tif (isValid)\n\t\t{\n\t\t\tif (mRawDelegate) mCachedCallback();\n\t\t\telse mTarget.SendMessage(mMethodName, SendMessageOptions.DontRequireReceiver);\n\t\t\treturn true;\n\t\t}\n#else\n#if UNITY_EDITOR\n\t\tif (!mCached || !Application.isPlaying) Cache();\n#else\n\t\tif (!mCached) Cache();\n#endif\n\t\tif (mCachedCallback != null)\n\t\t{\n#if !UNITY_EDITOR\n\t\t\tmCachedCallback();\n#else\n\t\t\tif (Application.isPlaying)\n\t\t\t{\n\t\t\t\tmCachedCallback();\n\t\t\t}\n\t\t\telse if (mCachedCallback.Target != null)\n\t\t\t{\n\t\t\t\t// There must be an [ExecuteInEditMode] flag on the script for us to call the function at edit time\n\t\t\t\tSystem.Type type = mCachedCallback.Target.GetType();\n //#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tobject[] objs = type.GetCustomAttributes(typeof(ExecuteInEditMode), true);\n// #else\n//\t\t\t\tobject[] objs = type.GetCustomAttributes(typeof(ExecuteInEditModeAttribute), true);\n// #endif\n\t\t\t\tif (objs != null && objs.Length > 0) mCachedCallback();\n\t\t\t}\n#endif\n\t\t\treturn true;\n\t\t}\n\n\t\tif (mMethod != null)\n\t\t{\n#if UNITY_EDITOR\n\t\t\t// There must be an [ExecuteInEditMode] flag on the script for us to call the function at edit time\n\t\t\tif (mTarget != null && !Application.isPlaying)\n\t\t\t{\n\t\t\t\tSystem.Type type = mTarget.GetType();\n// #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tobject[] objs = type.GetCustomAttributes(typeof(ExecuteInEditMode), true);\n// #else\n//\t\t\t\tobject[] objs = type.GetCustomAttributes(typeof(ExecuteInEditModeAttribute), true);\n// #endif\n\t\t\t\tif (objs == null || objs.Length == 0) return true;\n\t\t\t}\n#endif\n\t\t\tint len = (mParameters != null) ? mParameters.Length : 0;\n\n\t\t\tif (len == 0)\n\t\t\t{\n\t\t\t\tmMethod.Invoke(mTarget, null);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Allocate the parameter array\n\t\t\t\tif (mArgs == null || mArgs.Length != mParameters.Length)\n\t\t\t\t\tmArgs = new object[mParameters.Length];\n\n\t\t\t\t// Set all the parameters\n\t\t\t\tfor (int i = 0, imax = mParameters.Length; i < imax; ++i)\n\t\t\t\t\tmArgs[i] = mParameters[i].value;\n\n\t\t\t\t// Invoke the callback\n\t\t\t\ttry\n\t\t\t\t{\n\t\t\t\t\tmMethod.Invoke(mTarget, mArgs);\n\t\t\t\t}\n\t\t\t\tcatch (System.ArgumentException ex)\n\t\t\t\t{\n\t\t\t\t\tstring msg = \"Error calling \";\n\n\t\t\t\t\tif (mTarget == null) msg += mMethod.Name;\n\t\t\t\t\telse msg += mTarget.GetType() + \".\" + mMethod.Name;\n\t\t\t\t\t\n\t\t\t\t\tmsg += \": \" + ex.Message;\n\t\t\t\t\tmsg += \"\\n  Expected: \";\n\n\t\t\t\t\tif (mParameterInfos.Length == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tmsg += \"no arguments\";\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tmsg += mParameterInfos[0];\n\t\t\t\t\t\tfor (int i = 1; i < mParameterInfos.Length; ++i)\n\t\t\t\t\t\t\tmsg += \", \" + mParameterInfos[i].ParameterType;\n\t\t\t\t\t}\n\n\t\t\t\t\tmsg += \"\\n  Received: \";\n\n\t\t\t\t\tif (mParameters.Length == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tmsg += \"no arguments\";\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tmsg += mParameters[0].type;\n\t\t\t\t\t\tfor (int i = 1; i < mParameters.Length; ++i)\n\t\t\t\t\t\t\tmsg += \", \" + mParameters[i].type;\n\t\t\t\t\t}\n\t\t\t\t\tmsg += \"\\n\";\n\t\t\t\t\tDebug.LogError(msg);\n\t\t\t\t}\n\n\t\t\t\t// Clear the parameters so that references are not kept\n\t\t\t\tfor (int i = 0, imax = mArgs.Length; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tif (mParameterInfos[i].IsIn || mParameterInfos[i].IsOut)\n\t\t\t\t\t{\n\t\t\t\t\t\tmParameters[i].value = mArgs[i];\n\t\t\t\t\t}\n\t\t\t\t\tmArgs[i] = null;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n#endif\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Clear the event delegate.\n\t/// </summary>\n\n\tpublic void Clear ()\n\t{\n\t\tmTarget = null;\n\t\tmMethodName = null;\n\t\tmRawDelegate = false;\n\t\tmCachedCallback = null;\n\t\tmParameters = null;\n\t\tmCached = false;\n#if REFLECTION_SUPPORT\n\t\tmMethod = null;\n\t\tmParameterInfos = null;\n\t\tmArgs = null;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convert the delegate to its string representation.\n\t/// </summary>\n\n\tpublic override string ToString ()\n\t{\n\t\tif (mTarget != null)\n\t\t{\n\t\t\tstring typeName = mTarget.GetType().ToString();\n\t\t\tint period = typeName.LastIndexOf('.');\n\t\t\tif (period > 0) typeName = typeName.Substring(period + 1);\n\n\t\t\tif (!string.IsNullOrEmpty(methodName)) return typeName + \"/\" + methodName;\n\t\t\telse return typeName + \"/[delegate]\";\n\t\t}\n\t\treturn mRawDelegate ? \"[delegate]\" : null;\n\t}\n\n\t/// <summary>\n\t/// Execute an entire list of delegates.\n\t/// </summary>\n\n\tstatic public void Execute (List<EventDelegate> list)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tfor (int i = 0; i < list.Count; )\n\t\t\t{\n\t\t\t\tEventDelegate del = list[i];\n\n\t\t\t\tif (del != null)\n\t\t\t\t{\n#if !UNITY_EDITOR && !UNITY_FLASH\n\t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\tdel.Execute();\n\t\t\t\t\t}\n\t\t\t\t\tcatch (System.Exception ex)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (ex.InnerException != null) Debug.LogException(ex.InnerException);\n\t\t\t\t\t\telse Debug.LogException(ex);\n\t\t\t\t\t}\n#else\n\t\t\t\t\tdel.Execute();\n#endif\n\n\t\t\t\t\tif (i >= list.Count) break;\n\t\t\t\t\tif (list[i] != del) continue;\n\n\t\t\t\t\tif (del.oneShot)\n\t\t\t\t\t{\n\t\t\t\t\t\tlist.RemoveAt(i);\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t++i;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function to check if the specified list of delegates can be executed.\n\t/// </summary>\n\n\tstatic public bool IsValid (List<EventDelegate> list)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tEventDelegate del = list[i];\n\t\t\t\tif (del != null && del.isValid)\n\t\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\n    /// <summary>\n    /// Assign a new event delegate.\n    /// </summary>\n\n    static public EventDelegate Set(List<EventDelegate> list, Callback callback, bool oneShot = false)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tEventDelegate del = new EventDelegate(callback);\n            del.oneShot = oneShot;\n\t\t\tlist.Clear();\n\t\t\tlist.Add(del);\n\t\t\treturn del;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Assign a new event delegate.\n\t/// </summary>\n\n\tstatic public void Set (List<EventDelegate> list, EventDelegate del)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tlist.Clear();\n\t\t\tlist.Add(del);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Append a new event delegate to the list.\n\t/// </summary>\n\n\tstatic public EventDelegate Add (List<EventDelegate> list, Callback callback) { return Add(list, callback, false); }\n\n\t/// <summary>\n\t/// Append a new event delegate to the list.\n\t/// </summary>\n\n\tstatic public EventDelegate Add (List<EventDelegate> list, Callback callback, bool oneShot)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tEventDelegate del = list[i];\n\t\t\t\tif (del != null && del.Equals(callback))\n\t\t\t\t\treturn del;\n\t\t\t}\n\n\t\t\tEventDelegate ed = new EventDelegate(callback);\n\t\t\ted.oneShot = oneShot;\n\t\t\tlist.Add(ed);\n\t\t\treturn ed;\n\t\t}\n\t\tDebug.LogWarning(\"Attempting to add a callback to a list that's null\");\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Append a new event delegate to the list.\n\t/// </summary>\n\n\tstatic public void Add (List<EventDelegate> list, EventDelegate ev) { Add(list, ev, ev.oneShot); }\n\n\t/// <summary>\n\t/// Append a new event delegate to the list.\n\t/// </summary>\n\n\tstatic public void Add (List<EventDelegate> list, EventDelegate ev, bool oneShot)\n\t{\n\t\tif (ev.mRawDelegate || ev.target == null || string.IsNullOrEmpty(ev.methodName))\n\t\t{\n\t\t\tAdd(list, ev.mCachedCallback, oneShot);\n\t\t}\n\t\telse if (list != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tEventDelegate del = list[i];\n\t\t\t\tif (del != null && del.Equals(ev))\n\t\t\t\t\treturn;\n\t\t\t}\n\t\t\t\n\t\t\tEventDelegate copy = new EventDelegate(ev.target, ev.methodName);\n\t\t\tcopy.oneShot = oneShot;\n\n\t\t\tif (ev.mParameters != null && ev.mParameters.Length > 0)\n\t\t\t{\n\t\t\t\tcopy.mParameters = new Parameter[ev.mParameters.Length];\n\t\t\t\tfor (int i = 0; i < ev.mParameters.Length; ++i)\n\t\t\t\t\tcopy.mParameters[i] = ev.mParameters[i];\n\t\t\t}\n\n\t\t\tlist.Add(copy);\n\t\t}\n\t\telse Debug.LogWarning(\"Attempting to add a callback to a list that's null\");\n\t}\n\n\t/// <summary>\n\t/// Remove an existing event delegate from the list.\n\t/// </summary>\n\n\tstatic public bool Remove (List<EventDelegate> list, Callback callback)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tEventDelegate del = list[i];\n\t\t\t\t\n\t\t\t\tif (del != null && del.Equals(callback))\n\t\t\t\t{\n\t\t\t\t\tlist.RemoveAt(i);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Remove an existing event delegate from the list.\n\t/// </summary>\n\n\tstatic public bool Remove (List<EventDelegate> list, EventDelegate ev)\n\t{\n\t\tif (list != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tEventDelegate del = list[i];\n\n\t\t\t\tif (del != null && del.Equals(ev))\n\t\t\t\t{\n\t\t\t\t\tlist.RemoveAt(i);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/EventDelegate.cs.meta",
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/Localization.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Localization manager is able to parse localization information from text assets.\n/// Using it is simple: text = Localization.Get(key), or just add a UILocalize script to your labels.\n/// You can switch the language by using Localization.language = \"French\", for example.\n/// This will attempt to load the file called \"French.txt\" in the Resources folder,\n/// or a column \"French\" from the Localization.csv file in the Resources folder.\n/// If going down the TXT language file route, it's expected that the file is full of key = value pairs, like so:\n/// \n/// LABEL1 = Hello\n/// LABEL2 = Music\n/// Info = Localization Example\n/// \n/// In the case of the CSV file, the first column should be the \"KEY\". Other columns\n/// should be your localized text values, such as \"French\" for the first row:\n/// \n/// KEY,English,French\n/// LABEL1,Hello,Bonjour\n/// LABEL2,Music,Musique\n/// Info,\"Localization Example\",\"Par exemple la localisation\"\n/// </summary>\n\nstatic public class Localization\n{\n\tpublic delegate byte[] LoadFunction (string path);\n\tpublic delegate void OnLocalizeNotification ();\n\n\t/// <summary>\n\t/// Want to have Localization loading be custom instead of just Resources.Load? Set this function.\n\t/// </summary>\n\n\tstatic public LoadFunction loadFunction;\n\n\t/// <summary>\n\t/// Notification triggered when the localization data gets changed, such as when changing the language.\n\t/// If you want to make modifications to the localization data after it was loaded, this is the place.\n\t/// </summary>\n\n\tstatic public OnLocalizeNotification onLocalize;\n\n\t/// <summary>\n\t/// Whether the localization dictionary has been loaded.\n\t/// </summary>\n \n\tstatic public bool localizationHasBeenSet = false;\n\n\t// Loaded languages, if any\n\tstatic string[] mLanguages = null;\n\n\t// Key = Value dictionary (single language)\n\tstatic Dictionary<string, string> mOldDictionary = new Dictionary<string, string>();\n\n\t// Key = Values dictionary (multiple languages)\n\tstatic Dictionary<string, string[]> mDictionary = new Dictionary<string, string[]>();\n\n\t// Replacement dictionary forces a specific value instead of the existing entry\n\tstatic Dictionary<string, string> mReplacement = new Dictionary<string, string>();\n\n\t// Index of the selected language within the multi-language dictionary\n\tstatic int mLanguageIndex = -1;\n\n\t// Currently selected language\n\tstatic string mLanguage;\n\n\t/// <summary>\n\t/// Localization dictionary. Dictionary key is the localization key.\n\t/// Dictionary value is the list of localized values (columns in the CSV file).\n\t/// </summary>\n\n\tstatic public Dictionary<string, string[]> dictionary\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!localizationHasBeenSet) LoadDictionary(PlayerPrefs.GetString(\"Language\", \"English\"));\n\t\t\treturn mDictionary;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tlocalizationHasBeenSet = (value != null);\n\t\t\tmDictionary = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// List of loaded languages. Available if a single Localization.csv file was used.\n\t/// </summary>\n\n\tstatic public string[] knownLanguages\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!localizationHasBeenSet) LoadDictionary(PlayerPrefs.GetString(\"Language\", \"English\"));\n\t\t\treturn mLanguages;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Name of the currently active language.\n\t/// </summary>\n\n\tstatic public string language\n\t{\n\t\tget\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(mLanguage))\n\t\t\t{\n\t\t\t\tmLanguage = PlayerPrefs.GetString(\"Language\", \"English\");\n\t\t\t\tLoadAndSelect(mLanguage);\n\t\t\t}\n\t\t\treturn mLanguage;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mLanguage != value)\n\t\t\t{\n\t\t\t\tmLanguage = value;\n\t\t\t\tLoadAndSelect(value);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Load the specified localization dictionary.\n\t/// </summary>\n\n\tstatic bool LoadDictionary (string value)\n\t{\n\t\t// Try to load the Localization CSV\n\t\tbyte[] bytes = null;\n\n\t\tif (!localizationHasBeenSet)\n\t\t{\n\t\t\tif (loadFunction == null)\n\t\t\t{\n\t\t\t\tTextAsset asset = Resources.Load<TextAsset>(\"Localization\");\n\t\t\t\tif (asset != null) bytes = asset.bytes;\n\t\t\t}\n\t\t\telse bytes = loadFunction(\"Localization\");\n\t\t\tlocalizationHasBeenSet = true;\n\t\t}\n\n\t\t// Try to load the localization file\n\t\tif (LoadCSV(bytes)) return true;\n\t\tif (string.IsNullOrEmpty(value)) value = mLanguage;\n\n\t\t// If this point was reached, the localization file was not present\n\t\tif (string.IsNullOrEmpty(value)) return false;\n\n\t\t// Not a referenced asset -- try to load it dynamically\n\t\tif (loadFunction == null)\n\t\t{\n\t\t\tTextAsset asset = Resources.Load<TextAsset>(value);\n\t\t\tif (asset != null) bytes = asset.bytes;\n\t\t}\n\t\telse bytes = loadFunction(value);\n\n\t\tif (bytes != null)\n\t\t{\n\t\t\tSet(value, bytes);\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Load the specified language.\n\t/// </summary>\n\n\tstatic bool LoadAndSelect (string value)\n\t{\n\t\tif (!string.IsNullOrEmpty(value))\n\t\t{\n\t\t\tif (mDictionary.Count == 0 && !LoadDictionary(value)) return false;\n\t\t\tif (SelectLanguage(value)) return true;\n\t\t}\n\n\t\t// Old style dictionary\n\t\tif (mOldDictionary.Count > 0) return true;\n\n\t\t// Either the language is null, or it wasn't found\n\t\tmOldDictionary.Clear();\n\t\tmDictionary.Clear();\n\t\tif (string.IsNullOrEmpty(value)) PlayerPrefs.DeleteKey(\"Language\");\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Load the specified asset and activate the localization.\n\t/// </summary>\n\n\tstatic public void Load (TextAsset asset)\n\t{\n\t\tByteReader reader = new ByteReader(asset);\n\t\tSet(asset.name, reader.ReadDictionary());\n\t}\n\n\t/// <summary>\n\t/// Set the localization data directly.\n\t/// </summary>\n\n\tstatic public void Set (string languageName, byte[] bytes)\n\t{\n\t\tByteReader reader = new ByteReader(bytes);\n\t\tSet(languageName, reader.ReadDictionary());\n\t}\n\n\t/// <summary>\n\t/// Forcefully replace the specified key with another value.\n\t/// </summary>\n\n\tstatic public void ReplaceKey (string key, string val)\n\t{\n\t\tif (!string.IsNullOrEmpty(val)) mReplacement[key] = val;\n\t\telse mReplacement.Remove(key);\n\t}\n\n\t/// <summary>\n\t/// Clear the replacement values.\n\t/// </summary>\n\n\tstatic public void ClearReplacements () { mReplacement.Clear(); }\n\n\t/// <summary>\n\t/// Load the specified CSV file.\n\t/// </summary>\n\n\tstatic public bool LoadCSV (TextAsset asset, bool merge = false) { return LoadCSV(asset.bytes, asset, merge); }\n\n\t/// <summary>\n\t/// Load the specified CSV file.\n\t/// </summary>\n\n\tstatic public bool LoadCSV (byte[] bytes, bool merge = false) { return LoadCSV(bytes, null, merge); }\n\n\tstatic bool mMerging = false;\n\n\t/// <summary>\n\t/// Whether the specified language is present in the localization.\n\t/// </summary>\n\n\tstatic bool HasLanguage (string languageName)\n\t{\n\t\tfor (int i = 0, imax = mLanguages.Length; i < imax; ++i)\n\t\t\tif (mLanguages[i] == languageName) return true;\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Load the specified CSV file.\n\t/// </summary>\n\n\tstatic bool LoadCSV (byte[] bytes, TextAsset asset, bool merge = false)\n\t{\n\t\tif (bytes == null) return false;\n\t\tByteReader reader = new ByteReader(bytes);\n\n\t\t// The first line should contain \"KEY\", followed by languages.\n\t\tBetterList<string> header = reader.ReadCSV();\n\n\t\t// There must be at least two columns in a valid CSV file\n\t\tif (header.size < 2) return false;\n\t\theader.RemoveAt(0);\n\n\t\tstring[] languagesToAdd = null;\n\t\tif (string.IsNullOrEmpty(mLanguage)) localizationHasBeenSet = false;\n\n\t\t// Clear the dictionary\n\t\tif (!localizationHasBeenSet || (!merge && !mMerging) || mLanguages == null || mLanguages.Length == 0)\n\t\t{\n\t\t\tmDictionary.Clear();\n\t\t\tmLanguages = new string[header.size];\n\n\t\t\tif (!localizationHasBeenSet)\n\t\t\t{\n\t\t\t\tmLanguage = PlayerPrefs.GetString(\"Language\", header[0]);\n\t\t\t\tlocalizationHasBeenSet = true;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < header.size; ++i)\n\t\t\t{\n\t\t\t\tmLanguages[i] = header[i];\n\t\t\t\tif (mLanguages[i] == mLanguage)\n\t\t\t\t\tmLanguageIndex = i;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tlanguagesToAdd = new string[header.size];\n\t\t\tfor (int i = 0; i < header.size; ++i) languagesToAdd[i] = header[i];\n\n\t\t\t// Automatically resize the existing languages and add the new language to the mix\n\t\t\tfor (int i = 0; i < header.size; ++i)\n\t\t\t{\n\t\t\t\tif (!HasLanguage(header[i]))\n\t\t\t\t{\n\t\t\t\t\tint newSize = mLanguages.Length + 1;\n#if UNITY_FLASH\n\t\t\t\t\tstring[] temp = new string[newSize];\n\t\t\t\t\tfor (int b = 0, bmax = arr.Length; b < bmax; ++b) temp[b] = mLanguages[b];\n\t\t\t\t\tmLanguages = temp;\n#else\n\t\t\t\t\tSystem.Array.Resize(ref mLanguages, newSize);\n#endif\n\t\t\t\t\tmLanguages[newSize - 1] = header[i];\n\n\t\t\t\t\tDictionary<string, string[]> newDict = new Dictionary<string, string[]>();\n\n\t\t\t\t\tforeach (KeyValuePair<string, string[]> pair in mDictionary)\n\t\t\t\t\t{\n\t\t\t\t\t\tstring[] arr = pair.Value;\n#if UNITY_FLASH\n\t\t\t\t\t\ttemp = new string[newSize];\n\t\t\t\t\t\tfor (int b = 0, bmax = arr.Length; b < bmax; ++b) temp[b] = arr[b];\n\t\t\t\t\t\tarr = temp;\n#else\n\t\t\t\t\t\tSystem.Array.Resize(ref arr, newSize);\n#endif\n\t\t\t\t\t\tarr[newSize - 1] = arr[0];\n\t\t\t\t\t\tnewDict.Add(pair.Key, arr);\n\t\t\t\t\t}\n\t\t\t\t\tmDictionary = newDict;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tDictionary<string, int> languageIndices = new Dictionary<string, int>();\n\t\tfor (int i = 0; i < mLanguages.Length; ++i)\n\t\t\tlanguageIndices.Add(mLanguages[i], i);\n\n\t\t// Read the entire CSV file into memory\n\t\tfor (;;)\n\t\t{\n\t\t\tBetterList<string> temp = reader.ReadCSV();\n\t\t\tif (temp == null || temp.size == 0) break;\n\t\t\tif (string.IsNullOrEmpty(temp[0])) continue;\n\t\t\tAddCSV(temp, languagesToAdd, languageIndices);\n\t\t}\n\n\t\tif (!mMerging && onLocalize != null)\n\t\t{\n\t\t\tmMerging = true;\n\t\t\tOnLocalizeNotification note = onLocalize;\n\t\t\tonLocalize = null;\n\t\t\tnote();\n\t\t\tonLocalize = note;\n\t\t\tmMerging = false;\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Helper function that adds a single line from a CSV file to the localization list.\n\t/// </summary>\n\n\tstatic void AddCSV (BetterList<string> newValues, string[] newLanguages, Dictionary<string, int> languageIndices)\n\t{\n\t\tif (newValues.size < 2) return;\n\t\tstring key = newValues[0];\n\t\tif (string.IsNullOrEmpty(key)) return;\n\t\tstring[] copy = ExtractStrings(newValues, newLanguages, languageIndices);\n\n\t\tif (mDictionary.ContainsKey(key))\n\t\t{\n\t\t\tmDictionary[key] = copy;\n\t\t\tif (newLanguages == null) Debug.LogWarning(\"Localization key '\" + key + \"' is already present\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tmDictionary.Add(key, copy);\n\t\t\t}\n\t\t\tcatch (System.Exception ex)\n\t\t\t{\n\t\t\t\tDebug.LogError(\"Unable to add '\" + key + \"' to the Localization dictionary.\\n\" + ex.Message);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Used to merge separate localization files into one.\n\t/// </summary>\n\n\tstatic string[] ExtractStrings (BetterList<string> added, string[] newLanguages, Dictionary<string, int> languageIndices)\n\t{\n\t\tif (newLanguages == null)\n\t\t{\n\t\t\tstring[] values = new string[mLanguages.Length];\n\t\t\tfor (int i = 1, max = Mathf.Min(added.size, values.Length + 1); i < max; ++i)\n\t\t\t\tvalues[i - 1] = added[i];\n\t\t\treturn values;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tstring[] values;\n\t\t\tstring s = added[0];\n\n\t\t\tif (!mDictionary.TryGetValue(s, out values))\n\t\t\t\tvalues = new string[mLanguages.Length];\n\n\t\t\tfor (int i = 0, imax = newLanguages.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tstring language = newLanguages[i];\n\t\t\t\tint index = languageIndices[language];\n\t\t\t\tvalues[index] = added[i + 1];\n\t\t\t}\n\t\t\treturn values;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Select the specified language from the previously loaded CSV file.\n\t/// </summary>\n\n\tstatic bool SelectLanguage (string language)\n\t{\n\t\tmLanguageIndex = -1;\n\n\t\tif (mDictionary.Count == 0) return false;\n\n\t\tfor (int i = 0, imax = mLanguages.Length; i < imax; ++i)\n\t\t{\n\t\t\tif (mLanguages[i] == language)\n\t\t\t{\n\t\t\t\tmOldDictionary.Clear();\n\t\t\t\tmLanguageIndex = i;\n\t\t\t\tmLanguage = language;\n\t\t\t\tPlayerPrefs.SetString(\"Language\", mLanguage);\n\t\t\t\tif (onLocalize != null) onLocalize();\n\t\t\t\tUIRoot.Broadcast(\"OnLocalize\");\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Load the specified asset and activate the localization.\n\t/// </summary>\n\n\tstatic public void Set (string languageName, Dictionary<string, string> dictionary)\n\t{\n\t\tmLanguage = languageName;\n\t\tPlayerPrefs.SetString(\"Language\", mLanguage);\n\t\tmOldDictionary = dictionary;\n\t\tlocalizationHasBeenSet = true;\n\t\tmLanguageIndex = -1;\n\t\tmLanguages = new string[] { languageName };\n\t\tif (onLocalize != null) onLocalize();\n\t\tUIRoot.Broadcast(\"OnLocalize\");\n\t}\n\n\t/// <summary>\n\t/// Change or set the localization value for the specified key.\n\t/// Note that this method only supports one fallback language, and should\n\t/// ideally be called from within Localization.onLocalize.\n\t/// To set the multi-language value just modify Localization.dictionary directly.\n\t/// </summary>\n\n\tstatic public void Set (string key, string value)\n\t{\n\t\tif (mOldDictionary.ContainsKey(key)) mOldDictionary[key] = value;\n\t\telse mOldDictionary.Add(key, value);\n\t}\n\n\t/// <summary>\n\t/// Localize the specified value.\n\t/// </summary>\n\n\tstatic public string Get (string key)\n\t{\n\t\tif (string.IsNullOrEmpty(key)) return null;\n\n\t\t// Ensure we have a language to work with\n\t\tif (!localizationHasBeenSet) LoadDictionary(PlayerPrefs.GetString(\"Language\", \"English\"));\n\n\t\tif (mLanguages == null)\n\t\t{\n\t\t\tDebug.LogError(\"No localization data present\");\n\t\t\treturn null;\n\t\t}\n\n\t\tstring lang = language;\n\n\t\tif (mLanguageIndex == -1)\n\t\t{\n\t\t\tfor (int i = 0; i < mLanguages.Length; ++i)\n\t\t\t{\n\t\t\t\tif (mLanguages[i] == lang)\n\t\t\t\t{\n\t\t\t\t\tmLanguageIndex = i;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (mLanguageIndex == -1)\n\t\t{\n\t\t\tmLanguageIndex = 0;\n\t\t\tmLanguage = mLanguages[0];\n\t\t\tDebug.LogWarning(\"Language not found: \" + lang);\n\t\t}\n\n\t\tstring val;\n\t\tstring[] vals;\n\n\t\tUICamera.ControlScheme scheme = UICamera.currentScheme;\n\n\n\t\tif (scheme == UICamera.ControlScheme.Touch)\n\t\t{\n\t\t\tstring altKey = key + \" Mobile\";\n\t\t\tif (mReplacement.TryGetValue(altKey, out val)) return val;\n\n\t\t\tif (mLanguageIndex != -1 && mDictionary.TryGetValue(altKey, out vals))\n\t\t\t{\n\t\t\t\tif (mLanguageIndex < vals.Length)\n\t\t\t\t\treturn vals[mLanguageIndex];\n\t\t\t}\n\t\t\tif (mOldDictionary.TryGetValue(altKey, out val)) return val;\n\t\t}\n\t\telse if (scheme == UICamera.ControlScheme.Controller)\n\t\t{\n\t\t\tstring altKey = key + \" Controller\";\n\t\t\tif (mReplacement.TryGetValue(altKey, out val)) return val;\n\n\t\t\tif (mLanguageIndex != -1 && mDictionary.TryGetValue(altKey, out vals))\n\t\t\t{\n\t\t\t\tif (mLanguageIndex < vals.Length)\n\t\t\t\t\treturn vals[mLanguageIndex];\n\t\t\t}\n\t\t\tif (mOldDictionary.TryGetValue(altKey, out val)) return val;\n\t\t}\n\n\t\tif (mReplacement.TryGetValue(key, out val)) return val;\n\n\t\tif (mLanguageIndex != -1 && mDictionary.TryGetValue(key, out vals))\n\t\t{\n\t\t\tif (mLanguageIndex < vals.Length)\n\t\t\t{\n\t\t\t\tstring s = vals[mLanguageIndex];\n\t\t\t\tif (string.IsNullOrEmpty(s)) s = vals[0];\n\t\t\t\treturn s;\n\t\t\t}\n\t\t\treturn vals[0];\n\t\t}\n\t\tif (mOldDictionary.TryGetValue(key, out val)) return val;\n\n#if UNITY_EDITOR\n\t\tDebug.LogWarning(\"Localization key not found: '\" + key + \"' for language \" + lang);\n#endif\n\t\treturn key;\n\t}\n\n\t/// <summary>\n\t/// Localize the specified value and format it.\n\t/// </summary>\n\n\tstatic public string Format (string key, params object[] parameters) { return string.Format(Get(key), parameters); }\n\n\t[System.Obsolete(\"Localization is now always active. You no longer need to check this property.\")]\n\tstatic public bool isActive { get { return true; } }\n\n\t[System.Obsolete(\"Use Localization.Get instead\")]\n\tstatic public string Localize (string key) { return Get(key); }\n\n\t/// <summary>\n\t/// Returns whether the specified key is present in the localization dictionary.\n\t/// </summary>\n\n\tstatic public bool Exists (string key)\n\t{\n\t\t// Ensure we have a language to work with\n\t\tif (!localizationHasBeenSet) language = PlayerPrefs.GetString(\"Language\", \"English\");\n\n#if UNITY_IPHONE || UNITY_ANDROID\n\t\tstring mobKey = key + \" Mobile\";\n\t\tif (mDictionary.ContainsKey(mobKey)) return true;\n\t\telse if (mOldDictionary.ContainsKey(mobKey)) return true;\n#endif\n\t\treturn mDictionary.ContainsKey(key) || mOldDictionary.ContainsKey(key);\n\t}\n\n\t/// <summary>\n\t/// Add a new entry to the localization dictionary.\n\t/// </summary>\n\n\tstatic public void Set (string language, string key, string text)\n\t{\n\t\t// Check existing languages first\n\t\tstring[] kl = knownLanguages;\n\t\t\n\t\tif (kl == null)\n\t\t{\n\t\t\tmLanguages = new string[] { language };\n\t\t\tkl = mLanguages;\n\t\t}\n\n\t\tfor (int i = 0, imax = kl.Length; i < imax; ++i)\n\t\t{\n\t\t\t// Language match\n\t\t\tif (kl[i] == language)\n\t\t\t{\n\t\t\t\tstring[] vals;\n\n\t\t\t\t// Get all language values for the desired key\n\t\t\t\tif (!mDictionary.TryGetValue(key, out vals))\n\t\t\t\t{\n\t\t\t\t\tvals = new string[kl.Length];\n\t\t\t\t\tmDictionary[key] = vals;\n\t\t\t\t\tvals[0] = text;\n\t\t\t\t}\n\n\t\t\t\t// Assign the value for this language\n\t\t\t\tvals[i] = text;\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\n\t\t// Expand the dictionary to include this new language\n\t\tint newSize = mLanguages.Length + 1;\n#if UNITY_FLASH\n\t\tstring[] temp = new string[newSize];\n\t\tfor (int b = 0, bmax = arr.Length; b < bmax; ++b) temp[b] = mLanguages[b];\n\t\tmLanguages = temp;\n#else\n\t\tSystem.Array.Resize(ref mLanguages, newSize);\n#endif\n\t\tmLanguages[newSize - 1] = language;\n\n\t\tDictionary<string, string[]> newDict = new Dictionary<string, string[]>();\n\n\t\tforeach (KeyValuePair<string, string[]> pair in mDictionary)\n\t\t{\n\t\t\tstring[] arr = pair.Value;\n#if UNITY_FLASH\n\t\t\ttemp = new string[newSize];\n\t\t\tfor (int b = 0, bmax = arr.Length; b < bmax; ++b) temp[b] = arr[b];\n\t\t\tarr = temp;\n#else\n\t\t\tSystem.Array.Resize(ref arr, newSize);\n#endif\n\t\t\tarr[newSize - 1] = arr[0];\n\t\t\tnewDict.Add(pair.Key, arr);\n\t\t}\n\t\tmDictionary = newDict;\n\n\t\t// Set the new value\n\t\tstring[] values;\n\n\t\tif (!mDictionary.TryGetValue(key, out values))\n\t\t{\n\t\t\tvalues = new string[kl.Length];\n\t\t\tmDictionary[key] = values;\n\t\t\tvalues[0] = text;\n\t\t}\n\t\tvalues[newSize - 1] = text;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/Localization.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c4850261060aea044ae098e8e9979e62\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -300\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/MinMaxRangeAttribute.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\npublic class MinMaxRangeAttribute : PropertyAttribute\n{\n\tpublic float minLimit, maxLimit;\n\n\tpublic MinMaxRangeAttribute (float minLimit, float maxLimit)\n\t{\n\t\tthis.minLimit = minLimit;\n\t\tthis.maxLimit = maxLimit;\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/MinMaxRangeAttribute.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 94f43f87071788c43885c97441c8fdc8\ntimeCreated: 1458958592\nlicenseType: Store\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUIDebug.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This class is meant to be used only internally. It's like Debug.Log, but prints using OnGUI to screen instead.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Internal/Debug\")]\npublic class NGUIDebug : MonoBehaviour\n{\n\tstatic bool mRayDebug = false;\n\tstatic List<string> mLines = new List<string>();\n\tstatic NGUIDebug mInstance = null;\n\n\t/// <summary>\n\t/// Set by UICamera. Can be used to show/hide raycast information.\n\t/// </summary>\n\n\tstatic public bool debugRaycast\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mRayDebug;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmRayDebug = value;\n\t\t\tif (value && Application.isPlaying)\n\t\t\t\tCreateInstance();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ensure we have an instance present.\n\t/// </summary>\n\n\tstatic public void CreateInstance ()\n\t{\n\t\tif (mInstance == null)\n\t\t{\n\t\t\tGameObject go = new GameObject(\"_NGUI Debug\");\n\t\t\tmInstance = go.AddComponent<NGUIDebug>();\n\t\t\tDontDestroyOnLoad(go);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add a new on-screen log entry.\n\t/// </summary>\n\n\tstatic void LogString (string text)\n\t{\n\t\tif (Application.isPlaying)\n\t\t{\n\t\t\tif (mLines.Count > 20) mLines.RemoveAt(0);\n\t\t\tmLines.Add(text);\n\t\t\tCreateInstance();\n\t\t}\n\t\telse Debug.Log(text);\n\t}\n\n\t/// <summary>\n\t/// Add a new log entry, printing all of the specified parameters.\n\t/// </summary>\n\n\tstatic public void Log (params object[] objs)\n\t{\n\t\tstring text = \"\";\n\n\t\tfor (int i = 0; i < objs.Length; ++i)\n\t\t{\n\t\t\tif (i == 0)\n\t\t\t{\n\t\t\t\ttext += objs[i].ToString();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\ttext += \", \" + objs[i].ToString();\n\t\t\t}\n\t\t}\n\t\tLogString(text);\n\t}\n\n\t/// <summary>\n\t/// Add a new log entry.\n\t/// </summary>\n\n\tstatic public void Log (string s)\n\t{\n\t\tif (!string.IsNullOrEmpty(s))\n\t\t{\n\t\t\tstring[] lines = s.Split('\\n');\n\t\t\tforeach (string st in lines) LogString(st);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clear the logged text.\n\t/// </summary>\n\n\tstatic public void Clear () { mLines.Clear(); }\n\n\t/// <summary>\n\t/// Draw bounds immediately. Won't be remembered for the next frame.\n\t/// </summary>\n\n\tstatic public void DrawBounds (Bounds b)\n\t{\n\t\tVector3 c = b.center;\n\t\tVector3 v0 = b.center - b.extents;\n\t\tVector3 v1 = b.center + b.extents;\n\t\tDebug.DrawLine(new Vector3(v0.x, v0.y, c.z), new Vector3(v1.x, v0.y, c.z), Color.red);\n\t\tDebug.DrawLine(new Vector3(v0.x, v0.y, c.z), new Vector3(v0.x, v1.y, c.z), Color.red);\n\t\tDebug.DrawLine(new Vector3(v1.x, v0.y, c.z), new Vector3(v1.x, v1.y, c.z), Color.red);\n\t\tDebug.DrawLine(new Vector3(v0.x, v1.y, c.z), new Vector3(v1.x, v1.y, c.z), Color.red);\n\t}\n\n\tvoid OnGUI()\n\t{\n\t\tRect rect = new Rect(5f, 5f, 1000f, 22f);\n\n\t\tif (mRayDebug)\n\t\t{\n\t\t\tUICamera.ControlScheme scheme = UICamera.currentScheme;\n\t\t\tstring text = \"Scheme: \" + scheme;\n\t\t\tGUI.color = Color.black;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y -= 1f;\n\t\t\trect.x -= 1f;\n\t\t\tGUI.color = Color.white;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y += 18f;\n\t\t\trect.x += 1f;\n\n\t\t\ttext = \"Hover: \" + NGUITools.GetHierarchy(UICamera.hoveredObject).Replace(\"\\\"\", \"\");\n\t\t\tGUI.color = Color.black;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y -= 1f;\n\t\t\trect.x -= 1f;\n\t\t\tGUI.color = Color.white;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y += 18f;\n\t\t\trect.x += 1f;\n\n\t\t\ttext = \"Selection: \" + NGUITools.GetHierarchy(UICamera.selectedObject).Replace(\"\\\"\", \"\");\n\t\t\tGUI.color = Color.black;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y -= 1f;\n\t\t\trect.x -= 1f;\n\t\t\tGUI.color = Color.white;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y += 18f;\n\t\t\trect.x += 1f;\n\n\t\t\ttext = \"Controller: \" + NGUITools.GetHierarchy(UICamera.controllerNavigationObject).Replace(\"\\\"\", \"\");\n\t\t\tGUI.color = Color.black;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y -= 1f;\n\t\t\trect.x -= 1f;\n\t\t\tGUI.color = Color.white;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y += 18f;\n\t\t\trect.x += 1f;\n\n\t\t\ttext = \"Active events: \" + UICamera.CountInputSources();\n\t\t\tif (UICamera.disableController) text += \", disabled controller\";\n\t\t\tif (UICamera.ignoreControllerInput) text += \", ignore controller\";\n\t\t\tif (UICamera.inputHasFocus) text += \", input focus\";\n\t\t\tGUI.color = Color.black;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y -= 1f;\n\t\t\trect.x -= 1f;\n\t\t\tGUI.color = Color.white;\n\t\t\tGUI.Label(rect, text);\n\t\t\trect.y += 18f;\n\t\t\trect.x += 1f;\n\t\t}\n\n\t\tfor (int i = 0, imax = mLines.Count; i < imax; ++i)\n\t\t{\n\t\t\tGUI.color = Color.black;\n\t\t\tGUI.Label(rect, mLines[i]);\n\t\t\trect.y -= 1f;\n\t\t\trect.x -= 1f;\n\t\t\tGUI.color = Color.white;\n\t\t\tGUI.Label(rect, mLines[i]);\n\t\t\trect.y += 18f;\n\t\t\trect.x += 1f;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUIDebug.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ecb9547bf2766f645b5e6046483a6c72\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUIMath.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System;\nusing System.Collections.Generic;\nusing System.Text;\n\n/// <summary>\n/// Helper class containing generic functions used throughout the UI library.\n/// </summary>\n\nstatic public class NGUIMath\n{\n\t/// <summary>\n\t/// Lerp function that doesn't clamp the 'factor' in 0-1 range.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public float Lerp (float from, float to, float factor) { return from * (1f - factor) + to * factor; }\n\n\t/// <summary>\n\t/// Clamp the specified integer to be between 0 and below 'max'.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public int ClampIndex (int val, int max) { return (val < 0) ? 0 : (val < max ? val : max - 1); }\n\n\t/// <summary>\n\t/// Wrap the index using repeating logic, so that for example +1 past the end means index of '1'.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public int RepeatIndex (int val, int max)\n\t{\n\t\tif (max < 1) return 0;\n\t\twhile (val < 0) val += max;\n\t\twhile (val >= max) val -= max;\n\t\treturn val;\n\t}\n\n\t/// <summary>\n\t/// Ensure that the angle is within -180 to 180 range.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public float WrapAngle (float angle)\n\t{\n\t\twhile (angle > 180f) angle -= 360f;\n\t\twhile (angle < -180f) angle += 360f;\n\t\treturn angle;\n\t}\n\n\t/// <summary>\n\t/// In the shader, equivalent function would be 'fract'\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public float Wrap01 (float val) { return val - Mathf.FloorToInt(val); }\n\n\t/// <summary>\n\t/// Convert a hexadecimal character to its decimal value.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public int HexToDecimal (char ch)\n\t{\n\t\tswitch (ch)\n\t\t{\n\t\t\tcase '0': return 0x0;\n\t\t\tcase '1': return 0x1;\n\t\t\tcase '2': return 0x2;\n\t\t\tcase '3': return 0x3;\n\t\t\tcase '4': return 0x4;\n\t\t\tcase '5': return 0x5;\n\t\t\tcase '6': return 0x6;\n\t\t\tcase '7': return 0x7;\n\t\t\tcase '8': return 0x8;\n\t\t\tcase '9': return 0x9;\n\t\t\tcase 'a':\n\t\t\tcase 'A': return 0xA;\n\t\t\tcase 'b':\n\t\t\tcase 'B': return 0xB;\n\t\t\tcase 'c':\n\t\t\tcase 'C': return 0xC;\n\t\t\tcase 'd':\n\t\t\tcase 'D': return 0xD;\n\t\t\tcase 'e':\n\t\t\tcase 'E': return 0xE;\n\t\t\tcase 'f':\n\t\t\tcase 'F': return 0xF;\n\t\t}\n\t\treturn 0xF;\n\t}\n\n\t/// <summary>\n\t/// Convert a single 0-15 value into its hex representation.\n\t/// It's coded because int.ToString(format) syntax doesn't seem to be supported by Unity's Flash. It just silently crashes.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public char DecimalToHexChar (int num)\n\t{\n\t\tif (num > 15) return 'F';\n\t\tif (num < 10) return (char)('0' + num);\n\t\treturn (char)('A' + num - 10);\n\t}\n\n\t/// <summary>\n\t/// Convert a decimal value to its hex representation.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string DecimalToHex8 (int num)\n\t{\n\t\tnum &= 0xFF;\n#if UNITY_FLASH\n\t\tStringBuilder sb = new StringBuilder();\n\t\tsb.Append(DecimalToHexChar((num >> 4) & 0xF));\n\t\tsb.Append(DecimalToHexChar(num & 0xF));\n\t\treturn sb.ToString();\n#else\n\t\treturn num.ToString(\"X2\");\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convert a decimal value to its hex representation.\n\t/// It's coded because num.ToString(\"X6\") syntax doesn't seem to be supported by Unity's Flash. It just silently crashes.\n\t/// string.Format(\"{0,6:X}\", num).Replace(' ', '0') doesn't work either. It returns the format string, not the formatted value.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string DecimalToHex24 (int num)\n\t{\n\t\tnum &= 0xFFFFFF;\n#if UNITY_FLASH\n\t\tStringBuilder sb = new StringBuilder();\n\t\tsb.Append(DecimalToHexChar((num >> 20) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 16) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 12) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 8) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 4) & 0xF));\n\t\tsb.Append(DecimalToHexChar(num & 0xF));\n\t\treturn sb.ToString();\n#else\n\t\treturn num.ToString(\"X6\");\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convert a decimal value to its hex representation.\n\t/// It's coded because num.ToString(\"X6\") syntax doesn't seem to be supported by Unity's Flash. It just silently crashes.\n\t/// string.Format(\"{0,6:X}\", num).Replace(' ', '0') doesn't work either. It returns the format string, not the formatted value.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string DecimalToHex32 (int num)\n\t{\n#if UNITY_FLASH\n\t\tStringBuilder sb = new StringBuilder();\n\t\tsb.Append(DecimalToHexChar((num >> 28) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 24) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 20) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 16) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 12) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 8) & 0xF));\n\t\tsb.Append(DecimalToHexChar((num >> 4) & 0xF));\n\t\tsb.Append(DecimalToHexChar(num & 0xF));\n\t\treturn sb.ToString();\n#else\n\t\treturn num.ToString(\"X8\");\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convert the specified color to RGBA32 integer format.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public int ColorToInt (Color c)\n\t{\n\t\tint retVal = 0;\n\t\tretVal |= Mathf.RoundToInt(c.r * 255f) << 24;\n\t\tretVal |= Mathf.RoundToInt(c.g * 255f) << 16;\n\t\tretVal |= Mathf.RoundToInt(c.b * 255f) << 8;\n\t\tretVal |= Mathf.RoundToInt(c.a * 255f);\n\t\treturn retVal;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified RGBA32 integer to Color.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public Color IntToColor (int val)\n\t{\n\t\tfloat inv = 1f / 255f;\n\t\tColor c = Color.black;\n\t\tc.r = inv * ((val >> 24) & 0xFF);\n\t\tc.g = inv * ((val >> 16) & 0xFF);\n\t\tc.b = inv * ((val >> 8) & 0xFF);\n\t\tc.a = inv * (val & 0xFF);\n\t\treturn c;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified integer to a human-readable string representing the binary value. Useful for debugging bytes.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string IntToBinary (int val, int bits)\n\t{\n\t\tstring final = \"\";\n\n\t\tfor (int i = bits; i > 0; )\n\t\t{\n\t\t\tif (i == 8 || i == 16 || i == 24) final += \" \";\n\t\t\tfinal += ((val & (1 << --i)) != 0) ? '1' : '0';\n\t\t}\n\t\treturn final;\n\t}\n\n\t/// <summary>\n\t/// Convenience conversion function, allowing hex format (0xRrGgBbAa).\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public Color HexToColor (uint val)\n\t{\n\t\treturn IntToColor((int)val);\n\t}\n\n\t/// <summary>\n\t/// Convert from top-left based pixel coordinates to bottom-left based UV coordinates.\n\t/// </summary>\n\n\tstatic public Rect ConvertToTexCoords (Rect rect, int width, int height)\n\t{\n\t\tRect final = rect;\n\n\t\tif (width != 0f && height != 0f)\n\t\t{\n\t\t\tfinal.xMin = rect.xMin / width;\n\t\t\tfinal.xMax = rect.xMax / width;\n\t\t\tfinal.yMin = 1f - rect.yMax / height;\n\t\t\tfinal.yMax = 1f - rect.yMin / height;\n\t\t}\n\t\treturn final;\n\t}\n\n\t/// <summary>\n\t/// Convert from bottom-left based UV coordinates to top-left based pixel coordinates.\n\t/// </summary>\n\n\tstatic public Rect ConvertToPixels (Rect rect, int width, int height, bool round)\n\t{\n\t\tRect final = rect;\n\n\t\tif (round)\n\t\t{\n\t\t\tfinal.xMin = Mathf.RoundToInt(rect.xMin * width);\n\t\t\tfinal.xMax = Mathf.RoundToInt(rect.xMax * width);\n\t\t\tfinal.yMin = Mathf.RoundToInt((1f - rect.yMax) * height);\n\t\t\tfinal.yMax = Mathf.RoundToInt((1f - rect.yMin) * height);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfinal.xMin = rect.xMin * width;\n\t\t\tfinal.xMax = rect.xMax * width;\n\t\t\tfinal.yMin = (1f - rect.yMax) * height;\n\t\t\tfinal.yMax = (1f - rect.yMin) * height;\n\t\t}\n\t\treturn final;\n\t}\n\n\t/// <summary>\n\t/// Round the pixel rectangle's dimensions.\n\t/// </summary>\n\n\tstatic public Rect MakePixelPerfect (Rect rect)\n\t{\n\t\trect.xMin = Mathf.RoundToInt(rect.xMin);\n\t\trect.yMin = Mathf.RoundToInt(rect.yMin);\n\t\trect.xMax = Mathf.RoundToInt(rect.xMax);\n\t\trect.yMax = Mathf.RoundToInt(rect.yMax);\n\t\treturn rect;\n\t}\n\n\t/// <summary>\n\t/// Round the texture coordinate rectangle's dimensions.\n\t/// </summary>\n\n\tstatic public Rect MakePixelPerfect (Rect rect, int width, int height)\n\t{\n\t\trect = ConvertToPixels(rect, width, height, true);\n\t\trect.xMin = Mathf.RoundToInt(rect.xMin);\n\t\trect.yMin = Mathf.RoundToInt(rect.yMin);\n\t\trect.xMax = Mathf.RoundToInt(rect.xMax);\n\t\trect.yMax = Mathf.RoundToInt(rect.yMax);\n\t\treturn ConvertToTexCoords(rect, width, height);\n\t}\n\n\t/// <summary>\n\t/// Constrain 'rect' to be within 'area' as much as possible, returning the Vector2 offset necessary for this to happen.\n\t/// This function is useful when trying to restrict one area (window) to always be within another (viewport).\n\t/// </summary>\n\n\tstatic public Vector2 ConstrainRect (Vector2 minRect, Vector2 maxRect, Vector2 minArea, Vector2 maxArea)\n\t{\n\t\tVector2 offset = Vector2.zero;\n\n\t\tfloat contentX = maxRect.x - minRect.x;\n\t\tfloat contentY = maxRect.y - minRect.y;\n\n\t\tfloat areaX = maxArea.x - minArea.x;\n\t\tfloat areaY = maxArea.y - minArea.y;\n\n\t\tif (contentX > areaX)\n\t\t{\n\t\t\tfloat diff = contentX - areaX;\n\t\t\tminArea.x -= diff;\n\t\t\tmaxArea.x += diff;\n\t\t}\n\n\t\tif (contentY > areaY)\n\t\t{\n\t\t\tfloat diff = contentY - areaY;\n\t\t\tminArea.y -= diff;\n\t\t\tmaxArea.y += diff;\n\t\t}\n\n\t\tif (minRect.x < minArea.x) offset.x += minArea.x - minRect.x;\n\t\tif (maxRect.x > maxArea.x) offset.x -= maxRect.x - maxArea.x;\n\t\tif (minRect.y < minArea.y) offset.y += minArea.y - minRect.y;\n\t\tif (maxRect.y > maxArea.y) offset.y -= maxRect.y - maxArea.y;\n\t\t\n\t\treturn offset;\n\t}\n\n\t/// <summary>\n\t/// Calculate the combined bounds of all widgets attached to the specified game object or its children (in world space).\n\t/// </summary>\n\n\tstatic public Bounds CalculateAbsoluteWidgetBounds (Transform trans)\n\t{\n\t\tif (trans != null)\n\t\t{\n\t\t\tUIWidget[] widgets = trans.GetComponentsInChildren<UIWidget>() as UIWidget[];\n\t\t\tif (widgets.Length == 0) return new Bounds(trans.position, Vector3.zero);\n\n\t\t\tVector3 vMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);\n\t\t\tVector3 vMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);\n\t\t\tVector3 v;\n\n\t\t\tfor (int i = 0, imax = widgets.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIWidget w = widgets[i];\n\t\t\t\tif (!w.enabled) continue;\n\n\t\t\t\tVector3[] corners = w.worldCorners;\n\n\t\t\t\tfor (int j = 0; j < 4; ++j)\n\t\t\t\t{\n\t\t\t\t\tv = corners[j];\n\n\t\t\t\t\tif (v.x > vMax.x) vMax.x = v.x;\n \t\t\t\t\tif (v.y > vMax.y) vMax.y = v.y;\n \t\t\t\t\tif (v.z > vMax.z) vMax.z = v.z;\n \n \t\t\t\t\tif (v.x < vMin.x) vMin.x = v.x;\n \t\t\t\t\tif (v.y < vMin.y) vMin.y = v.y;\n \t\t\t\t\tif (v.z < vMin.z) vMin.z = v.z;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tBounds b = new Bounds(vMin, Vector3.zero);\n\t\t\tb.Encapsulate(vMax);\n\t\t\treturn b;\n\t\t}\n\t\treturn new Bounds(Vector3.zero, Vector3.zero);\n\t}\n\n\t/// <summary>\n\t/// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space).\n\t/// </summary>\n\n\tstatic public Bounds CalculateRelativeWidgetBounds (Transform trans)\n\t{\n\t\treturn CalculateRelativeWidgetBounds(trans, trans, false);\n\t}\n\n\t/// <summary>\n\t/// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space).\n\t/// </summary>\n\n\tstatic public Bounds CalculateRelativeWidgetBounds (Transform trans, bool considerInactive)\n\t{\n\t\treturn CalculateRelativeWidgetBounds(trans, trans, considerInactive);\n\t}\n\n\t/// <summary>\n\t/// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space).\n\t/// </summary>\n\n\tstatic public Bounds CalculateRelativeWidgetBounds (Transform relativeTo, Transform content)\n\t{\n\t\treturn CalculateRelativeWidgetBounds(relativeTo, content, false);\n\t}\n\n\t/// <summary>\n\t/// Calculate the combined bounds of all widgets attached to the specified game object or its children (in relative-to-object space).\n\t/// </summary>\n\n\tstatic public Bounds CalculateRelativeWidgetBounds (Transform relativeTo, Transform content, bool considerInactive, bool considerChildren = true)\n\t{\n\t\tif (content != null && relativeTo != null)\n\t\t{\n\t\t\tbool isSet = false;\n\t\t\tMatrix4x4 toLocal = relativeTo.worldToLocalMatrix;\n\t\t\tVector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);\n\t\t\tVector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);\n\t\t\tCalculateRelativeWidgetBounds(content, considerInactive, true, ref toLocal, ref min, ref max, ref isSet, considerChildren);\n\n\t\t\tif (isSet)\n\t\t\t{\n\t\t\t\tBounds b = new Bounds(min, Vector3.zero);\n\t\t\t\tb.Encapsulate(max);\n\t\t\t\treturn b;\n\t\t\t}\n\t\t}\n\t\treturn new Bounds(Vector3.zero, Vector3.zero);\n\t}\n\n\t/// <summary>\n\t/// Recursive function used to calculate the widget bounds.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic void CalculateRelativeWidgetBounds (Transform content, bool considerInactive, bool isRoot,\n\t\tref Matrix4x4 toLocal, ref Vector3 vMin, ref Vector3 vMax, ref bool isSet, bool considerChildren)\n\t{\n\t\tif (content == null) return;\n\t\tif (!considerInactive && !NGUITools.GetActive(content.gameObject)) return;\n\n\t\t// If this isn't a root node, check to see if there is a panel present\n\t\tUIPanel p = isRoot ? null : content.GetComponent<UIPanel>();\n\n\t\t// Ignore disabled panels as a disabled panel means invisible children\n\t\tif (p != null && !p.enabled) return;\n\n\t\t// If there is a clipped panel present simply include its dimensions\n\t\tif (p != null && p.clipping != UIDrawCall.Clipping.None)\n\t\t{\n\t\t\tVector3[] corners = p.worldCorners;\n\n\t\t\tfor (int j = 0; j < 4; ++j)\n\t\t\t{\n\t\t\t\tVector3 v = toLocal.MultiplyPoint3x4(corners[j]);\n\n\t\t\t\tif (v.x > vMax.x) vMax.x = v.x;\n \t\t\t\tif (v.y > vMax.y) vMax.y = v.y;\n \t\t\t\tif (v.z > vMax.z) vMax.z = v.z;\n \n \t\t\t\tif (v.x < vMin.x) vMin.x = v.x;\n \t\t\t\tif (v.y < vMin.y) vMin.y = v.y;\n \t\t\t\tif (v.z < vMin.z) vMin.z = v.z;\n\n\t\t\t\tisSet = true;\n\t\t\t}\n\t\t}\n\t\telse // No panel present\n\t\t{\n\t\t\t// If there is a widget present, include its bounds\n\t\t\tUIWidget w = content.GetComponent<UIWidget>();\n\n\t\t\tif (w != null && w.enabled)\n\t\t\t{\n\t\t\t\tVector3[] corners = w.worldCorners;\n\n\t\t\t\tfor (int j = 0; j < 4; ++j)\n\t\t\t\t{\n\t\t\t\t\tVector3 v = toLocal.MultiplyPoint3x4(corners[j]);\n\n\t\t\t\t\tif (v.x > vMax.x) vMax.x = v.x;\n\t\t\t\t\tif (v.y > vMax.y) vMax.y = v.y;\n\t\t\t\t\tif (v.z > vMax.z) vMax.z = v.z;\n\n\t\t\t\t\tif (v.x < vMin.x) vMin.x = v.x;\n\t\t\t\t\tif (v.y < vMin.y) vMin.y = v.y;\n\t\t\t\t\tif (v.z < vMin.z) vMin.z = v.z;\n\n\t\t\t\t\tisSet = true;\n\t\t\t\t}\n\n\t\t\t\tif (!considerChildren) return;\n\t\t\t}\n\t\t\t\n\t\t\tfor (int i = 0, imax = content.childCount; i < imax; ++i)\n\t\t\t\tCalculateRelativeWidgetBounds(content.GetChild(i), considerInactive, false, ref toLocal, ref vMin, ref vMax, ref isSet, true);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// This code is not framerate-independent:\n\t/// \n\t/// target.position += velocity;\n\t/// velocity = Vector3.Lerp(velocity, Vector3.zero, Time.deltaTime * 9f);\n\t/// \n\t/// But this code is:\n\t/// \n\t/// target.position += NGUIMath.SpringDampen(ref velocity, 9f, Time.deltaTime);\n\t/// </summary>\n\n\tstatic public Vector3 SpringDampen (ref Vector3 velocity, float strength, float deltaTime)\n\t{\n\t\tif (deltaTime > 1f) deltaTime = 1f;\n\t\tfloat dampeningFactor = 1f - strength * 0.001f;\n\t\tint ms = Mathf.RoundToInt(deltaTime * 1000f);\n\t\tfloat totalDampening = Mathf.Pow(dampeningFactor, ms);\n\t\tVector3 vTotal = velocity * ((totalDampening - 1f) / Mathf.Log(dampeningFactor));\n\t\tvelocity = velocity * totalDampening;\n\t\treturn vTotal * 0.06f;\n\t}\n\n\t/// <summary>\n\t/// Same as the Vector3 version, it's a framerate-independent Lerp.\n\t/// </summary>\n\n\tstatic public Vector2 SpringDampen (ref Vector2 velocity, float strength, float deltaTime)\n\t{\n\t\tif (deltaTime > 1f) deltaTime = 1f;\n\t\tfloat dampeningFactor = 1f - strength * 0.001f;\n\t\tint ms = Mathf.RoundToInt(deltaTime * 1000f);\n\t\tfloat totalDampening = Mathf.Pow(dampeningFactor, ms);\n\t\tVector2 vTotal = velocity * ((totalDampening - 1f) / Mathf.Log(dampeningFactor));\n\t\tvelocity = velocity * totalDampening;\n\t\treturn vTotal * 0.06f;\n\t}\n\n\t/// <summary>\n\t/// Calculate how much to interpolate by.\n\t/// </summary>\n\n\tstatic public float SpringLerp (float strength, float deltaTime)\n\t{\n\t\tif (deltaTime > 1f) deltaTime = 1f;\n\t\tint ms = Mathf.RoundToInt(deltaTime * 1000f);\n\t\tdeltaTime = 0.001f * strength;\n\t\tfloat cumulative = 0f;\n\t\tfor (int i = 0; i < ms; ++i) cumulative = Mathf.Lerp(cumulative, 1f, deltaTime);\n\t\treturn cumulative;\n\t}\n\n\t/// <summary>\n\t/// Mathf.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.\n\t/// </summary>\n\n\tstatic public float SpringLerp (float from, float to, float strength, float deltaTime)\n\t{\n\t\tif (deltaTime > 1f) deltaTime = 1f;\n\t\tint ms = Mathf.RoundToInt(deltaTime * 1000f);\n\t\tdeltaTime = 0.001f * strength;\n\t\tfor (int i = 0; i < ms; ++i) from = Mathf.Lerp(from, to, deltaTime);\n\t\treturn from;\n\t}\n\n\t/// <summary>\n\t/// Vector2.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.\n\t/// </summary>\n\n\tstatic public Vector2 SpringLerp (Vector2 from, Vector2 to, float strength, float deltaTime)\n\t{\n\t\treturn Vector2.Lerp(from, to, SpringLerp(strength, deltaTime));\n\t}\n\n\t/// <summary>\n\t/// Vector3.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.\n\t/// </summary>\n\n\tstatic public Vector3 SpringLerp (Vector3 from, Vector3 to, float strength, float deltaTime)\n\t{\n\t\treturn Vector3.Lerp(from, to, SpringLerp(strength, deltaTime));\n\t}\n\n\t/// <summary>\n\t/// Quaternion.Slerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.\n\t/// </summary>\n\n\tstatic public Quaternion SpringLerp (Quaternion from, Quaternion to, float strength, float deltaTime)\n\t{\n\t\treturn Quaternion.Slerp(from, to, SpringLerp(strength, deltaTime));\n\t}\n\n\t/// <summary>\n\t/// Since there is no Mathf.RotateTowards...\n\t/// </summary>\n\n\tstatic public float RotateTowards (float from, float to, float maxAngle)\n\t{\n\t\tfloat diff = WrapAngle(to - from);\n\t\tif (Mathf.Abs(diff) > maxAngle) diff = maxAngle * Mathf.Sign(diff);\n\t\treturn from + diff;\n\t}\n\n\t/// <summary>\n\t/// Determine the distance from the specified point to the line segment.\n\t/// </summary>\n\n\tstatic float DistancePointToLineSegment (Vector2 point, Vector2 a, Vector2 b)\n\t{\n\t\tfloat l2 = (b - a).sqrMagnitude;\n\t\tif (l2 == 0f) return (point - a).magnitude;\n\t\tfloat t = Vector2.Dot(point - a, b - a) / l2;\n\t\tif (t < 0f) return (point - a).magnitude;\n\t\telse if (t > 1f) return (point - b).magnitude;\n\t\tVector2 projection = a + t * (b - a);\n\t\treturn (point - projection).magnitude;\n\t}\n\n\t/// <summary>\n\t/// Determine the distance from the mouse position to the screen space rectangle specified by the 4 points.\n\t/// </summary>\n\n\tstatic public float DistanceToRectangle (Vector2[] screenPoints, Vector2 mousePos)\n\t{\n\t\tbool oddNodes = false;\n\t\tint j = 4;\n\n\t\tfor (int i = 0; i < 5; i++)\n\t\t{\n\t\t\tVector3 v0 = screenPoints[NGUIMath.RepeatIndex(i, 4)];\n\t\t\tVector3 v1 = screenPoints[NGUIMath.RepeatIndex(j, 4)];\n\n\t\t\tif ((v0.y > mousePos.y) != (v1.y > mousePos.y))\n\t\t\t{\n\t\t\t\tif (mousePos.x < (v1.x - v0.x) * (mousePos.y - v0.y) / (v1.y - v0.y) + v0.x)\n\t\t\t\t{\n\t\t\t\t\toddNodes = !oddNodes;\n\t\t\t\t}\n\t\t\t}\n\t\t\tj = i;\n\t\t}\n\n\t\tif (!oddNodes)\n\t\t{\n\t\t\tfloat dist, closestDist = -1f;\n\n\t\t\tfor (int i = 0; i < 4; i++)\n\t\t\t{\n\t\t\t\tVector3 v0 = screenPoints[i];\n\t\t\t\tVector3 v1 = screenPoints[NGUIMath.RepeatIndex(i + 1, 4)];\n\n\t\t\t\tdist = DistancePointToLineSegment(mousePos, v0, v1);\n\n\t\t\t\tif (dist < closestDist || closestDist < 0f) closestDist = dist;\n\t\t\t}\n\t\t\treturn closestDist;\n\t\t}\n\t\telse return 0f;\n\t}\n\n\t/// <summary>\n\t/// Determine the distance from the mouse position to the world rectangle specified by the 4 points.\n\t/// </summary>\n\n\tstatic public float DistanceToRectangle (Vector3[] worldPoints, Vector2 mousePos, Camera cam)\n\t{\n\t\tVector2[] screenPoints = new Vector2[4];\n\t\tfor (int i = 0; i < 4; ++i)\n\t\t\tscreenPoints[i] = cam.WorldToScreenPoint(worldPoints[i]);\n\t\treturn DistanceToRectangle(screenPoints, mousePos);\n\t}\n\n\t/// <summary>\n\t/// Helper function that converts the widget's pivot enum into a 0-1 range vector.\n\t/// </summary>\n\n\tstatic public Vector2 GetPivotOffset (UIWidget.Pivot pv)\n\t{\n\t\tVector2 v = Vector2.zero;\n\n\t\tif (pv == UIWidget.Pivot.Top || pv == UIWidget.Pivot.Center || pv == UIWidget.Pivot.Bottom) v.x = 0.5f;\n\t\telse if (pv == UIWidget.Pivot.TopRight || pv == UIWidget.Pivot.Right || pv == UIWidget.Pivot.BottomRight) v.x = 1f;\n\t\telse v.x = 0f;\n\n\t\tif (pv == UIWidget.Pivot.Left || pv == UIWidget.Pivot.Center || pv == UIWidget.Pivot.Right) v.y = 0.5f;\n\t\telse if (pv == UIWidget.Pivot.TopLeft || pv == UIWidget.Pivot.Top || pv == UIWidget.Pivot.TopRight) v.y = 1f;\n\t\telse v.y = 0f;\n\n\t\treturn v;\n\t}\n\n\t/// <summary>\n\t/// Helper function that converts the pivot offset to a pivot point.\n\t/// </summary>\n\n\tstatic public UIWidget.Pivot GetPivot (Vector2 offset)\n\t{\n\t\tif (offset.x == 0f)\n\t\t{\n\t\t\tif (offset.y == 0f) return UIWidget.Pivot.BottomLeft;\n\t\t\tif (offset.y == 1f) return UIWidget.Pivot.TopLeft;\n\t\t\treturn UIWidget.Pivot.Left;\n\t\t}\n\t\telse if (offset.x == 1f)\n\t\t{\n\t\t\tif (offset.y == 0f) return UIWidget.Pivot.BottomRight;\n\t\t\tif (offset.y == 1f) return UIWidget.Pivot.TopRight;\n\t\t\treturn UIWidget.Pivot.Right;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (offset.y == 0f) return UIWidget.Pivot.Bottom;\n\t\t\tif (offset.y == 1f) return UIWidget.Pivot.Top;\n\t\t\treturn UIWidget.Pivot.Center;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's position using the specified local delta coordinates.\n\t/// </summary>\n\n\tstatic public void MoveWidget (UIRect w, float x, float y) { MoveRect(w, x, y); }\n\n\t/// <summary>\n\t/// Adjust the rectangle's position using the specified local delta coordinates.\n\t/// </summary>\n\n\tstatic public void MoveRect (UIRect rect, float x, float y)\n\t{\n\t\tint ix = Mathf.FloorToInt(x + 0.5f);\n\t\tint iy = Mathf.FloorToInt(y + 0.5f);\n\n\t\tTransform t = rect.cachedTransform;\n\t\tt.localPosition += new Vector3(ix, iy);\n\t\tint anchorCount = 0;\n\n\t\tif (rect.leftAnchor.target)\n\t\t{\n\t\t\t++anchorCount;\n\t\t\trect.leftAnchor.absolute += ix;\n\t\t}\n\n\t\tif (rect.rightAnchor.target)\n\t\t{\n\t\t\t++anchorCount;\n\t\t\trect.rightAnchor.absolute += ix;\n\t\t}\n\n\t\tif (rect.bottomAnchor.target)\n\t\t{\n\t\t\t++anchorCount;\n\t\t\trect.bottomAnchor.absolute += iy;\n\t\t}\n\n\t\tif (rect.topAnchor.target)\n\t\t{\n\t\t\t++anchorCount;\n\t\t\trect.topAnchor.absolute += iy;\n\t\t}\n\n#if UNITY_EDITOR\n\t\tNGUITools.SetDirty(rect);\n#endif\n\n\t\t// If all sides were anchored, we're done\n\t\tif (anchorCount != 0) rect.UpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Given the specified dragged pivot point, adjust the widget's dimensions.\n\t/// </summary>\n\n\tstatic public void ResizeWidget (UIWidget w, UIWidget.Pivot pivot, float x, float y, int minWidth, int minHeight)\n\t{\n\t\tResizeWidget(w, pivot, x, y, 2, 2, 100000, 100000);\n\t}\n\n\t/// <summary>\n\t/// Given the specified dragged pivot point, adjust the widget's dimensions.\n\t/// </summary>\n\n\tstatic public void ResizeWidget (UIWidget w, UIWidget.Pivot pivot, float x, float y, int minWidth, int minHeight, int maxWidth, int maxHeight)\n\t{\n\t\tif (pivot == UIWidget.Pivot.Center)\n\t\t{\n\t\t\tint diffX = Mathf.RoundToInt(x - w.width);\n\t\t\tint diffY = Mathf.RoundToInt(y - w.height);\n\n\t\t\tdiffX = diffX - (diffX & 1);\n\t\t\tdiffY = diffY - (diffY & 1);\n\n\t\t\tif ((diffX | diffY) != 0)\n\t\t\t{\n\t\t\t\tdiffX >>= 1;\n\t\t\t\tdiffY >>= 1;\n\t\t\t\tAdjustWidget(w, -diffX, -diffY, diffX, diffY, minWidth, minHeight);\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\n\t\tVector3 v = new Vector3(x, y);\n\t\tv = Quaternion.Inverse(w.cachedTransform.localRotation) * v;\n\n\t\tswitch (pivot)\n\t\t{\n\t\t\tcase UIWidget.Pivot.BottomLeft:\n\t\t\tAdjustWidget(w, v.x, v.y, 0, 0, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Left:\n\t\t\tAdjustWidget(w, v.x, 0, 0, 0, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.TopLeft:\n\t\t\tAdjustWidget(w, v.x, 0, 0, v.y, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Top:\n\t\t\tAdjustWidget(w, 0, 0, 0, v.y, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.TopRight:\n\t\t\tAdjustWidget(w, 0, 0, v.x, v.y, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Right:\n\t\t\tAdjustWidget(w, 0, 0, v.x, 0, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.BottomRight:\n\t\t\tAdjustWidget(w, 0, v.y, v.x, 0, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\n\t\t\tcase UIWidget.Pivot.Bottom:\n\t\t\tAdjustWidget(w, 0, v.y, 0, 0, minWidth, minHeight, maxWidth, maxHeight);\n\t\t\tbreak;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's rectangle based on the specified modifier values.\n\t/// </summary>\n\n\tstatic public void AdjustWidget (UIWidget w, float left, float bottom, float right, float top)\n\t{\n\t\tAdjustWidget(w, left, bottom, right, top, 2, 2, 100000, 100000);\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's rectangle based on the specified modifier values.\n\t/// </summary>\n\n\tstatic public void AdjustWidget (UIWidget w, float left, float bottom, float right, float top, int minWidth, int minHeight)\n\t{\n\t\tAdjustWidget(w, left, bottom, right, top, minWidth, minHeight, 100000, 100000);\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's rectangle based on the specified modifier values.\n\t/// </summary>\n\n\tstatic public void AdjustWidget (UIWidget w, float left, float bottom, float right, float top,\n\t\tint minWidth, int minHeight, int maxWidth, int maxHeight)\n\t{\n\t\tVector2 piv = w.pivotOffset;\n\t\tTransform t = w.cachedTransform;\n\t\tQuaternion rot = t.localRotation;\n\n\t\t// We should be working with whole integers\n\t\tint iLeft = Mathf.FloorToInt(left + 0.5f);\n\t\tint iBottom = Mathf.FloorToInt(bottom + 0.5f);\n\t\tint iRight = Mathf.FloorToInt(right + 0.5f);\n\t\tint iTop = Mathf.FloorToInt(top + 0.5f);\n\n\t\t// Centered pivot should mean having to perform even number adjustments\n\t\tif (piv.x == 0.5f && (iLeft == 0 || iRight == 0))\n\t\t{\n\t\t\tiLeft = ((iLeft >> 1) << 1);\n\t\t\tiRight = ((iRight >> 1) << 1);\n\t\t}\n\n\t\tif (piv.y == 0.5f && (iBottom == 0 || iTop == 0))\n\t\t{\n\t\t\tiBottom = ((iBottom >> 1) << 1);\n\t\t\tiTop = ((iTop >> 1) << 1);\n\t\t}\n\n\t\t// The widget's position (pivot point) uses a different coordinate system than\n\t\t// other corners. This is a source of major PITA, and results in a lot of extra math.\n\t\tVector3 rotatedTL = rot * new Vector3(iLeft, iTop);\n\t\tVector3 rotatedTR = rot * new Vector3(iRight, iTop);\n\t\tVector3 rotatedBL = rot * new Vector3(iLeft, iBottom);\n\t\tVector3 rotatedBR = rot * new Vector3(iRight, iBottom);\n\t\tVector3 rotatedL = rot * new Vector3(iLeft, 0f);\n\t\tVector3 rotatedR = rot * new Vector3(iRight, 0f);\n\t\tVector3 rotatedT = rot * new Vector3(0f, iTop);\n\t\tVector3 rotatedB = rot * new Vector3(0f, iBottom);\n\n\t\tVector3 offset = Vector3.zero;\n\n\t\tif (piv.x == 0f && piv.y == 1f)\n\t\t{\n\t\t\toffset.x = rotatedTL.x;\n\t\t\toffset.y = rotatedTL.y;\n\t\t}\n\t\telse if (piv.x == 1f && piv.y == 0f)\n\t\t{\n\t\t\toffset.x = rotatedBR.x;\n\t\t\toffset.y = rotatedBR.y;\n\t\t}\n\t\telse if (piv.x == 0f && piv.y == 0f)\n\t\t{\n\t\t\toffset.x = rotatedBL.x;\n\t\t\toffset.y = rotatedBL.y;\n\t\t}\n\t\telse if (piv.x == 1f && piv.y == 1f)\n\t\t{\n\t\t\toffset.x = rotatedTR.x;\n\t\t\toffset.y = rotatedTR.y;\n\t\t}\n\t\telse if (piv.x == 0f && piv.y == 0.5f)\n\t\t{\n\t\t\toffset.x = rotatedL.x + (rotatedT.x + rotatedB.x) * 0.5f;\n\t\t\toffset.y = rotatedL.y + (rotatedT.y + rotatedB.y) * 0.5f;\n\t\t}\n\t\telse if (piv.x == 1f && piv.y == 0.5f)\n\t\t{\n\t\t\toffset.x = rotatedR.x + (rotatedT.x + rotatedB.x) * 0.5f;\n\t\t\toffset.y = rotatedR.y + (rotatedT.y + rotatedB.y) * 0.5f;\n\t\t}\n\t\telse if (piv.x == 0.5f && piv.y == 1f)\n\t\t{\n\t\t\toffset.x = rotatedT.x + (rotatedL.x + rotatedR.x) * 0.5f;\n\t\t\toffset.y = rotatedT.y + (rotatedL.y + rotatedR.y) * 0.5f;\n\t\t}\n\t\telse if (piv.x == 0.5f && piv.y == 0f)\n\t\t{\n\t\t\toffset.x = rotatedB.x + (rotatedL.x + rotatedR.x) * 0.5f;\n\t\t\toffset.y = rotatedB.y + (rotatedL.y + rotatedR.y) * 0.5f;\n\t\t}\n\t\telse if (piv.x == 0.5f && piv.y == 0.5f)\n\t\t{\n\t\t\toffset.x = (rotatedL.x + rotatedR.x + rotatedT.x + rotatedB.x) * 0.5f;\n\t\t\toffset.y = (rotatedT.y + rotatedB.y + rotatedL.y + rotatedR.y) * 0.5f;\n\t\t}\n\n\t\tminWidth = Mathf.Max(minWidth, w.minWidth);\n\t\tminHeight = Mathf.Max(minHeight, w.minHeight);\n\n\t\t// Calculate the widget's width and height after the requested adjustments\n\t\tint finalWidth = w.width + iRight - iLeft;\n\t\tint finalHeight = w.height + iTop - iBottom;\n\n\t\t// Now it's time to constrain the width and height so that they can't go below min values\n\t\tVector3 constraint = Vector3.zero;\n\n\t\tint limitWidth = finalWidth;\n\t\tif (finalWidth < minWidth) limitWidth = minWidth;\n\t\telse if (finalWidth > maxWidth) limitWidth = maxWidth;\n\n\t\tif (finalWidth != limitWidth)\n\t\t{\n\t\t\tif (iLeft != 0) constraint.x -= Mathf.Lerp(limitWidth - finalWidth, 0f, piv.x);\n\t\t\telse constraint.x += Mathf.Lerp(0f, limitWidth - finalWidth, piv.x);\n\t\t\tfinalWidth = limitWidth;\n\t\t}\n\n\t\tint limitHeight = finalHeight;\n\t\tif (finalHeight < minHeight) limitHeight = minHeight;\n\t\telse if (finalHeight > maxHeight) limitHeight = maxHeight;\n\n\t\tif (finalHeight != limitHeight)\n\t\t{\n\t\t\tif (iBottom != 0) constraint.y -= Mathf.Lerp(limitHeight - finalHeight, 0f, piv.y);\n\t\t\telse constraint.y += Mathf.Lerp(0f, limitHeight - finalHeight, piv.y);\n\t\t\tfinalHeight = limitHeight;\n\t\t}\n\n\t\t// Centered pivot requires power-of-two dimensions\n\t\tif (piv.x == 0.5f) finalWidth  = ((finalWidth  >> 1) << 1);\n\t\tif (piv.y == 0.5f) finalHeight = ((finalHeight >> 1) << 1);\n\n\t\t// Update the position, width and height\n\t\tVector3 pos = t.localPosition + offset + rot * constraint;\n\t\tt.localPosition = pos;\n\t\tw.SetDimensions(finalWidth, finalHeight);\n\n\t\t// If the widget is anchored, we should update the anchors as well\n\t\tif (w.isAnchored)\n\t\t{\n\t\t\tt = t.parent;\n\t\t\tfloat x = pos.x - piv.x * finalWidth;\n\t\t\tfloat y = pos.y - piv.y * finalHeight;\n\n\t\t\tif (w.leftAnchor.target) w.leftAnchor.SetHorizontal(t, x);\n\t\t\tif (w.rightAnchor.target) w.rightAnchor.SetHorizontal(t, x + finalWidth);\n\t\t\tif (w.bottomAnchor.target) w.bottomAnchor.SetVertical(t, y);\n\t\t\tif (w.topAnchor.target) w.topAnchor.SetVertical(t, y + finalHeight);\n\t\t}\n\n#if UNITY_EDITOR\n\t\tNGUITools.SetDirty(w);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Adjust the specified value by DPI: height * 96 / DPI.\n\t/// This will result in in a smaller value returned for higher pixel density devices.\n\t/// </summary>\n\n\tstatic public int AdjustByDPI (float height)\n\t{\n\t\tfloat dpi = Screen.dpi;\n\n\t\tRuntimePlatform platform = Application.platform;\n\n\t\tif (dpi == 0f)\n\t\t{\n\t\t\tdpi = (platform == RuntimePlatform.Android || platform == RuntimePlatform.IPhonePlayer) ? 160f : 96f;\n#if UNITY_BLACKBERRY\n\t\t\tif (platform == RuntimePlatform.BB10Player) dpi = 160f;\n#elif UNITY_WP8 || UNITY_WP_8_1\n\t\t\tif (platform == RuntimePlatform.WP8Player) dpi = 160f;\n#endif\n\t\t}\n\n\t\tint h = Mathf.RoundToInt(height * (96f / dpi));\n\t\tif ((h & 1) == 1) ++h;\n\t\treturn h;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified position, making it relative to the specified object.\n\t/// </summary>\n\n\tstatic public Vector2 ScreenToPixels (Vector2 pos, Transform relativeTo)\n\t{\n\t\tint layer = relativeTo.gameObject.layer;\n\t\tCamera cam = NGUITools.FindCameraForLayer(layer);\n\n\t\tif (cam == null)\n\t\t{\n\t\t\tDebug.LogWarning(\"No camera found for layer \" + layer);\n\t\t\treturn pos;\n\t\t}\n\n\t\tVector3 wp = cam.ScreenToWorldPoint(pos);\n\t\treturn relativeTo.InverseTransformPoint(wp);\n\t}\n\n\t/// <summary>\n\t/// Convert the specified position, making it relative to the specified object's parent.\n\t/// Useful if you plan on positioning the widget using the specified value (think mouse cursor).\n\t/// </summary>\n\n\tstatic public Vector2 ScreenToParentPixels (Vector2 pos, Transform relativeTo)\n\t{\n\t\tint layer = relativeTo.gameObject.layer;\n\t\tif (relativeTo.parent != null)\n\t\t\trelativeTo = relativeTo.parent;\n\n\t\tCamera cam = NGUITools.FindCameraForLayer(layer);\n\n\t\tif (cam == null)\n\t\t{\n\t\t\tDebug.LogWarning(\"No camera found for layer \" + layer);\n\t\t\treturn pos;\n\t\t}\n\n\t\tVector3 wp = cam.ScreenToWorldPoint(pos);\n\t\treturn (relativeTo != null) ? relativeTo.InverseTransformPoint(wp) : wp;\n\t}\n\n\t/// <summary>\n\t/// Convert the specified world point from one camera's world space to another, then make it relative to the specified transform.\n\t/// You should use this function if you want to position a widget using some 3D point in space.\n\t/// Pass your main camera for the \"worldCam\", and your UI camera for \"uiCam\", then the widget's transform for \"relativeTo\".\n\t/// You can then assign the widget's localPosition to the returned value.\n\t/// </summary>\n\n\tstatic public Vector3 WorldToLocalPoint (Vector3 worldPos, Camera worldCam, Camera uiCam, Transform relativeTo)\n\t{\n\t\tworldPos = worldCam.WorldToViewportPoint(worldPos);\n\t\tworldPos = uiCam.ViewportToWorldPoint(worldPos);\n\t\tif (relativeTo == null) return worldPos;\n\t\trelativeTo = relativeTo.parent;\n\t\tif (relativeTo == null) return worldPos;\n\t\treturn relativeTo.InverseTransformPoint(worldPos);\n\t}\n\n\t/// <summary>\n\t/// Helper function that can set the transform's position to be at the specified world position.\n\t/// Ideal usage: positioning a UI element to be directly over a 3D point in space.\n\t/// </summary>\n\t/// <param name=\"worldPos\">World position, visible by the worldCam</param>\n\t/// <param name=\"worldCam\">Camera that is able to see the worldPos</param>\n\t/// <param name=\"myCam\">Camera that is able to see the transform this function is called on</param>\n\n\tstatic public void OverlayPosition (this Transform trans, Vector3 worldPos, Camera worldCam, Camera myCam)\n\t{\n\t\tworldPos = worldCam.WorldToViewportPoint(worldPos);\n\t\tworldPos = myCam.ViewportToWorldPoint(worldPos);\n\t\tTransform parent = trans.parent;\n\t\ttrans.localPosition = (parent != null) ? parent.InverseTransformPoint(worldPos) : worldPos;\n\t}\n\n\t/// <summary>\n\t/// Helper function that can set the transform's position to be at the specified world position.\n\t/// Ideal usage: positioning a UI element to be directly over a 3D point in space.\n\t/// </summary>\n\t/// <param name=\"worldPos\">World position, visible by the worldCam</param>\n\t/// <param name=\"worldCam\">Camera that is able to see the worldPos</param>\n\n\tstatic public void OverlayPosition (this Transform trans, Vector3 worldPos, Camera worldCam)\n\t{\n\t\tCamera myCam = NGUITools.FindCameraForLayer(trans.gameObject.layer);\n\t\tif (myCam != null) trans.OverlayPosition(worldPos, worldCam, myCam);\n\t}\n\n\t/// <summary>\n\t/// Helper function that can set the transform's position to be over the specified target transform.\n\t/// Ideal usage: positioning a UI element to be directly over a 3D object in space.\n\t/// </summary>\n\t/// <param name=\"target\">Target over which the transform should be positioned</param>\n\n\tstatic public void OverlayPosition (this Transform trans, Transform target)\n\t{\n\t\tCamera myCam = NGUITools.FindCameraForLayer(trans.gameObject.layer);\n\t\tCamera worldCam = NGUITools.FindCameraForLayer(target.gameObject.layer);\n\t\tif (myCam != null && worldCam != null) trans.OverlayPosition(target.position, worldCam, myCam);\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUIMath.cs.meta",
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUIText.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_3_5\n#define DYNAMIC_FONT\n#endif\n\nusing UnityEngine;\nusing System.Text;\nusing System.Diagnostics;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Helper class containing functionality related to using dynamic fonts.\n/// </summary>\n\nstatic public class NGUIText\n{\n\tpublic enum Alignment\n\t{\n\t\tAutomatic,\n\t\tLeft,\n\t\tCenter,\n\t\tRight,\n\t\tJustified,\n\t}\n\n\tpublic enum SymbolStyle\n\t{\n\t\tNone,\n\t\tNormal,\n\t\tColored,\n\t}\n\n\tpublic class GlyphInfo\n\t{\n\t\tpublic Vector2 v0;\n\t\tpublic Vector2 v1;\n\t\tpublic Vector2 u0;\n\t\tpublic Vector2 u1;\n\t\tpublic Vector2 u2;\n\t\tpublic Vector2 u3;\n\t\tpublic float advance = 0f;\n\t\tpublic int channel = 0;\n\t}\n\n\t/// <summary>\n\t/// When printing text, a lot of additional data must be passed in. In order to save allocations,\n\t/// this data is not passed at all, but is rather set in a single place before calling the functions that use it.\n\t/// </summary>\n\n\tstatic public UIFont bitmapFont;\n#if DYNAMIC_FONT\n\tstatic public Font dynamicFont;\n#endif\n\tstatic public GlyphInfo glyph = new GlyphInfo();\n\n\tstatic public int fontSize = 16;\n\tstatic public float fontScale = 1f;\n\tstatic public float pixelDensity = 1f;\n\tstatic public FontStyle fontStyle = FontStyle.Normal;\n\tstatic public Alignment alignment = Alignment.Left;\n\tstatic public Color tint = Color.white;\n\n\tstatic public int rectWidth = 1000000;\n\tstatic public int rectHeight = 1000000;\n\tstatic public int regionWidth = 1000000;\n\tstatic public int regionHeight = 1000000;\n\tstatic public int maxLines = 0;\n\n\tstatic public bool gradient = false;\n\tstatic public Color gradientBottom = Color.white;\n\tstatic public Color gradientTop = Color.white;\n\n\tstatic public bool encoding = false;\n\tstatic public float spacingX = 0f;\n\tstatic public float spacingY = 0f;\n\tstatic public bool premultiply = false;\n\tstatic public SymbolStyle symbolStyle;\n\n\tstatic public int finalSize = 0;\n\tstatic public float finalSpacingX = 0f;\n\tstatic public float finalLineHeight = 0f;\n\tstatic public float baseline = 0f;\n\tstatic public bool useSymbols = false;\n\n\t/// <summary>\n\t/// Recalculate the 'final' values.\n\t/// </summary>\n\n\tstatic public void Update () { Update(true); }\n\n\t/// <summary>\n\t/// Recalculate the 'final' values.\n\t/// </summary>\n\n\tstatic public void Update (bool request)\n\t{\n\t\tfinalSize = Mathf.RoundToInt(fontSize / pixelDensity);\n\t\tfinalSpacingX = spacingX * fontScale;\n\t\tfinalLineHeight = (fontSize + spacingY) * fontScale;\n\t\tuseSymbols = (dynamicFont != null || bitmapFont != null) && encoding && symbolStyle != SymbolStyle.None;\n\n#if DYNAMIC_FONT\n\t\tFont font = dynamicFont;\n\n\t\tif (font != null && request)\n\t\t{\n\t\t\tfont.RequestCharactersInTexture(\")_-\", finalSize, fontStyle);\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (!font.GetCharacterInfo(')', out mTempChar, finalSize, fontStyle) || mTempChar.vert.height == 0f)\n\t\t\t{\n\t\t\t\tfont.RequestCharactersInTexture(\"A\", finalSize, fontStyle);\n\t\t\t\t{\n\t\t\t\t\tif (!font.GetCharacterInfo('A', out mTempChar, finalSize, fontStyle))\n\t\t\t\t\t{\n\t\t\t\t\t\tbaseline = 0f;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfloat y0 = mTempChar.vert.yMax;\n\t\t\tfloat y1 = mTempChar.vert.yMin;\n#else\n\t\t\tif (!font.GetCharacterInfo(')', out mTempChar, finalSize, fontStyle) || mTempChar.maxY == 0f)\n\t\t\t{\n\t\t\t\tfont.RequestCharactersInTexture(\"A\", finalSize, fontStyle);\n\t\t\t\t{\n\t\t\t\t\tif (!font.GetCharacterInfo('A', out mTempChar, finalSize, fontStyle))\n\t\t\t\t\t{\n\t\t\t\t\t\tbaseline = 0f;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfloat y0 = mTempChar.maxY;\n\t\t\tfloat y1 = mTempChar.minY;\n#endif\n\t\t\tbaseline = Mathf.Round(y0 + (finalSize - y0 + y1) * 0.5f);\n\t\t}\n#endif\n\t}\n\n\t/// <summary>\n\t/// Prepare to use the specified text.\n\t/// </summary>\n\n\tstatic public void Prepare (string text)\n\t{\n#if DYNAMIC_FONT\n\t\tif (dynamicFont != null)\n\t\t\tdynamicFont.RequestCharactersInTexture(text, finalSize, fontStyle);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Get the specified symbol.\n\t/// </summary>\n\n\tstatic public BMSymbol GetSymbol (string text, int index, int textLength)\n\t{\n\t\treturn (bitmapFont != null) ? bitmapFont.MatchSymbol(text, index, textLength) : null;\n\t}\n\n\t/// <summary>\n\t/// Get the width of the specified glyph. Returns zero if the glyph could not be retrieved.\n\t/// </summary>\n\n\tstatic public float GetGlyphWidth (int ch, int prev)\n\t{\n\t\tif (bitmapFont != null)\n\t\t{\n\t\t\tbool thinSpace = false;\n\n\t\t\tif (ch == '\\u2009')\n\t\t\t{\n\t\t\t\tthinSpace = true;\n\t\t\t\tch = ' ';\n\t\t\t}\n\n\t\t\tBMGlyph bmg = bitmapFont.bmFont.GetGlyph(ch);\n\n\t\t\tif (bmg != null)\n\t\t\t{\n\t\t\t\tint adv = bmg.advance;\n\t\t\t\tif (thinSpace) adv >>= 1;\n\t\t\t\treturn fontScale * ((prev != 0) ? adv + bmg.GetKerning(prev) : bmg.advance);\n\t\t\t}\n\t\t}\n#if DYNAMIC_FONT\n\t\telse if (dynamicFont != null)\n\t\t{\n\t\t\tif (dynamicFont.GetCharacterInfo((char)ch, out mTempChar, finalSize, fontStyle))\n #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\treturn mTempChar.width * fontScale * pixelDensity;\n #else\n\t\t\t\treturn mTempChar.advance * fontScale * pixelDensity;\n #endif\n\t\t}\n#endif\n\t\treturn 0f;\n\t}\n\n\t/// <summary>\n\t/// Get the specified glyph.\n\t/// </summary>\n\n\tstatic public GlyphInfo GetGlyph (int ch, int prev)\n\t{\n\t\tif (bitmapFont != null)\n\t\t{\n\t\t\tbool thinSpace = false;\n\n\t\t\tif (ch == '\\u2009')\n\t\t\t{\n\t\t\t\tthinSpace = true;\n\t\t\t\tch = ' ';\n\t\t\t}\n\n\t\t\tBMGlyph bmg = bitmapFont.bmFont.GetGlyph(ch);\n\n\t\t\tif (bmg != null)\n\t\t\t{\n\t\t\t\tint kern = (prev != 0) ? bmg.GetKerning(prev) : 0;\n\t\t\t\tglyph.v0.x = (prev != 0) ? bmg.offsetX + kern : bmg.offsetX;\n\t\t\t\tglyph.v1.y = -bmg.offsetY;\n\n\t\t\t\tglyph.v1.x = glyph.v0.x + bmg.width;\n\t\t\t\tglyph.v0.y = glyph.v1.y - bmg.height;\n\n\t\t\t\tglyph.u0.x = bmg.x;\n\t\t\t\tglyph.u0.y = bmg.y + bmg.height;\n\n\t\t\t\tglyph.u2.x = bmg.x + bmg.width;\n\t\t\t\tglyph.u2.y = bmg.y;\n\n\t\t\t\tglyph.u1.x = glyph.u0.x;\n\t\t\t\tglyph.u1.y = glyph.u2.y;\n\n\t\t\t\tglyph.u3.x = glyph.u2.x;\n\t\t\t\tglyph.u3.y = glyph.u0.y;\n\n\t\t\t\tint adv = bmg.advance;\n\t\t\t\tif (thinSpace) adv >>= 1;\n\t\t\t\tglyph.advance = adv + kern;\n\t\t\t\tglyph.channel = bmg.channel;\n\n\t\t\t\tif (fontScale != 1f)\n\t\t\t\t{\n\t\t\t\t\tglyph.v0 *= fontScale;\n\t\t\t\t\tglyph.v1 *= fontScale;\n\t\t\t\t\tglyph.advance *= fontScale;\n\t\t\t\t}\n\t\t\t\treturn glyph;\n\t\t\t}\n\t\t}\n#if DYNAMIC_FONT\n\t\telse if (dynamicFont != null)\n\t\t{\n\t\t\tif (dynamicFont.GetCharacterInfo((char)ch, out mTempChar, finalSize, fontStyle))\n\t\t\t{\n #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tglyph.v0.x = mTempChar.vert.xMin;\n\t\t\t\tglyph.v1.x = glyph.v0.x + mTempChar.vert.width;\n\n\t\t\t\tglyph.v0.y = mTempChar.vert.yMax - baseline;\n\t\t\t\tglyph.v1.y = glyph.v0.y - mTempChar.vert.height;\n\n\t\t\t\tglyph.u0.x = mTempChar.uv.xMin;\n\t\t\t\tglyph.u0.y = mTempChar.uv.yMin;\n\n\t\t\t\tglyph.u2.x = mTempChar.uv.xMax;\n\t\t\t\tglyph.u2.y = mTempChar.uv.yMax;\n\n\t\t\t\tif (mTempChar.flipped)\n\t\t\t\t{\n\t\t\t\t\tglyph.u1 = new Vector2(glyph.u2.x, glyph.u0.y);\n\t\t\t\t\tglyph.u3 = new Vector2(glyph.u0.x, glyph.u2.y);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tglyph.u1 = new Vector2(glyph.u0.x, glyph.u2.y);\n\t\t\t\t\tglyph.u3 = new Vector2(glyph.u2.x, glyph.u0.y);\n\t\t\t\t}\n\n\t\t\t\tglyph.advance = mTempChar.width;\n\t\t\t\tglyph.channel = 0;\n#else\n\t\t\t\tglyph.v0.x = mTempChar.minX;\n\t\t\t\tglyph.v1.x = mTempChar.maxX;\n\n\t\t\t\tglyph.v0.y = mTempChar.maxY - baseline;\n\t\t\t\tglyph.v1.y = mTempChar.minY - baseline;\n\n\t\t\t\tglyph.u0 = mTempChar.uvTopLeft;\n\t\t\t\tglyph.u1 = mTempChar.uvBottomLeft;\n\t\t\t\tglyph.u2 = mTempChar.uvBottomRight;\n\t\t\t\tglyph.u3 = mTempChar.uvTopRight;\n\n\t\t\t\tglyph.advance = mTempChar.advance;\n\t\t\t\tglyph.channel = 0;\n #endif\n\t\t\t\tglyph.v0.x = Mathf.Round(glyph.v0.x);\n\t\t\t\tglyph.v0.y = Mathf.Round(glyph.v0.y);\n\t\t\t\tglyph.v1.x = Mathf.Round(glyph.v1.x);\n\t\t\t\tglyph.v1.y = Mathf.Round(glyph.v1.y);\n\n\t\t\t\tfloat pd = fontScale * pixelDensity;\n\n\t\t\t\tif (pd != 1f)\n\t\t\t\t{\n\t\t\t\t\tglyph.v0 *= pd;\n\t\t\t\t\tglyph.v1 *= pd;\n\t\t\t\t\tglyph.advance *= pd;\n\t\t\t\t}\n\t\t\t\treturn glyph;\n\t\t\t}\n\t\t}\n#endif\n\t\treturn null;\n\t}\n\n\tstatic Color mInvisible = new Color(0f, 0f, 0f, 0f);\n\tstatic BetterList<Color> mColors = new BetterList<Color>();\n\tstatic float mAlpha = 1f;\n#if DYNAMIC_FONT\n\tstatic CharacterInfo mTempChar;\n#endif\n\n\t/// <summary>\n\t/// Parse Aa syntax alpha encoded in the string.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public float ParseAlpha (string text, int index)\n\t{\n\t\tint a = (NGUIMath.HexToDecimal(text[index + 1]) << 4) | NGUIMath.HexToDecimal(text[index + 2]);\n\t\treturn Mathf.Clamp01(a / 255f);\n\t}\n\n\t/// <summary>\n\t/// Parse a RrGgBb color encoded in the string.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public Color ParseColor (string text, int offset = 0) { return ParseColor24(text, offset); }\n\n\t/// <summary>\n\t/// Parse a RrGgBb color encoded in the string.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public Color ParseColor24 (string text, int offset = 0)\n\t{\n\t\tint r = (NGUIMath.HexToDecimal(text[offset])     << 4) | NGUIMath.HexToDecimal(text[offset + 1]);\n\t\tint g = (NGUIMath.HexToDecimal(text[offset + 2]) << 4) | NGUIMath.HexToDecimal(text[offset + 3]);\n\t\tint b = (NGUIMath.HexToDecimal(text[offset + 4]) << 4) | NGUIMath.HexToDecimal(text[offset + 5]);\n\t\tfloat f = 1f / 255f;\n\t\treturn new Color(f * r, f * g, f * b);\n\t}\n\n\t/// <summary>\n\t/// Parse a RrGgBbAa color encoded in the string.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public Color ParseColor32 (string text, int offset)\n\t{\n\t\tint r = (NGUIMath.HexToDecimal(text[offset]) << 4) | NGUIMath.HexToDecimal(text[offset + 1]);\n\t\tint g = (NGUIMath.HexToDecimal(text[offset + 2]) << 4) | NGUIMath.HexToDecimal(text[offset + 3]);\n\t\tint b = (NGUIMath.HexToDecimal(text[offset + 4]) << 4) | NGUIMath.HexToDecimal(text[offset + 5]);\n\t\tint a = (NGUIMath.HexToDecimal(text[offset + 6]) << 4) | NGUIMath.HexToDecimal(text[offset + 7]);\n\t\tfloat f = 1f / 255f;\n\t\treturn new Color(f * r, f * g, f * b, f * a);\n\t}\n\n\t/// <summary>\n\t/// The reverse of ParseColor -- encodes a color in RrGgBb format.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string EncodeColor (Color c) { return EncodeColor24(c); }\n\n\t/// <summary>\n\t/// Convenience function that wraps the specified text block in a color tag.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string EncodeColor (string text, Color c) { return \"[c][\" + EncodeColor24(c) + \"]\" + text + \"[-][/c]\"; }\n\n\t/// <summary>\n\t/// The reverse of ParseAlpha -- encodes a color in Aa format.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string EncodeAlpha (float a)\n\t{\n\t\tint i = Mathf.Clamp(Mathf.RoundToInt(a * 255f), 0, 255);\n\t\treturn NGUIMath.DecimalToHex8(i);\n\t}\n\n\t/// <summary>\n\t/// The reverse of ParseColor24 -- encodes a color in RrGgBb format.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string EncodeColor24 (Color c)\n\t{\n\t\tint i = 0xFFFFFF & (NGUIMath.ColorToInt(c) >> 8);\n\t\treturn NGUIMath.DecimalToHex24(i);\n\t}\n\n\t/// <summary>\n\t/// The reverse of ParseColor32 -- encodes a color in RrGgBb format.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public string EncodeColor32 (Color c)\n\t{\n\t\tint i = NGUIMath.ColorToInt(c);\n\t\treturn NGUIMath.DecimalToHex32(i);\n\t}\n\n\t/// <summary>\n\t/// Parse an embedded symbol, such as [FFAA00] (set color) or [-] (undo color change). Returns whether the index was adjusted.\n\t/// </summary>\n\n\tstatic public bool ParseSymbol (string text, ref int index)\n\t{\n\t\tint n = 1;\n\t\tbool bold = false;\n\t\tbool italic = false;\n\t\tbool underline = false;\n\t\tbool strikethrough = false;\n\t\tbool ignoreColor = false;\n\t\treturn ParseSymbol(text, ref index, null, false, ref n, ref bold, ref italic, ref underline, ref strikethrough, ref ignoreColor);\n\t}\n\n\t/// <summary>\n\t/// Whether the specified character falls under the 'hex' character category (0-9, A-F).\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public bool IsHex (char ch)\n\t{\n\t\treturn (ch >= '0' && ch <= '9') || (ch >= 'a' && ch <= 'f') || (ch >= 'A' && ch <= 'F');\n\t}\n\n\t/// <summary>\n\t/// Parse the symbol, if possible. Returns 'true' if the 'index' was adjusted.\n\t/// Advanced symbol support originally contributed by Rudy Pangestu.\n\t/// </summary>\n\n\tstatic public bool ParseSymbol (string text, ref int index, BetterList<Color> colors, bool premultiply,\n\t\tref int sub, ref bool bold, ref bool italic, ref bool underline, ref bool strike, ref bool ignoreColor)\n\t{\n\t\tint length = text.Length;\n\n\t\tif (index + 3 > length || text[index] != '[') return false;\n\n\t\tif (text[index + 2] == ']')\n\t\t{\n\t\t\tif (text[index + 1] == '-')\n\t\t\t{\n\t\t\t\tif (colors != null && colors.size > 1)\n\t\t\t\t\tcolors.RemoveAt(colors.size - 1);\n\t\t\t\tindex += 3;\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tstring sub3 = text.Substring(index, 3);\n\n\t\t\tswitch (sub3)\n\t\t\t{\n\t\t\t\tcase \"[b]\":\n\t\t\t\tcase \"[B]\":\n\t\t\t\tbold = true;\n\t\t\t\tindex += 3;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[i]\":\n\t\t\t\tcase \"[I]\":\n\t\t\t\titalic = true;\n\t\t\t\tindex += 3;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[u]\":\n\t\t\t\tcase \"[U]\":\n\t\t\t\tunderline = true;\n\t\t\t\tindex += 3;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[s]\":\n\t\t\t\tcase \"[S]\":\n\t\t\t\tstrike = true;\n\t\t\t\tindex += 3;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[c]\":\n\t\t\t\tcase \"[C]\":\n\t\t\t\tignoreColor = true;\n\t\t\t\tindex += 3;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\tif (index + 4 > length) return false;\n\n\t\tif (text[index + 3] == ']')\n\t\t{\n\t\t\tstring sub4 = text.Substring(index, 4);\n\n\t\t\tswitch (sub4)\n\t\t\t{\n\t\t\t\tcase \"[/b]\":\n\t\t\t\tcase \"[/B]\":\n\t\t\t\tbold = false;\n\t\t\t\tindex += 4;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[/i]\":\n\t\t\t\tcase \"[/I]\":\n\t\t\t\titalic = false;\n\t\t\t\tindex += 4;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[/u]\":\n\t\t\t\tcase \"[/U]\":\n\t\t\t\tunderline = false;\n\t\t\t\tindex += 4;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[/s]\":\n\t\t\t\tcase \"[/S]\":\n\t\t\t\tstrike = false;\n\t\t\t\tindex += 4;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[/c]\":\n\t\t\t\tcase \"[/C]\":\n\t\t\t\tignoreColor = false;\n\t\t\t\tindex += 4;\n\t\t\t\treturn true;\n\n\t\t\t\tdefault:\n\t\t\t\t{\n\t\t\t\t\tchar ch0 = text[index + 1];\n\t\t\t\t\tchar ch1 = text[index + 2];\n\n\t\t\t\t\tif (IsHex(ch0) && IsHex(ch1))\n\t\t\t\t\t{\n\t\t\t\t\t\tint a = (NGUIMath.HexToDecimal(ch0) << 4) | NGUIMath.HexToDecimal(ch1);\n\t\t\t\t\t\tmAlpha = a / 255f;\n\t\t\t\t\t\tindex += 4;\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (index + 5 > length) return false;\n\n\t\tif (text[index + 4] == ']')\n\t\t{\n\t\t\tstring sub5 = text.Substring(index, 5);\n\n\t\t\tswitch (sub5)\n\t\t\t{\n\t\t\t\tcase \"[sub]\":\n\t\t\t\tcase \"[SUB]\":\n\t\t\t\tsub = 1;\n\t\t\t\tindex += 5;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[sup]\":\n\t\t\t\tcase \"[SUP]\":\n\t\t\t\tsub = 2;\n\t\t\t\tindex += 5;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\tif (index + 6 > length) return false;\n\n\t\tif (text[index + 5] == ']')\n\t\t{\n\t\t\tstring sub6 = text.Substring(index, 6);\n\n\t\t\tswitch (sub6)\n\t\t\t{\n\t\t\t\tcase \"[/sub]\":\n\t\t\t\tcase \"[/SUB]\":\n\t\t\t\tsub = 0;\n\t\t\t\tindex += 6;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[/sup]\":\n\t\t\t\tcase \"[/SUP]\":\n\t\t\t\tsub = 0;\n\t\t\t\tindex += 6;\n\t\t\t\treturn true;\n\n\t\t\t\tcase \"[/url]\":\n\t\t\t\tcase \"[/URL]\":\n\t\t\t\tindex += 6;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\tif (text[index + 1] == 'u' && text[index + 2] == 'r' && text[index + 3] == 'l' && text[index + 4] == '=')\n\t\t{\n\t\t\tint closingBracket = text.IndexOf(']', index + 4);\n\n\t\t\tif (closingBracket != -1)\n\t\t\t{\n\t\t\t\tindex = closingBracket + 1;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tindex = text.Length;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\tif (index + 8 > length) return false;\n\n\t\tif (text[index + 7] == ']')\n\t\t{\n\t\t\tColor c = ParseColor24(text, index + 1);\n\n\t\t\tif (EncodeColor24(c) != text.Substring(index + 1, 6).ToUpper())\n\t\t\t\treturn false;\n\n\t\t\tif (colors != null)\n\t\t\t{\n\t\t\t\tc.a = colors[colors.size - 1].a;\n\t\t\t\tif (premultiply && c.a != 1f)\n\t\t\t\t\tc = Color.Lerp(mInvisible, c, c.a);\n\t\t\t\tcolors.Add(c);\n\t\t\t}\n\t\t\tindex += 8;\n\t\t\treturn true;\n\t\t}\n\n\t\tif (index + 10 > length) return false;\n\n\t\tif (text[index + 9] == ']')\n\t\t{\n\t\t\tColor c = ParseColor32(text, index + 1);\n\t\t\tif (EncodeColor32(c) != text.Substring(index + 1, 8).ToUpper())\n\t\t\t\treturn false;\n\n\t\t\tif (colors != null)\n\t\t\t{\n\t\t\t\tif (premultiply && c.a != 1f)\n\t\t\t\t\tc = Color.Lerp(mInvisible, c, c.a);\n\t\t\t\tcolors.Add(c);\n\t\t\t}\n\t\t\tindex += 10;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Runs through the specified string and removes all color-encoding symbols.\n\t/// </summary>\n\n\tstatic public string StripSymbols (string text)\n\t{\n\t\tif (text != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = text.Length; i < imax; )\n\t\t\t{\n\t\t\t\tchar c = text[i];\n\n\t\t\t\tif (c == '[')\n\t\t\t\t{\n\t\t\t\t\tint sub = 0;\n\t\t\t\t\tbool bold = false;\n\t\t\t\t\tbool italic = false;\n\t\t\t\t\tbool underline = false;\n\t\t\t\t\tbool strikethrough = false;\n\t\t\t\t\tbool ignoreColor = false;\n\t\t\t\t\tint retVal = i;\n\n\t\t\t\t\tif (ParseSymbol(text, ref retVal, null, false, ref sub, ref bold, ref italic, ref underline, ref strikethrough, ref ignoreColor))\n\t\t\t\t\t{\n\t\t\t\t\t\ttext = text.Remove(i, retVal - i);\n\t\t\t\t\t\timax = text.Length;\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t++i;\n\t\t\t}\n\t\t}\n\t\treturn text;\n\t}\n\n\t/// <summary>\n\t/// Align the vertices to be right or center-aligned given the line width specified by NGUIText.lineWidth.\n\t/// </summary>\n\n\tstatic public void Align (List<Vector3> verts, int indexOffset, float printedWidth, int elements = 4)\n\t{\n\t\tswitch (alignment)\n\t\t{\n\t\t\tcase Alignment.Right:\n\t\t\t{\n\t\t\t\tfloat padding = rectWidth - printedWidth;\n\t\t\t\tif (padding < 0f) return;\n\n\t\t\t\tfor (int i = indexOffset, imax = verts.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tvar v = verts[i];\n\t\t\t\t\tv.x += padding;\n\t\t\t\t\tverts[i] = v;\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tcase Alignment.Center:\n\t\t\t{\n\t\t\t\tfloat padding = (rectWidth - printedWidth) * 0.5f;\n\t\t\t\tif (padding < 0f) return;\n\n\t\t\t\t// Keep it pixel-perfect\n\t\t\t\tint diff = Mathf.RoundToInt(rectWidth - printedWidth);\n\t\t\t\tint intWidth = Mathf.RoundToInt(rectWidth);\n\n\t\t\t\tbool oddDiff = (diff & 1) == 1;\n\t\t\t\tbool oddWidth = (intWidth & 1) == 1;\n\t\t\t\tif ((oddDiff && !oddWidth) || (!oddDiff && oddWidth))\n\t\t\t\t\tpadding += 0.5f * fontScale;\n\n\t\t\t\tfor (int i = indexOffset, imax = verts.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tvar v = verts[i];\n\t\t\t\t\tv.x += padding;\n\t\t\t\t\tverts[i] = v;\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tcase Alignment.Justified:\n\t\t\t{\n\t\t\t\t// Printed text needs to reach at least 65% of the width in order to be justified\n\t\t\t\tif (printedWidth < rectWidth * 0.65f) return;\n\n\t\t\t\t// There must be some padding involved\n\t\t\t\tfloat padding = (rectWidth - printedWidth) * 0.5f;\n\t\t\t\tif (padding < 1f) return;\n\n\t\t\t\t// There must be at least two characters\n\t\t\t\tint chars = (verts.Count - indexOffset) / elements;\n\t\t\t\tif (chars < 1) return;\n\n\t\t\t\tfloat progressPerChar = 1f / (chars - 1);\n\t\t\t\tfloat scale = rectWidth / printedWidth;\n\t\t\t\tVector3 v;\n\n\t\t\t\tfor (int i = indexOffset + elements, charIndex = 1, imax = verts.Count; i < imax; ++charIndex)\n\t\t\t\t{\n\t\t\t\t\tfloat x0 = verts[i].x;\n\t\t\t\t\tfloat x1 = verts[i + elements / 2].x;\n\t\t\t\t\tfloat w = x1 - x0;\n\t\t\t\t\tfloat x0a = x0 * scale;\n\t\t\t\t\tfloat x1a = x0a + w;\n\t\t\t\t\tfloat x1b = x1 * scale;\n\t\t\t\t\tfloat x0b = x1b - w;\n\t\t\t\t\tfloat progress = charIndex * progressPerChar;\n\n\t\t\t\t\tx1 = Mathf.Lerp(x1a, x1b, progress);\n\t\t\t\t\tx0 = Mathf.Lerp(x0a, x0b, progress);\n\t\t\t\t\tx0 = Mathf.Round(x0);\n\t\t\t\t\tx1 = Mathf.Round(x1);\n\n\t\t\t\t\tif (elements == 4)\n\t\t\t\t\t{\n\t\t\t\t\t\tv = verts[i]; v.x = x0; verts[i++] = v;\n\t\t\t\t\t\tv = verts[i]; v.x = x0; verts[i++] = v;\n\t\t\t\t\t\tv = verts[i]; v.x = x1; verts[i++] = v;\n\t\t\t\t\t\tv = verts[i]; v.x = x1; verts[i++] = v;\n\t\t\t\t\t}\n\t\t\t\t\telse if (elements == 2)\n\t\t\t\t\t{\n\t\t\t\t\t\tv = verts[i]; v.x = x0; verts[i++] = v;\n\t\t\t\t\t\tv = verts[i]; v.x = x1; verts[i++] = v;\n\t\t\t\t\t}\n\t\t\t\t\telse if (elements == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tv = verts[i]; v.x = x0; verts[i++] = v;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get the index of the closest character within the provided list of values.\n\t/// Meant to be used with the arrays created by PrintExactCharacterPositions().\n\t/// </summary>\n\n\tstatic public int GetExactCharacterIndex (List<Vector3> verts, List<int> indices, Vector2 pos)\n\t{\n\t\tfor (int i = 0, imax = indices.Count; i < imax; ++i)\n\t\t{\n\t\t\tint i0 = (i << 1);\n\t\t\tint i1 = i0 + 1;\n\n\t\t\tfloat x0 = verts[i0].x;\n\t\t\tif (pos.x < x0) continue;\n\n\t\t\tfloat x1 = verts[i1].x;\n\t\t\tif (pos.x > x1) continue;\n\n\t\t\tfloat y0 = verts[i0].y;\n\t\t\tif (pos.y < y0) continue;\n\n\t\t\tfloat y1 = verts[i1].y;\n\t\t\tif (pos.y > y1) continue;\n\n\t\t\treturn indices[i];\n\t\t}\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Get the index of the closest vertex within the provided list of values.\n\t/// This function first sorts by Y, and only then by X.\n\t/// Meant to be used with the arrays created by PrintApproximateCharacterPositions().\n\t/// </summary>\n\n\tstatic public int GetApproximateCharacterIndex (List<Vector3> verts, List<int> indices, Vector2 pos)\n\t{\n\t\t// First sort by Y, and only then by X\n\t\tfloat bestX = float.MaxValue;\n\t\tfloat bestY = float.MaxValue;\n\t\tint bestIndex = 0;\n\n\t\tfor (int i = 0, imax = verts.Count; i < imax; ++i)\n\t\t{\n\t\t\tfloat diffY = Mathf.Abs(pos.y - verts[i].y);\n\t\t\tif (diffY > bestY) continue;\n\n\t\t\tfloat diffX = Mathf.Abs(pos.x - verts[i].x);\n\n\t\t\tif (diffY < bestY)\n\t\t\t{\n\t\t\t\tbestY = diffY;\n\t\t\t\tbestX = diffX;\n\t\t\t\tbestIndex = i;\n\t\t\t}\n\t\t\telse if (diffX < bestX)\n\t\t\t{\n\t\t\t\tbestX = diffX;\n\t\t\t\tbestIndex = i;\n\t\t\t}\n\t\t}\n\t\treturn indices[bestIndex];\n\t}\n\n\t/// <summary>\n\t/// Whether the specified character is a space.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tstatic bool IsSpace (int ch) { return (ch == ' ' || ch == 0x200a || ch == 0x200b || ch == '\\u2009'); }\n\n\t/// <summary>\n\t/// Convenience function that ends the line by either appending a new line character or replacing a space with one.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tstatic public void EndLine (ref StringBuilder s)\n\t{\n\t\tint i = s.Length - 1;\n\t\tif (i > 0 && IsSpace(s[i])) s[i] = '\\n';\n\t\telse s.Append('\\n');\n\t}\n\n\t/// <summary>\n\t/// Convenience function that ends the line by replacing a space with a newline character.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tstatic void ReplaceSpaceWithNewline (ref StringBuilder s)\n\t{\n\t\tint i = s.Length - 1;\n\t\tif (i > 0 && IsSpace(s[i])) s[i] = '\\n';\n\t}\n\n\t/// <summary>\n\t/// Get the printed size of the specified string. The returned value is in pixels.\n\t/// </summary>\n\n\tstatic public Vector2 CalculatePrintedSize (string text)\n\t{\n\t\tVector2 v = Vector2.zero;\n\n\t\tif (!string.IsNullOrEmpty(text))\n\t\t{\n\t\t\t// When calculating printed size, get rid of all symbols first since they are invisible anyway\n\t\t\tif (encoding) text = StripSymbols(text);\n\n\t\t\t// Ensure we have characters to work with\n\t\t\tPrepare(text);\n\n\t\t\tfloat x = 0f, y = 0f, maxX = 0f;\n\t\t\tint textLength = text.Length, ch = 0, prev = 0;\n\n\t\t\tfor (int i = 0; i < textLength; ++i)\n\t\t\t{\n\t\t\t\tch = text[i];\n\n\t\t\t\t// Start a new line\n\t\t\t\tif (ch == '\\n')\n\t\t\t\t{\n\t\t\t\t\tif (x > maxX) maxX = x;\n\t\t\t\t\tx = 0f;\n\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t// Skip invalid characters\n\t\t\t\tif (ch < ' ') continue;\n\n\t\t\t\t// See if there is a symbol matching this text\n\t\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;\n\n\t\t\t\tif (symbol == null)\n\t\t\t\t{\n\t\t\t\t\tfloat w = GetGlyphWidth(ch, prev);\n\n\t\t\t\t\tif (w != 0f)\n\t\t\t\t\t{\n\t\t\t\t\t\tw += finalSpacingX;\n\n\t\t\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (x > maxX) maxX = x - finalSpacingX;\n\t\t\t\t\t\t\tx = w;\n\t\t\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse x += w;\n\n\t\t\t\t\t\tprev = ch;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tfloat w = finalSpacingX + symbol.advance * fontScale;\n\n\t\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (x > maxX) maxX = x - finalSpacingX;\n\t\t\t\t\t\tx = w;\n\t\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\t}\n\t\t\t\t\telse x += w;\n\n\t\t\t\t\ti += symbol.sequence.Length - 1;\n\t\t\t\t\tprev = 0;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tv.x = ((x > maxX) ? x - finalSpacingX : maxX);\n\t\t\tv.y = (y + finalLineHeight);\n\t\t}\n\t\treturn v;\n\t}\n\n\tstatic BetterList<float> mSizes = new BetterList<float>();\n\n\t/// <summary>\n\t/// Calculate the character index offset required to print the end of the specified text.\n\t/// </summary>\n\n\tstatic public int CalculateOffsetToFit (string text)\n\t{\n\t\tif (string.IsNullOrEmpty(text) || regionWidth < 1) return 0;\n\n\t\tPrepare(text);\n\n\t\tint textLength = text.Length, ch = 0, prev = 0;\n\n\t\tfor (int i = 0, imax = text.Length; i < imax; ++i)\n\t\t{\n\t\t\t// See if there is a symbol matching this text\n\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;\n\n\t\t\tif (symbol == null)\n\t\t\t{\n\t\t\t\tch = text[i];\n\t\t\t\tfloat w = GetGlyphWidth(ch, prev);\n\t\t\t\tif (w != 0f) mSizes.Add(finalSpacingX + w);\n\t\t\t\tprev = ch;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmSizes.Add(finalSpacingX + symbol.advance * fontScale);\n\t\t\t\tfor (int b = 0, bmax = symbol.sequence.Length - 1; b < bmax; ++b) mSizes.Add(0);\n\t\t\t\ti += symbol.sequence.Length - 1;\n\t\t\t\tprev = 0;\n\t\t\t}\n\t\t}\n\n\t\tfloat remainingWidth = regionWidth;\n\t\tint currentCharacterIndex = mSizes.size;\n\n\t\twhile (currentCharacterIndex > 0 && remainingWidth > 0)\n\t\t\tremainingWidth -= mSizes[--currentCharacterIndex];\n\n\t\tmSizes.Clear();\n\n\t\tif (remainingWidth < 0) ++currentCharacterIndex;\n\t\treturn currentCharacterIndex;\n\t}\n\n\t/// <summary>\n\t/// Get the end of line that would fit into a field of given width.\n\t/// </summary>\n\n\tstatic public string GetEndOfLineThatFits (string text)\n\t{\n\t\tint textLength = text.Length;\n\t\tint offset = CalculateOffsetToFit(text);\n\t\treturn text.Substring(offset, textLength - offset);\n\t}\n\n\t/// <summary>\n\t/// Text wrapping functionality. The 'width' and 'height' should be in pixels.\n\t/// </summary>\n\n\tstatic public bool WrapText (string text, out string finalText, bool wrapLineColors = false)\n\t{\n\t\treturn WrapText(text, out finalText, false, wrapLineColors);\n\t}\n\n\t/// <summary>\n\t/// Text wrapping functionality. The 'width' and 'height' should be in pixels.\n\t/// </summary>\n\n\tstatic public bool WrapText (string text, out string finalText, bool keepCharCount, bool wrapLineColors, bool useEllipsis = false)\n\t{\n\t\tif (regionWidth < 1 || regionHeight < 1 || finalLineHeight < 1f)\n\t\t{\n\t\t\tfinalText = \"\";\n\t\t\treturn false;\n\t\t}\n\n\t\tfloat height = (maxLines > 0) ? Mathf.Min(regionHeight, finalLineHeight * maxLines) : regionHeight;\n\t\tint maxLineCount = (maxLines > 0) ? maxLines : 1000000;\n\t\tmaxLineCount = Mathf.FloorToInt(Mathf.Min(maxLineCount, height / finalLineHeight) + 0.01f);\n\n\t\tif (maxLineCount == 0)\n\t\t{\n\t\t\tfinalText = \"\";\n\t\t\treturn false;\n\t\t}\n\n\t\tif (string.IsNullOrEmpty(text)) text = \" \";\n\t\tPrepare(text);\n\n\t\tStringBuilder sb = new StringBuilder();\n\t\tint textLength = text.Length;\n\t\tfloat remainingWidth = regionWidth;\n\t\tint start = 0, offset = 0, lineCount = 1, prev = 0;\n\t\tbool lineIsEmpty = true;\n\t\tbool fits = true;\n\t\tbool eastern = false;\n\n\t\tColor c = tint;\n\t\tint subscriptMode = 0;  // 0 = normal, 1 = subscript, 2 = superscript\n\t\tbool bold = false;\n\t\tbool italic = false;\n\t\tbool underline = false;\n\t\tbool strikethrough = false;\n\t\tbool ignoreColor = false;\n\n\t\tif (!useSymbols) wrapLineColors = false;\n\t\tif (wrapLineColors)\n\t\t{\n\t\t\tmColors.Add(c);\n\t\t\tsb.Append(\"[\");\n\t\t\tsb.Append(NGUIText.EncodeColor(c));\n\t\t\tsb.Append(\"]\");\n\t\t}\n\n\t\t// Run through all characters\n\t\tfor (; offset < textLength; ++offset)\n\t\t{\n\t\t\tchar ch = text[offset];\n\t\t\tif (ch > 12287) eastern = true;\n\n\t\t\t// New line character -- start a new line\n\t\t\tif (ch == '\\n')\n\t\t\t{\n\t\t\t\tif (lineCount == maxLineCount) break;\n\t\t\t\tremainingWidth = regionWidth;\n\n\t\t\t\t// Add the previous word to the final string\n\t\t\t\tif (start < offset) sb.Append(text.Substring(start, offset - start + 1));\n\t\t\t\telse sb.Append(ch);\n\n\t\t\t\tif (wrapLineColors)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < mColors.size; ++i)\n\t\t\t\t\t\tsb.Insert(sb.Length - 1, \"[-]\");\n\n\t\t\t\t\tfor (int i = 0; i < mColors.size; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tsb.Append(\"[\");\n\t\t\t\t\t\tsb.Append(NGUIText.EncodeColor(mColors[i]));\n\t\t\t\t\t\tsb.Append(\"]\");\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tlineIsEmpty = true;\n\t\t\t\t++lineCount;\n\t\t\t\tstart = offset + 1;\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// When encoded symbols such as [RrGgBb] or [-] are encountered, skip past them\n\t\t\tif (encoding)\n\t\t\t{\n\t\t\t\tif (!wrapLineColors)\n\t\t\t\t{\n\t\t\t\t\tif (ParseSymbol(text, ref offset))\n\t\t\t\t\t{\n\t\t\t\t\t\t--offset;\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (ParseSymbol(text, ref offset, mColors, premultiply, ref subscriptMode, ref bold,\n\t\t\t\t\tref italic, ref underline, ref strikethrough, ref ignoreColor))\n\t\t\t\t{\n\t\t\t\t\tif (ignoreColor)\n\t\t\t\t\t{\n\t\t\t\t\t\tc = mColors[mColors.size - 1];\n\t\t\t\t\t\tc.a *= mAlpha * tint.a;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tc = tint * mColors[mColors.size - 1];\n\t\t\t\t\t\tc.a *= mAlpha;\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (int b = 0, bmax = mColors.size - 2; b < bmax; ++b)\n\t\t\t\t\t\tc.a *= mColors[b].a;\n\n\t\t\t\t\t--offset;\n\n\t\t\t\t\t// Add the previous word to the final string\n\t\t\t\t\tif (start < offset) sb.Append(text.Substring(start, offset - start + 1));\n\t\t\t\t\telse sb.Append(ch);\n\t\t\t\t\tstart = offset + 1;\n\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// See if there is a symbol matching this text\n\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, offset, textLength) : null;\n\n\t\t\t// Calculate how wide this symbol or character is going to be\n\t\t\tfloat glyphWidth;\n\n\t\t\tif (symbol == null)\n\t\t\t{\n\t\t\t\t// Find the glyph for this character\n\t\t\t\tfloat w = GetGlyphWidth(ch, prev);\n\t\t\t\tif (w == 0f && !IsSpace(ch)) continue;\n\t\t\t\tglyphWidth = finalSpacingX + w;\n\t\t\t}\n\t\t\telse glyphWidth = finalSpacingX + symbol.advance * fontScale;\n\n\t\t\t// Reduce the width\n\t\t\tremainingWidth -= glyphWidth;\n\n\t\t\t// If this marks the end of a word, add it to the final string.\n\t\t\tif (IsSpace(ch) && !eastern && start < offset)\n\t\t\t{\n\t\t\t\tint end = offset - start + 1;\n\n\t\t\t\t// Last word on the last line should not include an invisible character\n\t\t\t\tif (lineCount == maxLineCount && remainingWidth <= 0f && offset < textLength)\n\t\t\t\t{\n\t\t\t\t\tchar cho = text[offset];\n\t\t\t\t\tif (cho < ' ' || IsSpace(cho)) --end;\n\t\t\t\t}\n\n\t\t\t\tsb.Append(text.Substring(start, end));\n\t\t\t\tlineIsEmpty = false;\n\t\t\t\tstart = offset + 1;\n\t\t\t\tprev = ch;\n\t\t\t}\n\n\t\t\t// Doesn't fit?\n\t\t\tif (Mathf.RoundToInt(remainingWidth) < 0)\n\t\t\t{\n\t\t\t\t// Can't start a new line\n\t\t\t\tif (lineIsEmpty || lineCount == maxLineCount)\n\t\t\t\t{\n\t\t\t\t\t// Adds \"...\" at the end of text that doesn't fit. Contributed by Jason Nollan.\n\t\t\t\t\tif (useEllipsis && lineCount == maxLineCount && offset > 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat ellipsisWidth = GetGlyphWidth('.', '.') * 3f;\n\n\t\t\t\t\t\tif (ellipsisWidth < regionWidth)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tremainingWidth += glyphWidth;\n\t\t\t\t\t\t\tint tempOffset = offset;\n\t\t\t\t\t\t\tint removeCount = 0;\n\n\t\t\t\t\t\t\twhile (tempOffset > 1 && remainingWidth < ellipsisWidth)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t--tempOffset;\n\t\t\t\t\t\t\t\tchar prevCh = text[tempOffset - 1];\n\t\t\t\t\t\t\t\tchar characterToRemove = text[tempOffset];\n\t\t\t\t\t\t\t\tbool isCaseWhereSpaceShouldBeInStringBuilderButIsnt = (remainingWidth == 0 && IsSpace(characterToRemove));\n\t\t\t\t\t\t\t\tremainingWidth += GetGlyphWidth(characterToRemove, prevCh);\n\t\t\t\t\t\t\t\tif (tempOffset < start && !isCaseWhereSpaceShouldBeInStringBuilderButIsnt)\n\t\t\t\t\t\t\t\t\t++removeCount;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (remainingWidth >= ellipsisWidth)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tif (removeCount > 0)\n\t\t\t\t\t\t\t\t\tsb.Length = Mathf.Max(0, sb.Length - removeCount);\n\n\t\t\t\t\t\t\t\tsb.Append(text.Substring(start, Mathf.Max(0, tempOffset - start)));\n\t\t\t\t\t\t\t\twhile (sb.Length > 0 && IsSpace(sb[sb.Length - 1])) --sb.Length;\n\t\t\t\t\t\t\t\tsb.Append(\"...\");\n\n\t\t\t\t\t\t\t\t++lineCount;\n\t\t\t\t\t\t\t\tstart = offset = tempOffset;\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// This is the first word on the line -- add it up to the character that fits\n\t\t\t\t\tsb.Append(text.Substring(start, Mathf.Max(0, offset - start)));\n\t\t\t\t\tbool space = IsSpace(ch);\n\t\t\t\t\tif (!space && !eastern) fits = false;\n\n\t\t\t\t\tif (wrapLineColors && mColors.size > 0) sb.Append(\"[-]\");\n\n\t\t\t\t\tif (lineCount++ == maxLineCount)\n\t\t\t\t\t{\n\t\t\t\t\t\tstart = offset;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (keepCharCount) ReplaceSpaceWithNewline(ref sb);\n\t\t\t\t\telse EndLine(ref sb);\n\n\t\t\t\t\tif (wrapLineColors)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < mColors.size; ++i)\n\t\t\t\t\t\t\tsb.Insert(sb.Length - 1, \"[-]\");\n\n\t\t\t\t\t\tfor (int i = 0; i < mColors.size; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb.Append(\"[\");\n\t\t\t\t\t\t\tsb.Append(NGUIText.EncodeColor(mColors[i]));\n\t\t\t\t\t\t\tsb.Append(\"]\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// Start a brand-new line\n\t\t\t\t\tlineIsEmpty = true;\n\n\t\t\t\t\tif (space)\n\t\t\t\t\t{\n\t\t\t\t\t\tstart = offset + 1;\n\t\t\t\t\t\tremainingWidth = regionWidth;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tstart = offset;\n\t\t\t\t\t\tremainingWidth = regionWidth - glyphWidth;\n\t\t\t\t\t}\n\t\t\t\t\tprev = 0;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t// Revert the position to the beginning of the word and reset the line\n\t\t\t\t\tlineIsEmpty = true;\n\t\t\t\t\tremainingWidth = regionWidth;\n\t\t\t\t\toffset = start - 1;\n\t\t\t\t\tprev = 0;\n\n\t\t\t\t\tif (lineCount++ == maxLineCount) break;\n\t\t\t\t\tif (keepCharCount) ReplaceSpaceWithNewline(ref sb);\n\t\t\t\t\telse EndLine(ref sb);\n\n\t\t\t\t\tif (wrapLineColors)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Negate previous colors prior to the newline character\n\t\t\t\t\t\tfor (int i = 0; i < mColors.size; ++i)\n\t\t\t\t\t\t\tsb.Insert(sb.Length - 1, \"[-]\");\n\n\t\t\t\t\t\t// Add all the current colors before going forward\n\t\t\t\t\t\tfor (int i = 0; i < mColors.size; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb.Append(\"[\");\n\t\t\t\t\t\t\tsb.Append(NGUIText.EncodeColor(mColors[i]));\n\t\t\t\t\t\t\tsb.Append(\"]\");\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse prev = ch;\n\n\t\t\t// Advance the offset past the symbol\n\t\t\tif (symbol != null)\n\t\t\t{\n\t\t\t\toffset += symbol.length - 1;\n\t\t\t\tprev = 0;\n\t\t\t}\n\t\t}\n\n\t\tif (start < offset) sb.Append(text.Substring(start, offset - start));\n\t\tif (wrapLineColors && mColors.size > 0) sb.Append(\"[-]\");\n\t\tfinalText = sb.ToString();\n\t\tmColors.Clear();\n\t\treturn fits && ((offset == textLength) || (lineCount <= Mathf.Min(maxLines, maxLineCount)));\n\t}\n\n\tstatic Color s_c0, s_c1;\n\n\t/// <summary>\n\t/// Print the specified text into the buffers.\n\t/// </summary>\n\n\tstatic public void Print (string text, List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tif (string.IsNullOrEmpty(text)) return;\n\n\t\tint indexOffset = verts.Count;\n\t\tPrepare(text);\n\n\t\t// Start with the white tint\n\t\tmColors.Add(Color.white);\n\t\tmAlpha = 1f;\n\n\t\tint ch = 0, prev = 0;\n\t\tfloat x = 0f, y = 0f, maxX = 0f;\n\t\tfloat sizeF = finalSize;\n\n\t\tColor gb = (tint * gradientBottom);\n\t\tColor gt = (tint * gradientTop);\n\t\tColor gc = tint;\n\t\tint textLength = text.Length;\n\n\t\tRect uvRect = new Rect();\n\t\tfloat invX = 0f, invY = 0f;\n\t\tfloat sizePD = sizeF * pixelDensity;\n\n\t\t// Advanced symbol support contributed by Rudy Pangestu.\n\t\tbool subscript = false;\n\t\tint subscriptMode = 0;  // 0 = normal, 1 = subscript, 2 = superscript\n\t\tbool bold = false;\n\t\tbool italic = false;\n\t\tbool underline = false;\n\t\tbool strikethrough = false;\n\t\tbool ignoreColor = false;\n\t\tconst float sizeShrinkage = 0.75f;\n\n\t\tfloat v0x;\n\t\tfloat v1x;\n\t\tfloat v1y;\n\t\tfloat v0y;\n\t\tfloat prevX = 0;\n\n\t\tif (bitmapFont != null)\n\t\t{\n\t\t\tuvRect = bitmapFont.uvRect;\n\t\t\tinvX = uvRect.width / bitmapFont.texWidth;\n\t\t\tinvY = uvRect.height / bitmapFont.texHeight;\n\t\t}\n\n\t\tfor (int i = 0; i < textLength; ++i)\n\t\t{\n\t\t\tch = text[i];\n\n\t\t\tprevX = x;\n\n\t\t\t// New line character -- skip to the next line\n\t\t\tif (ch == '\\n')\n\t\t\t{\n\t\t\t\tif (x > maxX) maxX = x;\n\n\t\t\t\tif (alignment != Alignment.Left)\n\t\t\t\t{\n\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX);\n\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t}\n\n\t\t\t\tx = 0;\n\t\t\t\ty += finalLineHeight;\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Invalid character -- skip it\n\t\t\tif (ch < ' ')\n\t\t\t{\n\t\t\t\tprev = ch;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Color changing symbol\n\t\t\tif (encoding && ParseSymbol(text, ref i, mColors, premultiply, ref subscriptMode, ref bold,\n\t\t\t\tref italic, ref underline, ref strikethrough, ref ignoreColor))\n\t\t\t{\n\t\t\t\tif (ignoreColor)\n\t\t\t\t{\n\t\t\t\t\tgc = mColors[mColors.size - 1];\n\t\t\t\t\tgc.a *= mAlpha * tint.a;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tgc = tint * mColors[mColors.size - 1];\n\t\t\t\t\tgc.a *= mAlpha;\n\t\t\t\t}\n\n\t\t\t\tfor (int b = 0, bmax = mColors.size - 2; b < bmax; ++b)\n\t\t\t\t\tgc.a *= mColors[b].a;\n\n\t\t\t\tif (gradient)\n\t\t\t\t{\n\t\t\t\t\tgb = (gradientBottom * gc);\n\t\t\t\t\tgt = (gradientTop * gc);\n\t\t\t\t}\n\t\t\t\t--i;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// See if there is a symbol matching this text\n\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;\n\n\t\t\tif (symbol != null)\n\t\t\t{\n\t\t\t\tv0x = x + symbol.offsetX * fontScale;\n\t\t\t\tv1x = v0x + symbol.width * fontScale;\n\t\t\t\tv1y = -(y + symbol.offsetY * fontScale);\n\t\t\t\tv0y = v1y - symbol.height * fontScale;\n\n\t\t\t\t// Doesn't fit? Move down to the next line\n\t\t\t\tif (Mathf.RoundToInt(x + symbol.advance * fontScale) > regionWidth)\n\t\t\t\t{\n\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\t\t\t{\n\t\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX);\n\t\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t\t}\n\n\t\t\t\t\tv0x -= x;\n\t\t\t\t\tv1x -= x;\n\t\t\t\t\tv0y -= finalLineHeight;\n\t\t\t\t\tv1y -= finalLineHeight;\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\tprevX = 0;\n\t\t\t\t}\n\n\t\t\t\tverts.Add(new Vector3(v0x, v0y));\n\t\t\t\tverts.Add(new Vector3(v0x, v1y));\n\t\t\t\tverts.Add(new Vector3(v1x, v1y));\n\t\t\t\tverts.Add(new Vector3(v1x, v0y));\n\n\t\t\t\tx += finalSpacingX + symbol.advance * fontScale;\n\t\t\t\ti += symbol.length - 1;\n\t\t\t\tprev = 0;\n\n\t\t\t\tif (uvs != null)\n\t\t\t\t{\n\t\t\t\t\tRect uv = symbol.uvRect;\n\n\t\t\t\t\tfloat u0x = uv.xMin;\n\t\t\t\t\tfloat u0y = uv.yMin;\n\t\t\t\t\tfloat u1x = uv.xMax;\n\t\t\t\t\tfloat u1y = uv.yMax;\n\n\t\t\t\t\tuvs.Add(new Vector2(u0x, u0y));\n\t\t\t\t\tuvs.Add(new Vector2(u0x, u1y));\n\t\t\t\t\tuvs.Add(new Vector2(u1x, u1y));\n\t\t\t\t\tuvs.Add(new Vector2(u1x, u0y));\n\t\t\t\t}\n\n\t\t\t\tif (cols != null)\n\t\t\t\t{\n\t\t\t\t\tif (symbolStyle == SymbolStyle.Colored)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int b = 0; b < 4; ++b) cols.Add(gc);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tColor col = Color.white;\n\t\t\t\t\t\tcol.a = gc.a;\n\t\t\t\t\t\tfor (int b = 0; b < 4; ++b) cols.Add(col);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse // No symbol present\n\t\t\t{\n\t\t\t\tGlyphInfo glyph = GetGlyph(ch, prev);\n\t\t\t\tif (glyph == null) continue;\n\t\t\t\tprev = ch;\n\n\t\t\t\tif (subscriptMode != 0)\n\t\t\t\t{\n\t\t\t\t\tglyph.v0.x *= sizeShrinkage;\n\t\t\t\t\tglyph.v0.y *= sizeShrinkage;\n\t\t\t\t\tglyph.v1.x *= sizeShrinkage;\n\t\t\t\t\tglyph.v1.y *= sizeShrinkage;\n\n\t\t\t\t\tif (subscriptMode == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tglyph.v0.y -= fontScale * fontSize * 0.4f;\n\t\t\t\t\t\tglyph.v1.y -= fontScale * fontSize * 0.4f;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tglyph.v0.y += fontScale * fontSize * 0.05f;\n\t\t\t\t\t\tglyph.v1.y += fontScale * fontSize * 0.05f;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tv0x = glyph.v0.x + x;\n\t\t\t\tv0y = glyph.v0.y - y;\n\t\t\t\tv1x = glyph.v1.x + x;\n\t\t\t\tv1y = glyph.v1.y - y;\n\n\t\t\t\tfloat w = glyph.advance;\n\t\t\t\tif (finalSpacingX < 0f) w += finalSpacingX;\n\n\t\t\t\t// Doesn't fit? Move down to the next line\n\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t{\n\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\t\t\t{\n\t\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX);\n\t\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t\t}\n\n\t\t\t\t\tv0x -= x;\n\t\t\t\t\tv1x -= x;\n\t\t\t\t\tv0y -= finalLineHeight;\n\t\t\t\t\tv1y -= finalLineHeight;\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\tprevX = 0;\n\t\t\t\t}\n\n\t\t\t\tif (IsSpace(ch))\n\t\t\t\t{\n\t\t\t\t\tif (underline)\n\t\t\t\t\t{\n\t\t\t\t\t\tch = '_';\n\t\t\t\t\t}\n\t\t\t\t\telse if (strikethrough)\n\t\t\t\t\t{\n\t\t\t\t\t\tch = '-';\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Advance the position\n\t\t\t\tx += (subscriptMode == 0) ? finalSpacingX + glyph.advance :\n\t\t\t\t\t(finalSpacingX + glyph.advance) * sizeShrinkage;\n\n\t\t\t\t// Subscript may cause pixels to no longer be aligned\n\t\t\t\tif (subscriptMode != 0) x = Mathf.Round(x);\n\n\t\t\t\t// No need to continue if this is a space character\n\t\t\t\tif (IsSpace(ch)) continue;\n\n\t\t\t\t// Texture coordinates\n\t\t\t\tif (uvs != null)\n\t\t\t\t{\n\t\t\t\t\tif (bitmapFont != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tglyph.u0.x = uvRect.xMin + invX * glyph.u0.x;\n\t\t\t\t\t\tglyph.u2.x = uvRect.xMin + invX * glyph.u2.x;\n\t\t\t\t\t\tglyph.u0.y = uvRect.yMax - invY * glyph.u0.y;\n\t\t\t\t\t\tglyph.u2.y = uvRect.yMax - invY * glyph.u2.y;\n\n\t\t\t\t\t\tglyph.u1.x = glyph.u0.x;\n\t\t\t\t\t\tglyph.u1.y = glyph.u2.y;\n\n\t\t\t\t\t\tglyph.u3.x = glyph.u2.x;\n\t\t\t\t\t\tglyph.u3.y = glyph.u0.y;\n\t\t\t\t\t}\n\n\t\t\t\t\tfor (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)\n\t\t\t\t\t{\n\t\t\t\t\t\tuvs.Add(glyph.u0);\n\t\t\t\t\t\tuvs.Add(glyph.u1);\n\t\t\t\t\t\tuvs.Add(glyph.u2);\n\t\t\t\t\t\tuvs.Add(glyph.u3);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Vertex colors\n\t\t\t\tif (cols != null)\n\t\t\t\t{\n\t\t\t\t\tif (glyph.channel == 0 || glyph.channel == 15)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (gradient)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat min = sizePD + glyph.v0.y / fontScale;\n\t\t\t\t\t\t\tfloat max = sizePD + glyph.v1.y / fontScale;\n\n\t\t\t\t\t\t\tmin /= sizePD;\n\t\t\t\t\t\t\tmax /= sizePD;\n\n\t\t\t\t\t\t\ts_c0 = Color.Lerp(gb, gt, min);\n\t\t\t\t\t\t\ts_c1 = Color.Lerp(gb, gt, max);\n\n\t\t\t\t\t\t\tfor (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tcols.Add(s_c0);\n\t\t\t\t\t\t\t\tcols.Add(s_c1);\n\t\t\t\t\t\t\t\tcols.Add(s_c1);\n\t\t\t\t\t\t\t\tcols.Add(s_c0);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfor (int j = 0, jmax = (bold ? 16 : 4); j < jmax; ++j)\n\t\t\t\t\t\t\t\tcols.Add(gc);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\t// Packed fonts come as alpha masks in each of the RGBA channels.\n\t\t\t\t\t\t// In order to use it we need to use a special shader.\n\t\t\t\t\t\t//\n\t\t\t\t\t\t// Limitations:\n\t\t\t\t\t\t// - Effects (drop shadow, outline) will not work.\n\t\t\t\t\t\t// - Should not be a part of the atlas (eastern fonts rarely are anyway).\n\t\t\t\t\t\t// - Lower color precision\n\n\t\t\t\t\t\tColor col = gc;\n\n\t\t\t\t\t\tcol *= 0.49f;\n\n\t\t\t\t\t\tswitch (glyph.channel)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcase 1: col.b += 0.51f; break;\n\t\t\t\t\t\t\tcase 2: col.g += 0.51f; break;\n\t\t\t\t\t\t\tcase 4: col.r += 0.51f; break;\n\t\t\t\t\t\t\tcase 8: col.a += 0.51f; break;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor (int j = 0, jmax = (bold ? 16 : 4); j < jmax; ++j)\n\t\t\t\t\t\t\tcols.Add(col);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Bold and italic contributed by Rudy Pangestu.\n\t\t\t\tif (!bold)\n\t\t\t\t{\n\t\t\t\t\tif (!italic)\n\t\t\t\t\t{\n\t\t\t\t\t\tverts.Add(new Vector3(v0x, v0y));\n\t\t\t\t\t\tverts.Add(new Vector3(v0x, v1y));\n\t\t\t\t\t\tverts.Add(new Vector3(v1x, v1y));\n\t\t\t\t\t\tverts.Add(new Vector3(v1x, v0y));\n\t\t\t\t\t}\n\t\t\t\t\telse // Italic\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat slant = fontSize * 0.1f * ((v1y - v0y) / fontSize);\n\t\t\t\t\t\tverts.Add(new Vector3(v0x - slant, v0y));\n\t\t\t\t\t\tverts.Add(new Vector3(v0x + slant, v1y));\n\t\t\t\t\t\tverts.Add(new Vector3(v1x + slant, v1y));\n\t\t\t\t\t\tverts.Add(new Vector3(v1x - slant, v0y));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse // Bold\n\t\t\t\t{\n\t\t\t\t\tfor (int j = 0; j < 4; ++j)\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat a = mBoldOffset[j * 2];\n\t\t\t\t\t\tfloat b = mBoldOffset[j * 2 + 1];\n\n\t\t\t\t\t\tfloat slant = (italic ? fontSize * 0.1f * ((v1y - v0y) / fontSize) : 0f);\n\t\t\t\t\t\tverts.Add(new Vector3(v0x + a - slant, v0y + b));\n\t\t\t\t\t\tverts.Add(new Vector3(v0x + a + slant, v1y + b));\n\t\t\t\t\t\tverts.Add(new Vector3(v1x + a + slant, v1y + b));\n\t\t\t\t\t\tverts.Add(new Vector3(v1x + a - slant, v0y + b));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Underline and strike-through contributed by Rudy Pangestu.\n\t\t\t\tif (underline || strikethrough)\n\t\t\t\t{\n\t\t\t\t\tGlyphInfo dash = GetGlyph(strikethrough ? '-' : '_', prev);\n\t\t\t\t\tif (dash == null) continue;\n\n\t\t\t\t\tif (uvs != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (bitmapFont != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdash.u0.x = uvRect.xMin + invX * dash.u0.x;\n\t\t\t\t\t\t\tdash.u2.x = uvRect.xMin + invX * dash.u2.x;\n\t\t\t\t\t\t\tdash.u0.y = uvRect.yMax - invY * dash.u0.y;\n\t\t\t\t\t\t\tdash.u2.y = uvRect.yMax - invY * dash.u2.y;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfloat cx = (dash.u0.x + dash.u2.x) * 0.5f;\n\n\t\t\t\t\t\tfor (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tuvs.Add(new Vector2(cx, dash.u0.y));\n\t\t\t\t\t\t\tuvs.Add(new Vector2(cx, dash.u2.y));\n\t\t\t\t\t\t\tuvs.Add(new Vector2(cx, dash.u2.y));\n\t\t\t\t\t\t\tuvs.Add(new Vector2(cx, dash.u0.y));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (subscript && strikethrough)\n\t\t\t\t\t{\n\t\t\t\t\t\tv0y = (-y + dash.v0.y) * sizeShrinkage;\n\t\t\t\t\t\tv1y = (-y + dash.v1.y) * sizeShrinkage;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tv0y = (-y + dash.v0.y);\n\t\t\t\t\t\tv1y = (-y + dash.v1.y);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (bold)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int j = 0; j < 4; ++j)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat a = mBoldOffset[j * 2];\n\t\t\t\t\t\t\tfloat b = mBoldOffset[j * 2 + 1];\n\n\t\t\t\t\t\t\tverts.Add(new Vector3(prevX + a, v0y + b));\n\t\t\t\t\t\t\tverts.Add(new Vector3(prevX + a, v1y + b));\n\t\t\t\t\t\t\tverts.Add(new Vector3(x + a, v1y + b));\n\t\t\t\t\t\t\tverts.Add(new Vector3(x + a, v0y + b));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tverts.Add(new Vector3(prevX, v0y));\n\t\t\t\t\t\tverts.Add(new Vector3(prevX, v1y));\n\t\t\t\t\t\tverts.Add(new Vector3(x, v1y));\n\t\t\t\t\t\tverts.Add(new Vector3(x, v0y));\n\t\t\t\t\t}\n\n\t\t\t\t\tif (gradient)\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat min = sizePD + dash.v0.y / fontScale;\n\t\t\t\t\t\tfloat max = sizePD + dash.v1.y / fontScale;\n\n\t\t\t\t\t\tmin /= sizePD;\n\t\t\t\t\t\tmax /= sizePD;\n\n\t\t\t\t\t\ts_c0 = Color.Lerp(gb, gt, min);\n\t\t\t\t\t\ts_c1 = Color.Lerp(gb, gt, max);\n\n\t\t\t\t\t\tfor (int j = 0, jmax = (bold ? 4 : 1); j < jmax; ++j)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcols.Add(s_c0);\n\t\t\t\t\t\t\tcols.Add(s_c1);\n\t\t\t\t\t\t\tcols.Add(s_c1);\n\t\t\t\t\t\t\tcols.Add(s_c0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int j = 0, jmax = (bold ? 16 : 4); j < jmax; ++j)\n\t\t\t\t\t\t\tcols.Add(gc);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t{\n\t\t\tAlign(verts, indexOffset, x - finalSpacingX);\n\t\t\tindexOffset = verts.Count;\n\t\t}\n\t\tmColors.Clear();\n\t}\n\n\tstatic float[] mBoldOffset = new float[]\n\t{\n\t\t-0.25f, 0f, 0.25f, 0f,\n\t\t0f, -0.25f, 0f, 0.25f\n\t};\n\n\t/// <summary>\n\t/// Print character positions and indices into the specified buffer. Meant to be used with the \"find closest vertex\" calculations.\n\t/// </summary>\n\n\tstatic public void PrintApproximateCharacterPositions (string text, List<Vector3> verts, List<int> indices)\n\t{\n\t\tif (string.IsNullOrEmpty(text)) text = \" \";\n\n\t\tPrepare(text);\n\n\t\tfloat x = 0f, y = 0f, maxX = 0f, halfSize = fontSize * fontScale * 0.5f;\n\t\tint textLength = text.Length, indexOffset = verts.Count, ch = 0, prev = 0;\n\n\t\tfor (int i = 0; i < textLength; ++i)\n\t\t{\n\t\t\tch = text[i];\n\n\t\t\tverts.Add(new Vector3(x, -y - halfSize));\n\t\t\tindices.Add(i);\n\n\t\t\tif (ch == '\\n')\n\t\t\t{\n\t\t\t\tif (x > maxX) maxX = x;\n\n\t\t\t\tif (alignment != Alignment.Left)\n\t\t\t\t{\n\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 1);\n\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t}\n\n\t\t\t\tx = 0;\n\t\t\t\ty += finalLineHeight;\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse if (ch < ' ')\n\t\t\t{\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (encoding && ParseSymbol(text, ref i))\n\t\t\t{\n\t\t\t\t--i;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// See if there is a symbol matching this text\n\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;\n\n\t\t\tif (symbol == null)\n\t\t\t{\n\t\t\t\tfloat w = GetGlyphWidth(ch, prev);\n\n\t\t\t\tif (w != 0f)\n\t\t\t\t{\n\t\t\t\t\tw += finalSpacingX;\n\n\t\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 1);\n\t\t\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tx = w;\n\t\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\t}\n\t\t\t\t\telse x += w;\n\n\t\t\t\t\tverts.Add(new Vector3(x, -y - halfSize));\n\t\t\t\t\tindices.Add(i + 1);\n\t\t\t\t\tprev = ch;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat w = symbol.advance * fontScale + finalSpacingX;\n\n\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t{\n\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\t\t\t{\n\t\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 1);\n\t\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t\t}\n\n\t\t\t\t\tx = w;\n\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t}\n\t\t\t\telse x += w;\n\n\t\t\t\tverts.Add(new Vector3(x, -y - halfSize));\n\t\t\t\tindices.Add(i + 1);\n\t\t\t\ti += symbol.sequence.Length - 1;\n\t\t\t\tprev = 0;\n\t\t\t}\n\t\t}\n\n\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 1);\n\t}\n\n\t/// <summary>\n\t/// Print character positions and indices into the specified buffer.\n\t/// This function's data is meant to be used for precise character selection, such as clicking on a link.\n\t/// There are 2 vertices for every index: Bottom Left + Top Right.\n\t/// </summary>\n\n\tstatic public void PrintExactCharacterPositions (string text, List<Vector3> verts, List<int> indices)\n\t{\n\t\tif (string.IsNullOrEmpty(text)) text = \" \";\n\n\t\tPrepare(text);\n\n\t\tfloat fullSize = fontSize * fontScale;\n\t\tfloat x = 0f, y = 0f, maxX = 0f;\n\t\tint textLength = text.Length, indexOffset = verts.Count, ch = 0, prev = 0;\n\n\t\tfor (int i = 0; i < textLength; ++i)\n\t\t{\n\t\t\tch = text[i];\n\n\t\t\tif (ch == '\\n')\n\t\t\t{\n\t\t\t\tif (x > maxX) maxX = x;\n\n\t\t\t\tif (alignment != Alignment.Left)\n\t\t\t\t{\n\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 2);\n\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t}\n\n\t\t\t\tx = 0;\n\t\t\t\ty += finalLineHeight;\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse if (ch < ' ')\n\t\t\t{\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (encoding && ParseSymbol(text, ref i))\n\t\t\t{\n\t\t\t\t--i;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// See if there is a symbol matching this text\n\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, i, textLength) : null;\n\n\t\t\tif (symbol == null)\n\t\t\t{\n\t\t\t\tfloat gw = GetGlyphWidth(ch, prev);\n\n\t\t\t\tif (gw != 0f)\n\t\t\t\t{\n\t\t\t\t\tfloat w = gw + finalSpacingX;\n\n\t\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 2);\n\t\t\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tx = 0f;\n\t\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\t\tprev = 0;\n\t\t\t\t\t\t--i;\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\n\t\t\t\t\tindices.Add(i);\n\t\t\t\t\tverts.Add(new Vector3(x, -y - fullSize));\n\t\t\t\t\tverts.Add(new Vector3(x + w, -y));\n\t\t\t\t\tprev = ch;\n\t\t\t\t\tx += w;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat w = symbol.advance * fontScale + finalSpacingX;\n\n\t\t\t\tif (Mathf.RoundToInt(x + w) > regionWidth)\n\t\t\t\t{\n\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\t\t\t{\n\t\t\t\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 2);\n\t\t\t\t\t\tindexOffset = verts.Count;\n\t\t\t\t\t}\n\n\t\t\t\t\tx = 0f;\n\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t\tprev = 0;\n\t\t\t\t\t--i;\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tindices.Add(i);\n\t\t\t\tverts.Add(new Vector3(x, -y - fullSize));\n\t\t\t\tverts.Add(new Vector3(x + w, -y));\n\t\t\t\ti += symbol.sequence.Length - 1;\n\t\t\t\tx += w;\n\t\t\t\tprev = 0;\n\t\t\t}\n\t\t}\n\n\t\tif (alignment != Alignment.Left && indexOffset < verts.Count)\n\t\t\tAlign(verts, indexOffset, x - finalSpacingX, 2);\n\t}\n\n\t/// <summary>\n\t/// Print the caret and selection vertices. Note that it's expected that 'text' has been stripped clean of symbols.\n\t/// </summary>\n\n\tstatic public void PrintCaretAndSelection (string text, int start, int end, List<Vector3> caret, List<Vector3> highlight)\n\t{\n\t\tif (string.IsNullOrEmpty(text)) text = \" \";\n\n\t\tPrepare(text);\n\n\t\tint caretPos = end;\n\n\t\tif (start > end)\n\t\t{\n\t\t\tend = start;\n\t\t\tstart = caretPos;\n\t\t}\n\n\t\tfloat x = 0f, y = 0f, maxX = 0f, fs = fontSize * fontScale;\n\t\tint caretOffset = (caret != null) ? caret.Count : 0;\n\t\tint highlightOffset = (highlight != null) ? highlight.Count : 0;\n\t\tint textLength = text.Length, index = 0, ch = 0, prev = 0;\n\t\tbool highlighting = false, caretSet = false;\n\n\t\tVector2 last0 = Vector2.zero;\n\t\tVector2 last1 = Vector2.zero;\n\n\t\tfor (; index < textLength; ++index)\n\t\t{\n\t\t\t// Print the caret\n\t\t\tif (caret != null && !caretSet && caretPos <= index)\n\t\t\t{\n\t\t\t\tcaretSet = true;\n\t\t\t\tcaret.Add(new Vector3(x - 1f, -y - fs));\n\t\t\t\tcaret.Add(new Vector3(x - 1f, -y));\n\t\t\t\tcaret.Add(new Vector3(x + 1f, -y));\n\t\t\t\tcaret.Add(new Vector3(x + 1f, -y - fs));\n\t\t\t}\n\n\t\t\tch = text[index];\n\n\t\t\tif (ch == '\\n')\n\t\t\t{\n\t\t\t\t// Used for alignment purposes\n\t\t\t\tif (x > maxX) maxX = x;\n\n\t\t\t\t// Align the caret\n\t\t\t\tif (caret != null && caretSet)\n\t\t\t\t{\n\t\t\t\t\tif (alignment != Alignment.Left) Align(caret, caretOffset, x - finalSpacingX);\n\t\t\t\t\tcaret = null;\n\t\t\t\t}\n\n\t\t\t\tif (highlight != null)\n\t\t\t\t{\n\t\t\t\t\tif (highlighting)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Close the selection on this line\n\t\t\t\t\t\thighlighting = false;\n\t\t\t\t\t\thighlight.Add(last1);\n\t\t\t\t\t\thighlight.Add(last0);\n\t\t\t\t\t}\n\t\t\t\t\telse if (start <= index && end > index)\n\t\t\t\t\t{\n\t\t\t\t\t\t// This must be an empty line. Add a narrow vertical highlight.\n\t\t\t\t\t\thighlight.Add(new Vector3(x, -y - fs));\n\t\t\t\t\t\thighlight.Add(new Vector3(x, -y));\n\t\t\t\t\t\thighlight.Add(new Vector3(x + 2f, -y));\n\t\t\t\t\t\thighlight.Add(new Vector3(x + 2f, -y - fs));\n\t\t\t\t\t}\n\n\t\t\t\t\t// Align the highlight\n\t\t\t\t\tif (alignment != Alignment.Left && highlightOffset < highlight.Count)\n\t\t\t\t\t{\n\t\t\t\t\t\tAlign(highlight, highlightOffset, x - finalSpacingX);\n\t\t\t\t\t\thighlightOffset = highlight.Count;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tx = 0;\n\t\t\t\ty += finalLineHeight;\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse if (ch < ' ')\n\t\t\t{\n\t\t\t\tprev = 0;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (encoding && ParseSymbol(text, ref index))\n\t\t\t{\n\t\t\t\t--index;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// See if there is a symbol matching this text\n\t\t\tBMSymbol symbol = useSymbols ? GetSymbol(text, index, textLength) : null;\n\t\t\tfloat w = (symbol != null) ? symbol.advance * fontScale : GetGlyphWidth(ch, prev);\n\n\t\t\tif (w != 0f)\n\t\t\t{\n\t\t\t\tfloat v0x = x;\n\t\t\t\tfloat v1x = x + w;\n\t\t\t\tfloat v0y = -y - fs;\n\t\t\t\tfloat v1y = -y;\n\n\t\t\t\tif (Mathf.RoundToInt(v1x + finalSpacingX) > regionWidth)\n\t\t\t\t{\n\t\t\t\t\tif (x == 0f) return;\n\n\t\t\t\t\t// Used for alignment purposes\n\t\t\t\t\tif (x > maxX) maxX = x;\n\n\t\t\t\t\t// Align the caret\n\t\t\t\t\tif (caret != null && caretSet)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (alignment != Alignment.Left) Align(caret, caretOffset, x - finalSpacingX);\n\t\t\t\t\t\tcaret = null;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (highlight != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (highlighting)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Close the selection on this line\n\t\t\t\t\t\t\thighlighting = false;\n\t\t\t\t\t\t\thighlight.Add(last1);\n\t\t\t\t\t\t\thighlight.Add(last0);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (start <= index && end > index)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// This must be an empty line. Add a narrow vertical highlight.\n\t\t\t\t\t\t\thighlight.Add(new Vector3(x, -y - fs));\n\t\t\t\t\t\t\thighlight.Add(new Vector3(x, -y));\n\t\t\t\t\t\t\thighlight.Add(new Vector3(x + 2f, -y));\n\t\t\t\t\t\t\thighlight.Add(new Vector3(x + 2f, -y - fs));\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// Align the highlight\n\t\t\t\t\t\tif (alignment != Alignment.Left && highlightOffset < highlight.Count)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tAlign(highlight, highlightOffset, x - finalSpacingX);\n\t\t\t\t\t\t\thighlightOffset = highlight.Count;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tv0x -= x;\n\t\t\t\t\tv1x -= x;\n\t\t\t\t\tv0y -= finalLineHeight;\n\t\t\t\t\tv1y -= finalLineHeight;\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty += finalLineHeight;\n\t\t\t\t}\n\n\t\t\t\tx += w + finalSpacingX;\n\n\t\t\t\t// Print the highlight\n\t\t\t\tif (highlight != null)\n\t\t\t\t{\n\t\t\t\t\tif (start > index || end <= index)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (highlighting)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t// Finish the highlight\n\t\t\t\t\t\t\thighlighting = false;\n\t\t\t\t\t\t\thighlight.Add(last1);\n\t\t\t\t\t\t\thighlight.Add(last0);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (!highlighting)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Start the highlight\n\t\t\t\t\t\thighlighting = true;\n\t\t\t\t\t\thighlight.Add(new Vector3(v0x, v0y));\n\t\t\t\t\t\thighlight.Add(new Vector3(v0x, v1y));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Save what the character ended with\n\t\t\t\tlast0 = new Vector2(v1x, v0y);\n\t\t\t\tlast1 = new Vector2(v1x, v1y);\n\t\t\t\tprev = ch;\n\t\t\t}\n\t\t}\n\n\t\t// Ensure we always have a caret\n\t\tif (caret != null)\n\t\t{\n\t\t\tif (!caretSet)\n\t\t\t{\n\t\t\t\tcaret.Add(new Vector3(x - 1f, -y - fs));\n\t\t\t\tcaret.Add(new Vector3(x - 1f, -y));\n\t\t\t\tcaret.Add(new Vector3(x + 1f, -y));\n\t\t\t\tcaret.Add(new Vector3(x + 1f, -y - fs));\n\t\t\t}\n\n\t\t\tif (alignment != Alignment.Left)\n\t\t\t\tAlign(caret, caretOffset, x - finalSpacingX);\n\t\t}\n\n\t\t// Close the selection\n\t\tif (highlight != null)\n\t\t{\n\t\t\tif (highlighting)\n\t\t\t{\n\t\t\t\t// Finish the highlight\n\t\t\t\thighlight.Add(last1);\n\t\t\t\thighlight.Add(last0);\n\t\t\t}\n\t\t\telse if (start < index && end == index)\n\t\t\t{\n\t\t\t\t// Happens when highlight ends on an empty line. Highlight it with a thin line.\n\t\t\t\thighlight.Add(new Vector3(x, -y - fs));\n\t\t\t\thighlight.Add(new Vector3(x, -y));\n\t\t\t\thighlight.Add(new Vector3(x + 2f, -y));\n\t\t\t\thighlight.Add(new Vector3(x + 2f, -y - fs));\n\t\t\t}\n\n\t\t\t// Align the highlight\n\t\t\tif (alignment != Alignment.Left && highlightOffset < highlight.Count)\n\t\t\t\tAlign(highlight, highlightOffset, x - finalSpacingX);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Replace the specified link.\n\t/// </summary>\n\n\tstatic public bool ReplaceLink (ref string text, ref int index, string prefix)\n\t{\n\t\tif (index == -1) return false;\n\t\tindex = text.IndexOf(prefix, index);\n\t\tif (index == -1) return false;\n\n\t\tint domainStart = index + prefix.Length;\n\t\tint end = text.IndexOf(' ', domainStart);\n\t\tif (end == -1) end = text.Length;\n\n\t\tint domainEnd = text.IndexOfAny(new char[] { '/', ' ' }, domainStart);\n\n\t\tif (domainEnd == -1 || domainEnd == domainStart)\n\t\t{\n\t\t\tindex += 7;\n\t\t\treturn true;\n\t\t}\n\n\t\tstring left = text.Substring(0, index);\n\t\tstring link = text.Substring(index, end - index);\n\t\tstring right = text.Substring(end);\n\t\tstring urlName = text.Substring(domainStart, domainEnd - domainStart);\n\n\t\ttext = left + \"[url=\" + link + \"][u]\" + urlName + \"[/u][/url]\";\n\t\tindex = text.Length;\n\t\ttext += right;\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Insert a hyperlink around the specified keyword.\n\t/// </summary>\n\n\tstatic public bool InsertHyperlink (ref string text, ref int index, string keyword, string link)\n\t{\n\t\tint patchStart = text.IndexOf(keyword, index, System.StringComparison.CurrentCultureIgnoreCase);\n\t\tif (patchStart == -1) return false;\n\n\t\tstring left = text.Substring(0, patchStart);\n\t\tstring url = \"[url=\" + link + \"][u]\";\n\t\tstring middle = text.Substring(patchStart, keyword.Length) + \"[/u][/url]\";\n\t\tstring right = text.Substring(patchStart + keyword.Length);\n\n\t\ttext = left + url + middle;\n\t\tindex = text.Length;\n\t\ttext += right;\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Helper function that replaces links within text with clickable ones.\n\t/// </summary>\n\n\tstatic public void ReplaceLinks (ref string text)\n\t{\n\t\tfor (int index = 0; index < text.Length; )\n\t\t{\n\t\t\tif (!ReplaceLink(ref text, ref index, \"http://\")) break;\n\t\t}\n\n\t\tfor (int index = 0; index < text.Length; )\n\t\t{\n\t\t\tif (!ReplaceLink(ref text, ref index, \"https://\")) break;\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUIText.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2a8ace6ca0abad0469f6f961e94e9b28\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUITools.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Reflection;\n\n/// <summary>\n/// Helper class containing generic functions used throughout the UI library.\n/// </summary>\n\nstatic public class NGUITools\n{\n\tstatic AudioListener mListener;\n\n\tstatic bool mLoaded = false;\n\tstatic float mGlobalVolume = 1f;\n\n\t/// <summary>\n\t/// Globally accessible volume affecting all sounds played via NGUITools.PlaySound().\n\t/// </summary>\n\n\tstatic public float soundVolume\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mLoaded)\n\t\t\t{\n\t\t\t\tmLoaded = true;\n\t\t\t\tmGlobalVolume = PlayerPrefs.GetFloat(\"Sound\", 1f);\n\t\t\t}\n\t\t\treturn mGlobalVolume;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mGlobalVolume != value)\n\t\t\t{\n\t\t\t\tmLoaded = true;\n\t\t\t\tmGlobalVolume = value;\n\t\t\t\tPlayerPrefs.SetFloat(\"Sound\", value);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function -- whether the disk access is allowed.\n\t/// </summary>\n\n\tstatic public bool fileAccess\n\t{\n\t\tget\n\t\t{\n#if !UNITY_4_7\n\t\t\tif (Application.platform == RuntimePlatform.WebGLPlayer) return false;\n#endif\n#if UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3\n\t\t\treturn Application.platform != RuntimePlatform.WindowsWebPlayer &&\n\t\t\t\tApplication.platform != RuntimePlatform.OSXWebPlayer;\n#else\n\t\t\treturn true;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Play the specified audio clip.\n\t/// </summary>\n\n\tstatic public AudioSource PlaySound (AudioClip clip) { return PlaySound(clip, 1f, 1f); }\n\n\t/// <summary>\n\t/// Play the specified audio clip with the specified volume.\n\t/// </summary>\n\n\tstatic public AudioSource PlaySound (AudioClip clip, float volume) { return PlaySound(clip, volume, 1f); }\n\n\tstatic float mLastTimestamp = 0f;\n\tstatic AudioClip mLastClip;\n\n\t/// <summary>\n\t/// Play the specified audio clip with the specified volume and pitch.\n\t/// </summary>\n\n\tstatic public AudioSource PlaySound (AudioClip clip, float volume, float pitch)\n\t{\n\t\tfloat time = RealTime.time;\n\t\tif (mLastClip == clip && mLastTimestamp + 0.1f > time) return null;\n\n\t\tmLastClip = clip;\n\t\tmLastTimestamp = time;\n\t\tvolume *= soundVolume;\n\n\t\tif (clip != null && volume > 0.01f)\n\t\t{\n\t\t\tif (mListener == null || !NGUITools.GetActive(mListener))\n\t\t\t{\n\t\t\t\tAudioListener[] listeners = GameObject.FindObjectsOfType(typeof(AudioListener)) as AudioListener[];\n\n\t\t\t\tif (listeners != null)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < listeners.Length; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (NGUITools.GetActive(listeners[i]))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmListener = listeners[i];\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (mListener == null)\n\t\t\t\t{\n\t\t\t\t\tCamera cam = Camera.main;\n\t\t\t\t\tif (cam == null) cam = GameObject.FindObjectOfType(typeof(Camera)) as Camera;\n\t\t\t\t\tif (cam != null) mListener = cam.gameObject.AddComponent<AudioListener>();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (mListener != null && mListener.enabled && NGUITools.GetActive(mListener.gameObject))\n\t\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tAudioSource source = mListener.audio;\n#else\n\t\t\t\tAudioSource source = mListener.GetComponent<AudioSource>();\n#endif\n\t\t\t\tif (source == null) source = mListener.gameObject.AddComponent<AudioSource>();\n#if !UNITY_FLASH\n\t\t\t\tsource.priority = 50;\n\t\t\t\tsource.pitch = pitch;\n#endif\n\t\t\t\tsource.PlayOneShot(clip, volume);\n\t\t\t\treturn source;\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead.\n\t/// </summary>\n\n//    static public WWW OpenURL (string url)\n//    {\n//#if UNITY_FLASH\n//        Debug.LogError(\"WWW is not yet implemented in Flash\");\n//        return null;\n//#else\n//        WWW www = null;\n//        try { www = new WWW(url); }\n//        catch (System.Exception ex) { Debug.LogError(ex.Message); }\n//        return www;\n//#endif\n//    }\n\n//    /// <summary>\n//    /// New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead.\n//    /// </summary>\n\n//    static public WWW OpenURL (string url, WWWForm form)\n//    {\n//        if (form == null) return OpenURL(url);\n//#if UNITY_FLASH\n//        Debug.LogError(\"WWW is not yet implemented in Flash\");\n//        return null;\n//#else\n//        WWW www = null;\n//        try { www = new WWW(url, form); }\n//        catch (System.Exception ex) { Debug.LogError(ex != null ? ex.Message : \"<null>\"); }\n//        return www;\n//#endif\n//    }\n\n\t/// <summary>\n\t/// Same as Random.Range, but the returned value is between min and max, inclusive.\n\t/// Unity's Random.Range is less than max instead, unless min == max.\n\t/// This means Range(0,1) produces 0 instead of 0 or 1. That's unacceptable.\n\t/// </summary>\n\n\tstatic public int RandomRange (int min, int max)\n\t{\n\t\tif (min == max) return min;\n\t\treturn UnityEngine.Random.Range(min, max + 1);\n\t}\n\n\t/// <summary>\n\t/// Returns the hierarchy of the object in a human-readable format.\n\t/// </summary>\n\n\tstatic public string GetHierarchy (GameObject obj)\n\t{\n\t\tif (obj == null) return \"\";\n\t\tstring path = obj.name;\n\n\t\twhile (obj.transform.parent != null)\n\t\t{\n\t\t\tobj = obj.transform.parent.gameObject;\n\t\t\tpath = obj.name + \"\\\\\" + path;\n\t\t}\n\t\treturn path;\n\t}\n\n\t/// <summary>\n\t/// Find all active objects of specified type.\n\t/// </summary>\n\n\tstatic public T[] FindActive<T> () where T : Component\n\t{\n\t\treturn GameObject.FindObjectsOfType(typeof(T)) as T[];\n\t}\n\n\t/// <summary>\n\t/// Find the camera responsible for drawing the objects on the specified layer.\n\t/// </summary>\n\n\tstatic public Camera FindCameraForLayer (int layer)\n\t{\n\t\tint layerMask = 1 << layer;\n\n\t\tCamera cam;\n\n\t\tfor (int i = 0; i < UICamera.list.size; ++i)\n\t\t{\n\t\t\tcam = UICamera.list.buffer[i].cachedCamera;\n\t\t\tif (cam && (cam.cullingMask & layerMask) != 0)\n\t\t\t\treturn cam;\n\t\t}\n\n\t\tcam = Camera.main;\n\t\tif (cam && (cam.cullingMask & layerMask) != 0) return cam;\n\n#if UNITY_4_3 || UNITY_FLASH\n\t\tCamera[] cameras = NGUITools.FindActive<Camera>();\n\t\tfor (int i = 0, imax = cameras.Length; i < imax; ++i)\n#else\n\t\tCamera[] cameras = new Camera[Camera.allCamerasCount];\n\t\tint camerasFound = Camera.GetAllCameras(cameras);\n\t\tfor (int i = 0; i < camerasFound; ++i)\n#endif\n\t\t{\n\t\t\tcam = cameras[i];\n\t\t\tif (cam && cam.enabled && (cam.cullingMask & layerMask) != 0)\n\t\t\t\treturn cam;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Add a collider to the game object containing one or more widgets.\n\t/// </summary>\n\n\tstatic public void AddWidgetCollider (GameObject go) { AddWidgetCollider(go, false); }\n\n\t/// <summary>\n\t/// Add a collider to the game object containing one or more widgets.\n\t/// </summary>\n\n\tstatic public void AddWidgetCollider (GameObject go, bool considerInactive)\n\t{\n\t\tif (go != null)\n\t\t{\n\t\t\t// 3D collider\n\t\t\tCollider col = go.GetComponent<Collider>();\n\t\t\tBoxCollider box = col as BoxCollider;\n\n\t\t\tif (box != null)\n\t\t\t{\n\t\t\t\tUpdateWidgetCollider(box, considerInactive);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Is there already another collider present? If so, do nothing.\n\t\t\tif (col != null) return;\n\n\t\t\t// 2D collider\n\t\t\tBoxCollider2D box2 = go.GetComponent<BoxCollider2D>();\n\n\t\t\tif (box2 != null)\n\t\t\t{\n\t\t\t\tUpdateWidgetCollider(box2, considerInactive);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tUICamera ui = UICamera.FindCameraForLayer(go.layer);\n\n\t\t\tif (ui != null && (ui.eventType == UICamera.EventType.World_2D || ui.eventType == UICamera.EventType.UI_2D))\n\t\t\t{\n\t\t\t\tbox2 = go.AddComponent<BoxCollider2D>();\n\t\t\t\tbox2.isTrigger = true;\n#if UNITY_EDITOR\n\t\t\t\tUnityEditor.Undo.RegisterCreatedObjectUndo(box2, \"Add Collider\");\n#endif\n\t\t\t\tUIWidget widget = go.GetComponent<UIWidget>();\n\t\t\t\tif (widget != null) widget.autoResizeBoxCollider = true;\n\t\t\t\tUpdateWidgetCollider(box2, considerInactive);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tbox = go.AddComponent<BoxCollider>();\n#if UNITY_EDITOR\n\t\t\t\tUnityEditor.Undo.RegisterCreatedObjectUndo(box, \"Add Collider\");\n#endif\n\t\t\t\tbox.isTrigger = true;\n\n\t\t\t\tUIWidget widget = go.GetComponent<UIWidget>();\n\t\t\t\tif (widget != null) widget.autoResizeBoxCollider = true;\n\t\t\t\tUpdateWidgetCollider(box, considerInactive);\n\t\t\t}\n\t\t}\n\t\treturn;\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.\n\t/// </summary>\n\n\tstatic public void UpdateWidgetCollider (GameObject go)\n\t{\n\t\tUpdateWidgetCollider(go, false);\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.\n\t/// </summary>\n\n\tstatic public void UpdateWidgetCollider (GameObject go, bool considerInactive)\n\t{\n\t\tif (go != null)\n\t\t{\n\t\t\tBoxCollider bc = go.GetComponent<BoxCollider>();\n\n\t\t\tif (bc != null)\n\t\t\t{\n\t\t\t\tUpdateWidgetCollider(bc, considerInactive);\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tBoxCollider2D box2 = go.GetComponent<BoxCollider2D>();\n\t\t\tif (box2 != null) UpdateWidgetCollider(box2, considerInactive);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.\n\t/// </summary>\n\n\tstatic public void UpdateWidgetCollider (BoxCollider box, bool considerInactive)\n\t{\n\t\tif (box != null)\n\t\t{\n\t\t\tGameObject go = box.gameObject;\n\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\n\t\t\tif (w != null)\n\t\t\t{\n\t\t\t\tVector4 dr = w.drawRegion;\n\n\t\t\t\tif (dr.x != 0f || dr.y != 0f || dr.z != 1f || dr.w != 1f)\n\t\t\t\t{\n\t\t\t\t\tVector4 region = w.drawingDimensions;\n\t\t\t\t\tbox.center = new Vector3((region.x + region.z) * 0.5f, (region.y + region.w) * 0.5f);\n\t\t\t\t\tbox.size = new Vector3(region.z - region.x, region.w - region.y);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tVector3[] corners = w.localCorners;\n\t\t\t\t\tbox.center = Vector3.Lerp(corners[0], corners[2], 0.5f);\n\t\t\t\t\tbox.size = corners[2] - corners[0];\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tBounds b = NGUIMath.CalculateRelativeWidgetBounds(go.transform, considerInactive);\n\t\t\t\tbox.center = b.center;\n\t\t\t\tbox.size = new Vector3(b.size.x, b.size.y, 0f);\n\t\t\t}\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(box);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions.\n\t/// </summary>\n\n\tstatic public void UpdateWidgetCollider (BoxCollider2D box, bool considerInactive)\n\t{\n\t\tif (box != null)\n\t\t{\n\t\t\tGameObject go = box.gameObject;\n\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\n\t\t\tif (w != null)\n\t\t\t{\n\t\t\t\tVector3[] corners = w.localCorners;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tbox.center = Vector3.Lerp(corners[0], corners[2], 0.5f);\n#else\n\t\t\t\tbox.offset = Vector3.Lerp(corners[0], corners[2], 0.5f);\n#endif\n\t\t\t\tbox.size = corners[2] - corners[0];\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tBounds b = NGUIMath.CalculateRelativeWidgetBounds(go.transform, considerInactive);\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tbox.center = b.center;\n#else\n\t\t\t\tbox.offset = b.center;\n#endif\n\t\t\t\tbox.size = new Vector2(b.size.x, b.size.y);\n\t\t\t}\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(box);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns the string name of the type.\n\t/// </summary>\n\n\tstatic public string GetTypeName<T> ()\n\t{\n\t\tstring s = typeof(T).ToString();\n\t\tif (s.StartsWith(\"UI\")) s = s.Substring(2);\n\t\telse if (s.StartsWith(\"UnityEngine.\")) s = s.Substring(12);\n\t\treturn s;\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns the string name of the type.\n\t/// </summary>\n\n\tstatic public string GetTypeName (UnityEngine.Object obj)\n\t{\n\t\tif (obj == null) return \"Null\";\n\t\tstring s = obj.GetType().ToString();\n\t\tif (s.StartsWith(\"UI\")) s = s.Substring(2);\n\t\telse if (s.StartsWith(\"UnityEngine.\")) s = s.Substring(12);\n\t\treturn s;\n\t}\n\n\t/// <summary>\n\t/// Convenience method that works without warnings in both Unity 3 and 4.\n\t/// </summary>\n\n\tstatic public void RegisterUndo (UnityEngine.Object obj, string name)\n\t{\n#if UNITY_EDITOR\n\t\tUnityEditor.Undo.RecordObject(obj, name);\n\t\tNGUITools.SetDirty(obj);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convenience function that marks the specified object as dirty in the Unity Editor.\n\t/// </summary>\n\n\tstatic public void SetDirty (UnityEngine.Object obj)\n\t{\n#if UNITY_EDITOR\n\t\tif (obj)\n\t\t{\n\t\t\t//if (obj is Component) Debug.Log(NGUITools.GetHierarchy((obj as Component).gameObject), obj);\n\t\t\t//else if (obj is GameObject) Debug.Log(NGUITools.GetHierarchy(obj as GameObject), obj);\n\t\t\t//else Debug.Log(\"Hmm... \" + obj.GetType(), obj);\n\t\t\tUnityEditor.EditorUtility.SetDirty(obj);\n\t\t}\n#endif\n\t}\n\n\t/// <summary>\n\t/// Add a new child game object.\n\t/// </summary>\n\n\tstatic public GameObject AddChild (this GameObject parent) { return AddChild(parent, true, -1); }\n\n\t/// <summary>\n\t/// Add a new child game object.\n\t/// </summary>\n\n\tstatic public GameObject AddChild (this GameObject parent, int layer) { return AddChild(parent, true, layer); }\n\n\t/// <summary>\n\t/// Add a new child game object.\n\t/// </summary>\n\n\tstatic public GameObject AddChild (this GameObject parent, bool undo) { return AddChild(parent, undo, -1); }\n\n\t/// <summary>\n\t/// Add a new child game object.\n\t/// </summary>\n\n\tstatic public GameObject AddChild (this GameObject parent, bool undo, int layer)\n\t{\n\t\tGameObject go = new GameObject();\n#if UNITY_EDITOR\n\t\tif (undo && !Application.isPlaying)\n\t\t\tUnityEditor.Undo.RegisterCreatedObjectUndo(go, \"Create Object\");\n#endif\n\t\tif (parent != null)\n\t\t{\n\t\t\tTransform t = go.transform;\n\t\t\tt.parent = parent.transform;\n\t\t\tt.localPosition = Vector3.zero;\n\t\t\tt.localRotation = Quaternion.identity;\n\t\t\tt.localScale = Vector3.one;\n\t\t\tif (layer == -1) go.layer = parent.layer;\n\t\t\telse if (layer > -1 && layer < 32) go.layer = layer;\n\t\t}\n\t\treturn go;\n\t}\n\n\t/// <summary>\n\t/// Instantiate an object and add it to the specified parent.\n\t/// </summary>\n\n\tstatic public GameObject AddChild (this GameObject parent, GameObject prefab) { return parent.AddChild(prefab, -1); }\n\n\t/// <summary>\n\t/// Instantiate an object and add it to the specified parent.\n\t/// </summary>\n\n\tstatic public GameObject AddChild (this GameObject parent, GameObject prefab, int layer)\n\t{\n\t\tGameObject go = GameObject.Instantiate(prefab) as GameObject;\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying)\n\t\t\tUnityEditor.Undo.RegisterCreatedObjectUndo(go, \"Create Object\");\n#endif\n\t\tif (go != null && parent != null)\n\t\t{\n\t\t\tTransform t = go.transform;\n\t\t\tt.parent = parent.transform;\n\t\t\tt.localPosition = Vector3.zero;\n\t\t\tt.localRotation = Quaternion.identity;\n\t\t\tt.localScale = Vector3.one;\n\t\t\tif (layer == -1) go.layer = parent.layer;\n\t\t\telse if (layer > -1 && layer < 32) go.layer = layer;\n\t\t}\n\t\treturn go;\n\t}\n\n\t/// <summary>\n\t/// Calculate the game object's depth based on the widgets within, and also taking panel depth into consideration.\n\t/// </summary>\n\n\tstatic public int CalculateRaycastDepth (GameObject go)\n\t{\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#else\n\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#endif\n\t\tvar w = go.GetComponent<UIWidget>();\n\t\t\n\t\tif (w != null)\n\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\tProfiler.EndSample();\n#endif\n\t\t\treturn w.raycastDepth;\n\t\t}\n\n\t\tvar widgets = go.GetComponentsInChildren<UIWidget>();\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\tProfiler.EndSample();\n#endif\n\t\t\n\t\tif (widgets.Length == 0) return 0;\n\n\t\tint depth = int.MaxValue;\n\t\t\n\t\tfor (int i = 0, imax = widgets.Length; i < imax; ++i)\n\t\t{\n\t\t\tif (widgets[i].enabled)\n\t\t\t\tdepth = Mathf.Min(depth, widgets[i].raycastDepth);\n\t\t}\n\t\treturn depth;\n\t}\n\n\t/// <summary>\n\t/// Gathers all widgets and calculates the depth for the next widget.\n\t/// </summary>\n\n\tstatic public int CalculateNextDepth (GameObject go)\n\t{\n\t\tif (go)\n\t\t{\n\t\t\tint depth = -1;\n\t\t\tUIWidget[] widgets = go.GetComponentsInChildren<UIWidget>();\n\t\t\tfor (int i = 0, imax = widgets.Length; i < imax; ++i)\n\t\t\t\tdepth = Mathf.Max(depth, widgets[i].depth);\n\t\t\treturn depth + 1;\n\t\t}\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Gathers all widgets and calculates the depth for the next widget.\n\t/// </summary>\n\n\tstatic public int CalculateNextDepth (GameObject go, bool ignoreChildrenWithColliders)\n\t{\n\t\tif (go && ignoreChildrenWithColliders)\n\t\t{\n\t\t\tint depth = -1;\n\t\t\tUIWidget[] widgets = go.GetComponentsInChildren<UIWidget>();\n\n\t\t\tfor (int i = 0, imax = widgets.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIWidget w = widgets[i];\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tif (w.cachedGameObject != go && (w.collider != null || w.GetComponent<Collider2D>() != null)) continue;\n#else\n\t\t\t\tif (w.cachedGameObject != go && (w.GetComponent<Collider>() != null || w.GetComponent<Collider2D>() != null)) continue;\n#endif\n\t\t\t\tdepth = Mathf.Max(depth, w.depth);\n\t\t\t}\n\t\t\treturn depth + 1;\n\t\t}\n\t\treturn CalculateNextDepth(go);\n\t}\n\n\t/// <summary>\n\t/// Adjust the widgets' depth by the specified value.\n\t/// Returns '0' if nothing was adjusted, '1' if panels were adjusted, and '2' if widgets were adjusted.\n\t/// </summary>\n\n\tstatic public int AdjustDepth (GameObject go, int adjustment)\n\t{\n\t\tif (go != null)\n\t\t{\n\t\t\tUIPanel panel = go.GetComponent<UIPanel>();\n\n\t\t\tif (panel != null)\n\t\t\t{\n\t\t\t\tUIPanel[] panels = go.GetComponentsInChildren<UIPanel>(true);\n\t\t\t\t\n\t\t\t\tfor (int i = 0; i < panels.Length; ++i)\n\t\t\t\t{\n\t\t\t\t\tUIPanel p = panels[i];\n#if UNITY_EDITOR\n\t\t\t\t\tRegisterUndo(p, \"Depth Change\");\n#endif\n\t\t\t\t\tp.depth = p.depth + adjustment;\n\t\t\t\t}\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tpanel = FindInParents<UIPanel>(go);\n\t\t\t\tif (panel == null) return 0;\n\n\t\t\t\tUIWidget[] widgets = go.GetComponentsInChildren<UIWidget>(true);\n\n\t\t\t\tfor (int i = 0, imax = widgets.Length; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tUIWidget w = widgets[i];\n\t\t\t\t\tif (w.panel != panel) continue;\n#if UNITY_EDITOR\n\t\t\t\t\tRegisterUndo(w, \"Depth Change\");\n#endif\n\t\t\t\t\tw.depth = w.depth + adjustment;\n\t\t\t\t}\n\t\t\t\treturn 2;\n\t\t\t}\n\t\t}\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Bring all of the widgets on the specified object forward.\n\t/// </summary>\n\n\tstatic public void BringForward (GameObject go)\n\t{\n\t\tint val = AdjustDepth(go, 1000);\n\t\tif (val == 1) NormalizePanelDepths();\n\t\telse if (val == 2) NormalizeWidgetDepths();\n\t}\n\n\t/// <summary>\n\t/// Push all of the widgets on the specified object back, making them appear behind everything else.\n\t/// </summary>\n\n\tstatic public void PushBack (GameObject go)\n\t{\n\t\tint val = AdjustDepth(go, -1000);\n\t\tif (val == 1) NormalizePanelDepths();\n\t\telse if (val == 2) NormalizeWidgetDepths();\n\t}\n\n\t/// <summary>\n\t/// Normalize the depths of all the widgets and panels in the scene, making them start from 0 and remain in order.\n\t/// </summary>\n\n\tstatic public void NormalizeDepths ()\n\t{\n\t\tNormalizeWidgetDepths();\n\t\tNormalizePanelDepths();\n\t}\n\n\t/// <summary>\n\t/// Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order.\n\t/// </summary>\n\n\tstatic public void NormalizeWidgetDepths ()\n\t{\n\t\tNormalizeWidgetDepths(FindActive<UIWidget>());\n\t}\n\n\t/// <summary>\n\t/// Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order.\n\t/// </summary>\n\n\tstatic public void NormalizeWidgetDepths (GameObject go)\n\t{\n\t\tNormalizeWidgetDepths(go.GetComponentsInChildren<UIWidget>());\n\t}\n\n\t/// <summary>\n\t/// Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order.\n\t/// </summary>\n\n\tstatic public void NormalizeWidgetDepths (UIWidget[] list)\n\t{\n\t\tint size = list.Length;\n\n\t\tif (size > 0)\n\t\t{\n\t\t\tArray.Sort(list, UIWidget.FullCompareFunc);\n\n\t\t\tint start = 0;\n\t\t\tint current = list[0].depth;\n\n\t\t\tfor (int i = 0; i < size; ++i)\n\t\t\t{\n\t\t\t\tUIWidget w = list[i];\n\n\t\t\t\tif (w.depth == current)\n\t\t\t\t{\n\t\t\t\t\tw.depth = start;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tcurrent = w.depth;\n\t\t\t\t\tw.depth = ++start;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Normalize the depths of all the panels in the scene, making them start from 0 and remain in order.\n\t/// </summary>\n\n\tstatic public void NormalizePanelDepths ()\n\t{\n\t\tUIPanel[] list = FindActive<UIPanel>();\n\t\tint size = list.Length;\n\n\t\tif (size > 0)\n\t\t{\n\t\t\tArray.Sort(list, UIPanel.CompareFunc);\n\n\t\t\tint start = 0;\n\t\t\tint current = list[0].depth;\n\n\t\t\tfor (int i = 0; i < size; ++i)\n\t\t\t{\n\t\t\t\tUIPanel p = list[i];\n\n\t\t\t\tif (p.depth == current)\n\t\t\t\t{\n\t\t\t\t\tp.depth = start;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tcurrent = p.depth;\n\t\t\t\t\tp.depth = ++start;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Create a new UI.\n\t/// </summary>\n\n\tstatic public UIPanel CreateUI (bool advanced3D) { return CreateUI(null, advanced3D, -1); }\n\n\t/// <summary>\n\t/// Create a new UI.\n\t/// </summary>\n\n\tstatic public UIPanel CreateUI (bool advanced3D, int layer) { return CreateUI(null, advanced3D, layer); }\n\n\t/// <summary>\n\t/// Create a new UI.\n\t/// </summary>\n\n\tstatic public UIPanel CreateUI (Transform trans, bool advanced3D, int layer)\n\t{\n\t\t// Find the existing UI Root\n\t\tUIRoot root = (trans != null) ? NGUITools.FindInParents<UIRoot>(trans.gameObject) : null;\n\n\t\tif (root == null && UIRoot.list.Count > 0)\n\t\t{\n\t\t\tforeach (UIRoot r in UIRoot.list)\n\t\t\t{\n\t\t\t\tif (r.gameObject.layer == layer)\n\t\t\t\t{\n\t\t\t\t\troot = r;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Try to find an existing panel\n\t\tif (root == null)\n\t\t{\n\t\t\tfor (int i = 0, imax = UIPanel.list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIPanel p = UIPanel.list[i];\n\t\t\t\tGameObject go = p.gameObject;\n\n\t\t\t\tif (go.hideFlags == HideFlags.None && go.layer == layer)\n\t\t\t\t{\n\t\t\t\t\ttrans.parent = p.transform;\n\t\t\t\t\ttrans.localScale = Vector3.one;\n\t\t\t\t\treturn p;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// If we are working with a different UI type, we need to treat it as a brand-new one instead\n\t\tif (root != null)\n\t\t{\n\t\t\tUICamera cam = root.GetComponentInChildren<UICamera>();\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (cam != null && cam.camera.isOrthoGraphic == advanced3D)\n#else\n\t\t\tif (cam != null && cam.GetComponent<Camera>().orthographic == advanced3D)\n#endif\n\t\t\t{\n\t\t\t\ttrans = null;\n\t\t\t\troot = null;\n\t\t\t}\n\t\t}\n\n\t\t// If no root found, create one\n\t\tif (root == null)\n\t\t{\n\t\t\tGameObject go = NGUITools.AddChild(null, false);\n\t\t\troot = go.AddComponent<UIRoot>();\n\n\t\t\t// Automatically find the layers if none were specified\n\t\t\tif (layer == -1) layer = LayerMask.NameToLayer(\"UI\");\n\t\t\tif (layer == -1) layer = LayerMask.NameToLayer(\"2D UI\");\n\t\t\tgo.layer = layer;\n\n\t\t\tif (advanced3D)\n\t\t\t{\n\t\t\t\tgo.name = \"UI Root (3D)\";\n\t\t\t\troot.scalingStyle = UIRoot.Scaling.Constrained;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tgo.name = \"UI Root\";\n\t\t\t\troot.scalingStyle = UIRoot.Scaling.Flexible;\n\t\t\t}\n\n\t\t\troot.UpdateScale();\n\t\t}\n\n\t\t// Find the first panel\n\t\tUIPanel panel = root.GetComponentInChildren<UIPanel>();\n\n\t\tif (panel == null)\n\t\t{\n\t\t\t// Find other active cameras in the scene\n\t\t\tCamera[] cameras = NGUITools.FindActive<Camera>();\n\n\t\t\tfloat depth = -1f;\n\t\t\tbool colorCleared = false;\n\t\t\tint mask = (1 << root.gameObject.layer);\n\n\t\t\tfor (int i = 0; i < cameras.Length; ++i)\n\t\t\t{\n\t\t\t\tCamera c = cameras[i];\n\n\t\t\t\t// If the color is being cleared, we won't need to\n\t\t\t\tif (c.clearFlags == CameraClearFlags.Color ||\n\t\t\t\t\tc.clearFlags == CameraClearFlags.Skybox)\n\t\t\t\t\tcolorCleared = true;\n\n\t\t\t\t// Choose the maximum depth\n\t\t\t\tdepth = Mathf.Max(depth, c.depth);\n\n\t\t\t\t// Make sure this camera can't see the UI\n\t\t\t\tc.cullingMask = (c.cullingMask & (~mask));\n\t\t\t}\n\n\t\t\t// Create a camera that will draw the UI\n\t\t\tCamera cam = NGUITools.AddChild<Camera>(root.gameObject, false);\n\t\t\tcam.gameObject.AddComponent<UICamera>();\n\t\t\tcam.clearFlags = colorCleared ? CameraClearFlags.Depth : CameraClearFlags.Color;\n\t\t\tcam.backgroundColor = Color.grey;\n\t\t\tcam.cullingMask = mask;\n\t\t\tcam.depth = depth + 1f;\n\n\t\t\tif (advanced3D)\n\t\t\t{\n\t\t\t\tcam.nearClipPlane = 0.1f;\n\t\t\t\tcam.farClipPlane = 4f;\n\t\t\t\tcam.transform.localPosition = new Vector3(0f, 0f, -700f);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tcam.orthographic = true;\n\t\t\t\tcam.orthographicSize = 1;\n\t\t\t\tcam.nearClipPlane = -10;\n\t\t\t\tcam.farClipPlane = 10;\n\t\t\t}\n\n\t\t\t// Make sure there is an audio listener present\n\t\t\tAudioListener[] listeners = NGUITools.FindActive<AudioListener>();\n\t\t\tif (listeners == null || listeners.Length == 0)\n\t\t\t\tcam.gameObject.AddComponent<AudioListener>();\n\n\t\t\t// Add a panel to the root\n\t\t\tpanel = root.gameObject.AddComponent<UIPanel>();\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) UnityEditor.Selection.activeGameObject = panel.gameObject;\n#endif\n\t\t}\n\n\t\tif (trans != null)\n\t\t{\n\t\t\t// Find the root object\n\t\t\twhile (trans.parent != null) trans = trans.parent;\n\n\t\t\tif (NGUITools.IsChild(trans, panel.transform))\n\t\t\t{\n\t\t\t\t// Odd hierarchy -- can't reparent\n\t\t\t\tpanel = trans.gameObject.AddComponent<UIPanel>();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Reparent this root object to be a child of the panel\n\t\t\t\ttrans.parent = panel.transform;\n\t\t\t\ttrans.localScale = Vector3.one;\n\t\t\t\ttrans.localPosition = Vector3.zero;\n\t\t\t\tSetChildLayer(panel.cachedTransform, panel.cachedGameObject.layer);\n\t\t\t}\n\t\t}\n\t\treturn panel;\n\t}\n\n\t/// <summary>\n\t/// Helper function that recursively sets all children with widgets' game objects layers to the specified value.\n\t/// </summary>\n\n\tstatic public void SetChildLayer (this Transform t, int layer)\n\t{\n\t\tfor (int i = 0; i < t.childCount; ++i)\n\t\t{\n\t\t\tTransform child = t.GetChild(i);\n\t\t\tchild.gameObject.layer = layer;\n\t\t\tSetChildLayer(child, layer);\n\t\t}\n\t}\n\n\tstatic Dictionary<System.Type, string> mTypeNames = new Dictionary<Type, string>();\n\n\t/// <summary>\n\t/// Add a child object to the specified parent and attaches the specified script to it.\n\t/// </summary>\n\n\tstatic public T AddChild<T> (this GameObject parent) where T : Component\n\t{\n\t\tGameObject go = AddChild(parent);\n\t\tstring name;\n\n\t\tif (!mTypeNames.TryGetValue(typeof(T), out name) || name == null)\n\t\t{\n\t\t\tname = GetTypeName<T>();\n\t\t\tmTypeNames[typeof(T)] = name;\n\t\t}\n\t\tgo.name = name;\n\t\treturn go.AddComponent<T>();\n\t}\n\n\t/// <summary>\n\t/// Add a child object to the specified parent and attaches the specified script to it.\n\t/// </summary>\n\n\tstatic public T AddChild<T> (this GameObject parent, bool undo) where T : Component\n\t{\n\t\tGameObject go = AddChild(parent, undo);\n\t\tstring name;\n\n\t\tif (!mTypeNames.TryGetValue(typeof(T), out name) || name == null)\n\t\t{\n\t\t\tname = GetTypeName<T>();\n\t\t\tmTypeNames[typeof(T)] = name;\n\t\t}\n\t\tgo.name = name;\n\t\treturn go.AddComponent<T>();\n\t}\n\n\t/// <summary>\n\t/// Add a new widget of specified type.\n\t/// </summary>\n\n\tstatic public T AddWidget<T> (this GameObject go, int depth = int.MaxValue) where T : UIWidget\n\t{\n\t\tif (depth == int.MaxValue) depth = CalculateNextDepth(go);\n\n\t\t// Create the widget and place it above other widgets\n\t\tT widget = AddChild<T>(go);\n\t\twidget.width = 100;\n\t\twidget.height = 100;\n\t\twidget.depth = depth;\n\t\treturn widget;\n\t}\n\n\t/// <summary>\n\t/// Add a sprite appropriate for the specified atlas sprite.\n\t/// It will be sliced if the sprite has an inner rect, and a regular sprite otherwise.\n\t/// </summary>\n\n\tstatic public UISprite AddSprite (this GameObject go, UIAtlas atlas, string spriteName, int depth = int.MaxValue)\n\t{\n\t\tUISpriteData sp = (atlas != null) ? atlas.GetSprite(spriteName) : null;\n\t\tUISprite sprite = AddWidget<UISprite>(go, depth);\n\t\tsprite.type = (sp == null || !sp.hasBorder) ? UISprite.Type.Simple : UISprite.Type.Sliced;\n\t\tsprite.atlas = atlas;\n\t\tsprite.spriteName = spriteName;\n\t\treturn sprite;\n\t}\n\n\t/// <summary>\n\t/// Get the rootmost object of the specified game object.\n\t/// </summary>\n\n\tstatic public GameObject GetRoot (GameObject go)\n\t{\n\t\tTransform t = go.transform;\n\n\t\tfor (; ; )\n\t\t{\n\t\t\tTransform parent = t.parent;\n\t\t\tif (parent == null) break;\n\t\t\tt = parent;\n\t\t}\n\t\treturn t.gameObject;\n\t}\n\n\t/// <summary>\n\t/// Finds the specified component on the game object or one of its parents.\n\t/// This function has become obsolete with Unity 4.3.\n\t/// </summary>\n\n\tstatic public T FindInParents<T> (GameObject go) where T : Component\n\t{\n\t\tif (go == null) return null;\n\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\tvar comp = go.GetComponentInParent<T>();\n\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\tvar comp = go.GetComponentInParent<T>();\n\t\tProfiler.EndSample();\n#endif\n#if UNITY_FLASH\n\t\treturn (T)comp;\n#else\n\t\treturn comp;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Finds the specified component on the game object or one of its parents.\n\t/// This function has become obsolete with Unity 4.3.\n\t/// </summary>\n\n\tstatic public T FindInParents<T> (Transform trans) where T : Component\n\t{\n\t\tif (trans == null) return null;\n\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\tvar comp = trans.GetComponentInParent<T>();\n\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\tvar comp = trans.GetComponentInParent<T>();\n\t\tProfiler.EndSample();\n#endif\n#if UNITY_FLASH\n\t\treturn (T)comp;\n#else\n\t\treturn comp;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Destroy the specified object, immediately if in edit mode.\n\t/// </summary>\n\n\tstatic public void Destroy (UnityEngine.Object obj)\n\t{\n\t\tif (obj)\n\t\t{\n\t\t\tif (obj is Transform)\n\t\t\t{\n\t\t\t\tTransform t = (obj as Transform);\n\t\t\t\tGameObject go = t.gameObject;\n\n\t\t\t\tif (Application.isPlaying)\n\t\t\t\t{\n\t\t\t\t\tt.parent = null;\n\t\t\t\t\tUnityEngine.Object.Destroy(go);\n\t\t\t\t}\n\t\t\t\telse UnityEngine.Object.DestroyImmediate(go);\n\t\t\t}\n\t\t\telse if (obj is GameObject)\n\t\t\t{\n\t\t\t\tGameObject go = obj as GameObject;\n\t\t\t\tTransform t = go.transform;\n\n\t\t\t\tif (Application.isPlaying)\n\t\t\t\t{\n\t\t\t\t\tt.parent = null;\n\t\t\t\t\tUnityEngine.Object.Destroy(go);\n\t\t\t\t}\n\t\t\t\telse UnityEngine.Object.DestroyImmediate(go);\n\t\t\t}\n\t\t\telse if (Application.isPlaying) UnityEngine.Object.Destroy(obj);\n\t\t\telse UnityEngine.Object.DestroyImmediate(obj);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience extension that destroys all children of the transform.\n\t/// </summary>\n\n\tstatic public void DestroyChildren (this Transform t)\n\t{\n\t\tbool isPlaying = Application.isPlaying;\n\n\t\twhile (t.childCount != 0)\n\t\t{\n\t\t\tTransform child = t.GetChild(0);\n\n\t\t\tif (isPlaying)\n\t\t\t{\n\t\t\t\tchild.parent = null;\n\t\t\t\tUnityEngine.Object.Destroy(child.gameObject);\n\t\t\t}\n\t\t\telse UnityEngine.Object.DestroyImmediate(child.gameObject);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Destroy the specified object immediately, unless not in the editor, in which case the regular Destroy is used instead.\n\t/// </summary>\n\n\tstatic public void DestroyImmediate (UnityEngine.Object obj)\n\t{\n\t\tif (obj != null)\n\t\t{\n\t\t\tif (Application.isEditor) UnityEngine.Object.DestroyImmediate(obj);\n\t\t\telse UnityEngine.Object.Destroy(obj);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Call the specified function on all objects in the scene.\n\t/// </summary>\n\n\tstatic public void Broadcast (string funcName)\n\t{\n\t\tGameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[];\n\t\tfor (int i = 0, imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, SendMessageOptions.DontRequireReceiver);\n\t}\n\n\t/// <summary>\n\t/// Call the specified function on all objects in the scene.\n\t/// </summary>\n\n\tstatic public void Broadcast (string funcName, object param)\n\t{\n\t\tGameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[];\n\t\tfor (int i = 0, imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, param, SendMessageOptions.DontRequireReceiver);\n\t}\n\n\t/// <summary>\n\t/// Determines whether the 'parent' contains a 'child' in its hierarchy.\n\t/// </summary>\n\n\tstatic public bool IsChild (Transform parent, Transform child)\n\t{\n\t\tif (parent == null || child == null) return false;\n\n\t\twhile (child != null)\n\t\t{\n\t\t\tif (child == parent) return true;\n\t\t\tchild = child.parent;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Activate the specified object and all of its children.\n\t/// </summary>\n\n\tstatic void Activate (Transform t) { Activate(t, false); }\n\n\t/// <summary>\n\t/// Activate the specified object and all of its children.\n\t/// </summary>\n\n\tstatic void Activate (Transform t, bool compatibilityMode)\n\t{\n\t\tSetActiveSelf(t.gameObject, true);\n\n\t\tif (compatibilityMode)\n\t\t{\n\t\t\t// If there is even a single enabled child, then we're using a Unity 4.0-based nested active state scheme.\n\t\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform child = t.GetChild(i);\n\t\t\t\tif (child.gameObject.activeSelf) return;\n\t\t\t}\n\n\t\t\t// If this point is reached, then all the children are disabled, so we must be using a Unity 3.5-based active state scheme.\n\t\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform child = t.GetChild(i);\n\t\t\t\tActivate(child, true);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Deactivate the specified object and all of its children.\n\t/// </summary>\n\n\tstatic void Deactivate (Transform t) { SetActiveSelf(t.gameObject, false); }\n\n\t/// <summary>\n\t/// SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled\n\t/// and it tries to find a panel on its parent.\n\t/// </summary>\n\n\tstatic public void SetActive (GameObject go, bool state) { SetActive(go, state, true); }\n\n\t/// <summary>\n\t/// SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled\n\t/// and it tries to find a panel on its parent.\n\t/// </summary>\n\n\tstatic public void SetActive (GameObject go, bool state, bool compatibilityMode)\n\t{\n\t\tif (go)\n\t\t{\n\t\t\tif (state)\n\t\t\t{\n\t\t\t\tActivate(go.transform, compatibilityMode);\n#if UNITY_EDITOR\n\t\t\t\tif (Application.isPlaying)\n#endif\n\t\t\t\t\tCallCreatePanel(go.transform);\n\t\t\t}\n\t\t\telse Deactivate(go.transform);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ensure that all widgets have had their panels created, forcing the update right away rather than on the following frame.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic void CallCreatePanel (Transform t)\n\t{\n\t\tUIWidget w = t.GetComponent<UIWidget>();\n\t\tif (w != null) w.CreatePanel();\n\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\tCallCreatePanel(t.GetChild(i));\n\t}\n\n\t/// <summary>\n\t/// Activate or deactivate children of the specified game object without changing the active state of the object itself.\n\t/// </summary>\n\n\tstatic public void SetActiveChildren (GameObject go, bool state)\n\t{\n\t\tTransform t = go.transform;\n\n\t\tif (state)\n\t\t{\n\t\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform child = t.GetChild(i);\n\t\t\t\tActivate(child);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\t{\n\t\t\t\tTransform child = t.GetChild(i);\n\t\t\t\tDeactivate(child);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns whether the specified MonoBehaviour is active.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use NGUITools.GetActive instead\")]\n\tstatic public bool IsActive (Behaviour mb)\n\t{\n\t\treturn mb != null && mb.enabled && mb.gameObject.activeInHierarchy;\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns whether the specified MonoBehaviour is active.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public bool GetActive (Behaviour mb)\n\t{\n\t\treturn mb && mb.enabled && mb.gameObject.activeInHierarchy;\n\t}\n\n\t/// <summary>\n\t/// Unity4 has changed GameObject.active to GameObject.activeself.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public bool GetActive (GameObject go)\n\t{\n\t\treturn go && go.activeInHierarchy;\n\t}\n\n\t/// <summary>\n\t/// Unity4 has changed GameObject.active to GameObject.SetActive.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public void SetActiveSelf (GameObject go, bool state)\n\t{\n\t\tgo.SetActive(state);\n\t}\n\n\t/// <summary>\n\t/// Recursively set the game object's layer.\n\t/// </summary>\n\n\tstatic public void SetLayer (GameObject go, int layer)\n\t{\n\t\tgo.layer = layer;\n\n\t\tTransform t = go.transform;\n\t\t\n\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t{\n\t\t\tTransform child = t.GetChild(i);\n\t\t\tSetLayer(child.gameObject, layer);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function used to make the vector use integer numbers.\n\t/// </summary>\n\n\tstatic public Vector3 Round (Vector3 v)\n\t{\n\t\tv.x = Mathf.Round(v.x);\n\t\tv.y = Mathf.Round(v.y);\n\t\tv.z = Mathf.Round(v.z);\n\t\treturn v;\n\t}\n\n\t/// <summary>\n\t/// Make the specified selection pixel-perfect.\n\t/// </summary>\n\n\tstatic public void MakePixelPerfect (Transform t)\n\t{\n\t\tUIWidget w = t.GetComponent<UIWidget>();\n\t\tif (w != null) w.MakePixelPerfect();\n\n\t\tif (t.GetComponent<UIAnchor>() == null && t.GetComponent<UIRoot>() == null)\n\t\t{\n#if UNITY_EDITOR\n\t\t\tRegisterUndo(t, \"Make Pixel-Perfect\");\n#endif\n\t\t\tt.localPosition = Round(t.localPosition);\n\t\t\tt.localScale = Round(t.localScale);\n\t\t}\n\n\t\t// Recurse into children\n\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\tMakePixelPerfect(t.GetChild(i));\n\t}\n\n\t/// <summary>\n\t/// Given the root widget, adjust its position so that it fits on the screen.\n\t/// </summary>\n\n\tstatic public void FitOnScreen (this Camera cam, Transform t)\n\t{\n\t\tvar bounds = NGUIMath.CalculateRelativeWidgetBounds(t, t);\n\n\t\tvar sp = cam.WorldToScreenPoint(t.position);\n\t\tvar min = sp + bounds.min;\n\t\tvar max = sp + bounds.max;\n\n\t\tvar sw = Screen.width;\n\t\tvar sh = Screen.height;\n\t\tvar offset = Vector2.zero;\n\n\t\tif (min.x < 0f) offset.x = -min.x;\n\t\telse if (max.x > sw) offset.x = sw - max.x;\n\n\t\tif (min.y < 0f) offset.y = -min.y;\n\t\telse if (max.y > sh) offset.y = sh - max.y;\n\n\t\tif (offset.sqrMagnitude > 0f) t.localPosition += new Vector3(offset.x, offset.y, 0f);\n\t}\n\n\t/// <summary>\n\t/// Fit the specified NGUI hierarchy on the screen.\n\t/// Example: uiCamera.FitOnScreen(contentObjectTransform, UICamera.lastEventPosition);\n\t/// </summary>\n\n\tstatic public void FitOnScreen (this Camera cam, Transform transform, Vector3 pos)\n\t{\n\t\tcam.FitOnScreen(transform, transform, pos);\n\t}\n\n\t/// <summary>\n\t/// Fit the specified NGUI hierarchy on the screen.\n\t/// Example: uiCamera.FitOnScreen(rootObjectTransform, contentObjectTransform, UICamera.lastEventPosition);\n\t/// </summary>\n\n\tstatic public void FitOnScreen (this Camera cam, Transform transform, Transform content, Vector3 pos)\n\t{\n\t\tBounds b;\n\t\tcam.FitOnScreen(transform, content, pos, out b);\n\t}\n\n\t/// <summary>\n\t/// Fit the specified NGUI hierarchy on the screen.\n\t/// Example: uiCamera.FitOnScreen(rootObjectTransform, contentObjectTransform, UICamera.lastEventPosition);\n\t/// </summary>\n\n\tstatic public void FitOnScreen (this Camera cam, Transform transform, Transform content, Vector3 pos, out Bounds bounds)\n\t{\n\t\tbounds = NGUIMath.CalculateRelativeWidgetBounds(transform, content);\n\n\t\tVector3 min = bounds.min;\n\t\tVector3 max = bounds.max;\n\t\tVector3 size = bounds.size;\n\n\t\tsize.x += min.x;\n\t\tsize.y -= max.y;\n\n\t\tif (cam != null)\n\t\t{\n\t\t\t// Since the screen can be of different than expected size, we want to convert\n\t\t\t// mouse coordinates to view space, then convert that to world position.\n\t\t\tpos.x = Mathf.Clamp01(pos.x / Screen.width);\n\t\t\tpos.y = Mathf.Clamp01(pos.y / Screen.height);\n\n\t\t\t// Calculate the ratio of the camera's target orthographic size to current screen size\n\t\t\tfloat activeSize = cam.orthographicSize / transform.parent.lossyScale.y;\n\t\t\tfloat ratio = (Screen.height * 0.5f) / activeSize;\n\n\t\t\t// Calculate the maximum on-screen size of the tooltip window\n\t\t\tmax = new Vector2(ratio * size.x / Screen.width, ratio * size.y / Screen.height);\n\n\t\t\t// Limit the tooltip to always be visible\n\t\t\tpos.x = Mathf.Min(pos.x, 1f - max.x);\n\t\t\tpos.y = Mathf.Max(pos.y, max.y);\n\n\t\t\t// Update the absolute position and save the local one\n\t\t\ttransform.position = cam.ViewportToWorldPoint(pos);\n\t\t\tpos = transform.localPosition;\n\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Don't let the tooltip leave the screen area\n\t\t\tif (pos.x + size.x > Screen.width) pos.x = Screen.width - size.x;\n\t\t\tif (pos.y - size.y < 0f) pos.y = size.y;\n\n\t\t\t// Simple calculation that assumes that the camera is of fixed size\n\t\t\tpos.x -= Screen.width * 0.5f;\n\t\t\tpos.y -= Screen.height * 0.5f;\n\t\t}\n\t\ttransform.localPosition = pos;\n\t}\n\n\t/// <summary>\n\t/// Save the specified binary data into the specified file.\n\t/// </summary>\n\n\tstatic public bool Save (string fileName, byte[] bytes)\n\t{\n#if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO || UNITY_WP8 || UNITY_WP_8_1\n\t\treturn false;\n#else\n\t\tif (!NGUITools.fileAccess) return false;\n\n\t\tstring path = Application.persistentDataPath + \"/\" + fileName;\n\n\t\tif (bytes == null)\n\t\t{\n\t\t\tif (File.Exists(path)) File.Delete(path);\n\t\t\treturn true;\n\t\t}\n\n\t\tFileStream file = null;\n\n\t\ttry\n\t\t{\n\t\t\tfile = File.Create(path);\n\t\t}\n\t\tcatch (System.Exception ex)\n\t\t{\n\t\t\tDebug.LogError(ex.Message);\n\t\t\treturn false;\n\t\t}\n\n\t\tfile.Write(bytes, 0, bytes.Length);\n\t\tfile.Close();\n\t\treturn true;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Load all binary data from the specified file.\n\t/// </summary>\n\n\tstatic public byte[] Load (string fileName)\n\t{\n#if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO || UNITY_WP8 || UNITY_WP_8_1\n\t\treturn null;\n#else\n\t\tif (!NGUITools.fileAccess) return null;\n\n\t\tstring path = Application.persistentDataPath + \"/\" + fileName;\n\n\t\tif (File.Exists(path))\n\t\t{\n\t\t\treturn File.ReadAllBytes(path);\n\t\t}\n\t\treturn null;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Pre-multiply shaders result in a black outline if this operation is done in the shader. It's better to do it outside.\n\t/// </summary>\n\n\tstatic public Color ApplyPMA (Color c)\n\t{\n\t\tif (c.a != 1f)\n\t\t{\n\t\t\tc.r *= c.a;\n\t\t\tc.g *= c.a;\n\t\t\tc.b *= c.a;\n\t\t}\n\t\treturn c;\n\t}\n\n\t/// <summary>\n\t/// Inform all widgets underneath the specified object that the parent has changed.\n\t/// </summary>\n\n\tstatic public void MarkParentAsChanged (GameObject go)\n\t{\n\t\tUIRect[] rects = go.GetComponentsInChildren<UIRect>();\n\t\tfor (int i = 0, imax = rects.Length; i < imax; ++i)\n\t\t\trects[i].ParentHasChanged();\n\t}\n\n\t/// <summary>\n\t/// Access to the clipboard via undocumented APIs.\n\t/// </summary>\n\n\tstatic public string clipboard\n\t{\n\t\tget\n\t\t{\n\t\t\tTextEditor te = new TextEditor();\n\t\t\tte.Paste();\n#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2\n\t\t\treturn te.content.text;\n#else\n\t\t\treturn te.text;\n#endif\n\t\t}\n\t\tset\n\t\t{\n\t\t\tTextEditor te = new TextEditor();\n#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2\n\t\t\tte.content = new GUIContent(value);\n#else\n\t\t\tte.text = value;\n#endif\n\t\t\tte.OnFocus();\n\t\t\tte.Copy();\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use NGUIText.EncodeColor instead\")]\n\tstatic public string EncodeColor (Color c) { return NGUIText.EncodeColor24(c); }\n\n\t[System.Obsolete(\"Use NGUIText.ParseColor instead\")]\n\tstatic public Color ParseColor (string text, int offset) { return NGUIText.ParseColor24(text, offset); }\n\n\t[System.Obsolete(\"Use NGUIText.StripSymbols instead\")]\n\tstatic public string StripSymbols (string text) { return NGUIText.StripSymbols(text); }\n\n\t/// <summary>\n\t/// Extension for the game object that checks to see if the component already exists before adding a new one.\n\t/// If the component is already present it will be returned instead.\n\t/// </summary>\n\n\tstatic public T AddMissingComponent<T> (this GameObject go) where T : Component\n\t{\n#if UNITY_FLASH\n\t\tobject comp = go.GetComponent<T>();\n#else\n\t\tT comp = go.GetComponent<T>();\n#endif\n\t\tif (comp == null)\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying)\n\t\t\t\tRegisterUndo(go, \"Add \" + typeof(T));\n#endif\n\t\t\tcomp = go.AddComponent<T>();\n\t\t}\n#if UNITY_FLASH\n\t\treturn (T)comp;\n#else\n\t\treturn comp;\n#endif\n\t}\n\n\t// Temporary variable to avoid GC allocation\n\tstatic Vector3[] mSides = new Vector3[4];\n\n\t/// <summary>\n\t/// Get sides relative to the specified camera. The order is left, top, right, bottom.\n\t/// </summary>\n\n\tstatic public Vector3[] GetSides (this Camera cam)\n\t{\n\t\treturn cam.GetSides(Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f), null);\n\t}\n\n\t/// <summary>\n\t/// Get sides relative to the specified camera. The order is left, top, right, bottom.\n\t/// </summary>\n\n\tstatic public Vector3[] GetSides (this Camera cam, float depth)\n\t{\n\t\treturn cam.GetSides(depth, null);\n\t}\n\n\t/// <summary>\n\t/// Get sides relative to the specified camera. The order is left, top, right, bottom.\n\t/// </summary>\n\n\tstatic public Vector3[] GetSides (this Camera cam, Transform relativeTo)\n\t{\n\t\treturn cam.GetSides(Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f), relativeTo);\n\t}\n\n\t/// <summary>\n\t/// Get sides relative to the specified camera. The order is left, top, right, bottom.\n\t/// </summary>\n\n\tstatic public Vector3[] GetSides (this Camera cam, float depth, Transform relativeTo)\n\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (cam.isOrthoGraphic)\n#else\n\t\tif (cam.orthographic)\n#endif\n\t\t{\n\t\t\tfloat os = cam.orthographicSize;\n\t\t\tfloat x0 = -os;\n\t\t\tfloat x1 = os;\n\t\t\tfloat y0 = -os;\n\t\t\tfloat y1 = os;\n\n\t\t\tRect rect = cam.rect;\n\t\t\tVector2 size = screenSize;\n\n\t\t\tfloat aspect = size.x / size.y;\n\t\t\taspect *= rect.width / rect.height;\n\t\t\tx0 *= aspect;\n\t\t\tx1 *= aspect;\n\n\t\t\t// We want to ignore the scale, as scale doesn't affect the camera's view region in Unity\n\t\t\tTransform t = cam.transform;\n\t\t\tQuaternion rot = t.rotation;\n\t\t\tVector3 pos = t.position;\n\n\t\t\tint w = Mathf.RoundToInt(size.x);\n\t\t\tint h = Mathf.RoundToInt(size.y);\n\n\t\t\tif ((w & 1) == 1) pos.x -= 1f / size.x;\n\t\t\tif ((h & 1) == 1) pos.y += 1f / size.y;\n\n\t\t\tmSides[0] = rot * (new Vector3(x0, 0f, depth)) + pos;\n\t\t\tmSides[1] = rot * (new Vector3(0f, y1, depth)) + pos;\n\t\t\tmSides[2] = rot * (new Vector3(x1, 0f, depth)) + pos;\n\t\t\tmSides[3] = rot * (new Vector3(0f, y0, depth)) + pos;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmSides[0] = cam.ViewportToWorldPoint(new Vector3(0f, 0.5f, depth));\n\t\t\tmSides[1] = cam.ViewportToWorldPoint(new Vector3(0.5f, 1f, depth));\n\t\t\tmSides[2] = cam.ViewportToWorldPoint(new Vector3(1f, 0.5f, depth));\n\t\t\tmSides[3] = cam.ViewportToWorldPoint(new Vector3(0.5f, 0f, depth));\n\t\t}\n\t\t\n\t\tif (relativeTo != null)\n\t\t{\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\tmSides[i] = relativeTo.InverseTransformPoint(mSides[i]);\n\t\t}\n\t\treturn mSides;\n\t}\n\n\t/// <summary>\n\t/// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tstatic public Vector3[] GetWorldCorners (this Camera cam)\n\t{\n\t\tfloat depth = Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f);\n\t\treturn cam.GetWorldCorners(depth, null);\n\t}\n\n\t/// <summary>\n\t/// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tstatic public Vector3[] GetWorldCorners (this Camera cam, float depth)\n\t{\n\t\treturn cam.GetWorldCorners(depth, null);\n\t}\n\n\t/// <summary>\n\t/// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tstatic public Vector3[] GetWorldCorners (this Camera cam, Transform relativeTo)\n\t{\n\t\treturn cam.GetWorldCorners(Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f), relativeTo);\n\t}\n\n\t/// <summary>\n\t/// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tstatic public Vector3[] GetWorldCorners (this Camera cam, float depth, Transform relativeTo)\n\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (cam.isOrthoGraphic)\n#else\n\t\tif (cam.orthographic)\n#endif\n\t\t{\n\t\t\tfloat os = cam.orthographicSize;\n\t\t\tfloat x0 = -os;\n\t\t\tfloat x1 = os;\n\t\t\tfloat y0 = -os;\n\t\t\tfloat y1 = os;\n\n\t\t\tRect rect = cam.rect;\n\t\t\tVector2 size = screenSize;\n\t\t\tfloat aspect = size.x / size.y;\n\t\t\taspect *= rect.width / rect.height;\n\t\t\tx0 *= aspect;\n\t\t\tx1 *= aspect;\n\n\t\t\t// We want to ignore the scale, as scale doesn't affect the camera's view region in Unity\n\t\t\tTransform t = cam.transform;\n\t\t\tQuaternion rot = t.rotation;\n\t\t\tVector3 pos = t.position;\n\n\t\t\tmSides[0] = rot * (new Vector3(x0, y0, depth)) + pos;\n\t\t\tmSides[1] = rot * (new Vector3(x0, y1, depth)) + pos;\n\t\t\tmSides[2] = rot * (new Vector3(x1, y1, depth)) + pos;\n\t\t\tmSides[3] = rot * (new Vector3(x1, y0, depth)) + pos;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmSides[0] = cam.ViewportToWorldPoint(new Vector3(0f, 0f, depth));\n\t\t\tmSides[1] = cam.ViewportToWorldPoint(new Vector3(0f, 1f, depth));\n\t\t\tmSides[2] = cam.ViewportToWorldPoint(new Vector3(1f, 1f, depth));\n\t\t\tmSides[3] = cam.ViewportToWorldPoint(new Vector3(1f, 0f, depth));\n\t\t}\n\n\t\tif (relativeTo != null)\n\t\t{\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\tmSides[i] = relativeTo.InverseTransformPoint(mSides[i]);\n\t\t}\n\t\treturn mSides;\n\t}\n\n\t/// <summary>\n\t/// Convenience function that converts Class + Function combo into Class.Function representation.\n\t/// </summary>\n\n\tstatic public string GetFuncName (object obj, string method)\n\t{\n\t\tif (obj == null) return \"<null>\";\n\t\tstring type = obj.GetType().ToString();\n\t\tint period = type.LastIndexOf('/');\n\t\tif (period > 0) type = type.Substring(period + 1);\n\t\treturn string.IsNullOrEmpty(method) ? type : type + \"/\" + method;\n\t}\n\n#if UNITY_EDITOR || !UNITY_FLASH\n\t/// <summary>\n\t/// Execute the specified function on the target game object.\n\t/// </summary>\n\n\tstatic public void Execute<T> (GameObject go, string funcName) where T : Component\n\t{\n\t\tT[] comps = go.GetComponents<T>();\n\n\t\tforeach (T comp in comps)\n\t\t{\n#if !UNITY_EDITOR && (UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO || UNITY_WP8 || UNITY_WP_8_1)\n\t\t\tcomp.SendMessage(funcName, SendMessageOptions.DontRequireReceiver);\n#else\n\t\t\tMethodInfo method = comp.GetType().GetMethod(funcName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);\n\t\t\tif (method != null) method.Invoke(comp, null);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Execute the specified function on the target game object and all of its children.\n\t/// </summary>\n\n\tstatic public void ExecuteAll<T> (GameObject root, string funcName) where T : Component\n\t{\n\t\tExecute<T>(root, funcName);\n\t\tTransform t = root.transform;\n\t\tfor (int i = 0, imax = t.childCount; i < imax; ++i)\n\t\t\tExecuteAll<T>(t.GetChild(i).gameObject, funcName);\n\t}\n\n\t/// <summary>\n\t/// Immediately start, update, and create all the draw calls from newly instantiated UI.\n\t/// This is useful if you plan on doing something like immediately taking a screenshot then destroying the UI.\n\t/// </summary>\n\n\tstatic public void ImmediatelyCreateDrawCalls (GameObject root)\n\t{\n\t\tExecuteAll<UIWidget>(root, \"Start\");\n\t\tExecuteAll<UIPanel>(root, \"Start\");\n\t\tExecuteAll<UIWidget>(root, \"Update\");\n\t\tExecuteAll<UIPanel>(root, \"Update\");\n\t\tExecuteAll<UIPanel>(root, \"LateUpdate\");\n\t}\n#endif\n\n#if UNITY_EDITOR\n\tstatic int mSizeFrame = -1;\n\tstatic Func<Vector2> s_GetSizeOfMainGameView;\n\t[System.NonSerialized] static Vector2 mGameSize = Vector2.one;\n\t[System.NonSerialized] static bool mCheckedMainViewFunc = false;\n\n\t/// <summary>\n\t/// Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden.\n\t/// </summary>\n\n\tstatic public Vector2 screenSize\n\t{\n\t\tget\n\t\t{\n\t\t\tint frame = Time.frameCount;\n\n\t\t\tif (mSizeFrame != frame || !Application.isPlaying)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (NGUITools.screenSize)\");\n#else\n\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (NGUITools.screenSize)\");\n#endif\n\t\t\t\tmSizeFrame = frame;\n\n\t\t\t\tif (s_GetSizeOfMainGameView == null && !mCheckedMainViewFunc)\n\t\t\t\t{\n\t\t\t\t\tmCheckedMainViewFunc = true;\n\t\t\t\t\tSystem.Type type = System.Type.GetType(\"UnityEditor.GameView,UnityEditor\");\n\n\t\t\t\t\t// Post-Unity 5.4\n\t\t\t\t\tvar methodInfo = type.GetMethod(\"GetMainGameViewTargetSize\",\n\t\t\t\t\t\tSystem.Reflection.BindingFlags.Public |\n\t\t\t\t\t\tSystem.Reflection.BindingFlags.NonPublic |\n\t\t\t\t\t\tSystem.Reflection.BindingFlags.Static);\n\n\t\t\t\t\t// Pre-Unity 5.4\n\t\t\t\t\tif (methodInfo == null)\n\t\t\t\t\t\tmethodInfo = type.GetMethod(\"GetSizeOfMainGameView\",\n\t\t\t\t\t\t\tSystem.Reflection.BindingFlags.Public |\n\t\t\t\t\t\t\tSystem.Reflection.BindingFlags.NonPublic |\n\t\t\t\t\t\t\tSystem.Reflection.BindingFlags.Static);\n\n\t\t\t\t\t// Create the delegate\n\t\t\t\t\tif (methodInfo != null)\n\t\t\t\t\t{\n\t\t\t\t\t\ts_GetSizeOfMainGameView = (Func<Vector2>)Delegate.CreateDelegate(typeof(Func<Vector2>), methodInfo);\n\t\t\t\t\t}\n\t\t\t\t\telse Debug.LogWarning(\"Unable to get the main game view size function\");\n\t\t\t\t}\n\n\t\t\t\tif (s_GetSizeOfMainGameView != null)\n\t\t\t\t{\n//#if UNITY_EDITOR_OSX\n\t\t\t\t\t// There seems to be a Unity 5.4 bug that returns invalid screen size when the mouse is clicked (wtf?) on OSX\n\t\t\t\t\t//if (mGameSize.x == 1f && mGameSize.y == 1f) mGameSize = s_GetSizeOfMainGameView();\n//#else\n\t\t\t\t\tmGameSize = s_GetSizeOfMainGameView();\n//#endif\n\t\t\t\t}\n\t\t\t\telse mGameSize = new Vector2(Screen.width, Screen.height);\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t}\n\t\t\treturn mGameSize;\n\t\t}\n\t}\n#else\n\t/// <summary>\n\t/// Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden.\n\t/// </summary>\n\n\tstatic public Vector2 screenSize { get { return new Vector2(Screen.width, Screen.height); } }\n#endif\n\n\t/// <summary>\n\t/// List of keys that can be checked.\n\t/// </summary>\n\n\tstatic public KeyCode[] keys = new KeyCode[]\n\t{\n\t\tKeyCode.Backspace, // 8,\n\t\tKeyCode.Tab, // 9,\n\t\tKeyCode.Clear, // 12,\n\t\tKeyCode.Return, // 13,\n\t\tKeyCode.Pause, // 19,\n\t\tKeyCode.Escape, // 27,\n\t\tKeyCode.Space, // 32,\n\t\tKeyCode.Exclaim, // 33,\n\t\tKeyCode.DoubleQuote, // 34,\n\t\tKeyCode.Hash, // 35,\n\t\tKeyCode.Dollar, // 36,\n\t\tKeyCode.Ampersand, // 38,\n\t\tKeyCode.Quote, // 39,\n\t\tKeyCode.LeftParen, // 40,\n\t\tKeyCode.RightParen, // 41,\n\t\tKeyCode.Asterisk, // 42,\n\t\tKeyCode.Plus, // 43,\n\t\tKeyCode.Comma, // 44,\n\t\tKeyCode.Minus, // 45,\n\t\tKeyCode.Period, // 46,\n\t\tKeyCode.Slash, // 47,\n\t\tKeyCode.Alpha0, // 48,\n\t\tKeyCode.Alpha1, // 49,\n\t\tKeyCode.Alpha2, // 50,\n\t\tKeyCode.Alpha3, // 51,\n\t\tKeyCode.Alpha4, // 52,\n\t\tKeyCode.Alpha5, // 53,\n\t\tKeyCode.Alpha6, // 54,\n\t\tKeyCode.Alpha7, // 55,\n\t\tKeyCode.Alpha8, // 56,\n\t\tKeyCode.Alpha9, // 57,\n\t\tKeyCode.Colon, // 58,\n\t\tKeyCode.Semicolon, // 59,\n\t\tKeyCode.Less, // 60,\n\t\tKeyCode.Equals, // 61,\n\t\tKeyCode.Greater, // 62,\n\t\tKeyCode.Question, // 63,\n\t\tKeyCode.At, // 64,\n\t\tKeyCode.LeftBracket, // 91,\n\t\tKeyCode.Backslash, // 92,\n\t\tKeyCode.RightBracket, // 93,\n\t\tKeyCode.Caret, // 94,\n\t\tKeyCode.Underscore, // 95,\n\t\tKeyCode.BackQuote, // 96,\n\t\tKeyCode.A, // 97,\n\t\tKeyCode.B, // 98,\n\t\tKeyCode.C, // 99,\n\t\tKeyCode.D, // 100,\n\t\tKeyCode.E, // 101,\n\t\tKeyCode.F, // 102,\n\t\tKeyCode.G, // 103,\n\t\tKeyCode.H, // 104,\n\t\tKeyCode.I, // 105,\n\t\tKeyCode.J, // 106,\n\t\tKeyCode.K, // 107,\n\t\tKeyCode.L, // 108,\n\t\tKeyCode.M, // 109,\n\t\tKeyCode.N, // 110,\n\t\tKeyCode.O, // 111,\n\t\tKeyCode.P, // 112,\n\t\tKeyCode.Q, // 113,\n\t\tKeyCode.R, // 114,\n\t\tKeyCode.S, // 115,\n\t\tKeyCode.T, // 116,\n\t\tKeyCode.U, // 117,\n\t\tKeyCode.V, // 118,\n\t\tKeyCode.W, // 119,\n\t\tKeyCode.X, // 120,\n\t\tKeyCode.Y, // 121,\n\t\tKeyCode.Z, // 122,\n\t\tKeyCode.Delete, // 127,\n\t\tKeyCode.Keypad0, // 256,\n\t\tKeyCode.Keypad1, // 257,\n\t\tKeyCode.Keypad2, // 258,\n\t\tKeyCode.Keypad3, // 259,\n\t\tKeyCode.Keypad4, // 260,\n\t\tKeyCode.Keypad5, // 261,\n\t\tKeyCode.Keypad6, // 262,\n\t\tKeyCode.Keypad7, // 263,\n\t\tKeyCode.Keypad8, // 264,\n\t\tKeyCode.Keypad9, // 265,\n\t\tKeyCode.KeypadPeriod, // 266,\n\t\tKeyCode.KeypadDivide, // 267,\n\t\tKeyCode.KeypadMultiply, // 268,\n\t\tKeyCode.KeypadMinus, // 269,\n\t\tKeyCode.KeypadPlus, // 270,\n\t\tKeyCode.KeypadEnter, // 271,\n\t\tKeyCode.KeypadEquals, // 272,\n\t\tKeyCode.UpArrow, // 273,\n\t\tKeyCode.DownArrow, // 274,\n\t\tKeyCode.RightArrow, // 275,\n\t\tKeyCode.LeftArrow, // 276,\n\t\tKeyCode.Insert, // 277,\n\t\tKeyCode.Home, // 278,\n\t\tKeyCode.End, // 279,\n\t\tKeyCode.PageUp, // 280,\n\t\tKeyCode.PageDown, // 281,\n\t\tKeyCode.F1, // 282,\n\t\tKeyCode.F2, // 283,\n\t\tKeyCode.F3, // 284,\n\t\tKeyCode.F4, // 285,\n\t\tKeyCode.F5, // 286,\n\t\tKeyCode.F6, // 287,\n\t\tKeyCode.F7, // 288,\n\t\tKeyCode.F8, // 289,\n\t\tKeyCode.F9, // 290,\n\t\tKeyCode.F10, // 291,\n\t\tKeyCode.F11, // 292,\n\t\tKeyCode.F12, // 293,\n\t\tKeyCode.F13, // 294,\n\t\tKeyCode.F14, // 295,\n\t\tKeyCode.F15, // 296,\n\t\tKeyCode.Numlock, // 300,\n\t\tKeyCode.CapsLock, // 301,\n\t\tKeyCode.ScrollLock, // 302,\n\t\tKeyCode.RightShift, // 303,\n\t\tKeyCode.LeftShift, // 304,\n\t\tKeyCode.RightControl, // 305,\n\t\tKeyCode.LeftControl, // 306,\n\t\tKeyCode.RightAlt, // 307,\n\t\tKeyCode.LeftAlt, // 308,\n\t\t//KeyCode.Mouse0, // 323,\n\t\t//KeyCode.Mouse1, // 324,\n\t\t//KeyCode.Mouse2, // 325,\n\t\tKeyCode.Mouse3, // 326,\n\t\tKeyCode.Mouse4, // 327,\n\t\tKeyCode.Mouse5, // 328,\n\t\tKeyCode.Mouse6, // 329,\n\t\tKeyCode.JoystickButton0, // 330,\n\t\tKeyCode.JoystickButton1, // 331,\n\t\tKeyCode.JoystickButton2, // 332,\n\t\tKeyCode.JoystickButton3, // 333,\n\t\tKeyCode.JoystickButton4, // 334,\n\t\tKeyCode.JoystickButton5, // 335,\n\t\tKeyCode.JoystickButton6, // 336,\n\t\tKeyCode.JoystickButton7, // 337,\n\t\tKeyCode.JoystickButton8, // 338,\n\t\tKeyCode.JoystickButton9, // 339,\n\t\tKeyCode.JoystickButton10, // 340,\n\t\tKeyCode.JoystickButton11, // 341,\n\t\tKeyCode.JoystickButton12, // 342,\n\t\tKeyCode.JoystickButton13, // 343,\n\t\tKeyCode.JoystickButton14, // 344,\n\t\tKeyCode.JoystickButton15, // 345,\n\t\tKeyCode.JoystickButton16, // 346,\n\t\tKeyCode.JoystickButton17, // 347,\n\t\tKeyCode.JoystickButton18, // 348,\n\t\tKeyCode.JoystickButton19, // 349,\n\t};\n\n\t/// <summary>\n\t/// Helper function that converts the specified key to a 3-character key identifier for captions.\n\t/// </summary>\n\n\tstatic public string KeyToCaption (KeyCode key)\n\t{\n\t\tswitch (key)\n\t\t{\n\t\t\tcase KeyCode.None: return null;\n\t\t\tcase KeyCode.Backspace: return \"BS\";\n\t\t\tcase KeyCode.Tab: return \"Tab\";\n\t\t\tcase KeyCode.Clear: return \"Clr\";\n\t\t\tcase KeyCode.Return: return \"NT\";\n\t\t\tcase KeyCode.Pause: return \"PS\";\n\t\t\tcase KeyCode.Escape: return \"Esc\";\n\t\t\tcase KeyCode.Space: return \"SP\";\n\t\t\tcase KeyCode.Exclaim: return \"!\";\n\t\t\tcase KeyCode.DoubleQuote: return \"\\\"\";\n\t\t\tcase KeyCode.Hash: return \"#\";\n\t\t\tcase KeyCode.Dollar: return \"$\";\n\t\t\tcase KeyCode.Ampersand: return \"&\";\n\t\t\tcase KeyCode.Quote: return \"'\";\n\t\t\tcase KeyCode.LeftParen: return \"(\";\n\t\t\tcase KeyCode.RightParen: return \")\";\n\t\t\tcase KeyCode.Asterisk: return \"*\";\n\t\t\tcase KeyCode.Plus: return \"+\";\n\t\t\tcase KeyCode.Comma: return \",\";\n\t\t\tcase KeyCode.Minus: return \"-\";\n\t\t\tcase KeyCode.Period: return \".\";\n\t\t\tcase KeyCode.Slash: return \"/\";\n\t\t\tcase KeyCode.Alpha0: return \"0\";\n\t\t\tcase KeyCode.Alpha1: return \"1\";\n\t\t\tcase KeyCode.Alpha2: return \"2\";\n\t\t\tcase KeyCode.Alpha3: return \"3\";\n\t\t\tcase KeyCode.Alpha4: return \"4\";\n\t\t\tcase KeyCode.Alpha5: return \"5\";\n\t\t\tcase KeyCode.Alpha6: return \"6\";\n\t\t\tcase KeyCode.Alpha7: return \"7\";\n\t\t\tcase KeyCode.Alpha8: return \"8\";\n\t\t\tcase KeyCode.Alpha9: return \"9\";\n\t\t\tcase KeyCode.Colon: return \":\";\n\t\t\tcase KeyCode.Semicolon: return \";\";\n\t\t\tcase KeyCode.Less: return \"<\";\n\t\t\tcase KeyCode.Equals: return \"=\";\n\t\t\tcase KeyCode.Greater: return \">\";\n\t\t\tcase KeyCode.Question: return \"?\";\n\t\t\tcase KeyCode.At: return \"@\";\n\t\t\tcase KeyCode.LeftBracket: return \"[\";\n\t\t\tcase KeyCode.Backslash: return \"\\\\\";\n\t\t\tcase KeyCode.RightBracket: return \"]\";\n\t\t\tcase KeyCode.Caret: return \"^\";\n\t\t\tcase KeyCode.Underscore: return \"_\";\n\t\t\tcase KeyCode.BackQuote: return \"`\";\n\t\t\tcase KeyCode.A: return \"A\";\n\t\t\tcase KeyCode.B: return \"B\";\n\t\t\tcase KeyCode.C: return \"C\";\n\t\t\tcase KeyCode.D: return \"D\";\n\t\t\tcase KeyCode.E: return \"E\";\n\t\t\tcase KeyCode.F: return \"F\";\n\t\t\tcase KeyCode.G: return \"G\";\n\t\t\tcase KeyCode.H: return \"H\";\n\t\t\tcase KeyCode.I: return \"I\";\n\t\t\tcase KeyCode.J: return \"J\";\n\t\t\tcase KeyCode.K: return \"K\";\n\t\t\tcase KeyCode.L: return \"L\";\n\t\t\tcase KeyCode.M: return \"M\";\n\t\t\tcase KeyCode.N: return \"N0\";\n\t\t\tcase KeyCode.O: return \"O\";\n\t\t\tcase KeyCode.P: return \"P\";\n\t\t\tcase KeyCode.Q: return \"Q\";\n\t\t\tcase KeyCode.R: return \"R\";\n\t\t\tcase KeyCode.S: return \"S\";\n\t\t\tcase KeyCode.T: return \"T\";\n\t\t\tcase KeyCode.U: return \"U\";\n\t\t\tcase KeyCode.V: return \"V\";\n\t\t\tcase KeyCode.W: return \"W\";\n\t\t\tcase KeyCode.X: return \"X\";\n\t\t\tcase KeyCode.Y: return \"Y\";\n\t\t\tcase KeyCode.Z: return \"Z\";\n\t\t\tcase KeyCode.Delete: return \"Del\";\n\t\t\tcase KeyCode.Keypad0: return \"K0\";\n\t\t\tcase KeyCode.Keypad1: return \"K1\";\n\t\t\tcase KeyCode.Keypad2: return \"K2\";\n\t\t\tcase KeyCode.Keypad3: return \"K3\";\n\t\t\tcase KeyCode.Keypad4: return \"K4\";\n\t\t\tcase KeyCode.Keypad5: return \"K5\";\n\t\t\tcase KeyCode.Keypad6: return \"K6\";\n\t\t\tcase KeyCode.Keypad7: return \"K7\";\n\t\t\tcase KeyCode.Keypad8: return \"K8\";\n\t\t\tcase KeyCode.Keypad9: return \"K9\";\n\t\t\tcase KeyCode.KeypadPeriod: return \".\";\n\t\t\tcase KeyCode.KeypadDivide: return \"/\";\n\t\t\tcase KeyCode.KeypadMultiply: return \"*\";\n\t\t\tcase KeyCode.KeypadMinus: return \"-\";\n\t\t\tcase KeyCode.KeypadPlus: return \"+\";\n\t\t\tcase KeyCode.KeypadEnter: return \"NT\";\n\t\t\tcase KeyCode.KeypadEquals: return \"=\";\n\t\t\tcase KeyCode.UpArrow: return \"UP\";\n\t\t\tcase KeyCode.DownArrow: return \"DN\";\n\t\t\tcase KeyCode.RightArrow: return \"LT\";\n\t\t\tcase KeyCode.LeftArrow: return \"RT\";\n\t\t\tcase KeyCode.Insert: return \"Ins\";\n\t\t\tcase KeyCode.Home: return \"Home\";\n\t\t\tcase KeyCode.End: return \"End\";\n\t\t\tcase KeyCode.PageUp: return \"PU\";\n\t\t\tcase KeyCode.PageDown: return \"PD\";\n\t\t\tcase KeyCode.F1: return \"F1\";\n\t\t\tcase KeyCode.F2: return \"F2\";\n\t\t\tcase KeyCode.F3: return \"F3\";\n\t\t\tcase KeyCode.F4: return \"F4\";\n\t\t\tcase KeyCode.F5: return \"F5\";\n\t\t\tcase KeyCode.F6: return \"F6\";\n\t\t\tcase KeyCode.F7: return \"F7\";\n\t\t\tcase KeyCode.F8: return \"F8\";\n\t\t\tcase KeyCode.F9: return \"F9\";\n\t\t\tcase KeyCode.F10: return \"F10\";\n\t\t\tcase KeyCode.F11: return \"F11\";\n\t\t\tcase KeyCode.F12: return \"F12\";\n\t\t\tcase KeyCode.F13: return \"F13\";\n\t\t\tcase KeyCode.F14: return \"F14\";\n\t\t\tcase KeyCode.F15: return \"F15\";\n\t\t\tcase KeyCode.Numlock: return \"Num\";\n\t\t\tcase KeyCode.CapsLock: return \"Cap\";\n\t\t\tcase KeyCode.ScrollLock: return \"Scr\";\n\t\t\tcase KeyCode.RightShift: return \"RS\";\n\t\t\tcase KeyCode.LeftShift: return \"LS\";\n\t\t\tcase KeyCode.RightControl: return \"RC\";\n\t\t\tcase KeyCode.LeftControl: return \"LC\";\n\t\t\tcase KeyCode.RightAlt: return \"RA\";\n\t\t\tcase KeyCode.LeftAlt: return \"LA\";\n\t\t\tcase KeyCode.Mouse0: return \"M0\";\n\t\t\tcase KeyCode.Mouse1: return \"M1\";\n\t\t\tcase KeyCode.Mouse2: return \"M2\";\n\t\t\tcase KeyCode.Mouse3: return \"M3\";\n\t\t\tcase KeyCode.Mouse4: return \"M4\";\n\t\t\tcase KeyCode.Mouse5: return \"M5\";\n\t\t\tcase KeyCode.Mouse6: return \"M6\";\n\t\t\tcase KeyCode.JoystickButton0: return \"(A)\";\n\t\t\tcase KeyCode.JoystickButton1: return \"(B)\";\n\t\t\tcase KeyCode.JoystickButton2: return \"(X)\";\n\t\t\tcase KeyCode.JoystickButton3: return \"(Y)\";\n\t\t\tcase KeyCode.JoystickButton4: return \"(RB)\";\n\t\t\tcase KeyCode.JoystickButton5: return \"(LB)\";\n\t\t\tcase KeyCode.JoystickButton6: return \"(Back)\";\n\t\t\tcase KeyCode.JoystickButton7: return \"(Start)\";\n\t\t\tcase KeyCode.JoystickButton8: return \"(LS)\";\n\t\t\tcase KeyCode.JoystickButton9: return \"(RS)\";\n\t\t\tcase KeyCode.JoystickButton10: return \"J10\";\n\t\t\tcase KeyCode.JoystickButton11: return \"J11\";\n\t\t\tcase KeyCode.JoystickButton12: return \"J12\";\n\t\t\tcase KeyCode.JoystickButton13: return \"J13\";\n\t\t\tcase KeyCode.JoystickButton14: return \"J14\";\n\t\t\tcase KeyCode.JoystickButton15: return \"J15\";\n\t\t\tcase KeyCode.JoystickButton16: return \"J16\";\n\t\t\tcase KeyCode.JoystickButton17: return \"J17\";\n\t\t\tcase KeyCode.JoystickButton18: return \"J18\";\n\t\t\tcase KeyCode.JoystickButton19: return \"J19\";\n\t\t}\n\t\treturn null;\n\t}\n\n\tstatic Dictionary<string, UIWidget> mWidgets = new Dictionary<string, UIWidget>();\n\tstatic UIPanel mRoot;\n\tstatic GameObject mGo;\n\n\tpublic delegate void OnInitFunc<T> (T w) where T : UIWidget;\n\n\t/// <summary>\n\t/// Immediately add a new widget to the screen or return an existing one that matches the specified ID.\n\t/// The usage of this function is very similar to GUI.Draw in a sense that it can be used to quickly\n\t/// show persistent widgets via code.\n\t/// </summary>\n\n\tstatic public T Draw<T> (string id, OnInitFunc<T> onInit = null) where T : UIWidget\n\t{\n\t\tUIWidget w;\n\t\tif (mWidgets.TryGetValue(id, out w) && w) return (T)w;\n\n\t\tif (mRoot == null)\n\t\t{\n\t\t\tUICamera baseCam = null;\n\t\t\tUIRoot baseRoot = null;\n\n\t\t\tfor (int i = 0; i < UIRoot.list.Count; ++i)\n\t\t\t{\n\t\t\t\tUIRoot root = UIRoot.list[i];\n\n\t\t\t\tif (root)\n\t\t\t\t{\n\t\t\t\t\tUICamera cam = UICamera.FindCameraForLayer(root.gameObject.layer);\n\n\t\t\t\t\tif (cam && cam.cachedCamera.orthographic)\n\t\t\t\t\t{\n\t\t\t\t\t\tbaseCam = cam;\n\t\t\t\t\t\tbaseRoot = root;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (baseCam == null)\n\t\t\t{\n\t\t\t\tmRoot = NGUITools.CreateUI(false, LayerMask.NameToLayer(\"UI\"));\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmRoot = baseRoot.gameObject.AddChild<UIPanel>();\n\t\t\t}\n\n\t\t\tmRoot.depth = 100000;\n\t\t\tmGo = mRoot.gameObject;\n\t\t\tmGo.name = \"Immediate Mode GUI\";\n\t\t}\n\n\t\tw = mGo.AddWidget<T>();\n\t\tw.name = id;\n\t\tmWidgets[id] = w;\n\t\tif (onInit != null) onInit((T)w);\n\t\treturn (T)w;\n\t}\n\n\t/// <summary>\n\t/// Transforms this color from gamma to linear space, but only if the active color space is actually set to linear.\n\t/// </summary>\n\n\tstatic public Color GammaToLinearSpace (this Color c)\n\t{\n\t\tif (mColorSpace == ColorSpace.Uninitialized)\n\t\t\tmColorSpace = QualitySettings.activeColorSpace;\n\n\t\tif (mColorSpace == ColorSpace.Linear)\n\t\t{\n\t\t\treturn new Color(\n\t\t\t\tMathf.GammaToLinearSpace(c.r),\n\t\t\t\tMathf.GammaToLinearSpace(c.g),\n\t\t\t\tMathf.GammaToLinearSpace(c.b),\n\t\t\t\tMathf.GammaToLinearSpace(c.a));\n\t\t}\n\t\treturn c;\n\t}\n\tstatic ColorSpace mColorSpace = ColorSpace.Uninitialized;\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/NGUITools.cs.meta",
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/PropertyBinding.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Property binding lets you bind two fields or properties so that changing one will update the other.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Internal/Property Binding\")]\npublic class PropertyBinding : MonoBehaviour\n{\n\tpublic enum UpdateCondition\n\t{\n\t\tOnStart,\n\t\tOnUpdate,\n\t\tOnLateUpdate,\n\t\tOnFixedUpdate,\n\t}\n\n\tpublic enum Direction\n\t{\n\t\tSourceUpdatesTarget,\n\t\tTargetUpdatesSource,\n\t\tBiDirectional,\n\t}\n\n\t/// <summary>\n\t/// First property reference.\n\t/// </summary>\n\n\tpublic PropertyReference source;\n\n\t/// <summary>\n\t/// Second property reference.\n\t/// </summary>\n\n\tpublic PropertyReference target;\n\n\t/// <summary>\n\t/// Direction of updates.\n\t/// </summary>\n\n\tpublic Direction direction = Direction.SourceUpdatesTarget;\n\n\t/// <summary>\n\t/// When the property update will occur.\n\t/// </summary>\n\n\tpublic UpdateCondition update = UpdateCondition.OnUpdate;\n\n\t/// <summary>\n\t/// Whether the values will update while in edit mode.\n\t/// </summary>\n\n\tpublic bool editMode = true;\n\n\t// Cached value from the last update, used to see which property changes for bi-directional updates.\n\tobject mLastValue = null;\n\n\tvoid Start ()\n\t{\n\t\tUpdateTarget();\n\t\tif (update == UpdateCondition.OnStart) enabled = false;\n\t}\n\n\tvoid Update ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!editMode && !Application.isPlaying) return;\n#endif\n\t\tif (update == UpdateCondition.OnUpdate) UpdateTarget();\n\t}\n\n\tvoid LateUpdate ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!editMode && !Application.isPlaying) return;\n#endif\n\t\tif (update == UpdateCondition.OnLateUpdate) UpdateTarget();\n\t}\n\n\tvoid FixedUpdate ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!editMode && !Application.isPlaying) return;\n#endif\n\t\tif (update == UpdateCondition.OnFixedUpdate) UpdateTarget();\n\t}\n\n\tvoid OnValidate ()\n\t{\n\t\tif (source != null) source.Reset();\n\t\tif (target != null) target.Reset();\n\t}\n\n\t/// <summary>\n\t/// Immediately update the bound data.\n\t/// </summary>\n\n\t[ContextMenu(\"Update Now\")]\n\tpublic void UpdateTarget ()\n\t{\n\t\tif (source != null && target != null && source.isValid && target.isValid)\n\t\t{\n\t\t\tif (direction == Direction.SourceUpdatesTarget)\n\t\t\t{\n\t\t\t\ttarget.Set(source.Get());\n\t\t\t}\n\t\t\telse if (direction == Direction.TargetUpdatesSource)\n\t\t\t{\n\t\t\t\tsource.Set(target.Get());\n\t\t\t}\n\t\t\telse if (source.GetPropertyType() == target.GetPropertyType())\n\t\t\t{\n\t\t\t\tobject current = source.Get();\n\n\t\t\t\tif (mLastValue == null || !mLastValue.Equals(current))\n\t\t\t\t{\n\t\t\t\t\tmLastValue = current;\n\t\t\t\t\ttarget.Set(current);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tcurrent = target.Get();\n\n\t\t\t\t\tif (!mLastValue.Equals(current))\n\t\t\t\t\t{\n\t\t\t\t\t\tmLastValue = current;\n\t\t\t\t\t\tsource.Set(current);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n"
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    "content": "fileFormatVersion: 2\nguid: 501d3db605fb18e43bfa0d782ccf1586\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/PropertyReference.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if UNITY_EDITOR || !UNITY_FLASH\n#define REFLECTION_SUPPORT\n#endif\n\n#if REFLECTION_SUPPORT\nusing System.Reflection;\nusing System.Diagnostics;\n#endif\n\nusing UnityEngine;\nusing System;\n\n/// <summary>\n/// Reference to a specific field or property that can be set via inspector.\n/// </summary>\n\n[System.Serializable]\npublic class PropertyReference\n{\n\t[SerializeField] Component mTarget;\n\t[SerializeField] string mName;\n\n#if REFLECTION_SUPPORT\n\tFieldInfo mField = null;\n\tPropertyInfo mProperty = null;\n#endif\n\n\t/// <summary>\n\t/// Event delegate's target object.\n\t/// </summary>\n\n\tpublic Component target\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mTarget;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmTarget = value;\n#if REFLECTION_SUPPORT\n\t\t\tmProperty = null;\n\t\t\tmField = null;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Event delegate's method name.\n\t/// </summary>\n\n\tpublic string name\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mName;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmName = value;\n#if REFLECTION_SUPPORT\n\t\t\tmProperty = null;\n\t\t\tmField = null;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether this delegate's values have been set.\n\t/// </summary>\n\n\tpublic bool isValid { get { return (mTarget != null && !string.IsNullOrEmpty(mName)); } }\n\n\t/// <summary>\n\t/// Whether the target script is actually enabled.\n\t/// </summary>\n\n\tpublic bool isEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mTarget == null) return false;\n\t\t\tMonoBehaviour mb = (mTarget as MonoBehaviour);\n\t\t\treturn (mb == null || mb.enabled);\n\t\t}\n\t}\n\n\tpublic PropertyReference () { }\n\tpublic PropertyReference (Component target, string fieldName)\n\t{\n\t\tmTarget = target;\n\t\tmName = fieldName;\n\t}\n\n\t/// <summary>\n\t/// Helper function that returns the property type.\n\t/// </summary>\n\n\tpublic Type GetPropertyType ()\n\t{\n#if REFLECTION_SUPPORT\n\t\tif (mProperty == null && mField == null && isValid) Cache();\n\t\tif (mProperty != null) return mProperty.PropertyType;\n\t\tif (mField != null) return mField.FieldType;\n#endif\n#if UNITY_EDITOR || !UNITY_FLASH\n\t\treturn typeof(void);\n#else\n\t\treturn null;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Equality operator.\n\t/// </summary>\n\n\tpublic override bool Equals (object obj)\n\t{\n\t\tif (obj == null)\n\t\t{\n\t\t\treturn !isValid;\n\t\t}\n\t\t\n\t\tif (obj is PropertyReference)\n\t\t{\n\t\t\tPropertyReference pb = obj as PropertyReference;\n\t\t\treturn (mTarget == pb.mTarget && string.Equals(mName, pb.mName));\n\t\t}\n\t\treturn false;\n\t}\n\n\tstatic int s_Hash = \"PropertyBinding\".GetHashCode();\n\n\t/// <summary>\n\t/// Used in equality operators.\n\t/// </summary>\n\n\tpublic override int GetHashCode () { return s_Hash; }\n\n\t/// <summary>\n\t/// Set the delegate callback using the target and method names.\n\t/// </summary>\n\n\tpublic void Set (Component target, string methodName)\n\t{\n\t\tmTarget = target;\n\t\tmName = methodName;\n\t}\n\n\t/// <summary>\n\t/// Clear the event delegate.\n\t/// </summary>\n\n\tpublic void Clear ()\n\t{\n\t\tmTarget = null;\n\t\tmName = null;\n\t}\n\n\t/// <summary>\n\t/// Reset the cached references.\n\t/// </summary>\n\n\tpublic void Reset ()\n\t{\n#if REFLECTION_SUPPORT\n\t\tmField = null;\n\t\tmProperty = null;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convert the delegate to its string representation.\n\t/// </summary>\n\n\tpublic override string ToString () { return ToString(mTarget, name); }\n\n\t/// <summary>\n\t/// Convenience function that converts the specified component + property pair into its string representation.\n\t/// </summary>\n\n\tstatic public string ToString (Component comp, string property)\n\t{\n\t\tif (comp != null)\n\t\t{\n\t\t\tstring typeName = comp.GetType().ToString();\n\t\t\tint period = typeName.LastIndexOf('.');\n\t\t\tif (period > 0) typeName = typeName.Substring(period + 1);\n\n\t\t\tif (!string.IsNullOrEmpty(property)) return typeName + \".\" + property;\n\t\t\telse return typeName + \".[property]\";\n\t\t}\n\t\treturn null;\n\t}\n\n#if REFLECTION_SUPPORT\n\t/// <summary>\n\t/// Retrieve the property's value.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tpublic object Get ()\n\t{\n\t\tif (mProperty == null && mField == null && isValid) Cache();\n\n\t\tif (mProperty != null)\n\t\t{\n\t\t\tif (mProperty.CanRead)\n\t\t\t\treturn mProperty.GetValue(mTarget, null);\n\t\t}\n\t\telse if (mField != null)\n\t\t{\n\t\t\treturn mField.GetValue(mTarget);\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Assign the bound property's value.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tpublic bool Set (object value)\n\t{\n\t\tif (mProperty == null && mField == null && isValid) Cache();\n\t\tif (mProperty == null && mField == null) return false;\n\n\t\tif (value == null)\n\t\t{\n\t\t\ttry\n\t\t\t{\n\t\t\t\tif (mProperty != null)\n\t\t\t\t{\n\t\t\t\t\tif (mProperty.CanWrite)\n\t\t\t\t\t{\n\t\t\t\t\t\tmProperty.SetValue(mTarget, null, null);\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmField.SetValue(mTarget, null);\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t\tcatch (Exception) { return false; }\n\t\t}\n\n\t\t// Can we set the value?\n\t\tif (!Convert(ref value))\n\t\t{\n\t\t\tif (Application.isPlaying)\n\t\t\t\tUnityEngine.Debug.LogError(\"Unable to convert \" + value.GetType() + \" to \" + GetPropertyType());\n\t\t}\n\t\telse if (mField != null)\n\t\t{\n\t\t\tmField.SetValue(mTarget, value);\n\t\t\treturn true;\n\t\t}\n\t\telse if (mProperty.CanWrite)\n\t\t{\n\t\t\tmProperty.SetValue(mTarget, value, null);\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Cache the field or property.\n\t/// </summary>\n\n\t[DebuggerHidden]\n\t[DebuggerStepThrough]\n\tbool Cache ()\n\t{\n\t\tif (mTarget != null && !string.IsNullOrEmpty(mName))\n\t\t{\n\t\t\tType type = mTarget.GetType();\n#if NETFX_CORE\n\t\t\tmField = type.GetRuntimeField(mName);\n\t\t\tmProperty = type.GetRuntimeProperty(mName);\n#else\n\t\t\tmField = type.GetField(mName);\n\t\t\tmProperty = type.GetProperty(mName);\n#endif\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmField = null;\n\t\t\tmProperty = null;\n\t\t}\n\t\treturn (mField != null || mProperty != null);\n\t}\n\n\t/// <summary>\n\t/// Whether we can assign the property using the specified value.\n\t/// </summary>\n\n\tbool Convert (ref object value)\n\t{\n\t\tif (mTarget == null) return false;\n\n\t\tType to = GetPropertyType();\n\t\tType from;\n\n\t\tif (value == null)\n\t\t{\n#if NETFX_CORE\n\t\t\tif (!to.GetTypeInfo().IsClass) return false;\n#else\n\t\t\tif (!to.IsClass) return false;\n#endif\n\t\t\tfrom = to;\n\t\t}\n\t\telse from = value.GetType();\n\t\treturn Convert(ref value, from, to);\n\t}\n#else // Everything below = no reflection support\n\tpublic object Get ()\n\t{\n\t\tDebug.LogError(\"Reflection is not supported on this platform\");\n\t\treturn null;\n\t}\n\n\tpublic bool Set (object value)\n\t{\n\t\tDebug.LogError(\"Reflection is not supported on this platform\");\n\t\treturn false;\n\t}\n\n\tbool Cache () { return false; }\n\tbool Convert (ref object value) { return false; }\n#endif\n\n\t/// <summary>\n\t/// Whether we can convert one type to another for assignment purposes.\n\t/// </summary>\n\n\tstatic public bool Convert (Type from, Type to)\n\t{\n\t\tobject temp = null;\n\t\treturn Convert(ref temp, from, to);\n\t}\n\n\t/// <summary>\n\t/// Whether we can convert one type to another for assignment purposes.\n\t/// </summary>\n\n\tstatic public bool Convert (object value, Type to)\n\t{\n\t\tif (value == null)\n\t\t{\n\t\t\tvalue = null;\n\t\t\treturn Convert(ref value, to, to);\n\t\t}\n\t\treturn Convert(ref value, value.GetType(), to);\n\t}\n\n\t/// <summary>\n\t/// Whether we can convert one type to another for assignment purposes.\n\t/// </summary>\n\n\tstatic public bool Convert (ref object value, Type from, Type to)\n\t{\n#if REFLECTION_SUPPORT\n\t\t// If the value can be assigned as-is, we're done\n#if NETFX_CORE\n\t\tif (to.GetTypeInfo().IsAssignableFrom(from.GetTypeInfo())) return true;\n#else\n\t\tif (to.IsAssignableFrom(from)) return true;\n#endif\n\n#else\n\t\tif (from == to) return true;\n#endif\n\t\t// If the target type is a string, just convert the value\n\t\tif (to == typeof(string))\n\t\t{\n\t\t\tvalue = (value != null) ? value.ToString() : \"null\";\n\t\t\treturn true;\n\t\t}\n\n\t\t// If the value is null we should not proceed further\n\t\tif (value == null) return false;\n\n\t\tif (to == typeof(int))\n\t\t{\n\t\t\tif (from == typeof(string))\n\t\t\t{\n\t\t\t\tint val;\n\n\t\t\t\tif (int.TryParse((string)value, out val))\n\t\t\t\t{\n\t\t\t\t\tvalue = val;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (from == typeof(float))\n\t\t\t{\n\t\t\t\tvalue = Mathf.RoundToInt((float)value);\n\t\t\t\treturn true;\n\t\t\t}\n\t\t\telse if (from == typeof(double))\n\t\t\t{\n\t\t\t\tvalue = (int)Math.Round((double)value);\n\t\t\t}\n\t\t}\n\t\telse if (to == typeof(float))\n\t\t{\n\t\t\tif (from == typeof(string))\n\t\t\t{\n\t\t\t\tfloat val;\n\n\t\t\t\tif (float.TryParse((string)value, out val))\n\t\t\t\t{\n\t\t\t\t\tvalue = val;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (from == typeof(double))\n\t\t\t{\n\t\t\t\tvalue = (float)(double)value;\n\t\t\t}\n\t\t\telse if (from == typeof(int))\n\t\t\t{\n\t\t\t\tvalue = (float)(int)value;\n\t\t\t}\n\t\t}\n\t\telse if (to == typeof(double))\n\t\t{\n\t\t\tif (from == typeof(string))\n\t\t\t{\n\t\t\t\tdouble val;\n\n\t\t\t\tif (double.TryParse((string)value, out val))\n\t\t\t\t{\n\t\t\t\t\tvalue = val;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (from == typeof(float))\n\t\t\t{\n\t\t\t\tvalue = (double)(float)value;\n\t\t\t}\n\t\t\telse if (from == typeof(int))\n\t\t\t{\n\t\t\t\tvalue = (double)(int)value;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/RealTime.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Time class has no timeScale-independent time. This class fixes that.\n/// </summary>\n\npublic class RealTime : MonoBehaviour\n{\n#if UNITY_4_3\n\tstatic RealTime mInst;\n\n\tfloat mRealTime = 0f;\n\tfloat mRealDelta = 0f;\n\n\t/// <summary>\n\t/// Real time since startup.\n\t/// </summary>\n\n\tstatic public float time\n\t{\n\t\tget\n\t\t{\n #if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) return Time.realtimeSinceStartup;\n #endif\n\t\t\tif (mInst == null) Spawn();\n\t\t\treturn mInst.mRealTime;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Real delta time.\n\t/// </summary>\n\n\tstatic public float deltaTime\n\t{\n\t\tget\n\t\t{\n #if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) return 0f;\n #endif\n\t\t\tif (mInst == null) Spawn();\n\t\t\treturn mInst.mRealDelta;\n\t\t}\n\t}\n\n\tstatic void Spawn ()\n\t{\n\t\tGameObject go = new GameObject(\"_RealTime\");\n\t\tDontDestroyOnLoad(go);\n\t\tmInst = go.AddComponent<RealTime>();\n\t\tmInst.mRealTime = Time.realtimeSinceStartup;\n\t}\n\n\tvoid Update ()\n\t{\n\t\tfloat rt = Time.realtimeSinceStartup;\n\t\tmRealDelta = Mathf.Clamp01(rt - mRealTime);\n\t\tmRealTime = rt;\n\t}\n#else\n\t/// <summary>\n\t/// Real time since startup.\n\t/// </summary>\n\n\tstatic public float time { get { return Time.unscaledTime; } }\n\n\t/// <summary>\n\t/// Real delta time.\n\t/// </summary>\n\n\tstatic public float deltaTime { get { return Time.unscaledDeltaTime; } }\n#endif\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/SpringPanel.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Similar to SpringPosition, but also moves the panel's clipping. Works in local coordinates.\n/// </summary>\n\n[RequireComponent(typeof(UIPanel))]\n[AddComponentMenu(\"NGUI/Internal/Spring Panel\")]\npublic class SpringPanel : MonoBehaviour\n{\n\tstatic public SpringPanel current;\n\n\t/// <summary>\n\t/// Target position to spring the panel to.\n\t/// </summary>\n\n\tpublic Vector3 target = Vector3.zero;\n\n\t/// <summary>\n\t/// Strength of the spring. The higher the value, the faster the movement.\n\t/// </summary>\n\n\tpublic float strength = 10f;\n\n\tpublic delegate void OnFinished ();\n\n\t/// <summary>\n\t/// Delegate function to call when the operation finishes.\n\t/// </summary>\n\n\tpublic OnFinished onFinished;\n\n\tUIPanel mPanel;\n\tTransform mTrans;\n\tUIScrollView mDrag;\n\n\t/// <summary>\n\t/// Cache the transform.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tmPanel = GetComponent<UIPanel>();\n\t\tmDrag = GetComponent<UIScrollView>();\n\t\tmTrans = transform;\n\t}\n\n\t/// <summary>\n\t/// Advance toward the target position.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t    AdvanceTowardsPosition();\n\t}\n\n    /// <summary>\n    /// Advance toward the target position.\n\t/// </summary>\n\n\tprotected virtual void AdvanceTowardsPosition ()\n\t{\n\t\tfloat delta = RealTime.deltaTime;\n\n\t\tbool trigger = false;\n\t\tVector3 before = mTrans.localPosition;\n\t\tVector3 after = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, delta);\n\n\t\tif ((after - target).sqrMagnitude < 0.01f)\n\t\t{\n\t\t\tafter = target;\n\t\t\tenabled = false;\n\t\t\ttrigger = true;\n\t\t}\n\t\tmTrans.localPosition = after;\n\n\t\tVector3 offset = after - before;\n\t\tVector2 cr = mPanel.clipOffset;\n\t\tcr.x -= offset.x;\n\t\tcr.y -= offset.y;\n\t\tmPanel.clipOffset = cr;\n\n\t\tif (mDrag != null) mDrag.UpdateScrollbars(false);\n\n\t\tif (trigger && onFinished != null)\n\t\t{\n\t\t\tcurrent = this;\n\t\t\tonFinished();\n\t\t\tcurrent = null;\n\t\t}\n    }\n\n\t/// <summary>\n\t/// Start the tweening process.\n\t/// </summary>\n\n\tstatic public SpringPanel Begin (GameObject go, Vector3 pos, float strength)\n\t{\n\t\tSpringPanel sp = go.GetComponent<SpringPanel>();\n\t\tif (sp == null) sp = go.AddComponent<SpringPanel>();\n\t\tsp.target = pos;\n\t\tsp.strength = strength;\n\t\tsp.onFinished = null;\n\t\tsp.enabled = true;\n\t\treturn sp;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIBasicSprite.cs",
    "content": "#define POLYGON_CLIP\n#define SPRITE_EXTENSION\n#define SPRITE_UVOFFSET\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Functionality common to both NGUI and 2D sprites brought out into a single common parent.\n/// Mostly contains everything related to drawing the sprite.\n/// </summary>\n\npublic abstract class UIBasicSprite : UIWidget\n{\n\n#if POLYGON_CLIP\n    [SerializeField]\n     protected Vector2[] mClipNodes = null;\n                               //{      \n                               //       //new Vector2(0,0),\n                               //       //new Vector2(0,1),\n                               //       //new Vector2(1,1),\n                               //       //new Vector2(1,0), \n\n                               //       new Vector2(0f,0.2f),\n                               //       new Vector2(0f,1f),\n                               //       new Vector2(0.8f,1f),\n                               //       new Vector2(1f,0.8f),\n                               //       new Vector2(1f,0f),\n                               //       new Vector2(0.2f,0f),\n                               //   };\n\n\n    public Vector2[] ClipNodes\n    {\n        set\n        {\n            mClipNodes = value;\n        }\n    }\n\n\n    //[HideInInspector] [SerializeField]\n    //protected bool mUsePolygonClip = false;\n    //public bool usePolygonClip\n    //{\n    //    get\n    //    {\n    //        return mUsePolygonClip;\n    //    }\n    //    set\n    //    {\n    //        mUsePolygonClip = value;\n    //    }\n    //}\n#endif\n\n\tpublic enum Type\n\t{\n\t\tSimple,\n\t\tSliced,\n\t\tTiled,\n\t\tFilled,\n\t\tAdvanced,\n#if POLYGON_CLIP\n        PolygonClip,\n#endif\n\n#if SPRITE_EXTENSION\n        /// <summary> ͸ </summary>\n        Alphaed,\n        /// <summary>  </summary>\n        Mirrored,\n        /// <summary>  </summary>\n        Cuted,\n        /// <summary> ͸ü </summary>\n        SlicedAlphaed,\n        /// <summary> ķͼĶԳ </summary>\n        Quarter,\n        /// <summary> ͼҶԳ </summary>\n        Half,\n#endif\n\t}\n\n\tpublic enum FillDirection\n\t{\n\t\tHorizontal,\n\t\tVertical,\n\t\tRadial90,\n\t\tRadial180,\n\t\tRadial360,\n\t}\n\n\tpublic enum AdvancedType\n\t{\n\t\tInvisible,\n\t\tSliced,\n\t\tTiled,\n\t}\n\n\tpublic enum Flip\n\t{\n\t\tNothing,\n\t\tHorizontally,\n\t\tVertically,\n\t\tBoth,\n\t}\n\n\t[HideInInspector][SerializeField] protected Type mType = Type.Simple;\n\t[HideInInspector][SerializeField] protected FillDirection mFillDirection = FillDirection.Radial360;\n\t[Range(0f, 1f)]\n\t[HideInInspector][SerializeField] protected float mFillAmount = 1f;\n\t[HideInInspector][SerializeField] protected bool mInvert = false;\n\t[HideInInspector][SerializeField] protected Flip mFlip = Flip.Nothing;\n\t[HideInInspector][SerializeField] protected bool mApplyGradient = false;\n\t[HideInInspector][SerializeField] protected Color mGradientTop = Color.white;\n\t[HideInInspector][SerializeField] protected Color mGradientBottom = new Color(0.7f, 0.7f, 0.7f);\n\n\t// Cached to avoid allocations\n\t[System.NonSerialized] Rect mInnerUV = new Rect();\n\t[System.NonSerialized] Rect mOuterUV = new Rect();\n\n#if SPRITE_EXTENSION\n    #region չ\n    [HideInInspector]\n    [SerializeField]\n    float mLeftBottomAlpha = 1.0f;\n    [HideInInspector]\n    [SerializeField]\n    float mLeftTopAlpha = 1.0f;\n    [HideInInspector]\n    [SerializeField]\n    float mRightTopAlpha = 1.0f;\n    [HideInInspector]\n    [SerializeField]\n    float mRightBottomAlpha = 1.0f;\n\n    [HideInInspector]\n    [SerializeField]\n    bool mSlicedAlphaSide = false;\n    [HideInInspector]\n    [SerializeField]\n    float mSlicedLeftAlpha = 1.0f;\n    [HideInInspector]\n    [SerializeField]\n    float mSlicedCenterAlpha = 1.0f;\n    [HideInInspector]\n    [SerializeField]\n    float mSlicedRightAlpha = 1.0f;\n\n    [HideInInspector]\n    [SerializeField]\n    Vector2 mTiledOffset = Vector2.zero;\n\n    [HideInInspector]\n    [SerializeField]\n    bool mSlicedFilled = false;\n\n    [HideInInspector]\n    [SerializeField]\n    Transform mTranSlider = null;\n    #endregion\n#endif\n\n#if SPRITE_UVOFFSET\n    [SerializeField]\n    [HideInInspector]\n    protected bool mEnablePixelOffset = false;\n    [HideInInspector]\n    [SerializeField]\n    protected int mHorizontalPixelOffset = 0;\n    [HideInInspector]\n    [SerializeField]\n    protected int mVerticalPixelOffset = 0;\n#endif\n\t/// When the sprite type is advanced, this determines whether the center is tiled or sliced.\n\t/// </summary>\n\n\tpublic AdvancedType centerType = AdvancedType.Sliced;\n\n\t/// <summary>\n\t/// When the sprite type is advanced, this determines whether the left edge is tiled or sliced.\n\t/// </summary>\n\n\tpublic AdvancedType leftType = AdvancedType.Sliced;\n\n\t/// <summary>\n\t/// When the sprite type is advanced, this determines whether the right edge is tiled or sliced.\n\t/// </summary>\n\n\tpublic AdvancedType rightType = AdvancedType.Sliced;\n\n\t/// <summary>\n\t/// When the sprite type is advanced, this determines whether the bottom edge is tiled or sliced.\n\t/// </summary>\n\n\tpublic AdvancedType bottomType = AdvancedType.Sliced;\n\n\t/// <summary>\n\t/// When the sprite type is advanced, this determines whether the top edge is tiled or sliced.\n\t/// </summary>\n\n\tpublic AdvancedType topType = AdvancedType.Sliced;\n\n\t/// <summary>\n\t/// How the sprite is drawn. It's virtual for legacy reasons (UISlicedSprite, UITiledSprite, UIFilledSprite).\n\t/// </summary>\n\n\tpublic virtual Type type\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mType;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mType != value)\n\t\t\t{\n\t\t\t\tmType = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite flip setting.\n\t/// </summary>\n\n\tpublic Flip flip\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFlip;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFlip != value)\n\t\t\t{\n\t\t\t\tmFlip = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Direction of the cut procedure.\n\t/// </summary>\n\n\tpublic FillDirection fillDirection\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFillDirection;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFillDirection != value)\n\t\t\t{\n\t\t\t\tmFillDirection = value;\n\t\t\t\tmChanged = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Amount of the sprite shown. 0-1 range with 0 being nothing shown, and 1 being the full sprite.\n\t/// </summary>\n\n\tpublic float fillAmount\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFillAmount;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tfloat val = Mathf.Clamp01(value);\n\n\t\t\tif (mFillAmount != val)\n\t\t\t{\n\t\t\t\tmFillAmount = val;\n\t\t\t\tmChanged = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Minimum allowed width for this widget.\n\t/// </summary>\n\n\toverride public int minWidth\n\t{\n\t\tget\n\t\t{\n\t\t\tif (type == Type.Sliced || type == Type.Advanced)\n\t\t\t{\n\t\t\t\tVector4 b = border * pixelSize;\n\t\t\t\tint min = Mathf.RoundToInt(b.x + b.z);\n\t\t\t\treturn Mathf.Max(base.minWidth, ((min & 1) == 1) ? min + 1 : min);\n\t\t\t}\n\t\t\treturn base.minWidth;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Minimum allowed height for this widget.\n\t/// </summary>\n\n\toverride public int minHeight\n\t{\n\t\tget\n\t\t{\n\t\t\tif (type == Type.Sliced || type == Type.Advanced)\n\t\t\t{\n\t\t\t\tVector4 b = border * pixelSize;\n\t\t\t\tint min = Mathf.RoundToInt(b.y + b.w);\n\t\t\t\treturn Mathf.Max(base.minHeight, ((min & 1) == 1) ? min + 1 : min);\n\t\t\t}\n\t\t\treturn base.minHeight;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the sprite should be filled in the opposite direction.\n\t/// </summary>\n\n\tpublic bool invert\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mInvert;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mInvert != value)\n\t\t\t{\n\t\t\t\tmInvert = value;\n\t\t\t\tmChanged = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the widget has a border for 9-slicing.\n\t/// </summary>\n\n\tpublic bool hasBorder\n\t{\n\t\tget\n\t\t{\n\t\t\tVector4 br = border;\n\t\t\treturn (br.x != 0f || br.y != 0f || br.z != 0f || br.w != 0f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the sprite's material is using a pre-multiplied alpha shader.\n\t/// </summary>\n\n\tpublic virtual bool premultipliedAlpha { get { return false; } }\n\n\t/// <summary>\n\t/// Size of the pixel. Overwritten in the NGUI sprite to pull a value from the atlas.\n\t/// </summary>\n\n\tpublic virtual float pixelSize { get { return 1f; } }\n\n#if UNITY_EDITOR\n\t/// <summary>\n\t/// Keep sane values.\n\t/// </summary>\n\n\tprotected override void OnValidate ()\n\t{\n\t\tbase.OnValidate();\n\t\tmFillAmount = Mathf.Clamp01(mFillAmount);\n\t}\n#endif\n\n#region Fill Functions\n\t// Static variables to reduce garbage collection\n\tstatic protected Vector2[] mTempPos = new Vector2[4];\n\tstatic protected Vector2[] mTempUVs = new Vector2[4];\n\n\t/// <summary>\n\t/// Convenience function that returns the drawn UVs after flipping gets considered.\n\t/// X = left, Y = bottom, Z = right, W = top.\n\t/// </summary>\n\n\tVector4 drawingUVs\n\t{\n\t\tget\n\t\t{\n\t\t\tswitch (mFlip)\n\t\t\t{\n\t\t\t\tcase Flip.Horizontally: return new Vector4(mOuterUV.xMax, mOuterUV.yMin, mOuterUV.xMin, mOuterUV.yMax);\n\t\t\t\tcase Flip.Vertically: return new Vector4(mOuterUV.xMin, mOuterUV.yMax, mOuterUV.xMax, mOuterUV.yMin);\n\t\t\t\tcase Flip.Both: return new Vector4(mOuterUV.xMax, mOuterUV.yMax, mOuterUV.xMin, mOuterUV.yMin);\n\t\t\t\tdefault: return new Vector4(mOuterUV.xMin, mOuterUV.yMin, mOuterUV.xMax, mOuterUV.yMax);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Final widget's color passed to the draw buffer.\n\t/// </summary>\n\n\tprotected Color drawingColor\n\t{\n\t\tget\n\t\t{\n\t\t\tColor colF = color;\n\t\t\tcolF.a = finalAlpha;\n\t\t\tif (premultipliedAlpha) colF = NGUITools.ApplyPMA(colF);\n\t\t\treturn colF;\n\t\t}\n\t}\n\n\n#if SPRITE_EXTENSION\n    #region չ\n\n    public bool slicedAlphaSide\n    {\n        set\n        {\n            mSlicedAlphaSide = value;\n        }\n        get\n        {\n            return mSlicedAlphaSide;\n        }\n    }\n\n    public bool slicedFilled\n    {\n        set\n        {\n            mSlicedFilled = value;\n        }\n        get\n        {\n            return mSlicedFilled;\n        }\n    }\n\n    public int polygonWidth\n    {\n        set\n        {\n            mTiledOffset.x = (float)value;\n        }\n        get\n        {\n            return (int)mTiledOffset.x;\n        }\n    }\n\n    public void SetCutData(float left, float top, float right, float bottom)\n    {\n        mLeftBottomAlpha = left;\n        mLeftTopAlpha = top;\n        mRightTopAlpha = right;\n        mRightBottomAlpha = bottom;\n    }\n\n    private void RefreshSlider()\n    {\n        if (mTranSlider != null)\n        {\n            if (mFillDirection == FillDirection.Horizontal)\n            {\n                float w = mFillAmount * (float)width;\n                if (mInvert == true)\n                {\n                    w = (1.0f - mFillAmount) * (float)width;\n                }\n                if (w > mTiledOffset.x)\n                {\n                    if (mTranSlider.gameObject.activeSelf == false)\n                    {\n                        mTranSlider.gameObject.SetActive(true);\n                    }\n                    mTranSlider.localPosition = new Vector3(w, mTranSlider.localPosition.y, mTranSlider.localPosition.z);\n                }\n                else\n                {\n                    if (mTranSlider.gameObject.activeSelf == true)\n                    {\n                        mTranSlider.gameObject.SetActive(false);\n                    }\n                }\n            }\n            else if (mFillDirection == FillDirection.Vertical)\n            {\n                float h = mFillAmount * (float)height;\n                if (mInvert == true)\n                {\n                    h = (1.0f - mFillAmount) * (float)height;\n                }\n                if (h > mTiledOffset.y)\n                {\n                    if (mTranSlider.gameObject.activeSelf == false)\n                    {\n                        mTranSlider.gameObject.SetActive(true);\n                    }\n                    mTranSlider.localPosition = new Vector3(mTranSlider.localPosition.x, h, mTranSlider.localPosition.z);\n                }\n                else\n                {\n                    if (mTranSlider.gameObject.activeSelf == true)\n                    {\n                        mTranSlider.gameObject.SetActive(false);\n                    }\n                }\n            }\n        }\n    }\n    #endregion\n#endif\n\t/// <summary>\n\t/// Fill the draw buffers.\n\t/// </summary>\n\n\tprotected void Fill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols, Rect outer, Rect inner)\n\t{\n\t\tmOuterUV = outer;\n\t\tmInnerUV = inner;\n\n\t\tswitch (type)\n\t\t{\n\t\t\tcase Type.Simple:\n\t\t\tSimpleFill(verts, uvs, cols);\n\t\t\tbreak;\n\n\t\t\tcase Type.Sliced:\n\t\t\tSlicedFill(verts, uvs, cols);\n\t\t\tbreak;\n\n\t\t\tcase Type.Filled:\n\t\t\tFilledFill(verts, uvs, cols);\n\t\t\tbreak;\n\n\t\t\tcase Type.Tiled:\n\t\t\tTiledFill(verts, uvs, cols);\n\t\t\tbreak;\n\n\t\t\tcase Type.Advanced:\n\t\t\tAdvancedFill(verts, uvs, cols);\n\t\t\tbreak;\n\n#if POLYGON_CLIP\n            case Type.PolygonClip:\n            PolygonClipFill(verts, uvs, cols);\n            break;\n#endif\n\n#if SPRITE_EXTENSION\n            case Type.Alphaed:\n            AlphaedFill(verts, uvs, cols);\n            break;\n\n            case Type.Mirrored:\n            MirroredFill(verts, uvs, cols);\n            break;\n\n            case Type.Cuted:\n            CutedFill(verts, uvs, cols);\n            break;\n\n            case Type.SlicedAlphaed:\n            if (mSlicedAlphaSide == false)\n            {\n                SlicedAlphaedFill(verts, uvs, cols);\n            }\n            else\n            {\n                SlicedAlphaedSideFill(verts, uvs, cols);\n            }\n            break;\n\n            case Type.Quarter:\n            QuarterFill(verts, uvs, cols);\n            break;\n\n            case Type.Half:\n            HalfFill(verts, uvs, cols);\n            break;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Regular sprite fill function is quite simple.\n\t/// </summary>\n\n\tvoid SimpleFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tVector4 v = drawingDimensions;\n\t\tVector4 u = drawingUVs;\n\t\tColor gc = drawingColor;\n\n\t\tverts.Add(new Vector3(v.x, v.y));\n\t\tverts.Add(new Vector3(v.x, v.w));\n\t\tverts.Add(new Vector3(v.z, v.w));\n\t\tverts.Add(new Vector3(v.z, v.y));\n\n\t\tuvs.Add(new Vector2(u.x, u.y));\n\t\tuvs.Add(new Vector2(u.x, u.w));\n\t\tuvs.Add(new Vector2(u.z, u.w));\n\t\tuvs.Add(new Vector2(u.z, u.y));\n\n\t\tif (!mApplyGradient)\n\t\t{\n\t\t\tcols.Add(gc);\n\t\t\tcols.Add(gc);\n\t\t\tcols.Add(gc);\n\t\t\tcols.Add(gc);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tAddVertexColours(cols, ref gc, 1, 1);\n\t\t\tAddVertexColours(cols, ref gc, 1, 2);\n\t\t\tAddVertexColours(cols, ref gc, 2, 2);\n\t\t\tAddVertexColours(cols, ref gc, 2, 1);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sliced sprite fill function is more complicated as it generates 9 quads instead of 1.\n\t/// </summary>\n\n\tvoid SlicedFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tVector4 br = border * pixelSize;\n\t\t\n\t\tif (br.x == 0f && br.y == 0f && br.z == 0f && br.w == 0f)\n\t\t{\n\t\t\tSimpleFill(verts, uvs, cols);\n\t\t\treturn;\n\t\t}\n\n\t\tColor gc = drawingColor;\n\t\tVector4 v = drawingDimensions;\n\n\t\tmTempPos[0].x = v.x;\n\t\tmTempPos[0].y = v.y;\n\t\tmTempPos[3].x = v.z;\n\t\tmTempPos[3].y = v.w;\n\n\t\tif (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n\t\t{\n\t\t\tmTempPos[1].x = mTempPos[0].x + br.z;\n\t\t\tmTempPos[2].x = mTempPos[3].x - br.x;\n\n\t\t\tmTempUVs[3].x = mOuterUV.xMin;\n\t\t\tmTempUVs[2].x = mInnerUV.xMin;\n\t\t\tmTempUVs[1].x = mInnerUV.xMax;\n\t\t\tmTempUVs[0].x = mOuterUV.xMax;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmTempPos[1].x = mTempPos[0].x + br.x;\n\t\t\tmTempPos[2].x = mTempPos[3].x - br.z;\n\n\t\t\tmTempUVs[0].x = mOuterUV.xMin;\n\t\t\tmTempUVs[1].x = mInnerUV.xMin;\n\t\t\tmTempUVs[2].x = mInnerUV.xMax;\n\t\t\tmTempUVs[3].x = mOuterUV.xMax;\n\t\t}\n\n\t\tif (mFlip == Flip.Vertically || mFlip == Flip.Both)\n\t\t{\n\t\t\tmTempPos[1].y = mTempPos[0].y + br.w;\n\t\t\tmTempPos[2].y = mTempPos[3].y - br.y;\n\n\t\t\tmTempUVs[3].y = mOuterUV.yMin;\n\t\t\tmTempUVs[2].y = mInnerUV.yMin;\n\t\t\tmTempUVs[1].y = mInnerUV.yMax;\n\t\t\tmTempUVs[0].y = mOuterUV.yMax;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmTempPos[1].y = mTempPos[0].y + br.y;\n\t\t\tmTempPos[2].y = mTempPos[3].y - br.w;\n\n\t\t\tmTempUVs[0].y = mOuterUV.yMin;\n\t\t\tmTempUVs[1].y = mInnerUV.yMin;\n\t\t\tmTempUVs[2].y = mInnerUV.yMax;\n\t\t\tmTempUVs[3].y = mOuterUV.yMax;\n\t\t}\n\n\t\tfor (int x = 0; x < 3; ++x)\n\t\t{\n\t\t\tint x2 = x + 1;\n\n\t\t\tfor (int y = 0; y < 3; ++y)\n\t\t\t{\n\t\t\t\tif (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;\n\n\t\t\t\tint y2 = y + 1;\n\n\t\t\t\tverts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y));\n\t\t\t\tverts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y));\n\t\t\t\tverts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y));\n\t\t\t\tverts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y));\n\n\t\t\t\tuvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y));\n\t\t\t\tuvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y));\n\t\t\t\tuvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y));\n\t\t\t\tuvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y));\n\n\t\t\t\tif (!mApplyGradient)\n\t\t\t\t{\n\t\t\t\t\tcols.Add(gc);\n\t\t\t\t\tcols.Add(gc);\n\t\t\t\t\tcols.Add(gc);\n\t\t\t\t\tcols.Add(gc);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tAddVertexColours(cols, ref gc, x, y);\n\t\t\t\t\tAddVertexColours(cols, ref gc, x, y2);\n\t\t\t\t\tAddVertexColours(cols, ref gc, x2, y2);\n\t\t\t\t\tAddVertexColours(cols, ref gc, x2, y);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\t\n\t/// <summary>\n\t/// Adds a gradient-based vertex color to the sprite.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tvoid AddVertexColours (List<Color> cols, ref Color color, int x, int y)\n\t{\n\t\tif (y == 0 || y == 1)\n\t\t{\n\t\t\tcols.Add(color * mGradientBottom);\n\t\t}\n\t\telse if (y == 2 || y == 3)\n\t\t{\n\t\t\tcols.Add(color * mGradientTop);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Tiled sprite fill function.\n\t/// </summary>\n\n\tvoid TiledFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tVector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);\n\t\tsize *= pixelSize;\n\t\tif (tex == null || size.x < 2f || size.y < 2f) return;\n\n\t\tColor c = drawingColor;\n\t\tVector4 v = drawingDimensions;\n\t\tVector4 u;\n\n\t\tif (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n\t\t{\n\t\t\tu.x = mInnerUV.xMax;\n\t\t\tu.z = mInnerUV.xMin;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tu.x = mInnerUV.xMin;\n\t\t\tu.z = mInnerUV.xMax;\n\t\t}\n\n\t\tif (mFlip == Flip.Vertically || mFlip == Flip.Both)\n\t\t{\n\t\t\tu.y = mInnerUV.yMax;\n\t\t\tu.w = mInnerUV.yMin;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tu.y = mInnerUV.yMin;\n\t\t\tu.w = mInnerUV.yMax;\n\t\t}\n\n\t\tfloat x0 = v.x;\n\t\tfloat y0 = v.y;\n\n\t\tfloat u0 = u.x;\n\t\tfloat v0 = u.y;\n\n\t\twhile (y0 < v.w)\n\t\t{\n\t\t\tx0 = v.x;\n\t\t\tfloat y1 = y0 + size.y;\n\t\t\tfloat v1 = u.w;\n\n\t\t\tif (y1 > v.w)\n\t\t\t{\n\t\t\t\tv1 = Mathf.Lerp(u.y, u.w, (v.w - y0) / size.y);\n\t\t\t\ty1 = v.w;\n\t\t\t}\n\n\t\t\twhile (x0 < v.z)\n\t\t\t{\n\t\t\t\tfloat x1 = x0 + size.x;\n\t\t\t\tfloat u1 = u.z;\n\n\t\t\t\tif (x1 > v.z)\n\t\t\t\t{\n\t\t\t\t\tu1 = Mathf.Lerp(u.x, u.z, (v.z - x0) / size.x);\n\t\t\t\t\tx1 = v.z;\n\t\t\t\t}\n\n\t\t\t\tverts.Add(new Vector3(x0, y0));\n\t\t\t\tverts.Add(new Vector3(x0, y1));\n\t\t\t\tverts.Add(new Vector3(x1, y1));\n\t\t\t\tverts.Add(new Vector3(x1, y0));\n\n\t\t\t\tuvs.Add(new Vector2(u0, v0));\n\t\t\t\tuvs.Add(new Vector2(u0, v1));\n\t\t\t\tuvs.Add(new Vector2(u1, v1));\n\t\t\t\tuvs.Add(new Vector2(u1, v0));\n\n\t\t\t\tcols.Add(c);\n\t\t\t\tcols.Add(c);\n\t\t\t\tcols.Add(c);\n\t\t\t\tcols.Add(c);\n\n\t\t\t\tx0 += size.x;\n\t\t\t}\n\t\t\ty0 += size.y;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Filled sprite fill function.\n\t/// </summary>\n\n\tvoid FilledFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tif (mFillAmount < 0.001f) return;\n\n\t\tVector4 v = drawingDimensions;\n\t\tVector4 u = drawingUVs;\n\t\tColor c = drawingColor;\n\n\t\t// Horizontal and vertical filled sprites are simple -- just end the sprite prematurely\n\t\tif (mFillDirection == FillDirection.Horizontal || mFillDirection == FillDirection.Vertical)\n\t\t{\n\t\t\tif (mFillDirection == FillDirection.Horizontal)\n\t\t\t{\n\t\t\t\tfloat fill = (u.z - u.x) * mFillAmount;\n\n\t\t\t\tif (mInvert)\n\t\t\t\t{\n\t\t\t\t\tv.x = v.z - (v.z - v.x) * mFillAmount;\n\t\t\t\t\tu.x = u.z - fill;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tv.z = v.x + (v.z - v.x) * mFillAmount;\n\t\t\t\t\tu.z = u.x + fill;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mFillDirection == FillDirection.Vertical)\n\t\t\t{\n\t\t\t\tfloat fill = (u.w - u.y) * mFillAmount;\n\n\t\t\t\tif (mInvert)\n\t\t\t\t{\n\t\t\t\t\tv.y = v.w - (v.w - v.y) * mFillAmount;\n\t\t\t\t\tu.y = u.w - fill;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tv.w = v.y + (v.w - v.y) * mFillAmount;\n\t\t\t\t\tu.w = u.y + fill;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tmTempPos[0] = new Vector2(v.x, v.y);\n\t\tmTempPos[1] = new Vector2(v.x, v.w);\n\t\tmTempPos[2] = new Vector2(v.z, v.w);\n\t\tmTempPos[3] = new Vector2(v.z, v.y);\n\n\t\tmTempUVs[0] = new Vector2(u.x, u.y);\n\t\tmTempUVs[1] = new Vector2(u.x, u.w);\n\t\tmTempUVs[2] = new Vector2(u.z, u.w);\n\t\tmTempUVs[3] = new Vector2(u.z, u.y);\n\n\t\tif (mFillAmount < 1f)\n\t\t{\n\t\t\tif (mFillDirection == FillDirection.Radial90)\n\t\t\t{\n\t\t\t\tif (RadialCut(mTempPos, mTempUVs, mFillAmount, mInvert, 0))\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tverts.Add(mTempPos[i]);\n\t\t\t\t\t\tuvs.Add(mTempUVs[i]);\n\t\t\t\t\t\tcols.Add(c);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (mFillDirection == FillDirection.Radial180)\n\t\t\t{\n\t\t\t\tfor (int side = 0; side < 2; ++side)\n\t\t\t\t{\n\t\t\t\t\tfloat fx0, fx1, fy0, fy1;\n\n\t\t\t\t\tfy0 = 0f;\n\t\t\t\t\tfy1 = 1f;\n\n\t\t\t\t\tif (side == 0) { fx0 = 0f; fx1 = 0.5f; }\n\t\t\t\t\telse { fx0 = 0.5f; fx1 = 1f; }\n\n\t\t\t\t\tmTempPos[0].x = Mathf.Lerp(v.x, v.z, fx0);\n\t\t\t\t\tmTempPos[1].x = mTempPos[0].x;\n\t\t\t\t\tmTempPos[2].x = Mathf.Lerp(v.x, v.z, fx1);\n\t\t\t\t\tmTempPos[3].x = mTempPos[2].x;\n\n\t\t\t\t\tmTempPos[0].y = Mathf.Lerp(v.y, v.w, fy0);\n\t\t\t\t\tmTempPos[1].y = Mathf.Lerp(v.y, v.w, fy1);\n\t\t\t\t\tmTempPos[2].y = mTempPos[1].y;\n\t\t\t\t\tmTempPos[3].y = mTempPos[0].y;\n\n\t\t\t\t\tmTempUVs[0].x = Mathf.Lerp(u.x, u.z, fx0);\n\t\t\t\t\tmTempUVs[1].x = mTempUVs[0].x;\n\t\t\t\t\tmTempUVs[2].x = Mathf.Lerp(u.x, u.z, fx1);\n\t\t\t\t\tmTempUVs[3].x = mTempUVs[2].x;\n\n\t\t\t\t\tmTempUVs[0].y = Mathf.Lerp(u.y, u.w, fy0);\n\t\t\t\t\tmTempUVs[1].y = Mathf.Lerp(u.y, u.w, fy1);\n\t\t\t\t\tmTempUVs[2].y = mTempUVs[1].y;\n\t\t\t\t\tmTempUVs[3].y = mTempUVs[0].y;\n\n\t\t\t\t\tfloat val = !mInvert ? fillAmount * 2f - side : mFillAmount * 2f - (1 - side);\n\n\t\t\t\t\tif (RadialCut(mTempPos, mTempUVs, Mathf.Clamp01(val), !mInvert, NGUIMath.RepeatIndex(side + 3, 4)))\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tverts.Add(mTempPos[i]);\n\t\t\t\t\t\t\tuvs.Add(mTempUVs[i]);\n\t\t\t\t\t\t\tcols.Add(c);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (mFillDirection == FillDirection.Radial360)\n\t\t\t{\n\t\t\t\tfor (int corner = 0; corner < 4; ++corner)\n\t\t\t\t{\n\t\t\t\t\tfloat fx0, fx1, fy0, fy1;\n\n\t\t\t\t\tif (corner < 2) { fx0 = 0f; fx1 = 0.5f; }\n\t\t\t\t\telse { fx0 = 0.5f; fx1 = 1f; }\n\n\t\t\t\t\tif (corner == 0 || corner == 3) { fy0 = 0f; fy1 = 0.5f; }\n\t\t\t\t\telse { fy0 = 0.5f; fy1 = 1f; }\n\n\t\t\t\t\tmTempPos[0].x = Mathf.Lerp(v.x, v.z, fx0);\n\t\t\t\t\tmTempPos[1].x = mTempPos[0].x;\n\t\t\t\t\tmTempPos[2].x = Mathf.Lerp(v.x, v.z, fx1);\n\t\t\t\t\tmTempPos[3].x = mTempPos[2].x;\n\n\t\t\t\t\tmTempPos[0].y = Mathf.Lerp(v.y, v.w, fy0);\n\t\t\t\t\tmTempPos[1].y = Mathf.Lerp(v.y, v.w, fy1);\n\t\t\t\t\tmTempPos[2].y = mTempPos[1].y;\n\t\t\t\t\tmTempPos[3].y = mTempPos[0].y;\n\n\t\t\t\t\tmTempUVs[0].x = Mathf.Lerp(u.x, u.z, fx0);\n\t\t\t\t\tmTempUVs[1].x = mTempUVs[0].x;\n\t\t\t\t\tmTempUVs[2].x = Mathf.Lerp(u.x, u.z, fx1);\n\t\t\t\t\tmTempUVs[3].x = mTempUVs[2].x;\n\n\t\t\t\t\tmTempUVs[0].y = Mathf.Lerp(u.y, u.w, fy0);\n\t\t\t\t\tmTempUVs[1].y = Mathf.Lerp(u.y, u.w, fy1);\n\t\t\t\t\tmTempUVs[2].y = mTempUVs[1].y;\n\t\t\t\t\tmTempUVs[3].y = mTempUVs[0].y;\n\n\t\t\t\t\tfloat val = mInvert ?\n\t\t\t\t\t\tmFillAmount * 4f - NGUIMath.RepeatIndex(corner + 2, 4) :\n\t\t\t\t\t\tmFillAmount * 4f - (3 - NGUIMath.RepeatIndex(corner + 2, 4));\n\n\t\t\t\t\tif (RadialCut(mTempPos, mTempUVs, Mathf.Clamp01(val), mInvert, NGUIMath.RepeatIndex(corner + 2, 4)))\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tverts.Add(mTempPos[i]);\n\t\t\t\t\t\t\tuvs.Add(mTempUVs[i]);\n\t\t\t\t\t\t\tcols.Add(c);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\n\t\t// Fill the buffer with the quad for the sprite\n\t\tfor (int i = 0; i < 4; ++i)\n\t\t{\n\t\t\tverts.Add(mTempPos[i]);\n\t\t\tuvs.Add(mTempUVs[i]);\n\t\t\tcols.Add(c);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Advanced sprite fill function. Contributed by Nicki Hansen.\n\t/// </summary>\n\n\tvoid AdvancedFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tVector4 br = border * pixelSize;\n\n\t\tif (br.x == 0f && br.y == 0f && br.z == 0f && br.w == 0f)\n\t\t{\n\t\t\tSimpleFill(verts, uvs, cols);\n\t\t\treturn;\n\t\t}\n\n\t\tColor c = drawingColor;\n\t\tVector4 v = drawingDimensions;\n\t\tVector2 tileSize = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);\n\t\ttileSize *= pixelSize;\n\n\t\tif (tileSize.x < 1f) tileSize.x = 1f;\n\t\tif (tileSize.y < 1f) tileSize.y = 1f;\n\n\t\tmTempPos[0].x = v.x;\n\t\tmTempPos[0].y = v.y;\n\t\tmTempPos[3].x = v.z;\n\t\tmTempPos[3].y = v.w;\n\n\t\tif (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n\t\t{\n\t\t\tmTempPos[1].x = mTempPos[0].x + br.z;\n\t\t\tmTempPos[2].x = mTempPos[3].x - br.x;\n\n\t\t\tmTempUVs[3].x = mOuterUV.xMin;\n\t\t\tmTempUVs[2].x = mInnerUV.xMin;\n\t\t\tmTempUVs[1].x = mInnerUV.xMax;\n\t\t\tmTempUVs[0].x = mOuterUV.xMax;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmTempPos[1].x = mTempPos[0].x + br.x;\n\t\t\tmTempPos[2].x = mTempPos[3].x - br.z;\n\n\t\t\tmTempUVs[0].x = mOuterUV.xMin;\n\t\t\tmTempUVs[1].x = mInnerUV.xMin;\n\t\t\tmTempUVs[2].x = mInnerUV.xMax;\n\t\t\tmTempUVs[3].x = mOuterUV.xMax;\n\t\t}\n\n\t\tif (mFlip == Flip.Vertically || mFlip == Flip.Both)\n\t\t{\n\t\t\tmTempPos[1].y = mTempPos[0].y + br.w;\n\t\t\tmTempPos[2].y = mTempPos[3].y - br.y;\n\n\t\t\tmTempUVs[3].y = mOuterUV.yMin;\n\t\t\tmTempUVs[2].y = mInnerUV.yMin;\n\t\t\tmTempUVs[1].y = mInnerUV.yMax;\n\t\t\tmTempUVs[0].y = mOuterUV.yMax;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmTempPos[1].y = mTempPos[0].y + br.y;\n\t\t\tmTempPos[2].y = mTempPos[3].y - br.w;\n\n\t\t\tmTempUVs[0].y = mOuterUV.yMin;\n\t\t\tmTempUVs[1].y = mInnerUV.yMin;\n\t\t\tmTempUVs[2].y = mInnerUV.yMax;\n\t\t\tmTempUVs[3].y = mOuterUV.yMax;\n\t\t}\n\n\t\tfor (int x = 0; x < 3; ++x)\n\t\t{\n\t\t\tint x2 = x + 1;\n\n\t\t\tfor (int y = 0; y < 3; ++y)\n\t\t\t{\n\t\t\t\tif (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;\n\t\t\t\tint y2 = y + 1;\n\n\t\t\t\tif (x == 1 && y == 1) // Center\n\t\t\t\t{\n\t\t\t\t\tif (centerType == AdvancedType.Tiled)\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat startPositionX = mTempPos[x].x;\n\t\t\t\t\t\tfloat endPositionX = mTempPos[x2].x;\n\t\t\t\t\t\tfloat startPositionY = mTempPos[y].y;\n\t\t\t\t\t\tfloat endPositionY = mTempPos[y2].y;\n\t\t\t\t\t\tfloat textureStartX = mTempUVs[x].x;\n\t\t\t\t\t\tfloat textureStartY = mTempUVs[y].y;\n\t\t\t\t\t\tfloat tileStartY = startPositionY;\n\n\t\t\t\t\t\twhile (tileStartY < endPositionY)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat tileStartX = startPositionX;\n\t\t\t\t\t\t\tfloat textureEndY = mTempUVs[y2].y;\n\t\t\t\t\t\t\tfloat tileEndY = tileStartY + tileSize.y;\n\n\t\t\t\t\t\t\tif (tileEndY > endPositionY)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttextureEndY = Mathf.Lerp(textureStartY, textureEndY, (endPositionY - tileStartY) / tileSize.y);\n\t\t\t\t\t\t\t\ttileEndY = endPositionY;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\twhile (tileStartX < endPositionX)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tfloat tileEndX = tileStartX + tileSize.x;\n\t\t\t\t\t\t\t\tfloat textureEndX = mTempUVs[x2].x;\n\n\t\t\t\t\t\t\t\tif (tileEndX > endPositionX)\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\ttextureEndX = Mathf.Lerp(textureStartX, textureEndX, (endPositionX - tileStartX) / tileSize.x);\n\t\t\t\t\t\t\t\t\ttileEndX = endPositionX;\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\t\t\ttileStartX, tileEndX,\n\t\t\t\t\t\t\t\t\ttileStartY, tileEndY,\n\t\t\t\t\t\t\t\t\ttextureStartX, textureEndX,\n\t\t\t\t\t\t\t\t\ttextureStartY, textureEndY, c);\n\n\t\t\t\t\t\t\t\ttileStartX += tileSize.x;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\ttileStartY += tileSize.y;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (centerType == AdvancedType.Sliced)\n\t\t\t\t\t{\n\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\tmTempPos[x].x, mTempPos[x2].x,\n\t\t\t\t\t\t\tmTempPos[y].y, mTempPos[y2].y,\n\t\t\t\t\t\t\tmTempUVs[x].x, mTempUVs[x2].x,\n\t\t\t\t\t\t\tmTempUVs[y].y, mTempUVs[y2].y, c);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (x == 1) // Top or bottom\n\t\t\t\t{\n\t\t\t\t\tif ((y == 0 && bottomType == AdvancedType.Tiled) || (y == 2 && topType == AdvancedType.Tiled))\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat startPositionX = mTempPos[x].x;\n\t\t\t\t\t\tfloat endPositionX = mTempPos[x2].x;\n\t\t\t\t\t\tfloat startPositionY = mTempPos[y].y;\n\t\t\t\t\t\tfloat endPositionY = mTempPos[y2].y;\n\t\t\t\t\t\tfloat textureStartX = mTempUVs[x].x;\n\t\t\t\t\t\tfloat textureStartY = mTempUVs[y].y;\n\t\t\t\t\t\tfloat textureEndY = mTempUVs[y2].y;\n\t\t\t\t\t\tfloat tileStartX = startPositionX;\n\n\t\t\t\t\t\twhile (tileStartX < endPositionX)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat tileEndX = tileStartX + tileSize.x;\n\t\t\t\t\t\t\tfloat textureEndX = mTempUVs[x2].x;\n\n\t\t\t\t\t\t\tif (tileEndX > endPositionX)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttextureEndX = Mathf.Lerp(textureStartX, textureEndX, (endPositionX - tileStartX) / tileSize.x);\n\t\t\t\t\t\t\t\ttileEndX = endPositionX;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\t\ttileStartX, tileEndX,\n\t\t\t\t\t\t\t\tstartPositionY, endPositionY,\n\t\t\t\t\t\t\t\ttextureStartX, textureEndX,\n\t\t\t\t\t\t\t\ttextureStartY, textureEndY, c);\n\n\t\t\t\t\t\t\ttileStartX += tileSize.x;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if ((y == 0 && bottomType != AdvancedType.Invisible) || (y == 2 && topType != AdvancedType.Invisible))\n\t\t\t\t\t{\n\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\tmTempPos[x].x, mTempPos[x2].x,\n\t\t\t\t\t\t\tmTempPos[y].y, mTempPos[y2].y,\n\t\t\t\t\t\t\tmTempUVs[x].x, mTempUVs[x2].x,\n\t\t\t\t\t\t\tmTempUVs[y].y, mTempUVs[y2].y, c);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (y == 1) // Left or right\n\t\t\t\t{\n\t\t\t\t\tif ((x == 0 && leftType == AdvancedType.Tiled) || (x == 2 && rightType == AdvancedType.Tiled))\n\t\t\t\t\t{\n\t\t\t\t\t\tfloat startPositionX = mTempPos[x].x;\n\t\t\t\t\t\tfloat endPositionX = mTempPos[x2].x;\n\t\t\t\t\t\tfloat startPositionY = mTempPos[y].y;\n\t\t\t\t\t\tfloat endPositionY = mTempPos[y2].y;\n\t\t\t\t\t\tfloat textureStartX = mTempUVs[x].x;\n\t\t\t\t\t\tfloat textureEndX = mTempUVs[x2].x;\n\t\t\t\t\t\tfloat textureStartY = mTempUVs[y].y;\n\t\t\t\t\t\tfloat tileStartY = startPositionY;\n\n\t\t\t\t\t\twhile (tileStartY < endPositionY)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat textureEndY = mTempUVs[y2].y;\n\t\t\t\t\t\t\tfloat tileEndY = tileStartY + tileSize.y;\n\n\t\t\t\t\t\t\tif (tileEndY > endPositionY)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttextureEndY = Mathf.Lerp(textureStartY, textureEndY, (endPositionY - tileStartY) / tileSize.y);\n\t\t\t\t\t\t\t\ttileEndY = endPositionY;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\t\tstartPositionX, endPositionX,\n\t\t\t\t\t\t\t\ttileStartY, tileEndY,\n\t\t\t\t\t\t\t\ttextureStartX, textureEndX,\n\t\t\t\t\t\t\t\ttextureStartY, textureEndY, c);\n\n\t\t\t\t\t\t\ttileStartY += tileSize.y;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if ((x == 0 && leftType != AdvancedType.Invisible) || (x == 2 && rightType != AdvancedType.Invisible))\n\t\t\t\t\t{\n\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\tmTempPos[x].x, mTempPos[x2].x,\n\t\t\t\t\t\t\tmTempPos[y].y, mTempPos[y2].y,\n\t\t\t\t\t\t\tmTempUVs[x].x, mTempUVs[x2].x,\n\t\t\t\t\t\t\tmTempUVs[y].y, mTempUVs[y2].y, c);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse // Corner\n\t\t\t\t{\n\t\t\t\t\tif ((y == 0 && bottomType != AdvancedType.Invisible) || (y == 2 && topType != AdvancedType.Invisible) ||\n\t\t\t\t\t\t(x == 0 && leftType != AdvancedType.Invisible) || (x == 2 && rightType != AdvancedType.Invisible))\n\t\t\t\t\t{\n\t\t\t\t\t\tFill(verts, uvs, cols,\n\t\t\t\t\t\t\tmTempPos[x].x, mTempPos[x2].x,\n\t\t\t\t\t\t\tmTempPos[y].y, mTempPos[y2].y,\n\t\t\t\t\t\t\tmTempUVs[x].x, mTempUVs[x2].x,\n\t\t\t\t\t\t\tmTempUVs[y].y, mTempUVs[y2].y, c);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n#if POLYGON_CLIP\n    protected void PolygonClipFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        if (mClipNodes == null) return;\n        Vector4 v = drawingDimensions;\n        Vector4 u = drawingUVs;\n        Color32 c = drawingColor;\n\n        float x0 = v.x;\n        float y0 = v.y;\n        float x1 = v.z;\n        float y1 = v.w;\n        float cx = (x0 + x1) / 2f;\n        float cy = (y0 + y1) / 2f;\n\n        float dx = x1 - x0;\n        float dy = y1 - y0;\n\n        float u0 = u.x;\n        float v0 = u.y;\n        float u1 = u.z;\n        float v1 = u.w;\n        float cu = (u0 + u1) / 2f;\n        float cv = (v0 + v1) / 2f;\n\n        float du = u1 - u0;\n        float dv = v1 - v0;\n\n\n        // Fill the buffer with the quad for the sprite\n        for (int i = 0; i < mClipNodes.Length; ++i)\n        {\n            verts.Add(new Vector2(cx, cy));\n            uvs.Add(new Vector2(cu, cv));\n            cols.Add(c);\n\n            Vector2 uv1 = new Vector2(u0 + du * mClipNodes[i].x, v0 + dv * mClipNodes[i].y);\n            Vector2 xy1 = new Vector2(x0 + dx * mClipNodes[i].x, y0 + dy * mClipNodes[i].y);\n            verts.Add(xy1);\n            uvs.Add(uv1);\n            cols.Add(c);\n\n            int j = (i + 1) % mClipNodes.Length;\n            Vector2 uv2 = new Vector2(u0 + du * mClipNodes[j].x, v0 + dv * mClipNodes[j].y);\n            Vector2 xy2 = new Vector2(x0 + dx * mClipNodes[j].x, y0 + dy * mClipNodes[j].y);\n            verts.Add(xy2);\n            uvs.Add(uv2);\n            cols.Add(c);\n\n\n            verts.Add(new Vector2(cx, cy));\n            uvs.Add(new Vector2(cu, cv));\n            cols.Add(c);\n        }\n    }\n#endif\n\n#if SPRITE_EXTENSION\n    #region չ\n\n    protected void SliceFilledFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        if (mFillAmount < 0.001f) return;\n\n        if (!hasBorder)\n        {\n            FilledFill(verts, uvs, cols);\n            return;\n        }\n\n        Vector4 dr = drawingDimensions;\n        Vector4 br = border * pixelSize;\n\n        mTempPos[0].x = dr.x;\n        mTempPos[0].y = dr.y;\n        mTempPos[3].x = dr.z;\n        mTempPos[3].y = dr.w;\n\n        if (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n        {\n            mTempPos[1].x = mTempPos[0].x + br.z;\n            mTempPos[2].x = mTempPos[3].x - br.x;\n\n            mTempUVs[3].x = mOuterUV.xMin;\n            mTempUVs[2].x = mInnerUV.xMin;\n            mTempUVs[1].x = mInnerUV.xMax;\n            mTempUVs[0].x = mOuterUV.xMax;\n        }\n        else\n        {\n            mTempPos[1].x = mTempPos[0].x + br.x;\n            mTempPos[2].x = mTempPos[3].x - br.z;\n\n            mTempUVs[0].x = mOuterUV.xMin;\n            mTempUVs[1].x = mInnerUV.xMin;\n            mTempUVs[2].x = mInnerUV.xMax;\n            mTempUVs[3].x = mOuterUV.xMax;\n        }\n\n        if (mFlip == Flip.Vertically || mFlip == Flip.Both)\n        {\n            mTempPos[1].y = mTempPos[0].y + br.w;\n            mTempPos[2].y = mTempPos[3].y - br.y;\n\n            mTempUVs[3].y = mOuterUV.yMin;\n            mTempUVs[2].y = mInnerUV.yMin;\n            mTempUVs[1].y = mInnerUV.yMax;\n            mTempUVs[0].y = mOuterUV.yMax;\n        }\n        else\n        {\n            mTempPos[1].y = mTempPos[0].y + br.y;\n            mTempPos[2].y = mTempPos[3].y - br.w;\n\n            mTempUVs[0].y = mOuterUV.yMin;\n            mTempUVs[1].y = mInnerUV.yMin;\n            mTempUVs[2].y = mInnerUV.yMax;\n            mTempUVs[3].y = mOuterUV.yMax;\n        }\n\n        Vector4 fillPos = dr;\n        if (mFillDirection == FillDirection.Horizontal)\n        {\n            if (mInvert)\n            {\n                fillPos.x = dr.z - (dr.z - dr.x) * mFillAmount;\n            }\n            else\n            {\n                fillPos.z = dr.x + (dr.z - dr.x) * mFillAmount;\n            }\n        }\n        else if (mFillDirection == FillDirection.Vertical)\n        {\n            if (mInvert)\n            {\n                fillPos.y = dr.w - (dr.w - dr.y) * mFillAmount;\n            }\n            else\n            {\n                fillPos.w = dr.y + (dr.w - dr.y) * mFillAmount;\n            }\n        }\n\n        Color colF = color;\n        colF.a = finalAlpha;\n        Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;\n\n        for (int x = 0; x < 3; ++x)\n        {\n            int x2 = x + 1;\n\n            for (int y = 0; y < 3; ++y)\n            {\n                if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;\n\n                int y2 = y + 1;\n\n                //Vector3 vertLeftBottom = new Vector3(mTempPos[x].x, mTempPos[y].y);\n                //Vector3 vertRightTop = new Vector3(mTempPos[x2].x, mTempPos[y2].y);\n                //Vector2 uvLeftBottom = new Vector2(mTempUVs[x].x, mTempUVs[y].y);\n                //Vector2 uvRightTop = new Vector2(mTempUVs[x2].x, mTempUVs[y2].y);\n\n                Vector3 vertLeftBottom = new Vector3(DealVertValueScall(mTempPos[x].x, fillPos.x, fillPos.z),\n                    DealVertValueScall(mTempPos[y].y, fillPos.y, fillPos.w));\n                Vector3 vertRightTop = new Vector3(DealVertValueScall(mTempPos[x2].x, fillPos.x, fillPos.z),\n                    DealVertValueScall(mTempPos[y2].y, fillPos.y, fillPos.w));\n\n                Vector2 uvLeftBottom = new Vector2(DealUvValueScall(mTempUVs[x].x, mTempUVs[x2].x, vertLeftBottom.x, mTempPos[x].x, mTempPos[x2].x),\n                    DealUvValueScall(mTempUVs[y].y, mTempUVs[y2].y, vertLeftBottom.y, mTempPos[y].y, mTempPos[y2].y));\n                Vector2 uvRightTop = new Vector2(DealUvValueScall(mTempUVs[x].x, mTempUVs[x2].x, vertRightTop.x, mTempPos[x].x, mTempPos[x2].x),\n                    DealUvValueScall(mTempUVs[y].y, mTempUVs[y2].y, vertRightTop.y, mTempPos[y].y, mTempPos[y2].y));\n\n                verts.Add(new Vector3(vertLeftBottom.x, vertLeftBottom.y));\n                verts.Add(new Vector3(vertLeftBottom.x, vertRightTop.y));\n                verts.Add(new Vector3(vertRightTop.x, vertRightTop.y));\n                verts.Add(new Vector3(vertRightTop.x, vertLeftBottom.y));\n\n                uvs.Add(new Vector2(uvLeftBottom.x, uvLeftBottom.y));\n                uvs.Add(new Vector2(uvLeftBottom.x, uvRightTop.y));\n                uvs.Add(new Vector2(uvRightTop.x, uvRightTop.y));\n                uvs.Add(new Vector2(uvRightTop.x, uvLeftBottom.y));\n\n                cols.Add(col);\n                cols.Add(col);\n                cols.Add(col);\n                cols.Add(col);\n            }\n        }\n    }\n\n    private float DealVertValueScall(float baseNum, float min, float max)\n    {\n        if (baseNum < min)\n        {\n            return min;\n        }\n        else if (baseNum > max)\n        {\n            return max;\n        }\n        else\n        {\n            return baseNum;\n        }\n    }\n    private float DealUvValueScall(float min, float max, float baseVertNum, float minVert, float maxVert)\n    {\n        float factor = (baseVertNum - minVert) / (maxVert - minVert);\n        float v = min + factor * (max - min);\n        return v;\n    }\n\n    /// <summary>\n    /// ü͸\n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void SlicedAlphaedFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        if (!hasBorder)\n        {\n            AlphaedFill(verts, uvs, cols);\n            return;\n        }\n\n        Vector4 dr = drawingDimensions;\n        Vector4 br = border * pixelSize;\n\n        mTempPos[0].x = dr.x;\n        mTempPos[0].y = dr.y;\n        mTempPos[3].x = dr.z;\n        mTempPos[3].y = dr.w;\n\n        if (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n        {\n            mTempPos[1].x = mTempPos[0].x + br.z;\n            mTempPos[2].x = mTempPos[3].x - br.x;\n\n            mTempUVs[3].x = mOuterUV.xMin;\n            mTempUVs[2].x = mInnerUV.xMin;\n            mTempUVs[1].x = mInnerUV.xMax;\n            mTempUVs[0].x = mOuterUV.xMax;\n        }\n        else\n        {\n            mTempPos[1].x = mTempPos[0].x + br.x;\n            mTempPos[2].x = mTempPos[3].x - br.z;\n\n            mTempUVs[0].x = mOuterUV.xMin;\n            mTempUVs[1].x = mInnerUV.xMin;\n            mTempUVs[2].x = mInnerUV.xMax;\n            mTempUVs[3].x = mOuterUV.xMax;\n        }\n\n        if (mFlip == Flip.Vertically || mFlip == Flip.Both)\n        {\n            mTempPos[1].y = mTempPos[0].y + br.w;\n            mTempPos[2].y = mTempPos[3].y - br.y;\n\n            mTempUVs[3].y = mOuterUV.yMin;\n            mTempUVs[2].y = mInnerUV.yMin;\n            mTempUVs[1].y = mInnerUV.yMax;\n            mTempUVs[0].y = mOuterUV.yMax;\n        }\n        else\n        {\n            mTempPos[1].y = mTempPos[0].y + br.y;\n            mTempPos[2].y = mTempPos[3].y - br.w;\n\n            mTempUVs[0].y = mOuterUV.yMin;\n            mTempUVs[1].y = mInnerUV.yMin;\n            mTempUVs[2].y = mInnerUV.yMax;\n            mTempUVs[3].y = mOuterUV.yMax;\n        }\n\n        for (int x = 0; x < 3; ++x)\n        {\n            int x2 = x + 1;\n\n            for (int y = 0; y < 3; ++y)\n            {\n                if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;\n\n                int y2 = y + 1;\n\n                verts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y));\n                verts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y));\n                verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y));\n                verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y));\n\n                uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y));\n                uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y));\n                uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y));\n                uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y));\n            }\n        }\n        if (verts.Count > 0)\n        {\n            float xMin = dr.x;\n            float yMin = dr.y;\n            float xMax = dr.z;\n            float yMax = dr.w;\n            Vector3 a = new Vector3(xMin, yMin, mLeftBottomAlpha);\n            Vector3 b1 = new Vector3(xMin, yMax, mLeftTopAlpha);\n            Vector3 b2 = new Vector3(xMax, yMin, mRightBottomAlpha);\n            Vector3 c = new Vector3(xMax, yMax, mRightTopAlpha);\n            float k = (yMax - yMin) / (xMax - xMin);\n\n            for (int i = 0, max = verts.Count; i < max; i++)\n            {\n                Vector3 pos = verts[i];\n                float z = 1.0f;\n                float y = k * pos.x;\n                if (y > pos.y)\n                {\n                    z = CountValueBySingleData(a, b2, c, pos);\n                }\n                else\n                {\n                    z = CountValueBySingleData(a, b1, c, pos);\n                }\n                Color colF = color;\n                colF.a = finalAlpha * z;\n                Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;\n                cols.Add(col);\n            }\n        }\n    }\n    /// <summary>\n    /// ü͸\n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void SlicedAlphaedSideFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        Vector4 dr = drawingDimensions;\n        Vector4 br = border * pixelSize;\n\n        mTempPos[0].x = dr.x;\n        mTempPos[0].y = dr.y;\n        mTempPos[3].x = dr.z;\n        mTempPos[3].y = dr.w;\n\n        if (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n        {\n            mTempPos[1].x = mTempPos[0].x + br.z;\n            mTempPos[2].x = mTempPos[3].x - br.x;\n\n            mTempUVs[3].x = mOuterUV.xMin;\n            mTempUVs[2].x = mInnerUV.xMin;\n            mTempUVs[1].x = mInnerUV.xMax;\n            mTempUVs[0].x = mOuterUV.xMax;\n        }\n        else\n        {\n            mTempPos[1].x = mTempPos[0].x + br.x;\n            mTempPos[2].x = mTempPos[3].x - br.z;\n\n            mTempUVs[0].x = mOuterUV.xMin;\n            mTempUVs[1].x = mInnerUV.xMin;\n            mTempUVs[2].x = mInnerUV.xMax;\n            mTempUVs[3].x = mOuterUV.xMax;\n        }\n\n        if (mFlip == Flip.Vertically || mFlip == Flip.Both)\n        {\n            mTempPos[1].y = mTempPos[0].y + br.w;\n            mTempPos[2].y = mTempPos[3].y - br.y;\n\n            mTempUVs[3].y = mOuterUV.yMin;\n            mTempUVs[2].y = mInnerUV.yMin;\n            mTempUVs[1].y = mInnerUV.yMax;\n            mTempUVs[0].y = mOuterUV.yMax;\n        }\n        else\n        {\n            mTempPos[1].y = mTempPos[0].y + br.y;\n            mTempPos[2].y = mTempPos[3].y - br.w;\n\n            mTempUVs[0].y = mOuterUV.yMin;\n            mTempUVs[1].y = mInnerUV.yMin;\n            mTempUVs[2].y = mInnerUV.yMax;\n            mTempUVs[3].y = mOuterUV.yMax;\n        }\n\n        for (int x = 0; x < 3; ++x)\n        {\n            int x2 = x + 1;\n\n            for (int y = 0; y < 3; ++y)\n            {\n                if (centerType == AdvancedType.Invisible && x == 1 && y == 1) continue;\n\n                int y2 = y + 1;\n\n                if (x == 1)\n                {\n                    verts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y));\n                    verts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y));\n                    verts.Add(new Vector3((mTempPos[x].x + mTempPos[x2].x) / 2.0f, mTempPos[y2].y));\n                    verts.Add(new Vector3((mTempPos[x].x + mTempPos[x2].x) / 2.0f, mTempPos[y].y));\n\n                    uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y));\n                    uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y));\n                    uvs.Add(new Vector2((mTempUVs[x].x + mTempUVs[x2].x) / 2.0f, mTempUVs[y2].y));\n                    uvs.Add(new Vector2((mTempUVs[x].x + mTempUVs[x2].x) / 2.0f, mTempUVs[y].y));\n\n                    verts.Add(new Vector3((mTempPos[x].x + mTempPos[x2].x) / 2.0f, mTempPos[y].y));\n                    verts.Add(new Vector3((mTempPos[x].x + mTempPos[x2].x) / 2.0f, mTempPos[y2].y));\n                    verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y));\n                    verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y));\n\n                    uvs.Add(new Vector2((mTempUVs[x].x + mTempUVs[x2].x) / 2.0f, mTempUVs[y].y));\n                    uvs.Add(new Vector2((mTempUVs[x].x + mTempUVs[x2].x) / 2.0f, mTempUVs[y2].y));\n                    uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y));\n                    uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y));\n                }\n                else\n                {\n                    verts.Add(new Vector3(mTempPos[x].x, mTempPos[y].y));\n                    verts.Add(new Vector3(mTempPos[x].x, mTempPos[y2].y));\n                    verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y2].y));\n                    verts.Add(new Vector3(mTempPos[x2].x, mTempPos[y].y));\n\n                    uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y].y));\n                    uvs.Add(new Vector2(mTempUVs[x].x, mTempUVs[y2].y));\n                    uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y2].y));\n                    uvs.Add(new Vector2(mTempUVs[x2].x, mTempUVs[y].y));\n                }\n            }\n        }\n        if (verts.Count > 0)\n        {\n            float xMin = dr.x;\n            float yMin = dr.y;\n            float xMax = dr.z;\n            float yMax = dr.w;\n\n            Vector3 leftBottom = new Vector3(xMin, yMin, mSlicedLeftAlpha);\n            Vector3 leftTop = new Vector3(xMin, yMax, mSlicedLeftAlpha);\n            Vector3 CenterBottom = new Vector3((xMin + xMax) / 2.0f, yMin, mSlicedCenterAlpha);\n            Vector3 CenterTop = new Vector3((xMin + xMax) / 2.0f, yMax, mSlicedCenterAlpha);\n            Vector3 RightTop = new Vector3(xMax, yMax, mSlicedRightAlpha);\n\n            float centerX = (xMin + xMax) / 2.0f;\n\n            for (int i = 0, max = verts.Count; i < max; i++)\n            {\n                Vector3 pos = verts[i];\n                float z = 1.0f;\n                if (pos.x < centerX)\n                {\n                    z = CountValueBySingleData(leftBottom, leftTop, CenterTop, pos);\n                }\n                else\n                {\n                    z = CountValueBySingleData(CenterBottom, CenterTop, RightTop, pos);\n                }\n                Color colF = color;\n                colF.a = finalAlpha * z;\n                Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;\n                cols.Add(col);\n            }\n        }\n    }\n    private float CountValueBySingleData(Vector3 a, Vector3 b, Vector3 c, Vector3 result)\n    {\n        Vector3 ab = b - a;\n        Vector3 ac = c - a;\n        Vector3 n = new Vector3(ab.y * ac.z - ab.z * ac.y, ac.x * ab.z - ab.x * ac.z, ab.x * ac.y - ab.y * ac.x);\n        return a.z - (n.x * (result.x - a.x) + n.y * (result.y - a.y)) / n.z;\n    }\n\n    /// <summary>\n    /// \n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void MirroredFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        Texture tex = material.mainTexture;\n        if (tex == null) return;\n\n        Vector4 dr = drawingDimensions;\n        Vector2 size = new Vector2(mInnerUV.width * tex.width, mInnerUV.height * tex.height);\n        size *= pixelSize;\n\n        Color colF = color;\n        colF.a = finalAlpha;\n        Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;\n\n        float x0 = dr.x;\n        float y0 = dr.y;\n\n        float u0 = mInnerUV.xMin;\n        float v0 = mInnerUV.yMin;\n\n        int numY = 0;\n\n        while (y0 < dr.w)\n        {\n            x0 = dr.x;\n            float y1 = y0 + size.y;\n            float v1 = mInnerUV.yMax;\n\n            if (y1 > dr.w)\n            {\n                v1 = Mathf.Lerp(mInnerUV.yMin, mInnerUV.yMax, (dr.w - y0) / size.y);\n                y1 = dr.w;\n            }\n\n            int numX = 0;\n\n            while (x0 < dr.z)\n            {\n                float x1 = x0 + size.x;\n                float u1 = mInnerUV.xMax;\n\n                if (x1 > dr.z)\n                {\n                    u1 = Mathf.Lerp(mInnerUV.xMin, mInnerUV.xMax, (dr.z - x0) / size.x);\n                    x1 = dr.z;\n                }\n                if (numX % 2 == 1 && numY % 2 == 0)\n                {\n                    verts.Add(new Vector3(x0, y0));\n                    verts.Add(new Vector3(x0, y1));\n                    verts.Add(new Vector3(x1, y1));\n                    verts.Add(new Vector3(x1, y0));\n\n                    uvs.Add(new Vector2(u1, v0));\n                    uvs.Add(new Vector2(u1, v1));\n                    uvs.Add(new Vector2(u0, v1));\n                    uvs.Add(new Vector2(u0, v0));\n                }\n                else if (numX % 2 == 0 && numY % 2 == 1)\n                {\n                    verts.Add(new Vector3(x0, y0));\n                    verts.Add(new Vector3(x0, y1));\n                    verts.Add(new Vector3(x1, y1));\n                    verts.Add(new Vector3(x1, y0));\n\n                    uvs.Add(new Vector2(u0, v1));\n                    uvs.Add(new Vector2(u0, v0));\n                    uvs.Add(new Vector2(u1, v0));\n                    uvs.Add(new Vector2(u1, v1));\n                }\n                else if (numX % 2 == 1 && numY % 2 == 1)\n                {\n                    verts.Add(new Vector3(x0, y0));\n                    verts.Add(new Vector3(x0, y1));\n                    verts.Add(new Vector3(x1, y1));\n                    verts.Add(new Vector3(x1, y0));\n\n                    uvs.Add(new Vector2(u1, v1));\n                    uvs.Add(new Vector2(u1, v0));\n                    uvs.Add(new Vector2(u0, v0));\n                    uvs.Add(new Vector2(u0, v1));\n                }\n                else\n                {\n                    verts.Add(new Vector3(x0, y0));\n                    verts.Add(new Vector3(x0, y1));\n                    verts.Add(new Vector3(x1, y1));\n                    verts.Add(new Vector3(x1, y0));\n\n                    uvs.Add(new Vector2(u0, v0));\n                    uvs.Add(new Vector2(u0, v1));\n                    uvs.Add(new Vector2(u1, v1));\n                    uvs.Add(new Vector2(u1, v0));\n                }\n\n                cols.Add(col);\n                cols.Add(col);\n                cols.Add(col);\n                cols.Add(col);\n\n                x0 += size.x + mTiledOffset.x - 0.5f;\n                numX++;\n            }\n            y0 += size.y + mTiledOffset.y - 0.5f;\n            numY++;\n        }\n    }\n\n    /// <summary>\n    /// βü\n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void CutedFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        Color colF = color;\n        colF.a = finalAlpha;\n        Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;\n        Vector4 v = drawingDimensions;\n\n        float tx0 = mOuterUV.xMin;\n        float ty0 = mOuterUV.yMin;\n        float tx1 = mOuterUV.xMax;\n        float ty1 = mOuterUV.yMax;\n\n        tx0 = (mOuterUV.xMax + mOuterUV.xMin) / 2.0f - (mOuterUV.xMax - mOuterUV.xMin) / 2.0f * mLeftBottomAlpha;\n        tx1 = (mOuterUV.xMax + mOuterUV.xMin) / 2.0f + (mOuterUV.xMax - mOuterUV.xMin) / 2.0f * mRightTopAlpha;\n        ty0 = (mOuterUV.yMax + mOuterUV.yMin) / 2.0f - (mOuterUV.yMax - mOuterUV.yMin) / 2.0f * mRightBottomAlpha;\n        ty1 = (mOuterUV.yMax + mOuterUV.yMin) / 2.0f + (mOuterUV.yMax - mOuterUV.yMin) / 2.0f * mLeftTopAlpha;\n\n        v.x = (drawingDimensions.x + drawingDimensions.z) / 2.0f - (drawingDimensions.z - drawingDimensions.x) / 2.0f * mLeftBottomAlpha;\n        v.z = (drawingDimensions.x + drawingDimensions.z) / 2.0f + (drawingDimensions.z - drawingDimensions.x) / 2.0f * mRightTopAlpha;\n        v.y = (drawingDimensions.y + drawingDimensions.w) / 2.0f - (drawingDimensions.w - drawingDimensions.y) / 2.0f * mRightBottomAlpha;\n        v.w = (drawingDimensions.y + drawingDimensions.w) / 2.0f + (drawingDimensions.w - drawingDimensions.y) / 2.0f * mLeftTopAlpha;\n\n        mTempPos[0] = new Vector2(v.x, v.y);\n        mTempPos[1] = new Vector2(v.x, v.w);\n        mTempPos[2] = new Vector2(v.z, v.w);\n        mTempPos[3] = new Vector2(v.z, v.y);\n\n        mTempUVs[0] = new Vector2(tx0, ty0);\n        mTempUVs[1] = new Vector2(tx0, ty1);\n        mTempUVs[2] = new Vector2(tx1, ty1);\n        mTempUVs[3] = new Vector2(tx1, ty0);\n\n        // Fill the buffer with the quad for the sprite\n        for (int i = 0; i < 4; ++i)\n        {\n            verts.Add(mTempPos[i]);\n            uvs.Add(mTempUVs[i]);\n            cols.Add(col);\n        }\n    }\n\n    /// <summary>\n    /// ͸\n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void AlphaedFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        Vector4 v = drawingDimensions;\n\n        float tx0 = mOuterUV.xMin;\n        float ty0 = mOuterUV.yMin;\n        float tx1 = mOuterUV.xMax;\n        float ty1 = mOuterUV.yMax;\n\n        mTempPos[0] = new Vector2(v.x, v.y);\n        mTempPos[1] = new Vector2(v.x, v.w);\n        mTempPos[2] = new Vector2(v.z, v.w);\n        mTempPos[3] = new Vector2(v.z, v.y);\n\n        mTempUVs[0] = new Vector2(tx0, ty0);\n        mTempUVs[1] = new Vector2(tx0, ty1);\n        mTempUVs[2] = new Vector2(tx1, ty1);\n        mTempUVs[3] = new Vector2(tx1, ty0);\n\n        // Fill the buffer with the quad for the sprite\n        for (int i = 0; i < 4; ++i)\n        {\n            verts.Add(mTempPos[i]);\n            uvs.Add(mTempUVs[i]);\n            //---\n            Color colF = color;\n            switch (i)\n            {\n                case 0: colF.a = finalAlpha * mLeftBottomAlpha; break;\n                case 1: colF.a = finalAlpha * mLeftTopAlpha; break;\n                case 2: colF.a = finalAlpha * mRightTopAlpha; break;\n                default: colF.a = finalAlpha * mRightBottomAlpha; break;\n            }\n            Color32 col = premultipliedAlpha ? NGUITools.ApplyPMA(colF) : colF;\n            cols.Add(col);\n        }\n    }\n\n    /// <summary>\n    /// ķ֣ĶԳ\n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void QuarterFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        Vector4 v = drawingDimensions;\n        Vector4 u = drawingUVs;\n        Color32 c = drawingColor;\n\n        float width = v.z - v.x;\n        float height = v.w - v.y;\n\n        verts.Add(new Vector3(v.x, v.y + height / 2));\n        verts.Add(new Vector3(v.x, v.w));\n        verts.Add(new Vector3(v.z - width / 2, v.w));\n        verts.Add(new Vector3(v.z - width / 2, v.y + height / 2));\n\n\n        uvs.Add(new Vector2(u.x, u.y));\n        uvs.Add(new Vector2(u.x, u.w));\n        uvs.Add(new Vector2(u.z, u.w));\n        uvs.Add(new Vector2(u.z, u.y));\n\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n\n        verts.Add(new Vector3(v.x, v.y));\n        verts.Add(new Vector3(v.x, v.w - height / 2));\n        verts.Add(new Vector3(v.z - width / 2, v.w - height / 2));\n        verts.Add(new Vector3(v.z - width / 2, v.y));\n\n        uvs.Add(new Vector2(u.x, u.w));\n        uvs.Add(new Vector2(u.x, u.y));\n        uvs.Add(new Vector2(u.z, u.y));\n        uvs.Add(new Vector2(u.z, u.w));\n\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n\n        verts.Add(new Vector3(v.x + width / 2, v.y));\n        verts.Add(new Vector3(v.x + width / 2, v.w - height / 2));\n        verts.Add(new Vector3(v.z, v.w - height / 2));\n        verts.Add(new Vector3(v.z, v.y));\n\n        uvs.Add(new Vector2(u.z, u.w));\n        uvs.Add(new Vector2(u.z, u.y));\n        uvs.Add(new Vector2(u.x, u.y));\n        uvs.Add(new Vector2(u.x, u.w));\n\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n\n\n        verts.Add(new Vector3(v.x + width / 2, v.y + height / 2));\n        verts.Add(new Vector3(v.x + width / 2, v.w));\n        verts.Add(new Vector3(v.z, v.w));\n        verts.Add(new Vector3(v.z, v.y + height / 2));\n\n\n        uvs.Add(new Vector2(u.z, u.y));\n        uvs.Add(new Vector2(u.z, u.w));\n        uvs.Add(new Vector2(u.x, u.w));\n        uvs.Add(new Vector2(u.x, u.y));\n\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n\n    }\n\n    /// <summary>\n    /// ֣ҶԳ\n    /// </summary>\n    /// <param name=\"verts\"></param>\n    /// <param name=\"uvs\"></param>\n    /// <param name=\"cols\"></param>\n    protected void HalfFill(List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n    {\n        Vector4 v = drawingDimensions;\n        Vector4 u = drawingUVs;\n        Color32 c = drawingColor;\n\n\n        float width = v.z - v.x;\n        //float height = v.w - v.y;\n\n\n        verts.Add(new Vector3(v.x, v.y));\n        verts.Add(new Vector3(v.x, v.w));\n        verts.Add(new Vector3(v.z - width / 2, v.w));\n        verts.Add(new Vector3(v.z - width / 2, v.y));\n\n\n        uvs.Add(new Vector2(u.x, u.y));\n        uvs.Add(new Vector2(u.x, u.w));\n        uvs.Add(new Vector2(u.z, u.w));\n        uvs.Add(new Vector2(u.z, u.y));\n\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n\n\n        verts.Add(new Vector3(v.x + width / 2, v.y));\n        verts.Add(new Vector3(v.x + width / 2, v.w));\n        verts.Add(new Vector3(v.z, v.w));\n        verts.Add(new Vector3(v.z, v.y));\n\n\n        uvs.Add(new Vector2(u.z, u.y));\n        uvs.Add(new Vector2(u.z, u.w));\n        uvs.Add(new Vector2(u.x, u.w));\n        uvs.Add(new Vector2(u.x, u.y));\n\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n        cols.Add(c);\n    }\n    #endregion\n#endif\n\t/// <summary>\n\t/// Adjust the specified quad, making it be radially filled instead.\n\t/// </summary>\n\n\tstatic bool RadialCut (Vector2[] xy, Vector2[] uv, float fill, bool invert, int corner)\n\t{\n\t\t// Nothing to fill\n\t\tif (fill < 0.001f) return false;\n\n\t\t// Even corners invert the fill direction\n\t\tif ((corner & 1) == 1) invert = !invert;\n\n\t\t// Nothing to adjust\n\t\tif (!invert && fill > 0.999f) return true;\n\n\t\t// Convert 0-1 value into 0 to 90 degrees angle in radians\n\t\tfloat angle = Mathf.Clamp01(fill);\n\t\tif (invert) angle = 1f - angle;\n\t\tangle *= 90f * Mathf.Deg2Rad;\n\n\t\t// Calculate the effective X and Y factors\n\t\tfloat cos = Mathf.Cos(angle);\n\t\tfloat sin = Mathf.Sin(angle);\n\n\t\tRadialCut(xy, cos, sin, invert, corner);\n\t\tRadialCut(uv, cos, sin, invert, corner);\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Adjust the specified quad, making it be radially filled instead.\n\t/// </summary>\n\n\tstatic void RadialCut (Vector2[] xy, float cos, float sin, bool invert, int corner)\n\t{\n\t\tint i0 = corner;\n\t\tint i1 = NGUIMath.RepeatIndex(corner + 1, 4);\n\t\tint i2 = NGUIMath.RepeatIndex(corner + 2, 4);\n\t\tint i3 = NGUIMath.RepeatIndex(corner + 3, 4);\n\n\t\tif ((corner & 1) == 1)\n\t\t{\n\t\t\tif (sin > cos)\n\t\t\t{\n\t\t\t\tcos /= sin;\n\t\t\t\tsin = 1f;\n\n\t\t\t\tif (invert)\n\t\t\t\t{\n\t\t\t\t\txy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);\n\t\t\t\t\txy[i2].x = xy[i1].x;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (cos > sin)\n\t\t\t{\n\t\t\t\tsin /= cos;\n\t\t\t\tcos = 1f;\n\n\t\t\t\tif (!invert)\n\t\t\t\t{\n\t\t\t\t\txy[i2].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);\n\t\t\t\t\txy[i3].y = xy[i2].y;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tcos = 1f;\n\t\t\t\tsin = 1f;\n\t\t\t}\n\n\t\t\tif (!invert) xy[i3].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);\n\t\t\telse xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (cos > sin)\n\t\t\t{\n\t\t\t\tsin /= cos;\n\t\t\t\tcos = 1f;\n\n\t\t\t\tif (!invert)\n\t\t\t\t{\n\t\t\t\t\txy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);\n\t\t\t\t\txy[i2].y = xy[i1].y;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (sin > cos)\n\t\t\t{\n\t\t\t\tcos /= sin;\n\t\t\t\tsin = 1f;\n\n\t\t\t\tif (invert)\n\t\t\t\t{\n\t\t\t\t\txy[i2].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);\n\t\t\t\t\txy[i3].x = xy[i2].x;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tcos = 1f;\n\t\t\t\tsin = 1f;\n\t\t\t}\n\n\t\t\tif (invert) xy[i3].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);\n\t\t\telse xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that adds the specified values to the buffers.\n\t/// </summary>\n\n\tstatic void Fill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols,\n\t\tfloat v0x, float v1x, float v0y, float v1y, float u0x, float u1x, float u0y, float u1y, Color col)\n\t{\n\t\tverts.Add(new Vector3(v0x, v0y));\n\t\tverts.Add(new Vector3(v0x, v1y));\n\t\tverts.Add(new Vector3(v1x, v1y));\n\t\tverts.Add(new Vector3(v1x, v0y));\n\n\t\tuvs.Add(new Vector2(u0x, u0y));\n\t\tuvs.Add(new Vector2(u0x, u1y));\n\t\tuvs.Add(new Vector2(u1x, u1y));\n\t\tuvs.Add(new Vector2(u1x, u0y));\n\n\t\tcols.Add(col);\n\t\tcols.Add(col);\n\t\tcols.Add(col);\n\t\tcols.Add(col);\n\t}\n#endregion // Fill functions\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIBasicSprite.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 13a634c325376bf48bda936d36ad7e9d\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIDrawCall.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n//#define SHOW_HIDDEN_OBJECTS\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This is an internally-created script used by the UI system. You shouldn't be attaching it manually.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Internal/Draw Call\")]\npublic class UIDrawCall : MonoBehaviour\n{\n\tstatic BetterList<UIDrawCall> mActiveList = new BetterList<UIDrawCall>();\n\tstatic BetterList<UIDrawCall> mInactiveList = new BetterList<UIDrawCall>();\n\n\t[System.Obsolete(\"Use UIDrawCall.activeList\")]\n\tstatic public BetterList<UIDrawCall> list { get { return mActiveList; } }\n\n\t/// <summary>\n\t/// List of active draw calls.\n\t/// </summary>\n\n\tstatic public BetterList<UIDrawCall> activeList { get { return mActiveList; } }\n\n\t/// <summary>\n\t/// List of inactive draw calls. Only used at run-time in order to avoid object creation/destruction.\n\t/// </summary>\n\n\tstatic public BetterList<UIDrawCall> inactiveList { get { return mInactiveList; } }\n\n\tpublic enum Clipping : int\n\t{\n\t\tNone = 0,\n\t\tTextureMask = 1,\t\t\t// Clipped using a texture rather than math\n\t\tSoftClip = 3,\t\t\t\t// Alpha-based clipping with a softened edge\n\t\tConstrainButDontClip = 4,\t// No actual clipping, but does have an area\n\t}\n\n\t[HideInInspector][System.NonSerialized] public int widgetCount = 0;\n\t[HideInInspector][System.NonSerialized] public int depthStart = int.MaxValue;\n\t[HideInInspector][System.NonSerialized] public int depthEnd = int.MinValue;\n\t[HideInInspector][System.NonSerialized] public UIPanel manager;\n\t[HideInInspector][System.NonSerialized] public UIPanel panel;\n\t[HideInInspector][System.NonSerialized] public Texture2D clipTexture;\n\t[HideInInspector][System.NonSerialized] public bool alwaysOnScreen = false;\n\t[HideInInspector][System.NonSerialized] public List<Vector3> verts = new List<Vector3>();\n\t[HideInInspector][System.NonSerialized] public List<Vector3> norms = new List<Vector3>();\n\t[HideInInspector][System.NonSerialized] public List<Vector4> tans = new List<Vector4>();\n\t[HideInInspector][System.NonSerialized] public List<Vector2> uvs = new List<Vector2>();\n\t[HideInInspector][System.NonSerialized] public List<Vector4> uv2 = new List<Vector4>();\n\t[HideInInspector][System.NonSerialized] public List<Color> cols = new List<Color>();\n\n\t[System.NonSerialized] Material\t\tmMaterial;\t\t// Material used by this draw call\n\t[System.NonSerialized] Texture\t\tmTexture;\t\t// Main texture used by the material\n\t[System.NonSerialized] Shader\t\tmShader;\t\t// Shader used by the dynamically created material\n\t[System.NonSerialized] int\t\t\tmClipCount = 0;\t// Number of times the draw call's content is getting clipped\n\t[System.NonSerialized] Transform\tmTrans;\t\t\t// Cached transform\n\t[System.NonSerialized] Mesh\t\t\tmMesh;\t\t\t// First generated mesh\n\t[System.NonSerialized] MeshFilter\tmFilter;\t\t// Mesh filter for this draw call\n\t[System.NonSerialized] MeshRenderer\tmRenderer;\t\t// Mesh renderer for this screen\n\t[System.NonSerialized] Material\t\tmDynamicMat;\t// Instantiated material\n\t[System.NonSerialized] int[]\t\tmIndices;\t\t// Cached indices\n\n#if UNITY_4_7\n\t[System.NonSerialized] Vector3[] mTempVerts = null;\n\t[System.NonSerialized] Vector2[] mTempUV0 = null;\n\t[System.NonSerialized] Vector2[] mTempUV2 = null;\n\t[System.NonSerialized] Color[] mTempCols = null;\n\t[System.NonSerialized] Vector3[] mTempNormals = null;\n\t[System.NonSerialized] Vector4[] mTempTans = null;\n#else\n\t[System.NonSerialized] ShadowMode mShadowMode = ShadowMode.None;\n#endif\n\t[System.NonSerialized] bool mRebuildMat = true;\n\t[System.NonSerialized] bool mLegacyShader = false;\n\t[System.NonSerialized] int mRenderQueue = 3000;\n\t[System.NonSerialized] int mTriangles = 0;\n\n\t/// <summary>\n\t/// Whether the draw call has changed recently.\n\t/// </summary>\n\n\t[System.NonSerialized]\n\tpublic bool isDirty = false;\n\n\t[System.NonSerialized] bool mTextureClip = false;\n\t[System.NonSerialized] bool mIsNew = true;\n\n\t/// <summary>\n\t/// Callback that will be triggered at OnWillRenderObject() time.\n\t/// </summary>\n\n\tpublic OnRenderCallback onRender;\n\tpublic delegate void OnRenderCallback (Material mat);\n\n\t/// <summary>\n\t/// Callback that will be triggered when a new draw call gets created.\n\t/// </summary>\n\n\tpublic OnCreateDrawCall onCreateDrawCall; \n\tpublic delegate void OnCreateDrawCall (UIDrawCall dc, MeshFilter filter, MeshRenderer ren);\n\n\t/// <summary>\n\t/// Render queue used by the draw call.\n\t/// </summary>\n\n\tpublic int renderQueue\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mRenderQueue;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mRenderQueue != value)\n\t\t\t{\n\t\t\t\tmRenderQueue = value;\n\n\t\t\t\tif (mDynamicMat != null)\n\t\t\t\t{\n\t\t\t\t\tmDynamicMat.renderQueue = value;\n#if UNITY_EDITOR\n\t\t\t\t\tif (mRenderer != null) mRenderer.enabled = isActive;\n#endif\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Renderer's sorting order, to be used with Unity's 2D system.\n\t/// </summary>\n\n\tpublic int sortingOrder\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSortingOrder;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSortingOrder != value)\n\t\t\t{\n\t\t\t\tmSortingOrder = value;\n\t\t\t\tif (mRenderer != null) mRenderer.sortingOrder = value;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Renderer's sorting layer name, used with the Unity's 2D system.\n\t/// </summary>\n\n\tpublic string sortingLayerName\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(mSortingLayerName)) return mSortingLayerName;\n\t\t\tif (mRenderer == null) return null;\n\t\t\tmSortingLayerName = mRenderer.sortingLayerName;\n\t\t\treturn mSortingLayerName;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mRenderer != null && mSortingLayerName != value)\n\t\t\t{\n\t\t\t\tmSortingLayerName = value;\n\t\t\t\tmRenderer.sortingLayerName = value;\n\t\t\t}\n\t\t}\n\t}\n\n\t[System.NonSerialized] string mSortingLayerName;\n\t[System.NonSerialized] int mSortingOrder = 0;\n\n\t/// <summary>\n\t/// Final render queue used to draw the draw call's geometry.\n\t/// </summary>\n\n\tpublic int finalRenderQueue\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mDynamicMat != null) ? mDynamicMat.renderQueue : mRenderQueue;\n\t\t}\n\t}\n\n#if UNITY_EDITOR\n\n\t/// <summary>\n\t/// Whether the draw call is currently active.\n\t/// </summary>\n\n\tpublic bool isActive\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mActive;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mActive != value)\n\t\t\t{\n\t\t\t\tmActive = value;\n\n\t\t\t\tif (mRenderer != null)\n\t\t\t\t{\n\t\t\t\t\tmRenderer.enabled = value;\n\t\t\t\t\tNGUITools.SetDirty(gameObject);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\tbool mActive = true;\n#endif\n\n\t/// <summary>\n\t/// Transform is cached for speed and efficiency.\n\t/// </summary>\n\n\tpublic Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }\n\n\t/// <summary>\n\t/// Material used by this screen.\n\t/// </summary>\n\n\tpublic Material baseMaterial\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMaterial;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mMaterial != value)\n\t\t\t{\n\t\t\t\tmMaterial = value;\n\t\t\t\tmRebuildMat = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Dynamically created material used by the draw call to actually draw the geometry.\n\t/// </summary>\n\n\tpublic Material dynamicMaterial { get { return mDynamicMat; } }\n\n\t/// <summary>\n\t/// Texture used by the material.\n\t/// </summary>\n\n\tpublic Texture mainTexture\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mTexture;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmTexture = value;\n\t\t\tif (mBlock == null) mBlock = new MaterialPropertyBlock();\n\t\t\tmBlock.SetTexture(\"_MainTex\", value);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Shader used by the material.\n\t/// </summary>\n\n\tpublic Shader shader\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mShader;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mShader != value)\n\t\t\t{\n\t\t\t\tmShader = value;\n\t\t\t\tmRebuildMat = true;\n\t\t\t}\n\t\t}\n\t}\n\n#if !UNITY_4_7\n\tpublic enum ShadowMode\n\t{\n\t\tNone,\n\t\tReceive,\n\t\tCastAndReceive,\n\t}\n\n\t/// <summary>\n\t/// Shadow casting method.\n\t/// </summary>\n\n\tpublic ShadowMode shadowMode\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mShadowMode;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mShadowMode != value)\n\t\t\t{\n\t\t\t\tmShadowMode = value;\n\n\t\t\t\tif (mRenderer != null)\n\t\t\t\t{\n\t\t\t\t\tif (mShadowMode == ShadowMode.None)\n\t\t\t\t\t{\n\t\t\t\t\t\tmRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;\n\t\t\t\t\t\tmRenderer.receiveShadows = false;\n\t\t\t\t\t}\n\t\t\t\t\telse if (mShadowMode == ShadowMode.Receive)\n\t\t\t\t\t{\n\t\t\t\t\t\tmRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;\n\t\t\t\t\t\tmRenderer.receiveShadows = true;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tmRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;\n\t\t\t\t\t\tmRenderer.receiveShadows = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n#endif\n\n\t/// <summary>\n\t/// The number of triangles in this draw call.\n\t/// </summary>\n\n\tpublic int triangles { get { return (mMesh != null) ? mTriangles : 0; } }\n\n\t/// <summary>\n\t/// Whether the draw call is currently using a clipped shader.\n\t/// </summary>\n\n\tpublic bool isClipped { get { return mClipCount != 0; } }\n\n\t/// <summary>\n\t/// Create an appropriate material for the draw call.\n\t/// </summary>\n\n\tvoid CreateMaterial ()\n\t{\n\t\tmTextureClip = false;\n\t\tmLegacyShader = false;\n\t\tmClipCount = panel.clipCount;\n\n\t\tstring shaderName = (mShader != null) ? mShader.name :\n\t\t\t((mMaterial != null) ? mMaterial.shader.name : \"Unlit/Transparent Colored\");\n\n\t\t// Figure out the normal shader's name\n\t\tshaderName = shaderName.Replace(\"GUI/Text Shader\", \"Unlit/Text\");\n\n\t\tif (shaderName.Length > 2)\n\t\t{\n\t\t\tif (shaderName[shaderName.Length - 2] == ' ')\n\t\t\t{\n\t\t\t\tint index = shaderName[shaderName.Length - 1];\n\t\t\t\tif (index > '0' && index <= '9') shaderName = shaderName.Substring(0, shaderName.Length - 2);\n\t\t\t}\n\t\t}\n\n\t\tif (shaderName.StartsWith(\"Hidden/\"))\n\t\t\tshaderName = shaderName.Substring(7);\n\n\t\t// Legacy functionality\n\t\tconst string soft = \" (SoftClip)\";\n\t\tshaderName = shaderName.Replace(soft, \"\");\n\n\t\tconst string textureClip = \" (TextureClip)\";\n\t\tshaderName = shaderName.Replace(textureClip, \"\");\n\n\t\tif (panel != null && panel.clipping == Clipping.TextureMask)\n\t\t{\n\t\t\tmTextureClip = true;\n\t\t\tshader = Shader.Find(\"Hidden/\" + shaderName + textureClip);\n\t\t}\n\t\telse if (mClipCount != 0)\n\t\t{\n\t\t\tshader = Shader.Find(\"Hidden/\" + shaderName + \" \" + mClipCount);\n\t\t\tif (shader == null) shader = Shader.Find(shaderName + \" \" + mClipCount);\n\n\t\t\t// Legacy functionality\n\t\t\tif (shader == null && mClipCount == 1)\n\t\t\t{\n\t\t\t\tmLegacyShader = true;\n\t\t\t\tshader = Shader.Find(shaderName + soft);\n\t\t\t}\n\t\t}\n\t\telse shader = Shader.Find(shaderName);\n\n\t\t// Always fallback to the default shader\n\t\tif (shader == null) shader = Shader.Find(\"Unlit/Transparent Colored\");\n\n\t\tif (mMaterial != null)\n\t\t{\n\t\t\tmDynamicMat = new Material(mMaterial);\n\t\t\tmDynamicMat.name = \"[NGUI] \" + mMaterial.name;\n\t\t\tmDynamicMat.hideFlags = (HideFlags.DontSave | HideFlags.NotEditable);\n\t\t\tmDynamicMat.CopyPropertiesFromMaterial(mMaterial);\n#if !UNITY_FLASH\n\t\t\tstring[] keywords = mMaterial.shaderKeywords;\n\t\t\tfor (int i = 0; i < keywords.Length; ++i)\n\t\t\t\tmDynamicMat.EnableKeyword(keywords[i]);\n#endif\n\t\t\t// If there is a valid shader, assign it to the custom material\n\t\t\tif (shader != null)\n\t\t\t{\n\t\t\t\tmDynamicMat.shader = shader;\n\t\t\t}\n\t\t\telse if (mClipCount != 0)\n\t\t\t{\n\t\t\t\tDebug.LogError(shaderName + \" shader doesn't have a clipped shader version for \" + mClipCount + \" clip regions\");\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmDynamicMat = new Material(shader);\n\t\t\tmDynamicMat.name = \"[NGUI] \" + shader.name;\n\t\t\tmDynamicMat.hideFlags = HideFlags.DontSave | HideFlags.NotEditable;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Rebuild the draw call's material.\n\t/// </summary>\n\n\tMaterial RebuildMaterial ()\n\t{\n\t\t// Destroy the old material\n\t\tNGUITools.DestroyImmediate(mDynamicMat);\n\n\t\t// Create a new material\n\t\tCreateMaterial();\n\t\tmDynamicMat.renderQueue = mRenderQueue;\n\n\t\t// Update the renderer\n\t\tif (mRenderer != null)\n\t\t{\n\t\t\tmRenderer.sharedMaterials = new Material[] { mDynamicMat };\n\t\t\tmRenderer.sortingLayerName = mSortingLayerName;\n\t\t\tmRenderer.sortingOrder = mSortingOrder;\n\t\t}\n\t\treturn mDynamicMat;\n\t}\n\n\t/// <summary>\n\t/// Update the renderer's materials.\n\t/// </summary>\n\n\tvoid UpdateMaterials ()\n\t{\n\t\tif (panel == null) return;\n\n\t\t// If clipping should be used, we need to find a replacement shader\n\t\tif (mRebuildMat || mDynamicMat == null || mClipCount != panel.clipCount || mTextureClip != (panel.clipping == Clipping.TextureMask))\n\t\t{\n\t\t\tRebuildMaterial();\n\t\t\tmRebuildMat = false;\n\t\t}\n\t}\n\n\tstatic ColorSpace mColorSpace = ColorSpace.Uninitialized;\n\n\t/// <summary>\n\t/// Set the draw call's geometry.\n\t/// </summary>\n\n\tpublic void UpdateGeometry (int widgetCount)\n\t{\n\t\tthis.widgetCount = widgetCount;\n\t\tint vertexCount = verts.Count;\n\n\t\t// Safety check to ensure we get valid values\n\t\tif (vertexCount > 0 && (vertexCount == uvs.Count && vertexCount == cols.Count) && (vertexCount % 4) == 0)\n\t\t{\n\t\t\tif (mColorSpace == ColorSpace.Uninitialized)\n\t\t\t\tmColorSpace = QualitySettings.activeColorSpace;\n\n\t\t\tif (mColorSpace == ColorSpace.Linear)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < vertexCount; ++i)\n\t\t\t\t{\n\t\t\t\t\tvar c = cols[i];\n\t\t\t\t\tc.r = Mathf.GammaToLinearSpace(c.r);\n\t\t\t\t\tc.g = Mathf.GammaToLinearSpace(c.g);\n\t\t\t\t\tc.b = Mathf.GammaToLinearSpace(c.b);\n\t\t\t\t\tc.a = Mathf.GammaToLinearSpace(c.a);\n\t\t\t\t\tcols[i] = c;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Cache all components\n\t\t\tif (mFilter == null) mFilter = gameObject.GetComponent<MeshFilter>();\n\t\t\tif (mFilter == null) mFilter = gameObject.AddComponent<MeshFilter>();\n\n\t\t\tif (vertexCount < 65000)\n\t\t\t{\n\t\t\t\t// Populate the index buffer\n\t\t\t\tint indexCount = (vertexCount >> 1) * 3;\n\t\t\t\tbool setIndices = (mIndices == null || mIndices.Length != indexCount);\n\n\t\t\t\t// Create the mesh\n\t\t\t\tif (mMesh == null)\n\t\t\t\t{\n\t\t\t\t\tmMesh = new Mesh();\n\t\t\t\t\tmMesh.hideFlags = HideFlags.DontSave;\n\t\t\t\t\tmMesh.name = (mMaterial != null) ? \"[NGUI] \" + mMaterial.name : \"[NGUI] Mesh\";\n\t\t\t\t\tif (dx9BugWorkaround == 0) mMesh.MarkDynamic();\n\t\t\t\t\tsetIndices = true;\n\t\t\t\t}\n#if !UNITY_FLASH\n\t\t\t\t// If the buffer length doesn't match, we need to trim all buffers\n\t\t\t\tbool trim = uvs.Count != vertexCount || cols.Count != vertexCount || uv2.Count != vertexCount || norms.Count != vertexCount || tans.Count != vertexCount;\n\n\t\t\t\t// Non-automatic render queues rely on Z position, so it's a good idea to trim everything\n\t\t\t\tif (!trim && panel != null && panel.renderQueue != UIPanel.RenderQueue.Automatic)\n\t\t\t\t\ttrim = (mMesh == null || mMesh.vertexCount != verts.Count);\n\n\t\t\t\t// NOTE: Apparently there is a bug with Adreno devices:\n\t\t\t\t// http://www.tasharen.com/forum/index.php?topic=8415.0\n #if !UNITY_ANDROID\n\t\t\t\t// If the number of vertices in the buffer is less than half of the full buffer, trim it\n\t\t\t\tif (!trim && (vertexCount << 1) < verts.Count) trim = true;\n #endif\n#endif\n\t\t\t\tmTriangles = (vertexCount >> 1);\n\n\t\t\t\tif (mMesh.vertexCount != vertexCount)\n\t\t\t\t{\n\t\t\t\t\tmMesh.Clear();\n\t\t\t\t\tsetIndices = true;\n\t\t\t\t}\n#if UNITY_4_7\n\t\t\t\tvar hasUV2 = (uv2 != null && uv2.Count == vertexCount);\n\t\t\t\tvar hasNormals = (norms != null && norms.Count == vertexCount);\n\t\t\t\tvar hasTans = (tans != null && tans.Count == vertexCount);\n\n\t\t\t\tif (mTempVerts == null || mTempVerts.Length < vertexCount) mTempVerts = new Vector3[vertexCount];\n\t\t\t\tif (mTempUV0 == null || mTempUV0.Length < vertexCount) mTempUV0 = new Vector2[vertexCount];\n\t\t\t\tif (mTempCols == null || mTempCols.Length < vertexCount) mTempCols = new Color[vertexCount];\n\n\t\t\t\tif (hasUV2 && (mTempUV2 == null || mTempUV2.Length < vertexCount)) mTempUV2 = new Vector2[vertexCount];\n\t\t\t\tif (hasNormals && (mTempNormals == null || mTempNormals.Length < vertexCount)) mTempNormals = new Vector3[vertexCount];\n\t\t\t\tif (hasTans && (mTempTans == null || mTempTans.Length < vertexCount)) mTempTans = new Vector4[vertexCount];\n\n\t\t\t\tverts.CopyTo(mTempVerts);\n\t\t\t\tuvs.CopyTo(mTempUV0);\n\t\t\t\tcols.CopyTo(mTempCols);\n\n\t\t\t\tif (hasNormals) norms.CopyTo(mTempNormals);\n\t\t\t\tif (hasTans) tans.CopyTo(mTempTans);\n\t\t\t\tif (hasUV2) for (int i = 0, imax = verts.Count; i < imax; ++i) mTempUV2[i] = uv2[i];\n\n\t\t\t\tmMesh.vertices = mTempVerts;\n\t\t\t\tmMesh.uv = mTempUV0;\n\t\t\t\tmMesh.colors = mTempCols;\n\t\t\t\tmMesh.uv2 = hasUV2 ? mTempUV2 : null;\n\t\t\t\tmMesh.normals = hasNormals ? mTempNormals : null;\n\t\t\t\tmMesh.tangents = hasTans ? mTempTans : null;\n#else\n\t\t\t\tmMesh.SetVertices(verts);\n\t\t\t\tmMesh.SetUVs(0, uvs);\n\t\t\t\tmMesh.SetColors(cols);\n\n #if UNITY_5_4 || UNITY_5_5_OR_NEWER\n\t\t\t\tmMesh.SetUVs(1, (uv2.Count == vertexCount) ? uv2 : null);\n\t\t\t\tmMesh.SetNormals((norms.Count == vertexCount) ? norms : null);\n\t\t\t\tmMesh.SetTangents((tans.Count == vertexCount) ? tans : null);\n #else\n\t\t\t\tif (uv2.Count != vertexCount) uv2.Clear();\n\t\t\t\tif (norms.Count != vertexCount) norms.Clear();\n\t\t\t\tif (tans.Count != vertexCount) tans.Clear();\n\n\t\t\t\tmMesh.SetUVs(1, uv2);\n\t\t\t\tmMesh.SetNormals(norms);\n\t\t\t\tmMesh.SetTangents(tans);\n #endif\n#endif\n\t\t\t\tif (setIndices)\n\t\t\t\t{\n\t\t\t\t\tmIndices = GenerateCachedIndexBuffer(vertexCount, indexCount);\n\t\t\t\t\tmMesh.triangles = mIndices;\n\t\t\t\t}\n\n#if !UNITY_FLASH\n\t\t\t\tif (trim || !alwaysOnScreen)\n#endif\n\t\t\t\t\tmMesh.RecalculateBounds();\n\n\t\t\t\tmFilter.mesh = mMesh;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmTriangles = 0;\n\t\t\t\tif (mMesh != null) mMesh.Clear();\n\t\t\t\tDebug.LogError(\"Too many vertices on one panel: \" + vertexCount);\n\t\t\t}\n\n\t\t\tif (mRenderer == null) mRenderer = gameObject.GetComponent<MeshRenderer>();\n\n\t\t\tif (mRenderer == null)\n\t\t\t{\n\t\t\t\tmRenderer = gameObject.AddComponent<MeshRenderer>();\n#if UNITY_EDITOR\n\t\t\t\tmRenderer.enabled = isActive;\n#endif\n#if !UNITY_4_7\n\t\t\t\tif (mShadowMode == ShadowMode.None)\n\t\t\t\t{\n\t\t\t\t\tmRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;\n\t\t\t\t\tmRenderer.receiveShadows = false;\n\t\t\t\t}\n\t\t\t\telse if (mShadowMode == ShadowMode.Receive)\n\t\t\t\t{\n\t\t\t\t\tmRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;\n\t\t\t\t\tmRenderer.receiveShadows = true;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;\n\t\t\t\t\tmRenderer.receiveShadows = true;\n\t\t\t\t}\n#endif\n\t\t\t}\n\n\t\t\tif (mIsNew)\n\t\t\t{\n\t\t\t\tmIsNew = false;\n\t\t\t\tif (onCreateDrawCall != null) onCreateDrawCall(this, mFilter, mRenderer);\n\t\t\t}\n\n\t\t\tUpdateMaterials();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (mFilter.mesh != null) mFilter.mesh.Clear();\n\t\t\tDebug.LogError(\"UIWidgets must fill the buffer with 4 vertices per quad. Found \" + vertexCount);\n\t\t}\n\n\t\tverts.Clear();\n\t\tuvs.Clear();\n\t\tuv2.Clear();\n\t\tcols.Clear();\n\t\tnorms.Clear();\n\t\ttans.Clear();\n\t}\n\n\tconst int maxIndexBufferCache = 10;\n\n#if UNITY_FLASH\n\tList<int[]> mCache = new List<int[]>(maxIndexBufferCache);\n#else\n\tstatic List<int[]> mCache = new List<int[]>(maxIndexBufferCache);\n#endif\n\n\t/// <summary>\n\t/// Generates a new index buffer for the specified number of vertices (or reuses an existing one).\n\t/// </summary>\n\n\tint[] GenerateCachedIndexBuffer (int vertexCount, int indexCount)\n\t{\n\t\tfor (int i = 0, imax = mCache.Count; i < imax; ++i)\n\t\t{\n\t\t\tint[] ids = mCache[i];\n\t\t\tif (ids != null && ids.Length == indexCount)\n\t\t\t\treturn ids;\n\t\t}\n\n\t\tint[] rv = new int[indexCount];\n\t\tint index = 0;\n\n\t\tfor (int i = 0; i < vertexCount; i += 4)\n\t\t{\n\t\t\trv[index++] = i + 2;\n\t\t\trv[index++] = i + 1;\n\t\t\trv[index++] = i;\n\n\t\t\trv[index++] = i;\n\t\t\trv[index++] = i + 3;\n\t\t\trv[index++] = i + 2;\n\t\t}\n\n\t\tif (mCache.Count > maxIndexBufferCache) mCache.RemoveAt(0);\n\t\tmCache.Add(rv);\n\t\treturn rv;\n\t}\n\n\t/// <summary>\n\t/// This function is called when it's clear that the object will be rendered.\n\t/// We want to set the shader used by the material, creating a copy of the material in the process.\n\t/// We also want to update the material's properties before it's actually used.\n\t/// </summary>\n\n\tprotected MaterialPropertyBlock mBlock;\n\n\tvoid OnWillRenderObject ()\n\t{\n\t\tUpdateMaterials();\n\n\t\tif (mBlock != null) mRenderer.SetPropertyBlock(mBlock);\n\t\tif (onRender != null) onRender(mDynamicMat ?? mMaterial);\n\t\tif (mDynamicMat == null || mClipCount == 0) return;\n\n\t\tif (mTextureClip)\n\t\t{\n\t\t\tVector4 cr = panel.drawCallClipRange;\n\t\t\tVector2 soft = panel.clipSoftness;\n\n\t\t\tVector2 sharpness = new Vector2(1000.0f, 1000.0f);\n\t\t\tif (soft.x > 0f) sharpness.x = cr.z / soft.x;\n\t\t\tif (soft.y > 0f) sharpness.y = cr.w / soft.y;\n\n\t\t\tmDynamicMat.SetVector(ClipRange[0], new Vector4(-cr.x / cr.z, -cr.y / cr.w, 1f / cr.z, 1f / cr.w));\n\t\t\tmDynamicMat.SetTexture(\"_ClipTex\", clipTexture);\n\t\t}\n\t\telse if (!mLegacyShader)\n\t\t{\n\t\t\tUIPanel currentPanel = panel;\n\n\t\t\tfor (int i = 0; currentPanel != null; )\n\t\t\t{\n\t\t\t\tif (currentPanel.hasClipping)\n\t\t\t\t{\n\t\t\t\t\tfloat angle = 0f;\n\t\t\t\t\tVector4 cr = currentPanel.drawCallClipRange;\n\n\t\t\t\t\t// Clipping regions past the first one need additional math\n\t\t\t\t\tif (currentPanel != panel)\n\t\t\t\t\t{\n\t\t\t\t\t\tVector3 pos = currentPanel.cachedTransform.InverseTransformPoint(panel.cachedTransform.position);\n\t\t\t\t\t\tcr.x -= pos.x;\n\t\t\t\t\t\tcr.y -= pos.y;\n\n\t\t\t\t\t\tVector3 v0 = panel.cachedTransform.rotation.eulerAngles;\n\t\t\t\t\t\tVector3 v1 = currentPanel.cachedTransform.rotation.eulerAngles;\n\t\t\t\t\t\tVector3 diff = v1 - v0;\n\n\t\t\t\t\t\tdiff.x = NGUIMath.WrapAngle(diff.x);\n\t\t\t\t\t\tdiff.y = NGUIMath.WrapAngle(diff.y);\n\t\t\t\t\t\tdiff.z = NGUIMath.WrapAngle(diff.z);\n\n\t\t\t\t\t\tif (Mathf.Abs(diff.x) > 0.001f || Mathf.Abs(diff.y) > 0.001f)\n\t\t\t\t\t\t\tDebug.LogWarning(\"Panel can only be clipped properly if X and Y rotation is left at 0\", panel);\n\n\t\t\t\t\t\tangle = diff.z;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Pass the clipping parameters to the shader\n\t\t\t\t\tSetClipping(i++, cr, currentPanel.clipSoftness, angle);\n\t\t\t\t}\n\t\t\t\tcurrentPanel = currentPanel.parentPanel;\n\t\t\t}\n\t\t}\n\t\telse // Legacy functionality\n\t\t{\n\t\t\tVector2 soft = panel.clipSoftness;\n\t\t\tVector4 cr = panel.drawCallClipRange;\n\t\t\tVector2 v0 = new Vector2(-cr.x / cr.z, -cr.y / cr.w);\n\t\t\tVector2 v1 = new Vector2(1f / cr.z, 1f / cr.w);\n\n\t\t\tVector2 sharpness = new Vector2(1000.0f, 1000.0f);\n\t\t\tif (soft.x > 0f) sharpness.x = cr.z / soft.x;\n\t\t\tif (soft.y > 0f) sharpness.y = cr.w / soft.y;\n\n\t\t\tmDynamicMat.mainTextureOffset = v0;\n\t\t\tmDynamicMat.mainTextureScale = v1;\n\t\t\tmDynamicMat.SetVector(\"_ClipSharpness\", sharpness);\n\t\t}\n\t}\n\n\tstatic int[] ClipRange = null;\n\tstatic int[] ClipArgs = null;\n\n\t/// <summary>\n\t/// Set the shader clipping parameters.\n\t/// </summary>\n\n\tvoid SetClipping (int index, Vector4 cr, Vector2 soft, float angle)\n\t{\n\t\tangle *= -Mathf.Deg2Rad;\n\n\t\tVector2 sharpness = new Vector2(1000.0f, 1000.0f);\n\t\tif (soft.x > 0f) sharpness.x = cr.z / soft.x;\n\t\tif (soft.y > 0f) sharpness.y = cr.w / soft.y;\n\n\t\tif (index < ClipRange.Length)\n\t\t{\n\t\t\tmDynamicMat.SetVector(ClipRange[index], new Vector4(-cr.x / cr.z, -cr.y / cr.w, 1f / cr.z, 1f / cr.w));\n\t\t\tmDynamicMat.SetVector(ClipArgs[index], new Vector4(sharpness.x, sharpness.y, Mathf.Sin(angle), Mathf.Cos(angle)));\n\t\t}\n\t}\n\n\t// Unity 5.4 bug work-around: http://www.tasharen.com/forum/index.php?topic=14839.0\n\tstatic int dx9BugWorkaround = -1;\n\n\t/// <summary>\n\t/// Cache the property IDs.\n\t/// </summary>\n\n\tvoid Awake ()\n\t{\n\t\tif (dx9BugWorkaround == -1)\n\t\t{\n\t\t\tvar pf = Application.platform;\n#if !UNITY_5_5_OR_NEWER\n\t\t\tdx9BugWorkaround = ((pf == RuntimePlatform.WindowsPlayer || pf == RuntimePlatform.XBOX360) &&\n#else\n\t\t\tdx9BugWorkaround = ((pf == RuntimePlatform.WindowsPlayer) &&\n#endif\n\t\t\t\tSystemInfo.graphicsShaderLevel < 40 && SystemInfo.graphicsDeviceVersion.Contains(\"Direct3D\")) ? 1 : 0;\n\t\t}\n\n\t\tif (ClipRange == null)\n\t\t{\n\t\t\tClipRange = new int[]\n\t\t\t{\n\t\t\t\tShader.PropertyToID(\"_ClipRange0\"),\n\t\t\t\tShader.PropertyToID(\"_ClipRange1\"),\n\t\t\t\tShader.PropertyToID(\"_ClipRange2\"),\n\t\t\t\tShader.PropertyToID(\"_ClipRange4\"),\n\t\t\t};\n\t\t}\n\n\t\tif (ClipArgs == null)\n\t\t{\n\t\t\tClipArgs = new int[]\n\t\t\t{\n\t\t\t\tShader.PropertyToID(\"_ClipArgs0\"),\n\t\t\t\tShader.PropertyToID(\"_ClipArgs1\"),\n\t\t\t\tShader.PropertyToID(\"_ClipArgs2\"),\n\t\t\t\tShader.PropertyToID(\"_ClipArgs3\"),\n\t\t\t};\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// The material should be rebuilt when the draw call is enabled.\n\t/// </summary>\n\n\tvoid OnEnable () { mRebuildMat = true; }\n\n\t/// <summary>\n\t/// Clear all references.\n\t/// </summary>\n\n\tvoid OnDisable ()\n\t{\n\t\tdepthStart = int.MaxValue;\n\t\tdepthEnd = int.MinValue;\n\t\tpanel = null;\n\t\tmanager = null;\n\t\tmMaterial = null;\n\t\tmTexture = null;\n\t\tclipTexture = null;\n\n\t\tif (mRenderer != null)\n\t\t\tmRenderer.sharedMaterials = new Material[] {};\n\n\t\tNGUITools.DestroyImmediate(mDynamicMat);\n\t\tmDynamicMat = null;\n\t}\n\n\t/// <summary>\n\t/// Cleanup.\n\t/// </summary>\n\n\tvoid OnDestroy ()\n\t{\n\t\tNGUITools.DestroyImmediate(mMesh);\n\t\tmMesh = null;\n\t}\n\n\t/// <summary>\n\t/// Return an existing draw call.\n\t/// </summary>\n\n\tstatic public UIDrawCall Create (UIPanel panel, Material mat, Texture tex, Shader shader)\n\t{\n#if UNITY_EDITOR\n\t\tstring name = null;\n\t\tif (tex != null) name = tex.name;\n\t\telse if (shader != null) name = shader.name;\n\t\telse if (mat != null) name = mat.name;\n\t\treturn Create(name, panel, mat, tex, shader);\n#else\n\t\treturn Create(null, panel, mat, tex, shader);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Create a new draw call, reusing an old one if possible.\n\t/// </summary>\n\n\tstatic UIDrawCall Create (string name, UIPanel pan, Material mat, Texture tex, Shader shader)\n\t{\n\t\tUIDrawCall dc = Create(name);\n\t\tdc.gameObject.layer = pan.cachedGameObject.layer;\n\t\tdc.baseMaterial = mat;\n\t\tdc.mainTexture = tex;\n\t\tdc.shader = shader;\n\t\tdc.renderQueue = pan.startingRenderQueue;\n\t\tdc.sortingOrder = pan.sortingOrder;\n\t\tdc.manager = pan;\n\t\treturn dc;\n\t}\n\n\t/// <summary>\n\t/// Create a new draw call, reusing an old one if possible.\n\t/// </summary>\n\n\tstatic UIDrawCall Create (string name)\n\t{\n#if SHOW_HIDDEN_OBJECTS && UNITY_EDITOR\n\t\tname = (name != null) ? \"_UIDrawCall [\" + name + \"]\" : \"DrawCall\";\n#endif\n\t\twhile (mInactiveList.size > 0)\n\t\t{\n\t\t\tUIDrawCall dc = mInactiveList.Pop();\n\n\t\t\tif (dc != null)\n\t\t\t{\n\t\t\t\tmActiveList.Add(dc);\n\t\t\t\tif (name != null) dc.name = name;\n\t\t\t\tNGUITools.SetActive(dc.gameObject, true);\n\t\t\t\treturn dc;\n\t\t\t}\n\t\t}\n\n#if UNITY_EDITOR\n\t\t// If we're in the editor, create the game object with hide flags set right away\n\t\tGameObject go = UnityEditor.EditorUtility.CreateGameObjectWithHideFlags(name,\n #if SHOW_HIDDEN_OBJECTS\n\t\tHideFlags.DontSave | HideFlags.NotEditable, typeof(UIDrawCall));\n #else\n\t\tHideFlags.HideAndDontSave, typeof(UIDrawCall));\n #endif\n\t\tUIDrawCall newDC = go.GetComponent<UIDrawCall>();\n#else\n\t\tGameObject go = new GameObject(name);\n\t\tDontDestroyOnLoad(go);\n\t\tUIDrawCall newDC = go.AddComponent<UIDrawCall>();\n#endif\n\t\t// Create the draw call\n\t\tmActiveList.Add(newDC);\n\t\treturn newDC;\n\t}\n\n\t/// <summary>\n\t/// Clear all draw calls.\n\t/// </summary>\n\n\tstatic public void ClearAll ()\n\t{\n\t\tbool playing = Application.isPlaying;\n\n\t\tfor (int i = mActiveList.size; i > 0; )\n\t\t{\n\t\t\tUIDrawCall dc = mActiveList[--i];\n\n\t\t\tif (dc)\n\t\t\t{\n#if SHOW_HIDDEN_OBJECTS && UNITY_EDITOR\n\t\t\t\tif (UnityEditor.Selection.activeGameObject == dc.gameObject)\n\t\t\t\t\tUnityEditor.Selection.activeGameObject = null;\n#endif\n\t\t\t\tif (playing) NGUITools.SetActive(dc.gameObject, false);\n\t\t\t\telse NGUITools.DestroyImmediate(dc.gameObject);\n\t\t\t}\n\t\t}\n\t\tmActiveList.Clear();\n\t}\n\n\t/// <summary>\n\t/// Immediately destroy all draw calls.\n\t/// </summary>\n\n\tstatic public void ReleaseAll ()\n\t{\n\t\tClearAll();\n\t\tReleaseInactive();\n\t}\n\n\t/// <summary>\n\t/// Immediately destroy all inactive draw calls (draw calls that have been recycled and are waiting to be re-used).\n\t/// </summary>\n\n\tstatic public void ReleaseInactive()\n\t{\n\t\tfor (int i = mInactiveList.size; i > 0; )\n\t\t{\n\t\t\tUIDrawCall dc = mInactiveList[--i];\n\n\t\t\tif (dc)\n\t\t\t{\n#if SHOW_HIDDEN_OBJECTS && UNITY_EDITOR\n\t\t\t\tif (UnityEditor.Selection.activeGameObject == dc.gameObject)\n\t\t\t\t\tUnityEditor.Selection.activeGameObject = null;\n#endif\n\t\t\t\tNGUITools.DestroyImmediate(dc.gameObject);\n\t\t\t}\n\t\t}\n\t\tmInactiveList.Clear();\n\t}\n\n\t/// <summary>\n\t/// Count all draw calls managed by the specified panel.\n\t/// </summary>\n\n\tstatic public int Count (UIPanel panel)\n\t{\n\t\tint count = 0;\n\t\tfor (int i = 0; i < mActiveList.size; ++i)\n\t\t\tif (mActiveList[i].manager == panel) ++count;\n\t\treturn count;\n\t}\n\n\t/// <summary>\n\t/// Destroy the specified draw call.\n\t/// </summary>\n\n\tstatic public void Destroy (UIDrawCall dc)\n\t{\n\t\tif (dc)\n\t\t{\n\t\t\tif (dc.onCreateDrawCall != null)\n\t\t\t{\n\t\t\t\tNGUITools.Destroy(dc.gameObject);\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tdc.onRender = null;\n\n\t\t\tif (Application.isPlaying)\n\t\t\t{\n\t\t\t\tif (mActiveList.Remove(dc))\n\t\t\t\t{\n\t\t\t\t\tNGUITools.SetActive(dc.gameObject, false);\n\t\t\t\t\tmInactiveList.Add(dc);\n\t\t\t\t\tdc.mIsNew = true;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmActiveList.Remove(dc);\n#if SHOW_HIDDEN_OBJECTS && UNITY_EDITOR\n\t\t\t\tif (UnityEditor.Selection.activeGameObject == dc.gameObject)\n\t\t\t\t\tUnityEditor.Selection.activeGameObject = null;\n#endif\n\t\t\t\tNGUITools.DestroyImmediate(dc.gameObject);\n\t\t\t}\n\t\t}\n\t}\n\n#if !UNITY_4_7 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2 && !UNITY_5_3\n\t/// <summary>\n\t/// Move all draw calls to the specified scene.\n\t/// http://www.tasharen.com/forum/index.php?topic=13965.0\n\t/// </summary>\n\n\tstatic public void MoveToScene (UnityEngine.SceneManagement.Scene scene)\n\t{\n\t\tforeach (var dc in activeList) UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(dc.gameObject, scene);\n\t\tforeach (var dc in inactiveList) UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(dc.gameObject, scene);\n\t}\n#endif\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIDrawCall.cs.meta",
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIEventListener.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Event Hook class lets you easily add remote event listener functions to an object.\n/// Example usage: UIEventListener.Get(gameObject).onClick += MyClickFunction;\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Internal/Event Listener\")]\npublic class UIEventListener : MonoBehaviour\n{\n\tpublic delegate void VoidDelegate (GameObject go);\n\tpublic delegate void BoolDelegate (GameObject go, bool state);\n\tpublic delegate void FloatDelegate (GameObject go, float delta);\n\tpublic delegate void VectorDelegate (GameObject go, Vector2 delta);\n\tpublic delegate void ObjectDelegate (GameObject go, GameObject obj);\n\tpublic delegate void KeyCodeDelegate (GameObject go, KeyCode key);\n\n\tpublic object parameter;\n\n\tpublic VoidDelegate onSubmit;\n\tpublic VoidDelegate onClick;\n\tpublic VoidDelegate onDoubleClick;\n\tpublic BoolDelegate onHover;\n\tpublic BoolDelegate onPress;\n\tpublic BoolDelegate onSelect;\n\tpublic FloatDelegate onScroll;\n\tpublic VoidDelegate onDragStart;\n\tpublic VectorDelegate onDrag;\n\tpublic VoidDelegate onDragOver;\n\tpublic VoidDelegate onDragOut;\n\tpublic VoidDelegate onDragEnd;\n\tpublic ObjectDelegate onDrop;\n\tpublic KeyCodeDelegate onKey;\n\tpublic BoolDelegate onTooltip;\n\n\tbool isColliderEnabled\n\t{\n\t\tget\n\t\t{\n\t\t\tCollider c = GetComponent<Collider>();\n\t\t\tif (c != null) return c.enabled;\n\t\t\tCollider2D b = GetComponent<Collider2D>();\n\t\t\treturn (b != null && b.enabled);\n\t\t}\n\t}\n\n\tvoid OnSubmit ()\t\t\t\t{ if (isColliderEnabled && onSubmit != null) onSubmit(gameObject); }\n\tvoid OnClick ()\t\t\t\t\t{ if (isColliderEnabled && onClick != null) onClick(gameObject); }\n\tvoid OnDoubleClick ()\t\t\t{ if (isColliderEnabled && onDoubleClick != null) onDoubleClick(gameObject); }\n\tvoid OnHover (bool isOver)\t\t{ if (isColliderEnabled && onHover != null) onHover(gameObject, isOver); }\n\tvoid OnPress (bool isPressed)\t{ if (isColliderEnabled && onPress != null) onPress(gameObject, isPressed); }\n\tvoid OnSelect (bool selected)\t{ if (isColliderEnabled && onSelect != null) onSelect(gameObject, selected); }\n\tvoid OnScroll (float delta)\t\t{ if (isColliderEnabled && onScroll != null) onScroll(gameObject, delta); }\n\tvoid OnDragStart ()\t\t\t\t{ if (onDragStart != null) onDragStart(gameObject); }\n\tvoid OnDrag (Vector2 delta)\t\t{ if (onDrag != null) onDrag(gameObject, delta); }\n\tvoid OnDragOver ()\t\t\t\t{ if (isColliderEnabled && onDragOver != null) onDragOver(gameObject); }\n\tvoid OnDragOut ()\t\t\t\t{ if (isColliderEnabled && onDragOut != null) onDragOut(gameObject); }\n\tvoid OnDragEnd ()\t\t\t\t{ if (onDragEnd != null) onDragEnd(gameObject); }\n\tvoid OnDrop (GameObject go)\t\t{ if (isColliderEnabled && onDrop != null) onDrop(gameObject, go); }\n\tvoid OnKey (KeyCode key)\t\t{ if (isColliderEnabled && onKey != null) onKey(gameObject, key); }\n\tvoid OnTooltip (bool show)\t\t{ if (isColliderEnabled && onTooltip != null) onTooltip(gameObject, show); }\n\n\tpublic void Clear ()\n\t{\n\t\tonSubmit = null;\n\t\tonClick = null;\n\t\tonDoubleClick = null;\n\t\tonHover = null;\n\t\tonPress = null;\n\t\tonSelect = null;\n\t\tonScroll = null;\n\t\tonDragStart = null;\n\t\tonDrag = null;\n\t\tonDragOver = null;\n\t\tonDragOut = null;\n\t\tonDragEnd = null;\n\t\tonDrop = null;\n\t\tonKey = null;\n\t\tonTooltip = null;\n\t}\n\n\t/// <summary>\n\t/// Get or add an event listener to the specified game object.\n\t/// </summary>\n\n\tstatic public UIEventListener Get (GameObject go)\n\t{\n\t\tUIEventListener listener = go.GetComponent<UIEventListener>();\n\t\tif (listener == null) listener = go.AddComponent<UIEventListener>();\n\t\treturn listener;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIEventListener.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b1bd99dcf43f97d48bb6215c70f0cd40\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIGeometry.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Generated geometry class. All widgets have one.\n/// This class separates the geometry creation into several steps, making it possible to perform\n/// actions selectively depending on what has changed. For example, the widget doesn't need to be\n/// rebuilt unless something actually changes, so its geometry can be cached. Likewise, the widget's\n/// transformed coordinates only change if the widget's transform moves relative to the panel,\n/// so that can be cached as well. In the end, using this class means using more memory, but at\n/// the same time it allows for significant performance gains, especially when using widgets that\n/// spit out a lot of vertices, such as UILabels.\n/// </summary>\n\npublic class UIGeometry\n{\n\t/// <summary>\n\t/// Widget's vertices (before they get transformed).\n\t/// </summary>\n\n\tpublic List<Vector3> verts = new List<Vector3>();\n\n\t/// <summary>\n\t/// Widget's texture coordinates for the geometry's vertices.\n\t/// </summary>\n\n\tpublic List<Vector2> uvs = new List<Vector2>();\n\n\t/// <summary>\n\t/// Array of colors for the geometry's vertices.\n\t/// </summary>\n\n\tpublic List<Color> cols = new List<Color>();\n\n\t/// <summary>\n\t/// Custom delegate called after WriteToBuffers finishes filling in the geometry.\n\t/// Use it to apply any and all modifications to vertices that you need.\n\t/// </summary>\n\n\tpublic OnCustomWrite onCustomWrite;\n\tpublic delegate void OnCustomWrite (List<Vector3> v, List<Vector2> u, List<Color> c, List<Vector3> n, List<Vector4> t, List<Vector4> u2);\n\n\t// Relative-to-panel vertices, normal, and tangent\n\tList<Vector3> mRtpVerts = new List<Vector3>();\n\tVector3 mRtpNormal;\n\tVector4 mRtpTan;\n\n\t/// <summary>\n\t/// Whether the geometry contains usable vertices.\n\t/// </summary>\n\n\tpublic bool hasVertices { get { return (verts.Count > 0); } }\n\n\t/// <summary>\n\t/// Whether the geometry has usable transformed vertex data.\n\t/// </summary>\n\n\tpublic bool hasTransformed { get { return (mRtpVerts != null) && (mRtpVerts.Count > 0) && (mRtpVerts.Count == verts.Count); } }\n\n\t/// <summary>\n\t/// Step 1: Prepare to fill the buffers -- make them clean and valid.\n\t/// </summary>\n\n\tpublic void Clear ()\n\t{\n\t\tverts.Clear();\n\t\tuvs.Clear();\n\t\tcols.Clear();\n\t\tmRtpVerts.Clear();\n\t}\n\n\t/// <summary>\n\t/// Step 2: Transform the vertices by the provided matrix.\n\t/// </summary>\n\n\tpublic void ApplyTransform (Matrix4x4 widgetToPanel, bool generateNormals = true)\n\t{\n\t\tif (verts.Count > 0)\n\t\t{\n\t\t\tmRtpVerts.Clear();\n\t\t\tfor (int i = 0, imax = verts.Count; i < imax; ++i) mRtpVerts.Add(widgetToPanel.MultiplyPoint3x4(verts[i]));\n\n\t\t\t// Calculate the widget's normal and tangent\n\t\t\tif (generateNormals)\n\t\t\t{\n\t\t\t\tmRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;\n\t\t\t\tVector3 tangent = widgetToPanel.MultiplyVector(Vector3.right).normalized;\n\t\t\t\tmRtpTan = new Vector4(tangent.x, tangent.y, tangent.z, -1f);\n\t\t\t}\n\t\t}\n\t\telse mRtpVerts.Clear();\n\t}\n\n\t/// <summary>\n\t/// Step 3: Fill the specified buffer using the transformed values.\n\t/// </summary>\n\n\tpublic void WriteToBuffers (List<Vector3> v, List<Vector2> u, List<Color> c, List<Vector3> n, List<Vector4> t, List<Vector4> u2)\n\t{\n\t\tif (mRtpVerts != null && mRtpVerts.Count > 0)\n\t\t{\n\t\t\tif (n == null)\n\t\t\t{\n\t\t\t\tfor (int i = 0, imax = mRtpVerts.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tv.Add(mRtpVerts[i]);\n\t\t\t\t\tu.Add(uvs[i]);\n\t\t\t\t\tc.Add(cols[i]);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfor (int i = 0, imax = mRtpVerts.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tv.Add(mRtpVerts[i]);\n\t\t\t\t\tu.Add(uvs[i]);\n\t\t\t\t\tc.Add(cols[i]);\n\t\t\t\t\tn.Add(mRtpNormal);\n\t\t\t\t\tt.Add(mRtpTan);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (u2 != null)\n\t\t\t{\n\t\t\t\tVector4 uv2 = Vector4.zero;\n\n\t\t\t\tfor (int i = 0, imax = verts.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tuv2.x = verts[i].x;\n\t\t\t\t\tuv2.y = verts[i].y;\n\t\t\t\t\tu2.Add(uv2);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (onCustomWrite != null) onCustomWrite(v, u, c, n, t, u2);\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIGeometry.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4033f00d093b3164a9ab789dcce5a78c\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIRect.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Abstract UI rectangle containing functionality common to both panels and widgets.\n/// A UI rectangle contains 4 anchor points (one for each side), and it ensures that they are updated in the proper order.\n/// </summary>\n\npublic abstract class UIRect : MonoBehaviour\n{\n\t[System.Serializable]\n\tpublic class AnchorPoint\n\t{\n\t\tpublic Transform target;\n\t\tpublic float relative = 0f;\n\t\tpublic int absolute = 0;\n\n\t\t[System.NonSerialized]\n\t\tpublic UIRect rect;\n\n\t\t[System.NonSerialized]\n\t\tpublic Camera targetCam;\n\n\t\tpublic AnchorPoint () { }\n\t\tpublic AnchorPoint (float relative) { this.relative = relative; }\n\n\t\t/// <summary>\n\t\t/// Convenience function that sets the anchor's values.\n\t\t/// </summary>\n\n\t\tpublic void Set (float relative, float absolute)\n\t\t{\n\t\t\tthis.relative = relative;\n\t\t\tthis.absolute = Mathf.FloorToInt(absolute + 0.5f);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Convenience function that sets the anchor's values.\n\t\t/// </summary>\n\n\t\tpublic void Set (Transform target, float relative, float absolute)\n\t\t{\n\t\t\tthis.target = target;\n\t\t\tthis.relative = relative;\n\t\t\tthis.absolute = Mathf.FloorToInt(absolute + 0.5f);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Set the anchor's value to the nearest of the 3 possible choices of (left, center, right) or (bottom, center, top).\n\t\t/// </summary>\n\n\t\tpublic void SetToNearest (float abs0, float abs1, float abs2) { SetToNearest(0f, 0.5f, 1f, abs0, abs1, abs2); }\n\n\t\t/// <summary>\n\t\t/// Set the anchor's value given the 3 possible anchor combinations. Chooses the one with the smallest absolute offset.\n\t\t/// </summary>\n\n\t\tpublic void SetToNearest (float rel0, float rel1, float rel2, float abs0, float abs1, float abs2)\n\t\t{\n\t\t\tfloat a0 = Mathf.Abs(abs0);\n\t\t\tfloat a1 = Mathf.Abs(abs1);\n\t\t\tfloat a2 = Mathf.Abs(abs2);\n\n\t\t\tif (a0 < a1 && a0 < a2) Set(rel0, abs0);\n\t\t\telse if (a1 < a0 && a1 < a2) Set(rel1, abs1);\n\t\t\telse Set(rel2, abs2);\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Set the anchor's absolute coordinate relative to the specified parent, keeping the relative setting intact.\n\t\t/// </summary>\n\n\t\tpublic void SetHorizontal (Transform parent, float localPos)\n\t\t{\n\t\t\tif (rect)\n\t\t\t{\n\t\t\t\tVector3[] sides = rect.GetSides(parent);\n\t\t\t\tfloat targetPos = Mathf.Lerp(sides[0].x, sides[2].x, relative);\n\t\t\t\tabsolute = Mathf.FloorToInt(localPos - targetPos + 0.5f);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVector3 targetPos = target.position;\n\t\t\t\tif (parent != null) targetPos = parent.InverseTransformPoint(targetPos);\n\t\t\t\tabsolute = Mathf.FloorToInt(localPos - targetPos.x + 0.5f);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Set the anchor's absolute coordinate relative to the specified parent, keeping the relative setting intact.\n\t\t/// </summary>\n\n\t\tpublic void SetVertical (Transform parent, float localPos)\n\t\t{\n\t\t\tif (rect)\n\t\t\t{\n\t\t\t\tVector3[] sides = rect.GetSides(parent);\n\t\t\t\tfloat targetPos = Mathf.Lerp(sides[3].y, sides[1].y, relative);\n\t\t\t\tabsolute = Mathf.FloorToInt(localPos - targetPos + 0.5f);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVector3 targetPos = target.position;\n\t\t\t\tif (parent != null) targetPos = parent.InverseTransformPoint(targetPos);\n\t\t\t\tabsolute = Mathf.FloorToInt(localPos - targetPos.y + 0.5f);\n\t\t\t}\n\t\t}\n\n\t\t/// <summary>\n\t\t/// Convenience function that returns the sides the anchored point is anchored to.\n\t\t/// </summary>\n\n\t\tpublic Vector3[] GetSides (Transform relativeTo)\n\t\t{\n\t\t\tif (target != null)\n\t\t\t{\n\t\t\t\tif (rect != null) return rect.GetSides(relativeTo);\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\tif (target.camera != null) return target.camera.GetSides(relativeTo);\n#else\n\t\t\t\tvar cam = target.GetComponent<Camera>();\n\t\t\t\tif (cam != null) return cam.GetSides(relativeTo);\n#endif\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Left side anchor.\n\t/// </summary>\n\n\tpublic AnchorPoint leftAnchor = new AnchorPoint();\n\n\t/// <summary>\n\t/// Right side anchor.\n\t/// </summary>\n\n\tpublic AnchorPoint rightAnchor = new AnchorPoint(1f);\n\n\t/// <summary>\n\t/// Bottom side anchor.\n\t/// </summary>\n\n\tpublic AnchorPoint bottomAnchor = new AnchorPoint();\n\n\t/// <summary>\n\t/// Top side anchor.\n\t/// </summary>\n\n\tpublic AnchorPoint topAnchor = new AnchorPoint(1f);\n\n\tpublic enum AnchorUpdate\n\t{\n\t\tOnEnable,\n\t\tOnUpdate,\n\t\tOnStart,\n\t}\n\n\t/// <summary>\n\t/// Whether anchors will be recalculated on every update.\n\t/// </summary>\n\n\tpublic AnchorUpdate updateAnchors = AnchorUpdate.OnUpdate;\n\n\t[System.NonSerialized] protected GameObject mGo;\n\t[System.NonSerialized] protected Transform mTrans;\n\t[System.NonSerialized] protected BetterList<UIRect> mChildren = new BetterList<UIRect>();\n\t[System.NonSerialized] protected bool mChanged = true;\n\t[System.NonSerialized] protected bool mParentFound = false;\n\t[System.NonSerialized] bool mUpdateAnchors = true;\n\t[System.NonSerialized] int mUpdateFrame = -1;\n\t[System.NonSerialized] bool mAnchorsCached = false;\n\t[System.NonSerialized] UIRoot mRoot;\n\t[System.NonSerialized] UIRect mParent;\n\t[System.NonSerialized] bool mRootSet = false;\n\t[System.NonSerialized] protected Camera mCam;\n\n\t// Marking it as NonSerialized will cause widgets to disappear when code recompiles in edit mode\n\tprotected bool mStarted = false;\n\n\t/// <summary>\n\t/// Final calculated alpha.\n\t/// </summary>\n\n\t[System.NonSerialized] public float finalAlpha = 1f;\n\n\t/// <summary>\n\t/// Game object gets cached for speed. Can't simply return 'mGo' set in Awake because this function may be called on a prefab.\n\t/// </summary>\n\n\tpublic GameObject cachedGameObject { get { if (mGo == null) mGo = gameObject; return mGo; } }\n\n\t/// <summary>\n\t/// Transform gets cached for speed. Can't simply return 'mTrans' set in Awake because this function may be called on a prefab.\n\t/// </summary>\n\n\tpublic Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }\n\n\t/// <summary>\n\t/// Camera used by anchors.\n\t/// </summary>\n\n\tpublic Camera anchorCamera { get { if (!mAnchorsCached) ResetAnchors(); return mCam; } }\n\n\t/// <summary>\n\t/// Whether the rectangle is currently anchored fully on all sides.\n\t/// </summary>\n\n\tpublic bool isFullyAnchored { get { return leftAnchor.target && rightAnchor.target && topAnchor.target && bottomAnchor.target; } }\n\n\t/// <summary>\n\t/// Whether the rectangle is anchored horizontally.\n\t/// </summary>\n\n\tpublic virtual bool isAnchoredHorizontally { get { return leftAnchor.target || rightAnchor.target; } }\n\n\t/// <summary>\n\t/// Whether the rectangle is anchored vertically.\n\t/// </summary>\n\n\tpublic virtual bool isAnchoredVertically { get { return bottomAnchor.target || topAnchor.target; } }\n\n\t/// <summary>\n\t/// Whether the rectangle can be anchored.\n\t/// </summary>\n\n\tpublic virtual bool canBeAnchored { get { return true; } }\n\n\t/// <summary>\n\t/// Get the rectangle's parent, if any.\n\t/// </summary>\n\n\tpublic UIRect parent\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mParentFound)\n\t\t\t{\n\t\t\t\tmParentFound = true;\n\t\t\t\tmParent = NGUITools.FindInParents<UIRect>(cachedTransform.parent);\n\t\t\t}\n\t\t\treturn mParent;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get the root object, if any.\n\t/// </summary>\n\n\tpublic UIRoot root\n\t{\n\t\tget\n\t\t{\n\t\t\tif (parent != null) return mParent.root;\n\n\t\t\tif (!mRootSet)\n\t\t\t{\n\t\t\t\tmRootSet = true;\n\t\t\t\tmRoot = NGUITools.FindInParents<UIRoot>(cachedTransform);\n\t\t\t}\n\t\t\treturn mRoot;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns 'true' if the widget is currently anchored on any side.\n\t/// </summary>\n\n\tpublic bool isAnchored\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (leftAnchor.target || rightAnchor.target || topAnchor.target || bottomAnchor.target) && canBeAnchored;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Local alpha, not relative to anything.\n\t/// </summary>\n\n\tpublic abstract float alpha { get; set; }\n\n\t/// <summary>\n\t/// Get the final cumulative alpha.\n\t/// </summary>\n\n\tpublic abstract float CalculateFinalAlpha (int frameID);\n\n\t/// <summary>\n\t/// Local-space corners of the UI rectangle. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tpublic abstract Vector3[] localCorners { get; }\n\n\t/// <summary>\n\t/// World-space corners of the UI rectangle. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tpublic abstract Vector3[] worldCorners { get; }\n\n\t/// <summary>\n\t/// Helper function that returns the distance to the camera's directional vector hitting the panel's plane.\n\t/// </summary>\n\n\tprotected float cameraRayDistance\n\t{\n\t\tget\n\t\t{\n\t\t\tif (anchorCamera == null) return 0f;\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (!mCam.isOrthoGraphic)\n#else\n\t\t\tif (!mCam.orthographic)\n#endif\n\t\t\t{\n\t\t\t\tTransform t = cachedTransform;\n\t\t\t\tTransform ct = mCam.transform;\n\t\t\t\tPlane p = new Plane(t.rotation * Vector3.back, t.position);\n\t\t\t\tRay ray = new Ray(ct.position, ct.rotation * Vector3.forward);\n\t\t\t\tfloat dist;\n\t\t\t\tif (p.Raycast(ray, out dist)) return dist;\n\t\t\t}\n\t\t\treturn Mathf.Lerp(mCam.nearClipPlane, mCam.farClipPlane, 0.5f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sets the local 'changed' flag, indicating that some parent value(s) are now be different, such as alpha for example.\n\t/// </summary>\n\n\tpublic virtual void Invalidate (bool includeChildren)\n\t{\n\t\tmChanged = true;\n\t\tif (includeChildren)\n\t\t\tfor (int i = 0; i < mChildren.size; ++i)\n\t\t\t\tmChildren.buffer[i].Invalidate(true);\n\t}\n\n\t// Temporary variable to avoid GC allocation\n\tstatic protected Vector3[] mSides = new Vector3[4];\n\n\t/// <summary>\n\t/// Get the sides of the rectangle relative to the specified transform.\n\t/// The order is left, top, right, bottom.\n\t/// </summary>\n\n\tpublic virtual Vector3[] GetSides (Transform relativeTo)\n\t{\n\t\tif (anchorCamera != null) return mCam.GetSides(cameraRayDistance, relativeTo);\n\t\t\n\t\tVector3 pos = cachedTransform.position;\n\t\tfor (int i = 0; i < 4; ++i)\n\t\t\tmSides[i] = pos;\n\n\t\tif (relativeTo != null)\n\t\t{\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\tmSides[i] = relativeTo.InverseTransformPoint(mSides[i]);\n\t\t}\n\t\treturn mSides;\n\t}\n\n\t/// <summary>\n\t/// Helper function that gets the specified anchor's position relative to the chosen transform.\n\t/// </summary>\n\n\tprotected Vector3 GetLocalPos (AnchorPoint ac, Transform trans)\n\t{\n\t\tif (anchorCamera == null || ac.targetCam == null)\n\t\t\treturn cachedTransform.localPosition;\n\n\t\tRect rect = ac.targetCam.rect;\n\t\tVector3 viewPos = ac.targetCam.WorldToViewportPoint(ac.target.position);\n\t\tVector3 pos = new Vector3((viewPos.x * rect.width) + rect.x, (viewPos.y * rect.height) + rect.y, viewPos.z);\n\t\tpos = mCam.ViewportToWorldPoint(pos);\n\t\tif (trans != null) pos = trans.InverseTransformPoint(pos);\n\t\tpos.x = Mathf.Floor(pos.x + 0.5f);\n\t\tpos.y = Mathf.Floor(pos.y + 0.5f);\n\t\treturn pos;\n\t}\n\n#if UNITY_EDITOR\n\t[System.NonSerialized] bool mEnabled = false;\n#endif\n\n\t/// <summary>\n\t/// Automatically find the parent rectangle.\n\t/// </summary>\n\n\tprotected virtual void OnEnable ()\n\t{\n#if UNITY_EDITOR\n\t\tmEnabled = true;\n#endif\n\t\tmUpdateFrame = -1;\n\t\t\n\t\tif (updateAnchors == AnchorUpdate.OnEnable)\n\t\t{\n\t\t\tmAnchorsCached = false;\n\t\t\tmUpdateAnchors = true;\n\t\t}\n\t\tif (mStarted) OnInit();\n\t\tmUpdateFrame = -1;\n\t}\n\n\t/// <summary>\n\t/// Automatically find the parent rectangle.\n\t/// </summary>\n\n\tprotected virtual void OnInit ()\n\t{\n\t\tmChanged = true;\n\t\tmRootSet = false;\n\t\tmParentFound = false;\n\t\tif (parent != null) mParent.mChildren.Add(this);\n\t}\n\n\t/// <summary>\n\t/// Clear the parent rectangle reference.\n\t/// </summary>\n\n\tprotected virtual void OnDisable ()\n\t{\n#if UNITY_EDITOR\n\t\tmEnabled = false;\n#endif\n\t\tif (mParent) mParent.mChildren.Remove(this);\n\t\tmParent = null;\n\t\tmRoot = null;\n\t\tmRootSet = false;\n\t\tmParentFound = false;\n\t}\n\n\t/// <summary>\n\t/// Reset 'mStarted' as Unity remembers its value. It can't be marked as [NonSerialized] because then\n\t/// Unity edit mode stops working properly and code recompile causes widgets to disappear.\n\t/// </summary>\n\n\tprotected virtual void Awake ()\n\t{\n\t\tmStarted = false;\n\t\tmGo = gameObject;\n\t\tmTrans = transform;\n\t}\n\n\t/// <summary>\n\t/// Set anchor rect references on start.\n\t/// </summary>\n\n\tprotected void Start ()\n\t{\n\t\tmStarted = true;\n\t\tOnInit();\n\t\tOnStart();\n\t}\n\n\t/// <summary>\n\t/// Rectangles need to update in a specific order -- parents before children.\n\t/// When deriving from this class, override its OnUpdate() function instead.\n\t/// </summary>\n\n\tpublic void Update ()\n\t{\n\t\tif (!mAnchorsCached) ResetAnchors();\n\n\t\tint frame = Time.frameCount;\n\n#if UNITY_EDITOR\n\t\tif (mUpdateFrame != frame || !Application.isPlaying)\n#else\n\t\tif (mUpdateFrame != frame)\n#endif\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (updateAnchors == AnchorUpdate.OnUpdate || mUpdateAnchors || !Application.isPlaying)\n#else\n\t\t\tif (updateAnchors == AnchorUpdate.OnUpdate || mUpdateAnchors)\n#endif\n\t\t\t\tUpdateAnchorsInternal(frame);\n\n\t\t\t// Continue with the update\n\t\t\tOnUpdate();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update anchors.\n\t/// </summary>\n\n\tprotected void UpdateAnchorsInternal (int frame)\n\t{\n\t\tmUpdateFrame = frame;\n\t\tmUpdateAnchors = false;\n\n\t\tbool anchored = false;\n\n\t\tif (leftAnchor.target)\n\t\t{\n\t\t\tanchored = true;\n\t\t\tif (leftAnchor.rect != null && leftAnchor.rect.mUpdateFrame != frame)\n\t\t\t\tleftAnchor.rect.Update();\n\t\t}\n\n\t\tif (bottomAnchor.target)\n\t\t{\n\t\t\tanchored = true;\n\t\t\tif (bottomAnchor.rect != null && bottomAnchor.rect.mUpdateFrame != frame)\n\t\t\t\tbottomAnchor.rect.Update();\n\t\t}\n\n\t\tif (rightAnchor.target)\n\t\t{\n\t\t\tanchored = true;\n\t\t\tif (rightAnchor.rect != null && rightAnchor.rect.mUpdateFrame != frame)\n\t\t\t\trightAnchor.rect.Update();\n\t\t}\n\n\t\tif (topAnchor.target)\n\t\t{\n\t\t\tanchored = true;\n\t\t\tif (topAnchor.rect != null && topAnchor.rect.mUpdateFrame != frame)\n\t\t\t\ttopAnchor.rect.Update();\n\t\t}\n\n\t\t// Update the dimensions using anchors\n\t\tif (anchored) OnAnchor();\n\t}\n\n\t/// <summary>\n\t/// Manually update anchored sides.\n\t/// </summary>\n\n\tpublic void UpdateAnchors ()\n\t{\n\t\tif (isAnchored)\n\t\t{\n\t\t\tmUpdateFrame = -1;\n\t\t\tmUpdateAnchors = true;\n\t\t\tUpdateAnchorsInternal(Time.frameCount);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the dimensions of the rectangle using anchor points.\n\t/// </summary>\n\n\tprotected abstract void OnAnchor ();\n\n\t/// <summary>\n\t/// Anchor this rectangle to the specified transform.\n\t/// Note that this function will not keep the rectangle's current dimensions, but will instead assume the target's dimensions.\n\t/// </summary>\n\n\tpublic void SetAnchor (Transform t)\n\t{\n\t\tleftAnchor.target = t;\n\t\trightAnchor.target = t;\n\t\ttopAnchor.target = t;\n\t\tbottomAnchor.target = t;\n\n\t\tResetAnchors();\n\t\tUpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Anchor this rectangle to the specified transform.\n\t/// Note that this function will not keep the rectangle's current dimensions, but will instead assume the target's dimensions.\n\t/// </summary>\n\n\tpublic void SetAnchor (GameObject go)\n\t{\n\t\tTransform t = (go != null) ? go.transform : null;\n\n\t\tleftAnchor.target = t;\n\t\trightAnchor.target = t;\n\t\ttopAnchor.target = t;\n\t\tbottomAnchor.target = t;\n\n\t\tResetAnchors();\n\t\tUpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Anchor this rectangle to the specified transform.\n\t/// </summary>\n\n\tpublic void SetAnchor (GameObject go, int left, int bottom, int right, int top)\n\t{\n\t\tTransform t = (go != null) ? go.transform : null;\n\n\t\tleftAnchor.target = t;\n\t\trightAnchor.target = t;\n\t\ttopAnchor.target = t;\n\t\tbottomAnchor.target = t;\n\t\t\n\t\tleftAnchor.relative = 0f;\n\t\trightAnchor.relative = 1f;\n\t\tbottomAnchor.relative = 0f;\n\t\ttopAnchor.relative = 1f;\n\n\t\tleftAnchor.absolute = left;\n\t\trightAnchor.absolute = right;\n\t\tbottomAnchor.absolute = bottom;\n\t\ttopAnchor.absolute = top;\n\n\t\tResetAnchors();\n\t\tUpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Anchor this rectangle to the specified transform.\n\t/// </summary>\n\n\tpublic void SetAnchor (GameObject go, float left, float bottom, float right, float top)\n\t{\n\t\tTransform t = (go != null) ? go.transform : null;\n\n\t\tleftAnchor.target = t;\n\t\trightAnchor.target = t;\n\t\ttopAnchor.target = t;\n\t\tbottomAnchor.target = t;\n\n\t\tleftAnchor.relative = left;\n\t\trightAnchor.relative = right;\n\t\tbottomAnchor.relative = bottom;\n\t\ttopAnchor.relative = top;\n\n\t\tleftAnchor.absolute = 0;\n\t\trightAnchor.absolute = 0;\n\t\tbottomAnchor.absolute = 0;\n\t\ttopAnchor.absolute = 0;\n\n\t\tResetAnchors();\n\t\tUpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Anchor this rectangle to the specified transform.\n\t/// </summary>\n\n\tpublic void SetAnchor (GameObject go,\n\t\tfloat left, int leftOffset,\n\t\tfloat bottom, int bottomOffset,\n\t\tfloat right, int rightOffset,\n\t\tfloat top, int topOffset)\n\t{\n\t\tTransform t = (go != null) ? go.transform : null;\n\n\t\tleftAnchor.target = t;\n\t\trightAnchor.target = t;\n\t\ttopAnchor.target = t;\n\t\tbottomAnchor.target = t;\n\n\t\tleftAnchor.relative = left;\n\t\trightAnchor.relative = right;\n\t\tbottomAnchor.relative = bottom;\n\t\ttopAnchor.relative = top;\n\n\t\tleftAnchor.absolute = leftOffset;\n\t\trightAnchor.absolute = rightOffset;\n\t\tbottomAnchor.absolute = bottomOffset;\n\t\ttopAnchor.absolute = topOffset;\n\n\t\tResetAnchors();\n\t\tUpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Anchor this rectangle to the specified transform.\n\t/// </summary>\n\n\tpublic void SetAnchor (\n\t\tfloat left, int leftOffset,\n\t\tfloat bottom, int bottomOffset,\n\t\tfloat right, int rightOffset,\n\t\tfloat top, int topOffset)\n\t{\n\t\tTransform t = cachedTransform.parent;\n\n\t\tleftAnchor.target = t;\n\t\trightAnchor.target = t;\n\t\ttopAnchor.target = t;\n\t\tbottomAnchor.target = t;\n\n\t\tleftAnchor.relative = left;\n\t\trightAnchor.relative = right;\n\t\tbottomAnchor.relative = bottom;\n\t\ttopAnchor.relative = top;\n\n\t\tleftAnchor.absolute = leftOffset;\n\t\trightAnchor.absolute = rightOffset;\n\t\tbottomAnchor.absolute = bottomOffset;\n\t\ttopAnchor.absolute = topOffset;\n\n\t\tResetAnchors();\n\t\tUpdateAnchors();\n\t}\n\n\t/// <summary>\n\t/// Set the rect of the widget to the specified X, Y, width and height, anchored to the top-left corner of the screen.\n\t/// Convenience function for those familiar with GUI.Draw.\n\t/// </summary>\n\n\tpublic void SetScreenRect (int left, int top, int width, int height)\n\t{\n\t\tSetAnchor(0f, left, 1f, -top - height, 0f, left + width, 1f, -top);\n\t}\n\n\t/// <summary>\n\t/// Ensure that all rect references are set correctly on the anchors.\n\t/// </summary>\n\n\tpublic void ResetAnchors ()\n\t{\n\t\tmAnchorsCached = true;\n\n\t\tleftAnchor.rect\t\t= (leftAnchor.target)\t? leftAnchor.target.GetComponent<UIRect>()\t : null;\n\t\tbottomAnchor.rect\t= (bottomAnchor.target) ? bottomAnchor.target.GetComponent<UIRect>() : null;\n\t\trightAnchor.rect\t= (rightAnchor.target)\t? rightAnchor.target.GetComponent<UIRect>()\t : null;\n\t\ttopAnchor.rect\t\t= (topAnchor.target)\t? topAnchor.target.GetComponent<UIRect>()\t : null;\n\n\t\tmCam = NGUITools.FindCameraForLayer(cachedGameObject.layer);\n\n\t\tFindCameraFor(leftAnchor);\n\t\tFindCameraFor(bottomAnchor);\n\t\tFindCameraFor(rightAnchor);\n\t\tFindCameraFor(topAnchor);\n\n\t\tmUpdateAnchors = true;\n\t}\n\n\t/// <summary>\n\t/// Convenience method that resets and updates the anchors, all at once.\n\t/// </summary>\n\n\tpublic void ResetAndUpdateAnchors () { ResetAnchors(); UpdateAnchors(); }\n\n\t/// <summary>\n\t/// Set the rectangle manually. XY is the bottom-left corner.\n\t/// </summary>\n\n\tpublic abstract void SetRect (float x, float y, float width, float height);\n\n\t/// <summary>\n\t/// Helper function -- attempt to find the camera responsible for the specified anchor.\n\t/// </summary>\n\n\tvoid FindCameraFor (AnchorPoint ap)\n\t{\n\t\t// If we don't have a target or have a rectangle to work with, camera isn't needed\n\t\tif (ap.target == null || ap.rect != null)\n\t\t{\n\t\t\tap.targetCam = null;\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Find the camera responsible for the target object\n\t\t\tap.targetCam = NGUITools.FindCameraForLayer(ap.target.gameObject.layer);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Call this function when the rectangle's parent has changed.\n\t/// </summary>\n\n\tpublic virtual void ParentHasChanged ()\n\t{\n\t\tmParentFound = false;\n\t\tUIRect pt = NGUITools.FindInParents<UIRect>(cachedTransform.parent);\n\n\t\tif (mParent != pt)\n\t\t{\n\t\t\tif (mParent) mParent.mChildren.Remove(this);\n\t\t\tmParent = pt;\n\t\t\tif (mParent) mParent.mChildren.Add(this);\n\t\t\tmRootSet = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Abstract start functionality, ensured to happen after the anchor rect references have been set.\n\t/// </summary>\n\n\tprotected abstract void OnStart ();\n\n\t/// <summary>\n\t/// Abstract update functionality, ensured to happen after the targeting anchors have been updated.\n\t/// </summary>\n\n\tprotected virtual void OnUpdate () { }\n\n#if UNITY_EDITOR\n\t/// <summary>\n\t/// This callback is sent inside the editor notifying us that some property has changed.\n\t/// </summary>\n\n\tprotected virtual void OnValidate ()\n\t{\n\t\tif (mEnabled && NGUITools.GetActive(this))\n\t\t{\n\t\t\tif (!Application.isPlaying) ResetAnchors();\n\t\t\tInvalidate(true);\n\t\t}\n\t}\n#endif\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIRect.cs.meta",
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UISnapshotPoint.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/Internal/Snapshot Point\")]\npublic class UISnapshotPoint : MonoBehaviour\n{\n\tpublic bool isOrthographic = true;\n\tpublic float nearClip = -100f;\n\tpublic float farClip = 100f;\n\n\t[Range(10, 80)]\n\tpublic int fieldOfView = 35;\n\tpublic float orthoSize = 30f;\n\n\tpublic Texture2D thumbnail;\n\n\tvoid Start () { if (tag != \"EditorOnly\") tag = \"EditorOnly\"; }\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UISnapshotPoint.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7f06f6958f58e84478860551165902ec\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/Internal/UIWidget.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Base class for all UI components that should be derived from when creating new widget types.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Widget\")]\npublic class UIWidget : UIRect\n{\n\tpublic enum Pivot\n\t{\n\t\tTopLeft,\n\t\tTop,\n\t\tTopRight,\n\t\tLeft,\n\t\tCenter,\n\t\tRight,\n\t\tBottomLeft,\n\t\tBottom,\n\t\tBottomRight,\n\t}\n\n\t// Cached and saved values\n\t[HideInInspector][SerializeField] protected Color mColor = Color.white;\n\t[HideInInspector][SerializeField] protected Pivot mPivot = Pivot.Center;\n\t[HideInInspector][SerializeField] protected int mWidth = 100;\n\t[HideInInspector][SerializeField] protected int mHeight = 100;\n\t[HideInInspector][SerializeField] protected int mDepth = 0;\n\n\t[Tooltip(\"Custom material, if desired\")]\n\t[HideInInspector][SerializeField] protected Material mMat;\n\n\t/// <summary>\n\t/// Notification triggered when the widget's dimensions or position changes.\n\t/// </summary>\n\n\tpublic OnDimensionsChanged onChange;\n\tpublic delegate void OnDimensionsChanged ();\n\n\t/// <summary>\n\t/// Notification triggered after the widget's buffer has been filled.\n\t/// </summary>\n\n\tpublic OnPostFillCallback onPostFill;\n\tpublic delegate void OnPostFillCallback (UIWidget widget, int bufferOffset, List<Vector3> verts, List<Vector2> uvs, List<Color> cols);\n\n\t/// <summary>\n\t/// Callback triggered when the widget is about to be renderered (OnWillRenderObject).\n\t/// NOTE: This property is only exposed for the sake of speed to avoid property execution.\n\t/// In most cases you will want to use UIWidget.onRender instead.\n\t/// </summary>\n\n\tpublic UIDrawCall.OnRenderCallback mOnRender;\n\n\t/// <summary>\n\t/// Set the callback that will be triggered when the widget is being rendered (OnWillRenderObject).\n\t/// This is where you would set material properties and shader values.\n\t/// </summary>\n\n\tpublic UIDrawCall.OnRenderCallback onRender\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mOnRender;\n\t\t}\n\t\tset\n\t\t{\n#if UNITY_FLASH\n\t\t\tif (!(mOnRender == value))\n#else\n\t\t\tif (mOnRender != value)\n#endif\n\t\t\t{\n#if !UNITY_FLASH\n\t\t\t\tif (drawCall != null && drawCall.onRender != null && mOnRender != null)\n\t\t\t\t\tdrawCall.onRender -= mOnRender;\n#endif\n\t\t\t\tmOnRender = value;\n\t\t\t\tif (drawCall != null) drawCall.onRender += value;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// If set to 'true', the box collider's dimensions will be adjusted to always match the widget whenever it resizes.\n\t/// </summary>\n\n\tpublic bool autoResizeBoxCollider = false;\n\n\t/// <summary>\n\t/// Hide the widget if it happens to be off-screen.\n\t/// </summary>\n\n\tpublic bool hideIfOffScreen = false;\n\n\tpublic enum AspectRatioSource\n\t{\n\t\tFree,\n\t\tBasedOnWidth,\n\t\tBasedOnHeight,\n\t}\n\n\t/// <summary>\n\t/// Whether the rectangle will attempt to maintain a specific aspect ratio.\n\t/// </summary>\n\n\tpublic AspectRatioSource keepAspectRatio = AspectRatioSource.Free;\n\n\t/// <summary>\n\t/// If you want the anchored rectangle to keep a specific aspect ratio, set this value.\n\t/// </summary>\n\n\tpublic float aspectRatio = 1f;\n\n\tpublic delegate bool HitCheck (Vector3 worldPos);\n\n\t/// <summary>\n\t/// Custom hit check function. If set, all hit checks (including events) will call this function,\n\t/// passing the world position. Return 'true' if it's within the bounds of your choice, 'false' otherwise.\n\t/// </summary>\n\n\tpublic HitCheck hitCheck;\n\n\t/// <summary>\n\t/// Panel that's managing this widget.\n\t/// </summary>\n\n\t[System.NonSerialized] public UIPanel panel;\n\n\t/// <summary>\n\t/// Widget's generated geometry.\n\t/// </summary>\n\n\t[System.NonSerialized] public UIGeometry geometry = new UIGeometry();\n\n\t/// <summary>\n\t/// If set to 'false', the widget's OnFill function will not be called, letting you define custom geometry at will.\n\t/// </summary>\n\n\t[System.NonSerialized] public bool fillGeometry = true;\n\t[System.NonSerialized] protected bool mPlayMode = true;\n\t[System.NonSerialized] protected Vector4 mDrawRegion = new Vector4(0f, 0f, 1f, 1f);\n\t[System.NonSerialized] Matrix4x4 mLocalToPanel;\n\t[System.NonSerialized] bool mIsVisibleByAlpha = true;\n\t[System.NonSerialized] bool mIsVisibleByPanel = true;\n\t[System.NonSerialized] bool mIsInFront = true;\n\t[System.NonSerialized] float mLastAlpha = 0f;\n\t[System.NonSerialized] bool mMoved = false;\n\n\t/// <summary>\n\t/// Internal usage -- draw call that's drawing the widget.\n\t/// </summary>\n\n\t[System.NonSerialized] public UIDrawCall drawCall;\n\t[System.NonSerialized] protected Vector3[] mCorners = new Vector3[4];\n\n\t/// <summary>\n\t/// Draw region alters how the widget looks without modifying the widget's rectangle.\n\t/// A region is made up of 4 relative values (0-1 range). The order is Left (X), Bottom (Y), Right (Z) and Top (W).\n\t/// To have a widget's left edge be 30% from the left side, set X to 0.3. To have the widget's right edge be 30%\n\t/// from the right hand side, set Z to 0.7.\n\t/// </summary>\n\n\tpublic Vector4 drawRegion\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mDrawRegion;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mDrawRegion != value)\n\t\t\t{\n\t\t\t\tmDrawRegion = value;\n\t\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Pivot offset in relative coordinates. Bottom-left is (0, 0). Top-right is (1, 1).\n\t/// </summary>\n\n\tpublic Vector2 pivotOffset { get { return NGUIMath.GetPivotOffset(pivot); } }\n\n\t/// <summary>\n\t/// Widget's width in pixels.\n\t/// </summary>\n\n\tpublic int width\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mWidth;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tint min = minWidth;\n\t\t\tif (value < min) value = min;\n\n\t\t\tif (mWidth != value && keepAspectRatio != AspectRatioSource.BasedOnHeight)\n\t\t\t{\n\t\t\t\tif (isAnchoredHorizontally)\n\t\t\t\t{\n\t\t\t\t\tif (leftAnchor.target != null && rightAnchor.target != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mPivot == Pivot.BottomLeft || mPivot == Pivot.Left || mPivot == Pivot.TopLeft)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIMath.AdjustWidget(this, 0f, 0f, value - mWidth, 0f);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (mPivot == Pivot.BottomRight || mPivot == Pivot.Right || mPivot == Pivot.TopRight)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIMath.AdjustWidget(this, mWidth - value, 0f, 0f, 0f);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tint diff = value - mWidth;\n\t\t\t\t\t\t\tdiff = diff - (diff & 1);\n\t\t\t\t\t\t\tif (diff != 0) NGUIMath.AdjustWidget(this, -diff * 0.5f, 0f, diff * 0.5f, 0f);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (leftAnchor.target != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIMath.AdjustWidget(this, 0f, 0f, value - mWidth, 0f);\n\t\t\t\t\t}\n\t\t\t\t\telse NGUIMath.AdjustWidget(this, mWidth - value, 0f, 0f, 0f);\n\t\t\t\t}\n\t\t\t\telse SetDimensions(value, mHeight);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Widget's height in pixels.\n\t/// </summary>\n\n\tpublic int height\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mHeight;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tint min = minHeight;\n\t\t\tif (value < min) value = min;\n\n\t\t\tif (mHeight != value && keepAspectRatio != AspectRatioSource.BasedOnWidth)\n\t\t\t{\n\t\t\t\tif (isAnchoredVertically)\n\t\t\t\t{\n\t\t\t\t\tif (bottomAnchor.target != null && topAnchor.target != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mPivot == Pivot.BottomLeft || mPivot == Pivot.Bottom || mPivot == Pivot.BottomRight)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIMath.AdjustWidget(this, 0f, 0f, 0f, value - mHeight);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse if (mPivot == Pivot.TopLeft || mPivot == Pivot.Top || mPivot == Pivot.TopRight)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tNGUIMath.AdjustWidget(this, 0f, mHeight - value, 0f, 0f);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tint diff = value - mHeight;\n\t\t\t\t\t\t\tdiff = diff - (diff & 1);\n\t\t\t\t\t\t\tif (diff != 0) NGUIMath.AdjustWidget(this, 0f, -diff * 0.5f, 0f, diff * 0.5f);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse if (bottomAnchor.target != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tNGUIMath.AdjustWidget(this, 0f, 0f, 0f, value - mHeight);\n\t\t\t\t\t}\n\t\t\t\t\telse NGUIMath.AdjustWidget(this, 0f, mHeight - value, 0f, 0f);\n\t\t\t\t}\n\t\t\t\telse SetDimensions(mWidth, value);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Color used by the widget.\n\t/// </summary>\n\n\tpublic Color color\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mColor;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mColor != value)\n\t\t\t{\n\t\t\t\tbool alphaChange = (mColor.a != value.a);\n\t\t\t\tmColor = value;\n\t\t\t\tInvalidate(alphaChange);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Widget's alpha -- a convenience method.\n\t/// </summary>\n\n\tpublic override float alpha\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mColor.a;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mColor.a != value)\n\t\t\t{\n\t\t\t\tmColor.a = value;\n\t\t\t\tInvalidate(true);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the widget is currently visible.\n\t/// </summary>\n\n\tpublic bool isVisible { get { return mIsVisibleByPanel && mIsVisibleByAlpha && mIsInFront && finalAlpha > 0.001f && NGUITools.GetActive(this); } }\n\n\t/// <summary>\n\t/// Whether the widget has vertices to draw.\n\t/// </summary>\n\n\tpublic bool hasVertices { get { return geometry != null && geometry.hasVertices; } }\n\n\t/// <summary>\n\t/// Change the pivot point and do not attempt to keep the widget in the same place by adjusting its transform.\n\t/// </summary>\n\n\tpublic Pivot rawPivot\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mPivot;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mPivot != value)\n\t\t\t{\n\t\t\t\tmPivot = value;\n\t\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set or get the value that specifies where the widget's pivot point should be.\n\t/// </summary>\n\n\tpublic Pivot pivot\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mPivot;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mPivot != value)\n\t\t\t{\n\t\t\t\tVector3 before = worldCorners[0];\n\n\t\t\t\tmPivot = value;\n\t\t\t\tmChanged = true;\n\n\t\t\t\tVector3 after = worldCorners[0];\n\n\t\t\t\tTransform t = cachedTransform;\n\t\t\t\tVector3 pos = t.position;\n\t\t\t\tfloat z = t.localPosition.z;\n\t\t\t\tpos.x += (before.x - after.x);\n\t\t\t\tpos.y += (before.y - after.y);\n\t\t\t\tcachedTransform.position = pos;\n\n\t\t\t\tpos = cachedTransform.localPosition;\n\t\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\t\tpos.z = z;\n\t\t\t\tcachedTransform.localPosition = pos;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Depth controls the rendering order -- lowest to highest.\n\t/// </summary>\n\n\tpublic int depth\n\t{\n\t\tget\n\t\t{\n\t\t\t// Experiment with a transform-based depth, uGUI style\n\t\t\t//if (mDepth == int.MinValue)\n\t\t\t//{\n\t\t\t//    int val = cachedTransform.GetSiblingIndex();\n\t\t\t//    UIWidget pt = parent as UIWidget;\n\t\t\t//    if (pt != null) val += pt.depth;\n\t\t\t//    return val;\n\t\t\t//}\n\t\t\treturn mDepth;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mDepth != value)\n\t\t\t{\n\t\t\t\tif (panel != null) panel.RemoveWidget(this);\n\t\t\t\tmDepth = value;\n\t\t\t\t\n\t\t\t\tif (panel != null)\n\t\t\t\t{\n\t\t\t\t\tpanel.AddWidget(this);\n\n\t\t\t\t\tif (!Application.isPlaying)\n\t\t\t\t\t{\n\t\t\t\t\t\tpanel.SortWidgets();\n\t\t\t\t\t\tpanel.RebuildAllDrawCalls();\n\t\t\t\t\t}\n\t\t\t\t}\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Raycast depth order on widgets takes the depth of their panel into consideration.\n\t/// This functionality is used to determine the \"final\" depth of the widget for drawing and raycasts.\n\t/// </summary>\n\n\tpublic int raycastDepth\n\t{\n\t\tget\n\t\t{\n\t\t\tif (panel == null) CreatePanel();\n\t\t\treturn (panel != null) ? mDepth + panel.depth * 1000 : mDepth;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Local space corners of the widget. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tpublic override Vector3[] localCorners\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tmCorners[0] = new Vector3(x0, y0);\n\t\t\tmCorners[1] = new Vector3(x0, y1);\n\t\t\tmCorners[2] = new Vector3(x1, y1);\n\t\t\tmCorners[3] = new Vector3(x1, y0);\n\n\t\t\treturn mCorners;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Local width and height of the widget in pixels.\n\t/// </summary>\n\n\tpublic virtual Vector2 localSize\n\t{\n\t\tget\n\t\t{\n\t\t\tVector3[] cr = localCorners;\n\t\t\treturn cr[2] - cr[0];\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Widget's center in local coordinates. Don't forget to transform by the widget's transform.\n\t/// </summary>\n\n\tpublic Vector3 localCenter\n\t{\n\t\tget\n\t\t{\n\t\t\tVector3[] cr = localCorners;\n\t\t\treturn Vector3.Lerp(cr[0], cr[2], 0.5f);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// World-space corners of the widget. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tpublic override Vector3[] worldCorners\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tTransform wt = cachedTransform;\n\n\t\t\tmCorners[0] = wt.TransformPoint(x0, y0, 0f);\n\t\t\tmCorners[1] = wt.TransformPoint(x0, y1, 0f);\n\t\t\tmCorners[2] = wt.TransformPoint(x1, y1, 0f);\n\t\t\tmCorners[3] = wt.TransformPoint(x1, y0, 0f);\n\n\t\t\treturn mCorners;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// World-space center of the widget.\n\t/// </summary>\n\n\tpublic Vector3 worldCenter { get { return cachedTransform.TransformPoint(localCenter); } }\n\n\t/// <summary>\n\t/// Local space region where the actual drawing will take place.\n\t/// X = left, Y = bottom, Z = right, W = top.\n\t/// </summary>\n\n\tpublic virtual Vector4 drawingDimensions\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\treturn new Vector4(\n\t\t\t\tmDrawRegion.x == 0f ? x0 : Mathf.Lerp(x0, x1, mDrawRegion.x),\n\t\t\t\tmDrawRegion.y == 0f ? y0 : Mathf.Lerp(y0, y1, mDrawRegion.y),\n\t\t\t\tmDrawRegion.z == 1f ? x1 : Mathf.Lerp(x0, x1, mDrawRegion.z),\n\t\t\t\tmDrawRegion.w == 1f ? y1 : Mathf.Lerp(y0, y1, mDrawRegion.w));\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Custom material associated with the widget, if any.\n\t/// </summary>\n\n\tpublic virtual Material material\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMat;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mMat != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmMat = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Texture used by the widget.\n\t/// </summary>\n\n\tpublic virtual Texture mainTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tMaterial mat = material;\n\t\t\treturn (mat != null) ? mat.mainTexture : null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tthrow new System.NotImplementedException(GetType() + \" has no mainTexture setter\");\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Shader is used to create a dynamic material if the widget has no material to work with.\n\t/// </summary>\n\n\tpublic virtual Shader shader\n\t{\n\t\tget\n\t\t{\n\t\t\tMaterial mat = material;\n\t\t\treturn (mat != null) ? mat.shader : null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tthrow new System.NotImplementedException(GetType() + \" has no shader setter\");\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Do not use this, it's obsolete.\n\t/// </summary>\n\n\t[System.Obsolete(\"There is no relative scale anymore. Widgets now have width and height instead\")]\n\tpublic Vector2 relativeSize { get { return Vector2.one; } }\n\n\t/// <summary>\n\t/// Convenience function that returns 'true' if the widget has a box collider.\n\t/// </summary>\n\n\tpublic bool hasBoxCollider\n\t{\n\t\tget\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tBoxCollider box = collider as BoxCollider;\n#else\n\t\t\tBoxCollider box = GetComponent<Collider>() as BoxCollider;\n#endif\n\t\t\tif (box != null) return true;\n\t\t\treturn GetComponent<BoxCollider2D>() != null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's dimensions without going through the anchor validation logic.\n\t/// </summary>\n\n\tpublic void SetDimensions (int w, int h)\n\t{\n\t\tif (mWidth != w || mHeight != h)\n\t\t{\n\t\t\tmWidth = w;\n\t\t\tmHeight = h;\n\n\t\t\tif (keepAspectRatio == AspectRatioSource.BasedOnWidth)\n\t\t\t\tmHeight = Mathf.RoundToInt(mWidth / aspectRatio);\n\t\t\telse if (keepAspectRatio == AspectRatioSource.BasedOnHeight)\n\t\t\t\tmWidth = Mathf.RoundToInt(mHeight * aspectRatio);\n\t\t\telse if (keepAspectRatio == AspectRatioSource.Free)\n\t\t\t\taspectRatio = mWidth / (float)mHeight;\n\n\t\t\tmMoved = true;\n\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\t\t\tMarkAsChanged();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get the sides of the rectangle relative to the specified transform.\n\t/// The order is left, top, right, bottom.\n\t/// </summary>\n\n\tpublic override Vector3[] GetSides (Transform relativeTo)\n\t{\n\t\tVector2 offset = pivotOffset;\n\n\t\tfloat x0 = -offset.x * mWidth;\n\t\tfloat y0 = -offset.y * mHeight;\n\t\tfloat x1 = x0 + mWidth;\n\t\tfloat y1 = y0 + mHeight;\n\t\tfloat cx = (x0 + x1) * 0.5f;\n\t\tfloat cy = (y0 + y1) * 0.5f;\n\n\t\tTransform trans = cachedTransform;\n\t\tmCorners[0] = trans.TransformPoint(x0, cy, 0f);\n\t\tmCorners[1] = trans.TransformPoint(cx, y1, 0f);\n\t\tmCorners[2] = trans.TransformPoint(x1, cy, 0f);\n\t\tmCorners[3] = trans.TransformPoint(cx, y0, 0f);\n\n\t\tif (relativeTo != null)\n\t\t{\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\tmCorners[i] = relativeTo.InverseTransformPoint(mCorners[i]);\n\t\t}\n\t\treturn mCorners;\n\t}\n\n\t[System.NonSerialized] int mAlphaFrameID = -1;\n\n\t/// <summary>\n\t/// Widget's final alpha, after taking the panel's alpha into account.\n\t/// </summary>\n\n\tpublic override float CalculateFinalAlpha (int frameID)\n\t{\n#if UNITY_EDITOR\n\t\tif (mAlphaFrameID != frameID || !Application.isPlaying)\n#else\n\t\tif (mAlphaFrameID != frameID)\n#endif\n\t\t{\n\t\t\tmAlphaFrameID = frameID;\n\t\t\tUpdateFinalAlpha(frameID);\n\t\t}\n\t\treturn finalAlpha;\n\t}\n\n\t/// <summary>\n\t/// Force-calculate the final alpha value.\n\t/// </summary>\n\n\tprotected void UpdateFinalAlpha (int frameID)\n\t{\n\t\tif (!mIsVisibleByAlpha || !mIsInFront)\n\t\t{\n\t\t\tfinalAlpha = 0f;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tUIRect pt = parent;\n\t\t\tfinalAlpha = (pt != null) ? pt.CalculateFinalAlpha(frameID) * mColor.a : mColor.a;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the widget's visibility and final alpha.\n\t/// </summary>\n\n\tpublic override void Invalidate (bool includeChildren)\n\t{\n\t\tmChanged = true;\n\t\tmAlphaFrameID = -1;\n\n\t\tif (panel != null)\n\t\t{\n\t\t\tbool vis = (hideIfOffScreen || panel.hasCumulativeClipping) ? panel.IsVisible(this) : true;\n\t\t\tUpdateVisibility(CalculateCumulativeAlpha(Time.frameCount) > 0.001f, vis);\n\t\t\tUpdateFinalAlpha(Time.frameCount);\n\t\t\tif (includeChildren) base.Invalidate(true);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Same as final alpha, except it doesn't take own visibility into consideration. Used by panels.\n\t/// </summary>\n\n\tpublic float CalculateCumulativeAlpha (int frameID)\n\t{\n\t\tUIRect pt = parent;\n\t\treturn (pt != null) ? pt.CalculateFinalAlpha(frameID) * mColor.a : mColor.a;\n\t}\n\n\t/// <summary>\n\t/// Set the widget's rectangle. XY is the bottom-left corner.\n\t/// </summary>\n\n\tpublic override void SetRect (float x, float y, float width, float height)\n\t{\n\t\tVector2 po = pivotOffset;\n\n\t\tfloat fx = Mathf.Lerp(x, x + width, po.x);\n\t\tfloat fy = Mathf.Lerp(y, y + height, po.y);\n\n\t\tint finalWidth = Mathf.FloorToInt(width + 0.5f);\n\t\tint finalHeight = Mathf.FloorToInt(height + 0.5f);\n\n\t\tif (po.x == 0.5f) finalWidth = ((finalWidth >> 1) << 1);\n\t\tif (po.y == 0.5f) finalHeight = ((finalHeight >> 1) << 1);\n\n\t\tTransform t = cachedTransform;\n\t\tVector3 pos = t.localPosition;\n\t\tpos.x = Mathf.Floor(fx + 0.5f);\n\t\tpos.y = Mathf.Floor(fy + 0.5f);\n\n\t\tif (finalWidth < minWidth) finalWidth = minWidth;\n\t\tif (finalHeight < minHeight) finalHeight = minHeight;\n\n\t\tt.localPosition = pos;\n\t\tthis.width = finalWidth;\n\t\tthis.height = finalHeight;\n\n\t\tif (isAnchored)\n\t\t{\n\t\t\tt = t.parent;\n\n\t\t\tif (leftAnchor.target) leftAnchor.SetHorizontal(t, x);\n\t\t\tif (rightAnchor.target) rightAnchor.SetHorizontal(t, x + width);\n\t\t\tif (bottomAnchor.target) bottomAnchor.SetVertical(t, y);\n\t\t\tif (topAnchor.target) topAnchor.SetVertical(t, y + height);\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the widget's collider size to match the widget's dimensions.\n\t/// </summary>\n\n\tpublic void ResizeCollider () { if (NGUITools.GetActive(this)) NGUITools.UpdateWidgetCollider(gameObject); }\n\n\t/// <summary>\n\t/// Static widget comparison function used for depth sorting.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public int FullCompareFunc (UIWidget left, UIWidget right)\n\t{\n\t\tint val = UIPanel.CompareFunc(left.panel, right.panel);\n\t\treturn (val == 0) ? PanelCompareFunc(left, right) : val;\n\t}\n\n\t/// <summary>\n\t/// Static widget comparison function used for inter-panel depth sorting.\n\t/// </summary>\n\n\t[System.Diagnostics.DebuggerHidden]\n\t[System.Diagnostics.DebuggerStepThrough]\n\tstatic public int PanelCompareFunc (UIWidget left, UIWidget right)\n\t{\n\t\tif (left.mDepth < right.mDepth) return -1;\n\t\tif (left.mDepth > right.mDepth) return 1;\n\n\t\tMaterial leftMat = left.material;\n\t\tMaterial rightMat = right.material;\n\n\t\tif (leftMat == rightMat) return 0;\n\t\tif (leftMat == null) return 1;\n\t\tif (rightMat == null) return -1;\n\n\t\treturn (leftMat.GetInstanceID() < rightMat.GetInstanceID()) ? -1 : 1;\n\t}\n\n\t/// <summary>\n\t/// Calculate the widget's bounds, optionally making them relative to the specified transform.\n\t/// </summary>\n\n\tpublic Bounds CalculateBounds () { return CalculateBounds(null); }\n\n\t/// <summary>\n\t/// Calculate the widget's bounds, optionally making them relative to the specified transform.\n\t/// </summary>\n\n\tpublic Bounds CalculateBounds (Transform relativeParent)\n\t{\n\t\tif (relativeParent == null)\n\t\t{\n\t\t\tVector3[] corners = localCorners;\n\t\t\tBounds b = new Bounds(corners[0], Vector3.zero);\n\t\t\tfor (int j = 1; j < 4; ++j) b.Encapsulate(corners[j]);\n\t\t\treturn b;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tMatrix4x4 toLocal = relativeParent.worldToLocalMatrix;\n\t\t\tVector3[] corners = worldCorners;\n\t\t\tBounds b = new Bounds(toLocal.MultiplyPoint3x4(corners[0]), Vector3.zero);\n\t\t\tfor (int j = 1; j < 4; ++j) b.Encapsulate(toLocal.MultiplyPoint3x4(corners[j]));\n\t\t\treturn b;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Mark the widget as changed so that the geometry can be rebuilt.\n\t/// </summary>\n\n\tpublic void SetDirty ()\n\t{\n\t\tif (drawCall != null)\n\t\t{\n\t\t\tdrawCall.isDirty = true;\n\t\t}\n\t\telse if (isVisible && hasVertices)\n\t\t{\n\t\t\tCreatePanel();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Remove this widget from the panel.\n\t/// </summary>\n\n\tpublic void RemoveFromPanel ()\n\t{\n\t\tif (panel != null)\n\t\t{\n\t\t\tpanel.RemoveWidget(this);\n\t\t\tpanel = null;\n\t\t}\n\t\tdrawCall = null;\n#if UNITY_EDITOR\n\t\tmOldTex = null;\n\t\tmOldShader = null;\n#endif\n\t}\n\n#if UNITY_EDITOR\n\t[System.NonSerialized] Texture mOldTex;\n\t[System.NonSerialized] Shader mOldShader;\n\n\t/// <summary>\n\t/// This callback is sent inside the editor notifying us that some property has changed.\n\t/// </summary>\n\n\tprotected override void OnValidate()\n\t{\n\t\tif (NGUITools.GetActive(this))\n\t\t{\n\t\t\tbase.OnValidate();\n\n\t\t\tif (mWidth < minWidth) mWidth = minWidth;\n\t\t\tif (mHeight < minHeight) mHeight = minHeight;\n\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\n\t\t\t// If the texture is changing, we need to make sure to rebuild the draw calls\n\t\t\tif (mOldTex != mainTexture || mOldShader != shader)\n\t\t\t{\n\t\t\t\tmOldTex = mainTexture;\n\t\t\t\tmOldShader = shader;\n\t\t\t}\n\n\t\t\taspectRatio = (keepAspectRatio == AspectRatioSource.Free) ?\n\t\t\t\t(float)mWidth / mHeight : Mathf.Max(0.01f, aspectRatio);\n\n\t\t\tif (keepAspectRatio == AspectRatioSource.BasedOnHeight)\n\t\t\t{\n\t\t\t\tmWidth = Mathf.RoundToInt(mHeight * aspectRatio);\n\t\t\t}\n\t\t\telse if (keepAspectRatio == AspectRatioSource.BasedOnWidth)\n\t\t\t{\n\t\t\t\tmHeight = Mathf.RoundToInt(mWidth / aspectRatio);\n\t\t\t}\n\n\t\t\tif (!Application.isPlaying)\n\t\t\t{\n\t\t\t\tif (panel != null)\n\t\t\t\t{\n\t\t\t\t\tpanel.RemoveWidget(this);\n\t\t\t\t\tpanel = null;\n\t\t\t\t}\n\t\t\t\tCreatePanel();\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (mWidth < minWidth) mWidth = minWidth;\n\t\t\tif (mHeight < minHeight) mHeight = minHeight;\n\t\t}\n\t}\n#endif\n\n\t/// <summary>\n\t/// Tell the panel responsible for the widget that something has changed and the buffers need to be rebuilt.\n\t/// </summary>\n\n\tpublic virtual void MarkAsChanged ()\n\t{\n\t\tif (NGUITools.GetActive(this))\n\t\t{\n\t\t\tmChanged = true;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t\t// If we're in the editor, update the panel right away so its geometry gets updated.\n\t\t\tif (panel != null && enabled && NGUITools.GetActive(gameObject) && !mPlayMode)\n\t\t\t{\n\t\t\t\tSetDirty();\n\t\t\t\tCheckLayer();\n#if UNITY_EDITOR\n\t\t\t\t// Mark the panel as dirty so it gets updated\n\t\t\t\tif (material != null) NGUITools.SetDirty(panel.gameObject);\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ensure we have a panel referencing this widget.\n\t/// </summary>\n\n\tpublic UIPanel CreatePanel ()\n\t{\n\t\tif (mStarted && panel == null && enabled && NGUITools.GetActive(gameObject))\n\t\t{\n\t\t\tpanel = UIPanel.Find(cachedTransform, true, cachedGameObject.layer);\n\n\t\t\tif (panel != null)\n\t\t\t{\n\t\t\t\tmParentFound = false;\n\t\t\t\tpanel.AddWidget(this);\n\t\t\t\tCheckLayer();\n\t\t\t\tInvalidate(true);\n\t\t\t}\n\t\t}\n\t\treturn panel;\n\t}\n\n\t/// <summary>\n\t/// Check to ensure that the widget resides on the same layer as its panel.\n\t/// </summary>\n\n\tpublic void CheckLayer ()\n\t{\n\t\tif (panel != null && panel.gameObject.layer != gameObject.layer)\n\t\t{\n\t\t\tDebug.LogWarning(\"You can't place widgets on a layer different than the UIPanel that manages them.\\n\" +\n\t\t\t\t\"If you want to move widgets to a different layer, parent them to a new panel instead.\", this);\n\t\t\tgameObject.layer = panel.gameObject.layer;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Checks to ensure that the widget is still parented to the right panel.\n\t/// </summary>\n\n\tpublic override void ParentHasChanged ()\n\t{\n\t\tbase.ParentHasChanged();\n\n\t\tif (panel != null)\n\t\t{\n\t\t\tUIPanel p = UIPanel.Find(cachedTransform, true, cachedGameObject.layer);\n\n\t\t\tif (panel != p)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tCreatePanel();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Remember whether we're in play mode.\n\t/// </summary>\n\n\tprotected override void Awake ()\n\t{\n\t\tbase.Awake();\n\t\tmPlayMode = Application.isPlaying;\n\t}\n\n\t/// <summary>\n\t/// Mark the widget and the panel as having been changed.\n\t/// </summary>\n\n\tprotected override void OnInit ()\n\t{\n\t\tbase.OnInit();\n\t\tRemoveFromPanel();\n\t\tmMoved = true;\n\t\tUpdate();\n\t}\n\n\t/// <summary>\n\t/// Facilitates upgrading from NGUI 2.6.5 or earlier versions.\n\t/// </summary>\n\n\tprotected virtual void UpgradeFrom265 ()\n\t{\n\t\tVector3 scale = cachedTransform.localScale;\n\t\tmWidth = Mathf.Abs(Mathf.RoundToInt(scale.x));\n\t\tmHeight = Mathf.Abs(Mathf.RoundToInt(scale.y));\n\t\tNGUITools.UpdateWidgetCollider(gameObject, true);\n\t}\n\n\t/// <summary>\n\t/// Virtual Start() functionality for widgets.\n\t/// </summary>\n\n\tprotected override void OnStart ()\n\t{\n#if UNITY_EDITOR\n\t\tif (GetComponent<UIPanel>() != null)\n\t\t{\n\t\t\tDebug.LogError(\"Widgets and panels should not be on the same object! Widget must be a child of the panel.\", this);\n\t\t}\n\t\telse if (!Application.isPlaying && GetComponents<UIWidget>().Length > 1)\n\t\t{\n\t\t\tDebug.LogError(\"You should not place more than one widget on the same object. Weird stuff will happen!\", this);\n\t\t}\n#endif\n\t\tCreatePanel();\n\t}\n\n\t/// <summary>\n\t/// Update the anchored edges and ensure the widget is registered with a panel.\n\t/// </summary>\n\n\tprotected override void OnAnchor ()\n\t{\n\t\tfloat lt, bt, rt, tt;\n\t\tTransform trans = cachedTransform;\n\t\tTransform parent = trans.parent;\n\t\tVector3 pos = trans.localPosition;\n\t\tVector2 pvt = pivotOffset;\n\n\t\t// Attempt to fast-path if all anchors match\n\t\tif (leftAnchor.target == bottomAnchor.target &&\n\t\t\tleftAnchor.target == rightAnchor.target &&\n\t\t\tleftAnchor.target == topAnchor.target)\n\t\t{\n\t\t\tVector3[] sides = leftAnchor.GetSides(parent);\n\n\t\t\tif (sides != null)\n\t\t\t{\n\t\t\t\tlt = NGUIMath.Lerp(sides[0].x, sides[2].x, leftAnchor.relative) + leftAnchor.absolute;\n\t\t\t\trt = NGUIMath.Lerp(sides[0].x, sides[2].x, rightAnchor.relative) + rightAnchor.absolute;\n\t\t\t\tbt = NGUIMath.Lerp(sides[3].y, sides[1].y, bottomAnchor.relative) + bottomAnchor.absolute;\n\t\t\t\ttt = NGUIMath.Lerp(sides[3].y, sides[1].y, topAnchor.relative) + topAnchor.absolute;\n\t\t\t\tmIsInFront = true;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Anchored to a single transform\n\t\t\t\tVector3 lp = GetLocalPos(leftAnchor, parent);\n\t\t\t\tlt = lp.x + leftAnchor.absolute;\n\t\t\t\tbt = lp.y + bottomAnchor.absolute;\n\t\t\t\trt = lp.x + rightAnchor.absolute;\n\t\t\t\ttt = lp.y + topAnchor.absolute;\n\t\t\t\tmIsInFront = (!hideIfOffScreen || lp.z >= 0f);\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmIsInFront = true;\n\n\t\t\t// Left anchor point\n\t\t\tif (leftAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = leftAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\tlt = NGUIMath.Lerp(sides[0].x, sides[2].x, leftAnchor.relative) + leftAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tlt = GetLocalPos(leftAnchor, parent).x + leftAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse lt = pos.x - pvt.x * mWidth;\n\n\t\t\t// Right anchor point\n\t\t\tif (rightAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = rightAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\trt = NGUIMath.Lerp(sides[0].x, sides[2].x, rightAnchor.relative) + rightAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\trt = GetLocalPos(rightAnchor, parent).x + rightAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse rt = pos.x - pvt.x * mWidth + mWidth;\n\n\t\t\t// Bottom anchor point\n\t\t\tif (bottomAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = bottomAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\tbt = NGUIMath.Lerp(sides[3].y, sides[1].y, bottomAnchor.relative) + bottomAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbt = GetLocalPos(bottomAnchor, parent).y + bottomAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse bt = pos.y - pvt.y * mHeight;\n\n\t\t\t// Top anchor point\n\t\t\tif (topAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = topAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\ttt = NGUIMath.Lerp(sides[3].y, sides[1].y, topAnchor.relative) + topAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttt = GetLocalPos(topAnchor, parent).y + topAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse tt = pos.y - pvt.y * mHeight + mHeight;\n\t\t}\n\n\t\t// Calculate the new position, width and height\n\t\tVector3 newPos = new Vector3(Mathf.Lerp(lt, rt, pvt.x), Mathf.Lerp(bt, tt, pvt.y), pos.z);\n\t\tnewPos.x = Mathf.Round(newPos.x);\n\t\tnewPos.y = Mathf.Round(newPos.y);\n\n\t\tint w = Mathf.FloorToInt(rt - lt + 0.5f);\n\t\tint h = Mathf.FloorToInt(tt - bt + 0.5f);\n\n\t\t// Maintain the aspect ratio if requested and possible\n\t\tif (keepAspectRatio != AspectRatioSource.Free && aspectRatio != 0f)\n\t\t{\n\t\t\tif (keepAspectRatio == AspectRatioSource.BasedOnHeight)\n\t\t\t{\n\t\t\t\tw = Mathf.RoundToInt(h * aspectRatio);\n\t\t\t}\n\t\t\telse h = Mathf.RoundToInt(w / aspectRatio);\n\t\t}\n\n\t\t// Don't let the width and height get too small\n\t\tif (w < minWidth) w = minWidth;\n\t\tif (h < minHeight) h = minHeight;\n\n\t\t// Update the position if it has changed\n\t\tif (Vector3.SqrMagnitude(pos - newPos) > 0.001f)\n\t\t{\n\t\t\tcachedTransform.localPosition = newPos;\n\t\t\tif (mIsInFront) mChanged = true;\n\t\t}\n\n\t\t// Update the width and height if it has changed\n\t\tif (mWidth != w || mHeight != h)\n\t\t{\n\t\t\tmWidth = w;\n\t\t\tmHeight = h;\n\t\t\tif (mIsInFront) mChanged = true;\n\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ensure we have a panel to work with.\n\t/// </summary>\n\n\tprotected override void OnUpdate ()\n\t{\n\t\tif (panel == null) CreatePanel();\n#if UNITY_EDITOR\n\t\telse if (!mPlayMode) ParentHasChanged();\n#endif\n\t}\n\n#if !UNITY_EDITOR\n\t/// <summary>\n\t/// Mark the UI as changed when returning from paused state.\n\t/// </summary>\n\n\tvoid OnApplicationPause (bool paused) { if (!paused) MarkAsChanged(); }\n#endif\n\n\t/// <summary>\n\t/// Clear references.\n\t/// </summary>\n\n\tprotected override void OnDisable ()\n\t{\n\t\tRemoveFromPanel();\n\t\tbase.OnDisable();\n\t}\n\n\t/// <summary>\n\t/// Unregister this widget.\n\t/// </summary>\n\n\tvoid OnDestroy () { RemoveFromPanel(); }\n\n#if UNITY_EDITOR\n\tstatic int mHandles = -1;\n\n\t/// <summary>\n\t/// Whether widgets will show handles with the Move Tool, or just the View Tool.\n\t/// </summary>\n\n\tstatic public bool showHandlesWithMoveTool\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mHandles == -1)\n\t\t\t{\n\t\t\t\tmHandles = UnityEditor.EditorPrefs.GetInt(\"NGUI Handles\", 1);\n\t\t\t}\n\t\t\treturn (mHandles == 1);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tint val = value ? 1 : 0;\n\n\t\t\tif (mHandles != val)\n\t\t\t{\n\t\t\t\tmHandles = val;\n\t\t\t\tUnityEditor.EditorPrefs.SetInt(\"NGUI Handles\", mHandles);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the widget should have some form of handles shown.\n\t/// </summary>\n\n\tstatic public bool showHandles\n\t{\n\t\tget\n\t\t{\n#if UNITY_4_3 || UNITY_4_5\n\t\t\tif (showHandlesWithMoveTool)\n\t\t\t{\n\t\t\t\treturn UnityEditor.Tools.current == UnityEditor.Tool.Move;\n\t\t\t}\n\t\t\treturn UnityEditor.Tools.current == UnityEditor.Tool.View;\n#else\n\t\t\treturn UnityEditor.Tools.current == UnityEditor.Tool.Rect;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Draw some selectable gizmos.\n\t/// </summary>\n\n\tvoid OnDrawGizmos ()\n\t{\n\t\tif (isVisible && NGUITools.GetActive(this))\n\t\t{\n\t\t\tif (UnityEditor.Selection.activeGameObject == gameObject && showHandles) return;\n\n\t\t\tColor outline = new Color(1f, 1f, 1f, 0.2f);\n\n\t\t\tfloat adjustment = (root != null) ? 0.05f : 0.001f;\n\t\t\tVector2 offset = pivotOffset;\n\t\t\tVector3 center = new Vector3(mWidth * (0.5f - offset.x), mHeight * (0.5f - offset.y), -mDepth * adjustment);\n\t\t\tVector3 size = new Vector3(mWidth, mHeight, 1f);\n\n\t\t\t// Draw the gizmo\n\t\t\tGizmos.matrix = cachedTransform.localToWorldMatrix;\n\t\t\tGizmos.color = (UnityEditor.Selection.activeGameObject == gameObject) ? Color.white : outline;\n\t\t\tGizmos.DrawWireCube(center, size);\n\n\t\t\t// Make the widget selectable\n\t\t\tsize.z = 0.01f;\n\t\t\tGizmos.color = Color.clear;\n\t\t\tGizmos.DrawCube(center, size);\n\t\t}\n\t}\n#endif // UNITY_EDITOR\n\n\t/// <summary>\n\t/// Update the widget's visibility state.\n\t/// </summary>\n\n\tpublic bool UpdateVisibility (bool visibleByAlpha, bool visibleByPanel)\n\t{\n\t\tif (mIsVisibleByAlpha != visibleByAlpha || mIsVisibleByPanel != visibleByPanel)\n\t\t{\n\t\t\tmChanged = true;\n\t\t\tmIsVisibleByAlpha = visibleByAlpha;\n\t\t\tmIsVisibleByPanel = visibleByPanel;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\tint mMatrixFrame = -1;\n\tVector3 mOldV0;\n\tVector3 mOldV1;\n\n\t/// <summary>\n\t/// Check to see if the widget has moved relative to the panel that manages it\n\t/// </summary>\n\n\tpublic bool UpdateTransform (int frame)\n\t{\n\t\tTransform trans = cachedTransform;\n\t\tmPlayMode = Application.isPlaying;\n\n#if UNITY_EDITOR\n\t\tif (mMoved || !mPlayMode)\n#else\n\t\tif (mMoved)\n#endif\n\t\t{\n\t\t\tmMoved = true;\n\t\t\tmMatrixFrame = -1;\n\t\t\ttrans.hasChanged = false;\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tmOldV0 = panel.worldToLocal.MultiplyPoint3x4(trans.TransformPoint(x0, y0, 0f));\n\t\t\tmOldV1 = panel.worldToLocal.MultiplyPoint3x4(trans.TransformPoint(x1, y1, 0f));\n\t\t}\n\t\telse if (!panel.widgetsAreStatic && trans.hasChanged)\n\t\t{\n\t\t\tmMatrixFrame = -1;\n\t\t\ttrans.hasChanged = false;\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tVector3 v0 = panel.worldToLocal.MultiplyPoint3x4(trans.TransformPoint(x0, y0, 0f));\n\t\t\tVector3 v1 = panel.worldToLocal.MultiplyPoint3x4(trans.TransformPoint(x1, y1, 0f));\n\n\t\t\tif (Vector3.SqrMagnitude(mOldV0 - v0) > 0.000001f ||\n\t\t\t\tVector3.SqrMagnitude(mOldV1 - v1) > 0.000001f)\n\t\t\t{\n\t\t\t\tmMoved = true;\n\t\t\t\tmOldV0 = v0;\n\t\t\t\tmOldV1 = v1;\n\t\t\t}\n\t\t}\n\n\t\t// Notify the listeners\n\t\tif (mMoved && onChange != null) onChange();\n\t\treturn mMoved || mChanged;\n\t}\n\n\t/// <summary>\n\t/// Update the widget and fill its geometry if necessary. Returns whether something was changed.\n\t/// </summary>\n\n\tpublic bool UpdateGeometry (int frame)\n\t{\n\t\t// Has the alpha changed?\n\t\tfloat finalAlpha = CalculateFinalAlpha(frame);\n\t\tif (mIsVisibleByAlpha && mLastAlpha != finalAlpha) mChanged = true;\n\t\tmLastAlpha = finalAlpha;\n\n\t\tif (mChanged)\n\t\t{\n\t\t\tif (mIsVisibleByAlpha && finalAlpha > 0.001f && shader != null)\n\t\t\t{\n\t\t\t\tbool hadVertices = geometry.hasVertices;\n\n\t\t\t\tif (fillGeometry)\n\t\t\t\t{\n\t\t\t\t\tgeometry.Clear();\n\t\t\t\t\tOnFill(geometry.verts, geometry.uvs, geometry.cols);\n\t\t\t\t}\n\n\t\t\t\tif (geometry.hasVertices)\n\t\t\t\t{\n\t\t\t\t\t// Want to see what's being filled? Uncomment this line.\n\t\t\t\t\t//Debug.Log(\"Fill \" + name + \" (\" + Time.frameCount + \")\");\n\n\t\t\t\t\tif (mMatrixFrame != frame)\n\t\t\t\t\t{\n\t\t\t\t\t\tmLocalToPanel = panel.worldToLocal * cachedTransform.localToWorldMatrix;\n\t\t\t\t\t\tmMatrixFrame = frame;\n\t\t\t\t\t}\n\t\t\t\t\tgeometry.ApplyTransform(mLocalToPanel, panel.generateNormals);\n\t\t\t\t\tmMoved = false;\n\t\t\t\t\tmChanged = false;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\n\t\t\t\tmChanged = false;\n\t\t\t\treturn hadVertices;\n\t\t\t}\n\t\t\telse if (geometry.hasVertices)\n\t\t\t{\n\t\t\t\tif (fillGeometry) geometry.Clear();\n\t\t\t\tmMoved = false;\n\t\t\t\tmChanged = false;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\telse if (mMoved && geometry.hasVertices)\n\t\t{\n\t\t\t// Want to see what's being moved? Uncomment this line.\n\t\t\t//Debug.Log(\"Moving \" + name + \" (\" + Time.frameCount + \")\");\n\n\t\t\tif (mMatrixFrame != frame)\n\t\t\t{\n\t\t\t\tmLocalToPanel = panel.worldToLocal * cachedTransform.localToWorldMatrix;\n\t\t\t\tmMatrixFrame = frame;\n\t\t\t}\n\t\t\tgeometry.ApplyTransform(mLocalToPanel, panel.generateNormals);\n\t\t\tmMoved = false;\n\t\t\tmChanged = false;\n\t\t\treturn true;\n\t\t}\n\t\tmMoved = false;\n\t\tmChanged = false;\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Append the local geometry buffers to the specified ones.\n\t/// </summary>\n\n\tpublic void WriteToBuffers (List<Vector3> v, List<Vector2> u, List<Color> c, List<Vector3> n, List<Vector4> t, List<Vector4> u2)\n\t{\n\t\tgeometry.WriteToBuffers(v, u, c, n, t, u2);\n\t}\n\n\t/// <summary>\n\t/// Make the widget pixel-perfect.\n\t/// </summary>\n\n\tvirtual public void MakePixelPerfect ()\n\t{\n\t\tVector3 pos = cachedTransform.localPosition;\n\t\tpos.z = Mathf.Round(pos.z);\n\t\tpos.x = Mathf.Round(pos.x);\n\t\tpos.y = Mathf.Round(pos.y);\n\t\tcachedTransform.localPosition = pos;\n\n\t\tVector3 ls = cachedTransform.localScale;\n\t\tcachedTransform.localScale = new Vector3(Mathf.Sign(ls.x), Mathf.Sign(ls.y), 1f);\n\t}\n\n\t/// <summary>\n\t/// Minimum allowed width for this widget.\n\t/// </summary>\n\n\tvirtual public int minWidth { get { return 2; } }\n\n\t/// <summary>\n\t/// Minimum allowed height for this widget.\n\t/// </summary>\n\n\tvirtual public int minHeight { get { return 2; } }\n\n\t/// <summary>\n\t/// Dimensions of the sprite's border, if any.\n\t/// </summary>\n\n\tvirtual public Vector4 border { get { return Vector4.zero; } set { } }\n\n\t/// <summary>\n\t/// Virtual function called by the UIPanel that fills the buffers.\n\t/// </summary>\n\n\tvirtual public void OnFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\t// Call this in your derived classes:\n\t\t//if (onPostFill != null)\n\t\t//\tonPostFill(this, verts.size, verts, uvs, cols);\n\t}\n}\n"
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    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Makes it possible to animate alpha of the widget or a panel.\n/// </summary>\n\n[ExecuteInEditMode]\npublic class AnimatedAlpha : MonoBehaviour\n{\n\t[Range(0f, 1f)]\n\tpublic float alpha = 1f;\n\n\tUIWidget mWidget;\n\tUIPanel mPanel;\n\n\tvoid OnEnable ()\n\t{\n\t\tmWidget = GetComponent<UIWidget>();\n\t\tmPanel = GetComponent<UIPanel>();\n\t\tLateUpdate();\n\t}\n\n\tvoid LateUpdate ()\n\t{\n\t\tif (mWidget != null) mWidget.alpha = alpha;\n\t\tif (mPanel != null) mPanel.alpha = alpha;\n\t}\n}\n"
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    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Makes it possible to animate a color of the widget.\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(UIWidget))]\npublic class AnimatedColor : MonoBehaviour\n{\n\tpublic Color color = Color.white;\n\t\n\tUIWidget mWidget;\n\n\tvoid OnEnable () { mWidget = GetComponent<UIWidget>(); LateUpdate(); }\n\tvoid LateUpdate () { mWidget.color = color; }\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/AnimatedWidget.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Makes it possible to animate the widget's width and height using Unity's animations.\n/// </summary>\n\n[ExecuteInEditMode]\npublic class AnimatedWidget : MonoBehaviour\n{\n\tpublic float width = 1f;\n\tpublic float height = 1f;\n\n\tUIWidget mWidget;\n\n\tvoid OnEnable ()\n\t{\n\t\tmWidget = GetComponent<UIWidget>();\n\t\tLateUpdate();\n\t}\n\n\tvoid LateUpdate ()\n\t{\n\t\tif (mWidget != null)\n\t\t{\n\t\t\tmWidget.width = Mathf.RoundToInt(width);\n\t\t\tmWidget.height = Mathf.RoundToInt(height);\n\t\t}\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/SpringPosition.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Spring-like motion -- the farther away the object is from the target, the stronger the pull.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Spring Position\")]\npublic class SpringPosition : MonoBehaviour\n{\n\tstatic public SpringPosition current;\n\n\t/// <summary>\n\t/// Target position to tween to.\n\t/// </summary>\n\n\tpublic Vector3 target = Vector3.zero;\n\n\t/// <summary>\n\t/// Strength of the spring. The higher the value, the faster the movement.\n\t/// </summary>\n\n\tpublic float strength = 10f;\n\n\t/// <summary>\n\t/// Is the calculation done in world space or local space?\n\t/// </summary>\n\n\tpublic bool worldSpace = false;\n\n\t/// <summary>\n\t/// Whether the time scale will be ignored. Generally UI components should set it to 'true'.\n\t/// </summary>\n\n\tpublic bool ignoreTimeScale = false;\n\n\t/// <summary>\n\t/// Whether the parent scroll view will be updated as the object moves.\n\t/// </summary>\n\n\tpublic bool updateScrollView = false;\n\n\tpublic delegate void OnFinished ();\n\n\t/// <summary>\n\t/// Delegate to trigger when the spring finishes.\n\t/// </summary>\n\n\tpublic OnFinished onFinished;\n\n\t// Deprecated functionality\n\t[SerializeField][HideInInspector] GameObject eventReceiver = null;\n\t[SerializeField][HideInInspector] public string callWhenFinished;\n\n\tTransform mTrans;\n\tfloat mThreshold = 0f;\n\tUIScrollView mSv;\n\n\t/// <summary>\n\t/// Cache the transform.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tmTrans = transform;\n\t\tif (updateScrollView) mSv = NGUITools.FindInParents<UIScrollView>(gameObject);\n\t}\n\n\t/// <summary>\n\t/// Advance toward the target position.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\tfloat delta = ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime;\n\n\t\tif (worldSpace)\n\t\t{\n\t\t\tif (mThreshold == 0f) mThreshold = (target - mTrans.position).sqrMagnitude * 0.001f;\n\t\t\tmTrans.position = NGUIMath.SpringLerp(mTrans.position, target, strength, delta);\n\n\t\t\tif (mThreshold >= (target - mTrans.position).sqrMagnitude)\n\t\t\t{\n\t\t\t\tmTrans.position = target;\n\t\t\t\tNotifyListeners();\n\t\t\t\tenabled = false;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tif (mThreshold == 0f) mThreshold = (target - mTrans.localPosition).sqrMagnitude * 0.00001f;\n\t\t\tmTrans.localPosition = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, delta);\n\n\t\t\tif (mThreshold >= (target - mTrans.localPosition).sqrMagnitude)\n\t\t\t{\n\t\t\t\tmTrans.localPosition = target;\n\t\t\t\tNotifyListeners();\n\t\t\t\tenabled = false;\n\t\t\t}\n\t\t}\n\n\t\t// Ensure that the scroll bars remain in sync\n\t\tif (mSv != null) mSv.UpdateScrollbars(true);\n\t}\n\n\t/// <summary>\n\t/// Notify all finished event listeners.\n\t/// </summary>\n\n\tvoid NotifyListeners ()\n\t{\n\t\tcurrent = this;\n\n\t\tif (onFinished != null) onFinished();\n\n\t\tif (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))\n\t\t\teventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver);\n\n\t\tcurrent = null;\n\t}\n\n\t/// <summary>\n\t/// Start the tweening process.\n\t/// </summary>\n\n\tstatic public SpringPosition Begin (GameObject go, Vector3 pos, float strength)\n\t{\n\t\tSpringPosition sp = go.GetComponent<SpringPosition>();\n\t\tif (sp == null) sp = go.AddComponent<SpringPosition>();\n\t\tsp.target = pos;\n\t\tsp.strength = strength;\n\t\tsp.onFinished = null;\n\n\t\tif (!sp.enabled)\n\t\t{\n\t\t\tsp.mThreshold = 0f;\n\t\t\tsp.enabled = true;\n\t\t}\n\t\treturn sp;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenAlpha.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the object's alpha. Works with both UI widgets as well as renderers.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Tween Alpha\")]\npublic class TweenAlpha : UITweener\n{\n\t[Range(0f, 1f)] public float from = 1f;\n\t[Range(0f, 1f)] public float to = 1f;\n\n\tbool mCached = false;\n\tUIRect mRect;\n\tMaterial mMat;\n\tSpriteRenderer mSr;\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic float alpha { get { return this.value; } set { this.value = value; } }\n\n\tvoid Cache ()\n\t{\n\t\tmCached = true;\n\t\tmRect = GetComponent<UIRect>();\n\t\tmSr = GetComponent<SpriteRenderer>();\n\n\t\tif (mRect == null && mSr == null)\n\t\t{\n\t\t\tRenderer ren = GetComponent<Renderer>();\n\t\t\tif (ren != null) mMat = ren.material;\n\t\t\tif (mMat == null) mRect = GetComponentInChildren<UIRect>();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic float value\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mCached) Cache();\n\t\t\tif (mRect != null) return mRect.alpha;\n\t\t\tif (mSr != null) return mSr.color.a;\n\t\t\treturn mMat != null ? mMat.color.a : 1f;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!mCached) Cache();\n\n\t\t\tif (mRect != null)\n\t\t\t{\n\t\t\t\tmRect.alpha = value;\n\t\t\t}\n\t\t\telse if (mSr != null)\n\t\t\t{\n\t\t\t\tColor c = mSr.color;\n\t\t\t\tc.a = value;\n\t\t\t\tmSr.color = c;\n\t\t\t}\n\t\t\telse if (mMat != null)\n\t\t\t{\n\t\t\t\tColor c = mMat.color;\n\t\t\t\tc.a = value;\n\t\t\t\tmMat.color = c;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished) { value = Mathf.Lerp(from, to, factor); }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenAlpha Begin (GameObject go, float duration, float alpha, float delay = 0f)\n\t{\n\t\tTweenAlpha comp = UITweener.Begin<TweenAlpha>(go, duration, delay);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = alpha;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\tpublic override void SetEndToCurrentValue () { to = value; }\n}\n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenColor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the object's color.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Tween Color\")]\npublic class TweenColor : UITweener\n{\n\tpublic Color from = Color.white;\n\tpublic Color to = Color.white;\n\n\tbool mCached = false;\n\tUIWidget mWidget;\n\tMaterial mMat;\n\tLight mLight;\n\tSpriteRenderer mSr;\n\n\tvoid Cache ()\n\t{\n\t\tmCached = true;\n\t\tmWidget = GetComponent<UIWidget>();\n\t\tif (mWidget != null) return;\n\n\t\tmSr = GetComponent<SpriteRenderer>();\n\t\tif (mSr != null) return;\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tRenderer ren = renderer;\n#else\n\t\tRenderer ren = GetComponent<Renderer>();\n#endif\n\t\tif (ren != null)\n\t\t{\n\t\t\tmMat = ren.material;\n\t\t\treturn;\n\t\t}\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tmLight = light;\n#else\n\t\tmLight = GetComponent<Light>();\n#endif\n\t\tif (mLight == null) mWidget = GetComponentInChildren<UIWidget>();\n\t}\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic Color color { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic Color value\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mCached) Cache();\n\t\t\tif (mWidget != null) return mWidget.color;\n\t\t\tif (mMat != null) return mMat.color;\n\t\t\tif (mSr != null) return mSr.color;\n\t\t\tif (mLight != null) return mLight.color;\n\t\t\treturn Color.black;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!mCached) Cache();\n\t\t\tif (mWidget != null) mWidget.color = value;\n\t\t\telse if (mMat != null) mMat.color = value;\n\t\t\telse if (mSr != null) mSr.color = value;\n\t\t\telse if (mLight != null)\n\t\t\t{\n\t\t\t\tmLight.color = value;\n\t\t\t\tmLight.enabled = (value.r + value.g + value.b) > 0.01f;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished) { value = Color.Lerp(from, to, factor); }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenColor Begin (GameObject go, float duration, Color color)\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return null;\n#endif\n\t\tTweenColor comp = UITweener.Begin<TweenColor>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = color;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = from; }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = to; }\n}\n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenFOV.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the camera's field of view.\n/// </summary>\n\n[RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"NGUI/Tween/Tween Field of View\")]\npublic class TweenFOV : UITweener\n{\n\tpublic float from = 45f;\n\tpublic float to = 45f;\n\n\tCamera mCam;\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } }\n#else\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = GetComponent<Camera>(); return mCam; } }\n#endif\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic float fov { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic float value { get { return cachedCamera.fieldOfView; } set { cachedCamera.fieldOfView = value; } }\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished) { value = from * (1f - factor) + to * factor; }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenFOV Begin (GameObject go, float duration, float to)\n\t{\n\t\tTweenFOV comp = UITweener.Begin<TweenFOV>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = to;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = from; }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = to; }\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenFill.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the sprite's fill.\n/// </summary>\n\n[RequireComponent(typeof(UIBasicSprite))]\n[AddComponentMenu(\"NGUI/Tween/Tween Fill\")]\npublic class TweenFill : UITweener\n{\n\t[Range(0f, 1f)] public float from = 1f;\n\t[Range(0f, 1f)] public float to = 1f;\n\n\tbool mCached = false;\n\tUIBasicSprite mSprite;\n\n\tvoid Cache ()\n\t{\n\t\tmCached = true;\n\t\tmSprite = GetComponent<UISprite>();\n\t}\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic float value\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!mCached) Cache();\n\t\t\tif (mSprite != null) return mSprite.fillAmount;\n\t\t\treturn 0f;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!mCached) Cache();\n\t\t\tif (mSprite != null) mSprite.fillAmount = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished) { value = Mathf.Lerp(from, to, factor); }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenFill Begin (GameObject go, float duration, float fill)\n\t{\n\t\tTweenFill comp = UITweener.Begin<TweenFill>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = fill;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\tpublic override void SetEndToCurrentValue () { to = value; }\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenFill.cs.meta",
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  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenHeight.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the widget's size.\n/// </summary>\n\n[RequireComponent(typeof(UIWidget))]\n[AddComponentMenu(\"NGUI/Tween/Tween Height\")]\npublic class TweenHeight : UITweener\n{\n\tpublic int from = 100;\n\tpublic int to = 100;\n\tpublic bool updateTable = false;\n\n\tUIWidget mWidget;\n\tUITable mTable;\n\n\tpublic UIWidget cachedWidget { get { if (mWidget == null) mWidget = GetComponent<UIWidget>(); return mWidget; } }\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic int height { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic int value { get { return cachedWidget.height; } set { cachedWidget.height = value; } }\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tvalue = Mathf.RoundToInt(from * (1f - factor) + to * factor);\n\n\t\tif (updateTable)\n\t\t{\n\t\t\tif (mTable == null)\n\t\t\t{\n\t\t\t\tmTable = NGUITools.FindInParents<UITable>(gameObject);\n\t\t\t\tif (mTable == null) { updateTable = false; return; }\n\t\t\t}\n\t\t\tmTable.repositionNow = true;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenHeight Begin (UIWidget widget, float duration, int height)\n\t{\n\t\tTweenHeight comp = UITweener.Begin<TweenHeight>(widget.gameObject, duration);\n\t\tcomp.from = widget.height;\n\t\tcomp.to = height;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = from; }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = to; }\n}\n"
  },
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  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenLetters.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Attaching this script to a label will make the label's letters animate.\n/// </summary>\n\npublic class TweenLetters : UITweener\n{\n\tpublic enum AnimationLetterOrder { Forward, Reverse, Random }\n\n\tclass LetterProperties\n\t{\n\t\tpublic float start;\n\t\tpublic float duration; // if RandomDurations is set, these will all be different.\n\t\tpublic Vector2 offset;\n\t}\n\n\t[System.Serializable]\n\tpublic class AnimationProperties\n\t{\n\t\tpublic AnimationLetterOrder animationOrder = AnimationLetterOrder.Random;\n\t\t[Range(0f, 1f)]\n\t\tpublic float overlap = 0.5f;\n\n\t\tpublic bool randomDurations = false;\n\t\t[MinMaxRange(0f, 1f)]\n\t\tpublic Vector2 randomness = new Vector2(0.25f, 0.75f);\n\n\t\tpublic Vector2 offsetRange = Vector2.zero;\n\t\tpublic Vector3 pos = Vector3.zero;\n\t\tpublic Vector3 rot = Vector3.zero;\n\t\tpublic Vector3 scale = Vector3.one;\n\t\tpublic float alpha = 1f;\n\t}\n\n\tpublic AnimationProperties hoverOver;\n\tpublic AnimationProperties hoverOut;\n\n\tUILabel mLabel;\n\tint mLastLen = -1;\n\tint[] mLetterOrder;\n\tLetterProperties[] mLetter;\n\tAnimationProperties mCurrent;\n\n\tvoid OnEnable ()\n\t{\n\t\tmLastLen = -1;\n\t\tmLabel.onPostFill += OnPostFill;\n\t}\n\n\tvoid OnDisable ()\n\t{\n\t\tmLabel.onPostFill -= OnPostFill;\n\t}\n\n\tvoid Awake ()\n\t{\n\t\tmLabel = GetComponent<UILabel>();\n\t\tmCurrent = hoverOver;\n\t}\n\n\tpublic override void Play (bool forward)\n\t{\n\t\tmCurrent = (forward) ? hoverOver : hoverOut;\n\t\tbase.Play(forward);\n\t}\n\n\tvoid OnPostFill (UIWidget widget, int bufferOffset, List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tif (verts == null || verts.Count == 0) return;\n\t\tif (mLabel == null) return;\n\n\t\tvar quads = mLabel.quadsPerCharacter;\n\t\tconst int quadVerts = 4;\n\t\tvar characterCount = verts.Count / quads / quadVerts;\n\n\t\tvar pt = mLabel.printedText;\n\t\tvar newLen = string.IsNullOrEmpty(pt) ? 0 : pt.Length;\n\n\t\tif (mLastLen != newLen)\n\t\t{\n\t\t\tmLastLen = newLen;\n\t\t\tSetLetterOrder(characterCount);\n\t\t\tGetLetterDuration(characterCount);\n\t\t}\n\n\t\tvar mtx = Matrix4x4.identity;\n\t\tvar lerpPos = Vector3.zero;\n\t\tvar lerpRot = Quaternion.identity;\n\t\tvar lerpScale = Vector3.one;\n\t\tvar lerpAlpha = 1f;\n\t\tint firstVert, letter;\n\t\tfloat letterStart, t; // The individual letters tweenFactor\n\t\tvar letterCenter = Vector3.zero;\n\t\tvar qRot = Quaternion.Euler(mCurrent.rot);\n\t\tvar vert = Vector3.zero;\n\t\tvar c = Color.clear;\n\t\tvar timeIntoAnimation = base.tweenFactor * base.duration;\n\n\t\tfor (int q = 0; q < quads; ++q)\n\t\t{\n\t\t\tfor (int i = 0; i < characterCount; ++i)\n\t\t\t{\n\t\t\t\tletter = mLetterOrder[i]; // Choose which letter to animate.\n\t\t\t\tfirstVert = q * characterCount * quadVerts + letter * quadVerts;\n\n\t\t\t\tif (firstVert > verts.Count)\n\t\t\t\t{\n\t\t\t\t\tDebug.LogError(\"TweenLetters encountered an unhandled case trying to modify a vertex \" + firstVert + \". Vertex Count: \" + verts.Count + \" Pass: \" + q + \"\\nText: \" + pt);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tletterStart = mLetter[letter].start;\n\t\t\t\tt = Mathf.Clamp(timeIntoAnimation - letterStart, 0f, mLetter[letter].duration) / mLetter[letter].duration;\n\t\t\t\tt = animationCurve.Evaluate(t);\n\n\t\t\t\tletterCenter = GetCenter(verts, firstVert, quadVerts);\n\n\t\t\t\tvar v = mLetter[letter].offset;\n#if UNITY_4_7\n\t\t\t\tlerpPos = LerpUnclamped(mCurrent.pos + new Vector3(v.x, v.y, 0f), Vector3.zero, t);\n\t\t\t\tlerpRot = Quaternion.Slerp(qRot, Quaternion.identity, t);\n\t\t\t\tlerpScale = LerpUnclamped(mCurrent.scale, Vector3.one, t);\n\t\t\t\tlerpAlpha = LerpUnclamped(mCurrent.alpha, 1f, t);\n#else\n\t\t\t\tlerpPos = Vector3.LerpUnclamped(mCurrent.pos + new Vector3(v.x, v.y, 0f), Vector3.zero, t);\n\t\t\t\tlerpRot = Quaternion.SlerpUnclamped(qRot, Quaternion.identity, t);\n\t\t\t\tlerpScale = Vector3.LerpUnclamped(mCurrent.scale, Vector3.one, t);\n\t\t\t\tlerpAlpha = Mathf.LerpUnclamped(mCurrent.alpha, 1f, t);\n#endif\n\t\t\t\tmtx.SetTRS(lerpPos, lerpRot, lerpScale);\n\n\t\t\t\tfor (int iv = firstVert; iv < firstVert + quadVerts; ++iv)\n\t\t\t\t{\n\t\t\t\t\tvert = verts[iv];\n\t\t\t\t\tvert -= letterCenter;\n\t\t\t\t\tvert = mtx.MultiplyPoint3x4(vert);\n\t\t\t\t\tvert += letterCenter;\n\t\t\t\t\tverts[iv] = vert;\n\n\t\t\t\t\tc = cols[iv];\n\t\t\t\t\tc.a = lerpAlpha;\n\t\t\t\t\tcols[iv] = c;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n#if UNITY_4_7\n\tstatic Vector3 LerpUnclamped (Vector3 a, Vector3 b, float f)\n\t{\n\t\ta.x = a.x + (b.x - a.x) * f;\n\t\ta.y = a.y + (b.y - a.y) * f;\n\t\ta.z = a.z + (b.z - a.z) * f;\n\t\treturn a;\n\t}\n\n\tstatic float LerpUnclamped (float a, float b, float f) { return a + (b - a) * f; }\n#endif\n\n\t/// <summary>\n\t/// Check every frame to see if the text has changed and mark the label as having been updated.\n\t/// </summary>\n\t\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tmLabel.MarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Sets the sequence that the letters are animated in.\n\t/// </summary>\n\t\n\tvoid SetLetterOrder (int letterCount)\n\t{\n\t\tif (letterCount == 0)\n\t\t{\n\t\t\tmLetter = null;\n\t\t\tmLetterOrder = null;\n\t\t\treturn;\n\t\t}\n\n\t\tmLetterOrder = new int[letterCount];\n\t\tmLetter = new LetterProperties[letterCount];\n\n\t\tfor (int i = 0; i < letterCount; ++i)\n\t\t{\n\t\t\tmLetterOrder[i] = (mCurrent.animationOrder == AnimationLetterOrder.Reverse) ? letterCount - 1 - i : i;\n\n\t\t\tint current = mLetterOrder[i];\n\t\t\tmLetter[current] = new LetterProperties();\n\t\t\tmLetter[current].offset = new Vector2(Random.Range(-mCurrent.offsetRange.x, mCurrent.offsetRange.x), Random.Range(-mCurrent.offsetRange.y, mCurrent.offsetRange.y));\n\t\t}\n\n\t\tif (mCurrent.animationOrder == AnimationLetterOrder.Random)\n\t\t{\n\t\t\t// Shuffle the numbers in the array.\n\t\t\tvar rng = new System.Random();\n\t\t\tint n = letterCount;\n\n\t\t\twhile (n > 1)\n\t\t\t{\n\t\t\t\tint k = rng.Next(--n + 1);\n\t\t\t\tint tmp = mLetterOrder[k];\n\t\t\t\tmLetterOrder[k] = mLetterOrder[n];\n\t\t\t\tmLetterOrder[n] = tmp;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns how long each letter has to animate based on the overall duration requested and how much they overlap.\n\t/// </summary>\n\t\n\tvoid GetLetterDuration (int letterCount)\n\t{\n\t\tif (mCurrent.randomDurations)\n\t\t{\n\t\t\tfor (int i = 0; i < mLetter.Length; ++i)\n\t\t\t{\n\t\t\t\tmLetter[i].start = Random.Range(0f, mCurrent.randomness.x * base.duration);\n\t\t\t\tfloat end = Random.Range(mCurrent.randomness.y * base.duration, base.duration);\n\t\t\t\tmLetter[i].duration = end - mLetter[i].start;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Calculate how long each letter will take to fade in.\n\t\t\tfloat lengthPerLetter = base.duration / (float)letterCount;\n\t\t\tfloat flippedOverlap = 1f - mCurrent.overlap;\n\n\t\t\t// Figure out how long the animation will be taking into account overlapping letters.\n\t\t\tfloat totalDuration = lengthPerLetter * letterCount * flippedOverlap;\n\n\t\t\t// Scale the smaller total running time back up to the requested animation time.\n\t\t\tfloat letterDuration = ScaleRange(lengthPerLetter, totalDuration + lengthPerLetter * mCurrent.overlap, base.duration);\n\n\t\t\tfloat offset = 0;\n\t\t\tfor (int i = 0; i < mLetter.Length; ++i)\n\t\t\t{\n\t\t\t\tint letter = mLetterOrder[i];\n\t\t\t\tmLetter[letter].start = offset;\n\t\t\t\tmLetter[letter].duration = letterDuration;\n\t\t\t\toffset += mLetter[letter].duration * flippedOverlap;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Simplified Scale range function that assumes a minimum of 0 for both ranges.\n\t/// </summary>\n\n\tfloat ScaleRange (float value, float baseMax, float limitMax)\n\t{\n\t\treturn (limitMax * value / baseMax);\n\t}\n\n\t/// <summary>\n\t/// Finds the center point of a series of verts.\n\t/// </summary>\n\n\tstatic Vector3 GetCenter (List<Vector3> verts, int firstVert, int length)\n\t{\n\t\tVector3 center = verts[firstVert];\n\t\tfor (int v = firstVert + 1; v < firstVert + length; ++v) center += verts[v];\n\t\treturn center / length;\n\t}\n}\n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenOrthoSize.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the camera's orthographic size.\n/// </summary>\n\n[RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"NGUI/Tween/Tween Orthographic Size\")]\npublic class TweenOrthoSize : UITweener\n{\n\tpublic float from = 1f;\n\tpublic float to = 1f;\n\n\tCamera mCam;\n\n\t/// <summary>\n\t/// Camera that's being tweened.\n\t/// </summary>\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } }\n#else\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = GetComponent<Camera>(); return mCam; } }\n#endif\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic float orthoSize { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic float value\n\t{\n\t\tget { return cachedCamera.orthographicSize; }\n\t\tset { cachedCamera.orthographicSize = value; }\n\t}\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished) { value = from * (1f - factor) + to * factor; }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenOrthoSize Begin (GameObject go, float duration, float to)\n\t{\n\t\tTweenOrthoSize comp = UITweener.Begin<TweenOrthoSize>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = to;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\tpublic override void SetEndToCurrentValue () { to = value; }\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenOrthoSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 365827806a6dd8b4583deeefe6e483c9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenPosition.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the object's position.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Tween Position\")]\npublic class TweenPosition : UITweener\n{\n\tpublic Vector3 from;\n\tpublic Vector3 to;\n\n\t[HideInInspector]\n\tpublic bool worldSpace = false;\n\n\tTransform mTrans;\n\tUIRect mRect;\n\n\tpublic Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic Vector3 position { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic Vector3 value\n\t{\n\t\tget\n\t\t{\n\t\t\treturn worldSpace ? cachedTransform.position : cachedTransform.localPosition;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mRect == null || !mRect.isAnchored || worldSpace)\n\t\t\t{\n\t\t\t\tif (worldSpace) cachedTransform.position = value;\n\t\t\t\telse cachedTransform.localPosition = value;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tvalue -= cachedTransform.localPosition;\n\t\t\t\tNGUIMath.MoveRect(mRect, value.x, value.y);\n\t\t\t}\n\t\t}\n\t}\n\n\tvoid Awake () { mRect = GetComponent<UIRect>(); }\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished) { value = from * (1f - factor) + to * factor; }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenPosition Begin (GameObject go, float duration, Vector3 pos)\n\t{\n\t\tTweenPosition comp = UITweener.Begin<TweenPosition>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = pos;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenPosition Begin (GameObject go, float duration, Vector3 pos, bool worldSpace)\n\t{\n\t\tTweenPosition comp = UITweener.Begin<TweenPosition>(go, duration);\n\t\tcomp.worldSpace = worldSpace;\n\t\tcomp.from = comp.value;\n\t\tcomp.to = pos;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = from; }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = to; }\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenPosition.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenRotation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the object's rotation.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Tween Rotation\")]\npublic class TweenRotation : UITweener\n{\n\tpublic Vector3 from;\n\tpublic Vector3 to;\n\tpublic bool quaternionLerp = false;\n\n\tTransform mTrans;\n\n\tpublic Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic Quaternion rotation { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic Quaternion value { get { return cachedTransform.localRotation; } set { cachedTransform.localRotation = value; } }\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tvalue = quaternionLerp ? Quaternion.Slerp(Quaternion.Euler(from), Quaternion.Euler(to), factor) :\n\t\t\tQuaternion.Euler(new Vector3(\n\t\t\tMathf.Lerp(from.x, to.x, factor),\n\t\t\tMathf.Lerp(from.y, to.y, factor),\n\t\t\tMathf.Lerp(from.z, to.z, factor)));\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenRotation Begin (GameObject go, float duration, Quaternion rot)\n\t{\n\t\tTweenRotation comp = UITweener.Begin<TweenRotation>(go, duration);\n\t\tcomp.from = comp.value.eulerAngles;\n\t\tcomp.to = rot.eulerAngles;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value.eulerAngles; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value.eulerAngles; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = Quaternion.Euler(from); }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = Quaternion.Euler(to); }\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenRotation.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenScale.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the object's local scale.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Tween Scale\")]\npublic class TweenScale : UITweener\n{\n\tpublic Vector3 from = Vector3.one;\n\tpublic Vector3 to = Vector3.one;\n\tpublic bool updateTable = false;\n\n\tTransform mTrans;\n\tUITable mTable;\n\n\tpublic Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }\n\n\tpublic Vector3 value { get { return cachedTransform.localScale; } set { cachedTransform.localScale = value; } }\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic Vector3 scale { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tvalue = from * (1f - factor) + to * factor;\n\n\t\tif (updateTable)\n\t\t{\n\t\t\tif (mTable == null)\n\t\t\t{\n\t\t\t\tmTable = NGUITools.FindInParents<UITable>(gameObject);\n\t\t\t\tif (mTable == null) { updateTable = false; return; }\n\t\t\t}\n\t\t\tmTable.repositionNow = true;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenScale Begin (GameObject go, float duration, Vector3 scale)\n\t{\n\t\tTweenScale comp = UITweener.Begin<TweenScale>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = scale;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = from; }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = to; }\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenScale.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 75e7459110b9666449485c40f25362a5\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -94\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenTransform.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the object's position, rotation and scale.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/Tween/Tween Transform\")]\npublic class TweenTransform : UITweener\n{\n\tpublic Transform from;\n\tpublic Transform to;\n\tpublic bool parentWhenFinished = false;\n\n\tTransform mTrans;\n\tVector3 mPos;\n\tQuaternion mRot;\n\tVector3 mScale;\n\n\t/// <summary>\n\t/// Interpolate the position, scale, and rotation.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tif (to != null)\n\t\t{\n\t\t\tif (mTrans == null)\n\t\t\t{\n\t\t\t\tmTrans = transform;\n\t\t\t\tmPos = mTrans.position;\n\t\t\t\tmRot = mTrans.rotation;\n\t\t\t\tmScale = mTrans.localScale;\n\t\t\t}\n\n\t\t\tif (from != null)\n\t\t\t{\n\t\t\t\tmTrans.position = from.position * (1f - factor) + to.position * factor;\n\t\t\t\tmTrans.localScale = from.localScale * (1f - factor) + to.localScale * factor;\n\t\t\t\tmTrans.rotation = Quaternion.Slerp(from.rotation, to.rotation, factor);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmTrans.position = mPos * (1f - factor) + to.position * factor;\n\t\t\t\tmTrans.localScale = mScale * (1f - factor) + to.localScale * factor;\n\t\t\t\tmTrans.rotation = Quaternion.Slerp(mRot, to.rotation, factor);\n\t\t\t}\n\n\t\t\t// Change the parent when finished, if requested\n\t\t\tif (parentWhenFinished && isFinished) mTrans.parent = to;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation from the current position/rotation/scale to the target transform.\n\t/// </summary>\n\n\tstatic public TweenTransform Begin (GameObject go, float duration, Transform to) { return Begin(go, duration, null, to); }\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenTransform Begin (GameObject go, float duration, Transform from, Transform to)\n\t{\n\t\tTweenTransform comp = UITweener.Begin<TweenTransform>(go, duration);\n\t\tcomp.from = from;\n\t\tcomp.to = to;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenTransform.cs.meta",
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  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenVolume.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the audio source's volume.\n/// </summary>\n\n[RequireComponent(typeof(AudioSource))]\n[AddComponentMenu(\"NGUI/Tween/Tween Volume\")]\npublic class TweenVolume : UITweener\n{\n\t[Range(0f, 1f)] public float from = 1f;\n\t[Range(0f, 1f)] public float to = 1f;\n\n\tAudioSource mSource;\n\n\t/// <summary>\n\t/// Cached version of 'audio', as it's always faster to cache.\n\t/// </summary>\n\n\tpublic AudioSource audioSource\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mSource == null)\n\t\t\t{\n\t\t\t\tmSource = GetComponent<AudioSource>();\n\t\t\t\t\n\t\t\t\tif (mSource == null)\n\t\t\t\t{\n\t\t\t\t\tmSource = GetComponent<AudioSource>();\n\n\t\t\t\t\tif (mSource == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tDebug.LogError(\"TweenVolume needs an AudioSource to work with\", this);\n\t\t\t\t\t\tenabled = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mSource;\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic float volume { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Audio source's current volume.\n\t/// </summary>\n\n\tpublic float value\n\t{\n\t\tget\n\t\t{\n\t\t\treturn audioSource != null ? mSource.volume : 0f;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (audioSource != null) mSource.volume = value;\n\t\t}\n\t}\n\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tvalue = from * (1f - factor) + to * factor;\n\t\tmSource.enabled = (mSource.volume > 0.01f);\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenVolume Begin (GameObject go, float duration, float targetVolume)\n\t{\n\t\tTweenVolume comp = UITweener.Begin<TweenVolume>(go, duration);\n\t\tcomp.from = comp.value;\n\t\tcomp.to = targetVolume;\n\n\t\tif (targetVolume > 0f)\n\t\t{\n\t\t\tvar s = comp.audioSource;\n\t\t\ts.enabled = true;\n\t\t\ts.Play();\n\t\t}\n\t\treturn comp;\n\t}\n\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\tpublic override void SetEndToCurrentValue () { to = value; }\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenVolume.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 17aeef7ce6c142344959e650cab20151\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenWidth.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Tween the widget's size.\n/// </summary>\n\n[RequireComponent(typeof(UIWidget))]\n[AddComponentMenu(\"NGUI/Tween/Tween Width\")]\npublic class TweenWidth : UITweener\n{\n\tpublic int from = 100;\n\tpublic int to = 100;\n\tpublic bool updateTable = false;\n\n\tUIWidget mWidget;\n\tUITable mTable;\n\n\tpublic UIWidget cachedWidget { get { if (mWidget == null) mWidget = GetComponent<UIWidget>(); return mWidget; } }\n\n\t[System.Obsolete(\"Use 'value' instead\")]\n\tpublic int width { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Tween's current value.\n\t/// </summary>\n\n\tpublic int value { get { return cachedWidget.width; } set { cachedWidget.width = value; } }\n\n\t/// <summary>\n\t/// Tween the value.\n\t/// </summary>\n\n\tprotected override void OnUpdate (float factor, bool isFinished)\n\t{\n\t\tvalue = Mathf.RoundToInt(from * (1f - factor) + to * factor);\n\n\t\tif (updateTable)\n\t\t{\n\t\t\tif (mTable == null)\n\t\t\t{\n\t\t\t\tmTable = NGUITools.FindInParents<UITable>(gameObject);\n\t\t\t\tif (mTable == null) { updateTable = false; return; }\n\t\t\t}\n\t\t\tmTable.repositionNow = true;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Start the tweening operation.\n\t/// </summary>\n\n\tstatic public TweenWidth Begin (UIWidget widget, float duration, int width)\n\t{\n\t\tTweenWidth comp = UITweener.Begin<TweenWidth>(widget.gameObject, duration);\n\t\tcomp.from = widget.width;\n\t\tcomp.to = width;\n\n\t\tif (duration <= 0f)\n\t\t{\n\t\t\tcomp.Sample(1f, true);\n\t\t\tcomp.enabled = false;\n\t\t}\n\t\treturn comp;\n\t}\n\n\t[ContextMenu(\"Set 'From' to current value\")]\n\tpublic override void SetStartToCurrentValue () { from = value; }\n\n\t[ContextMenu(\"Set 'To' to current value\")]\n\tpublic override void SetEndToCurrentValue () { to = value; }\n\n\t[ContextMenu(\"Assume value of 'From'\")]\n\tvoid SetCurrentValueToStart () { value = from; }\n\n\t[ContextMenu(\"Assume value of 'To'\")]\n\tvoid SetCurrentValueToEnd () { value = to; }\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/Tweening/TweenWidth.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0fe5d396737f89f4ea1534bc147cad2e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -93\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/Tweening/UITweener.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Base class for all tweening operations.\n/// </summary>\n\npublic abstract class UITweener : MonoBehaviour\n{\n\t/// <summary>\n\t/// Current tween that triggered the callback function.\n\t/// </summary>\n\n\tstatic public UITweener current;\n\n\tpublic enum Method\n\t{\n\t\tLinear,\n\t\tEaseIn,\n\t\tEaseOut,\n\t\tEaseInOut,\n\t\tBounceIn,\n\t\tBounceOut,\n\t}\n\n\tpublic enum Style\n\t{\n\t\tOnce,\n\t\tLoop,\n\t\tPingPong,\n\t}\n\n\t/// <summary>\n\t/// Tweening method used.\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic Method method = Method.Linear;\n\n\t/// <summary>\n\t/// Does it play once? Does it loop?\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic Style style = Style.Once;\n\n\t/// <summary>\n\t/// Optional curve to apply to the tween's time factor value.\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic AnimationCurve animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));\n\n\t/// <summary>\n\t/// Whether the tween will ignore the timescale, making it work while the game is paused.\n\t/// </summary>\n\t\n\t[HideInInspector]\n\tpublic bool ignoreTimeScale = true;\n\n\t/// <summary>\n\t/// How long will the tweener wait before starting the tween?\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic float delay = 0f;\n\n\t/// <summary>\n\t/// How long is the duration of the tween?\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic float duration = 1f;\n\n\t/// <summary>\n\t/// Whether the tweener will use steeper curves for ease in / out style interpolation.\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic bool steeperCurves = false;\n\n\t/// <summary>\n\t/// Used by buttons and tween sequences. Group of '0' means not in a sequence.\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic int tweenGroup = 0;\n\n\t[Tooltip(\"By default, Update() will be used for tweening. Setting this to 'true' will make the tween happen in FixedUpdate() insted.\")]\n\tpublic bool useFixedUpdate = false;\n\n\t/// <summary>\n\t/// Event delegates called when the animation finishes.\n\t/// </summary>\n\n\t[HideInInspector]\n\tpublic List<EventDelegate> onFinished = new List<EventDelegate>();\n\n\t// Deprecated functionality, kept for backwards compatibility\n\t[HideInInspector] public GameObject eventReceiver;\n\t[HideInInspector] public string callWhenFinished;\n\n\tbool mStarted = false;\n\tfloat mStartTime = 0f;\n\tfloat mDuration = 0f;\n\tfloat mAmountPerDelta = 1000f;\n\tfloat mFactor = 0f;\n\n\t/// <summary>\n\t/// Amount advanced per delta time.\n\t/// </summary>\n\n\tpublic float amountPerDelta\n\t{\n\t\tget\n\t\t{\n\t\t\tif (duration == 0f) return 1000f;\n\n\t\t\tif (mDuration != duration)\n\t\t\t{\n\t\t\t\tmDuration = duration;\n\t\t\t\tmAmountPerDelta = Mathf.Abs(1f / duration) * Mathf.Sign(mAmountPerDelta);\n\t\t\t}\n\t\t\treturn mAmountPerDelta;\n\t\t}\n        set\n        {\n            mAmountPerDelta = value;\n        }\n\t}\n\n\t/// <summary>\n\t/// Tween factor, 0-1 range.\n\t/// </summary>\n\n\tpublic float tweenFactor { get { return mFactor; } set { mFactor = Mathf.Clamp01(value); } }\n\n\t/// <summary>\n\t/// Direction that the tween is currently playing in.\n\t/// </summary>\n\n\tpublic AnimationOrTween.Direction direction { get { return amountPerDelta < 0f ? AnimationOrTween.Direction.Reverse : AnimationOrTween.Direction.Forward; } }\n\n\t/// <summary>\n\t/// This function is called by Unity when you add a component. Automatically set the starting values for convenience.\n\t/// </summary>\n\n\tvoid Reset ()\n\t{\n\t\tif (!mStarted)\n\t\t{\n\t\t\tSetStartToCurrentValue();\n\t\t\tSetEndToCurrentValue();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update as soon as it's started so that there is no delay.\n\t/// </summary>\n\n\tprotected virtual void Start () { DoUpdate(); }\n\tprotected void Update () { if (!useFixedUpdate) DoUpdate(); }\n\tprotected void FixedUpdate () { if (useFixedUpdate) DoUpdate(); }\n\n\t/// <summary>\n\t/// Update the tweening factor and call the virtual update function.\n\t/// </summary>\n\n\tprotected void DoUpdate ()\n\t{\n\t\tfloat delta = ignoreTimeScale && !useFixedUpdate ? RealTime.deltaTime : Time.deltaTime;\n\t\tfloat time = ignoreTimeScale && !useFixedUpdate ? RealTime.time : Time.time;\n\n\t\tif (!mStarted)\n\t\t{\n\t\t\tdelta = 0;\n\t\t\tmStarted = true;\n\t\t\tmStartTime = time + delay;\n\t\t}\n\n\t\tif (time < mStartTime) return;\n\n\t\t// Advance the sampling factor\n\t\tmFactor += (duration == 0f) ? 1f : amountPerDelta * delta;\n\n\t\t// Loop style simply resets the play factor after it exceeds 1.\n\t\tif (style == Style.Loop)\n\t\t{\n\t\t\tif (mFactor > 1f)\n\t\t\t{\n\t\t\t\tmFactor -= Mathf.Floor(mFactor);\n\t\t\t}\n\t\t}\n\t\telse if (style == Style.PingPong)\n\t\t{\n\t\t\t// Ping-pong style reverses the direction\n\t\t\tif (mFactor > 1f)\n\t\t\t{\n\t\t\t\tmFactor = 1f - (mFactor - Mathf.Floor(mFactor));\n\t\t\t\tmAmountPerDelta = -mAmountPerDelta;\n\t\t\t}\n\t\t\telse if (mFactor < 0f)\n\t\t\t{\n\t\t\t\tmFactor = -mFactor;\n\t\t\t\tmFactor -= Mathf.Floor(mFactor);\n\t\t\t\tmAmountPerDelta = -mAmountPerDelta;\n\t\t\t}\n\t\t}\n\n\t\t// If the factor goes out of range and this is a one-time tweening operation, disable the script\n\t\tif ((style == Style.Once) && (duration == 0f || mFactor > 1f || mFactor < 0f))\n\t\t{\n\t\t\tmFactor = Mathf.Clamp01(mFactor);\n\t\t\tSample(mFactor, true);\n\t\t\tenabled = false;\n\n\t\t\tif (current != this)\n\t\t\t{\n\t\t\t\tUITweener before = current;\n\t\t\t\tcurrent = this;\n\n\t\t\t\tif (onFinished != null)\n\t\t\t\t{\n\t\t\t\t\tmTemp = onFinished;\n\t\t\t\t\tonFinished = new List<EventDelegate>();\n\n\t\t\t\t\t// Notify the listener delegates\n\t\t\t\t\tEventDelegate.Execute(mTemp);\n\n\t\t\t\t\t// Re-add the previous persistent delegates\n\t\t\t\t\tfor (int i = 0; i < mTemp.Count; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tEventDelegate ed = mTemp[i];\n\t\t\t\t\t\tif (ed != null && !ed.oneShot) EventDelegate.Add(onFinished, ed, ed.oneShot);\n\t\t\t\t\t}\n\t\t\t\t\tmTemp = null;\n\t\t\t\t}\n\n\t\t\t\t// Deprecated legacy functionality support\n\t\t\t\tif (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))\n\t\t\t\t\teventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver);\n\n\t\t\t\tcurrent = before;\n\t\t\t}\n\t\t}\n\t\telse Sample(mFactor, false);\n\t}\n\n\tList<EventDelegate> mTemp = null;\n\n    /// <summary>\n    /// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).\n    /// added by wsh @ 2017-07-06 for oneShot supported!!!\n    /// </summary> \n\n    public void SetOnFinished(EventDelegate.Callback del, bool oneShot) { EventDelegate.Set(onFinished, del, oneShot); }\n\n    /// <summary>\n    /// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).\n    /// </summary>\n\n    public void SetOnFinished (EventDelegate.Callback del) { EventDelegate.Set(onFinished, del); }\n\n\t/// <summary>\n\t/// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).\n\t/// </summary>\n\n\tpublic void SetOnFinished (EventDelegate del) { EventDelegate.Set(onFinished, del); }\n\n\t/// <summary>\n\t/// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).\n\t/// </summary>\n\n\tpublic void AddOnFinished (EventDelegate.Callback del) { EventDelegate.Add(onFinished, del); }\n\n\t/// <summary>\n\t/// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).\n\t/// </summary>\n\n\tpublic void AddOnFinished (EventDelegate del) { EventDelegate.Add(onFinished, del); }\n\n\t/// <summary>\n\t/// Remove an OnFinished delegate. Will work even while iterating through the list when the tweener has finished its operation.\n\t/// </summary>\n\n\tpublic void RemoveOnFinished (EventDelegate del)\n\t{\n\t\tif (onFinished != null) onFinished.Remove(del);\n\t\tif (mTemp != null) mTemp.Remove(del);\n\t}\n\n\t/// <summary>\n\t/// Mark as not started when finished to enable delay on next play.\n\t/// </summary>\n\n\tvoid OnDisable () { mStarted = false; }\n\n\t/// <summary>\n\t/// Sample the tween at the specified factor.\n\t/// </summary>\n\n\tpublic void Sample (float factor, bool isFinished)\n\t{\n\t\t// Calculate the sampling value\n\t\tfloat val = Mathf.Clamp01(factor);\n\n\t\tif (method == Method.EaseIn)\n\t\t{\n\t\t\tval = 1f - Mathf.Sin(0.5f * Mathf.PI * (1f - val));\n\t\t\tif (steeperCurves) val *= val;\n\t\t}\n\t\telse if (method == Method.EaseOut)\n\t\t{\n\t\t\tval = Mathf.Sin(0.5f * Mathf.PI * val);\n\n\t\t\tif (steeperCurves)\n\t\t\t{\n\t\t\t\tval = 1f - val;\n\t\t\t\tval = 1f - val * val;\n\t\t\t}\n\t\t}\n\t\telse if (method == Method.EaseInOut)\n\t\t{\n\t\t\tconst float pi2 = Mathf.PI * 2f;\n\t\t\tval = val - Mathf.Sin(val * pi2) / pi2;\n\n\t\t\tif (steeperCurves)\n\t\t\t{\n\t\t\t\tval = val * 2f - 1f;\n\t\t\t\tfloat sign = Mathf.Sign(val);\n\t\t\t\tval = 1f - Mathf.Abs(val);\n\t\t\t\tval = 1f - val * val;\n\t\t\t\tval = sign * val * 0.5f + 0.5f;\n\t\t\t}\n\t\t}\n\t\telse if (method == Method.BounceIn)\n\t\t{\n\t\t\tval = BounceLogic(val);\n\t\t}\n\t\telse if (method == Method.BounceOut)\n\t\t{\n\t\t\tval = 1f - BounceLogic(1f - val);\n\t\t}\n\n\t\t// Call the virtual update\n\t\tOnUpdate((animationCurve != null) ? animationCurve.Evaluate(val) : val, isFinished);\n\t}\n\n\t/// <summary>\n\t/// Main Bounce logic to simplify the Sample function\n\t/// </summary>\n\t\n\tfloat BounceLogic (float val)\n\t{\n\t\tif (val < 0.363636f) // 0.363636 = (1/ 2.75)\n\t\t{\n\t\t\tval = 7.5685f * val * val;\n\t\t}\n\t\telse if (val < 0.727272f) // 0.727272 = (2 / 2.75)\n\t\t{\n\t\t\tval = 7.5625f * (val -= 0.545454f) * val + 0.75f; // 0.545454f = (1.5 / 2.75) \n\t\t}\n\t\telse if (val < 0.909090f) // 0.909090 = (2.5 / 2.75) \n\t\t{\n\t\t\tval = 7.5625f * (val -= 0.818181f) * val + 0.9375f; // 0.818181 = (2.25 / 2.75) \n\t\t}\n\t\telse\n\t\t{\n\t\t\tval = 7.5625f * (val -= 0.9545454f) * val + 0.984375f; // 0.9545454 = (2.625 / 2.75) \n\t\t}\n\t\treturn val;\n\t}\n\n\t/// <summary>\n\t/// Play the tween.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use PlayForward() instead\")]\n\tpublic void Play () { Play(true); }\n\n\t/// <summary>\n\t/// Play the tween forward.\n\t/// </summary>\n\n\tpublic void PlayForward () { Play(true); }\n\n\t/// <summary>\n\t/// Play the tween in reverse.\n\t/// </summary>\n\t\n\tpublic void PlayReverse () { Play(false); }\n\n\t/// <summary>\n\t/// Manually activate the tweening process, reversing it if necessary.\n\t/// </summary>\n\n\tpublic virtual void Play (bool forward)\n\t{\n\t\tmAmountPerDelta = Mathf.Abs(amountPerDelta);\n\t\tif (!forward) mAmountPerDelta = -mAmountPerDelta;\n\n\t\tif (!enabled)\n\t\t{\n\t\t\tenabled = true;\n\t\t\tmStarted = false;\n\t\t}\n\n\t\tDoUpdate();\n\t}\n\n\t/// <summary>\n\t/// Manually reset the tweener's state to the beginning.\n\t/// If the tween is playing forward, this means the tween's start.\n\t/// If the tween is playing in reverse, this means the tween's end.\n\t/// </summary>\n\n\tpublic void ResetToBeginning ()\n\t{\n\t\tmStarted = false;\n\t\tmFactor = (amountPerDelta < 0f) ? 1f : 0f;\n\t\tSample(mFactor, false);\n\t}\n\n\t/// <summary>\n\t/// Manually start the tweening process, reversing its direction.\n\t/// </summary>\n\n\tpublic void Toggle ()\n\t{\n\t\tif (mFactor > 0f)\n\t\t{\n\t\t\tmAmountPerDelta = -amountPerDelta;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmAmountPerDelta = Mathf.Abs(amountPerDelta);\n\t\t}\n\t\tenabled = true;\n\t}\n\n\t/// <summary>\n\t/// Actual tweening logic should go here.\n\t/// </summary>\n\n\tabstract protected void OnUpdate (float factor, bool isFinished);\n\n\t/// <summary>\n\t/// Starts the tweening operation.\n\t/// </summary>\n\n\tstatic public T Begin<T> (GameObject go, float duration, float delay = 0f) where T : UITweener\n\t{\n\t\tT comp = go.GetComponent<T>();\n#if UNITY_FLASH\n\t\tif ((object)comp == null) comp = (T)go.AddComponent<T>();\n#else\n\t\t// Find the tween with an unset group ID (group ID of 0).\n\t\tif (comp != null && comp.tweenGroup != 0)\n\t\t{\n\t\t\tcomp = null;\n\t\t\tT[] comps = go.GetComponents<T>();\n\t\t\tfor (int i = 0, imax = comps.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tcomp = comps[i];\n\t\t\t\tif (comp != null && comp.tweenGroup == 0) break;\n\t\t\t\tcomp = null;\n\t\t\t}\n\t\t}\n\n\t\tif (comp == null)\n\t\t{\n\t\t\tcomp = go.AddComponent<T>();\n\n\t\t\tif (comp == null)\n\t\t\t{\n\t\t\t\tDebug.LogError(\"Unable to add \" + typeof(T) + \" to \" + NGUITools.GetHierarchy(go), go);\n\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n#endif\n\t\tcomp.mStarted = false;\n\t\tcomp.mFactor = 0f;\n\t\tcomp.duration = duration;\n\t\tcomp.mDuration = duration;\n\t\tcomp.delay = delay;\n\t\tcomp.mAmountPerDelta = duration > 0f ? Mathf.Abs(1f / duration) : 1000f;\n\t\tcomp.style = Style.Once;\n\t\tcomp.animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));\n\t\tcomp.eventReceiver = null;\n\t\tcomp.callWhenFinished = null;\n\t\tcomp.onFinished.Clear();\n\t\tif (comp.mTemp != null) comp.mTemp.Clear();\n\t\tcomp.enabled = true;\n\t\treturn comp;\n\t}\n\n\t/// <summary>\n\t/// Set the 'from' value to the current one.\n\t/// </summary>\n\n\tpublic virtual void SetStartToCurrentValue () { }\n\n\t/// <summary>\n\t/// Set the 'to' value to the current one.\n\t/// </summary>\n\n\tpublic virtual void SetEndToCurrentValue () { }\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UI2DSprite.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// 2D Sprite is capable of drawing sprites added in Unity 4.3. When importing your textures,\n/// import them as Sprites and you will be able to draw them with this widget.\n/// If you provide a Packing Tag in your import settings, your sprites will get automatically\n/// packed into an atlas for you, so creating an atlas beforehand is not necessary.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Unity2D Sprite\")]\npublic class UI2DSprite : UIBasicSprite\n{\n\t[HideInInspector][SerializeField] UnityEngine.Sprite mSprite;\n\t[HideInInspector][SerializeField] Shader mShader;\n\t[HideInInspector][SerializeField] Vector4 mBorder = Vector4.zero;\n\t[HideInInspector][SerializeField] bool mFixedAspect = false;\n\t[HideInInspector][SerializeField] float mPixelSize = 1f;\n\n\t/// <summary>\n\t/// To be used with animations.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite nextSprite;\n\n\t[System.NonSerialized] int mPMA = -1;\n\n\t/// <summary>\n\t/// UnityEngine.Sprite drawn by this widget.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite sprite2D\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSprite;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSprite != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmSprite = value;\n\t\t\t\tnextSprite = null;\n\t\t\t\tCreatePanel();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Material used by the widget.\n\t/// </summary>\n\n\tpublic override Material material\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMat;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mMat != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmMat = value;\n\t\t\t\tmPMA = -1;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not).\n\t/// </summary>\n\n\tpublic override Shader shader\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mMat != null) return mMat.shader;\n\t\t\tif (mShader == null) mShader = Shader.Find(\"Unlit/Transparent Colored\");\n\t\t\treturn mShader;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mShader != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmShader = value;\n\n\t\t\t\tif (mMat == null)\n\t\t\t\t{\n\t\t\t\t\tmPMA = -1;\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\t\n\t/// <summary>\n\t/// Texture used by the UITexture. You can set it directly, without the need to specify a material.\n\t/// </summary>\n\n\tpublic override Texture mainTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mSprite != null) return mSprite.texture;\n\t\t\tif (mMat != null) return mMat.mainTexture;\n\t\t\treturn null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the sprite is going to have a fixed aspect ratio.\n\t/// </summary>\n\n\tpublic bool fixedAspect\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFixedAspect;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFixedAspect != value)\n\t\t\t{\n\t\t\t\tmFixedAspect = value;\n\t\t\t\tmDrawRegion = new Vector4(0f, 0f, 1f, 1f);\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the texture is using a premultiplied alpha material.\n\t/// </summary>\n\n\tpublic override bool premultipliedAlpha\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mPMA == -1)\n\t\t\t{\n\t\t\t\tShader sh = shader;\n\t\t\t\tmPMA = (sh != null && sh.name.Contains(\"Premultiplied\")) ? 1 : 0;\n\t\t\t}\n\t\t\treturn (mPMA == 1);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Size of the pixel -- used for drawing.\n\t/// </summary>\n\n\toverride public float pixelSize { get { return mPixelSize; } }\n\n\t/// <summary>\n\t/// Widget's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.\n\t/// This function automatically adds 1 pixel on the edge if the texture's dimensions are not even.\n\t/// It's used to achieve pixel-perfect sprites even when an odd dimension widget happens to be centered.\n\t/// </summary>\n\n\tpublic override Vector4 drawingDimensions\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tif (mSprite != null && mType != UISprite.Type.Tiled)\n\t\t\t{\n\t\t\t\tint w = Mathf.RoundToInt(mSprite.rect.width);\n\t\t\t\tint h = Mathf.RoundToInt(mSprite.rect.height);\n\t\t\t\tint padLeft = Mathf.RoundToInt(mSprite.textureRectOffset.x);\n\t\t\t\tint padBottom = Mathf.RoundToInt(mSprite.textureRectOffset.y);\n\t\t\t\tint padRight = Mathf.RoundToInt(mSprite.rect.width - mSprite.textureRect.width - mSprite.textureRectOffset.x);\n\t\t\t\tint padTop = Mathf.RoundToInt(mSprite.rect.height - mSprite.textureRect.height - mSprite.textureRectOffset.y);\n\n\t\t\t\tfloat px = 1f;\n\t\t\t\tfloat py = 1f;\n\n\t\t\t\tif (w > 0 && h > 0 && (mType == UISprite.Type.Simple || mType == UISprite.Type.Filled))\n\t\t\t\t{\n\t\t\t\t\tif ((w & 1) != 0) ++padRight;\n\t\t\t\t\tif ((h & 1) != 0) ++padTop;\n\n\t\t\t\t\tpx = (1f / w) * mWidth;\n\t\t\t\t\tpy = (1f / h) * mHeight;\n\t\t\t\t}\n\n\t\t\t\tif (mFlip == UISprite.Flip.Horizontally || mFlip == UISprite.Flip.Both)\n\t\t\t\t{\n\t\t\t\t\tx0 += padRight * px;\n\t\t\t\t\tx1 -= padLeft * px;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tx0 += padLeft * px;\n\t\t\t\t\tx1 -= padRight * px;\n\t\t\t\t}\n\n\t\t\t\tif (mFlip == UISprite.Flip.Vertically || mFlip == UISprite.Flip.Both)\n\t\t\t\t{\n\t\t\t\t\ty0 += padTop * py;\n\t\t\t\t\ty1 -= padBottom * py;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ty0 += padBottom * py;\n\t\t\t\t\ty1 -= padTop * py;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfloat fw, fh;\n\n\t\t\tif (mFixedAspect)\n\t\t\t{\n\t\t\t\tfw = 0f;\n\t\t\t\tfh = 0f;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVector4 br = border * pixelSize;\n\t\t\t\tfw = (br.x + br.z);\n\t\t\t\tfh = (br.y + br.w);\n\t\t\t}\n\n\t\t\tfloat vx = Mathf.Lerp(x0, x1 - fw, mDrawRegion.x);\n\t\t\tfloat vy = Mathf.Lerp(y0, y1 - fh, mDrawRegion.y);\n\t\t\tfloat vz = Mathf.Lerp(x0 + fw, x1, mDrawRegion.z);\n\t\t\tfloat vw = Mathf.Lerp(y0 + fh, y1, mDrawRegion.w);\n\n\t\t\treturn new Vector4(vx, vy, vz, vw);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite's border. X = left, Y = bottom, Z = right, W = top.\n\t/// </summary>\n\n\tpublic override Vector4 border\n\t{\n\t\tget\n\t\t{\n\t\t\t// Normally this would be enough... but there seems to be no way to SET the 'border' anywhere. Sigh, Unity.\n\t\t\t//return (mSprite != null) ? mSprite.border : Vector4.zero;\n\t\t\treturn mBorder;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mBorder != value)\n\t\t\t{\n\t\t\t\tmBorder = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the sprite in case it was animated.\n\t/// </summary>\n\n\tprotected override void OnUpdate ()\n\t{\n\t\tif (nextSprite != null)\n\t\t{\n\t\t\tif (nextSprite != mSprite)\n\t\t\t\tsprite2D = nextSprite;\n\t\t\tnextSprite = null;\n\t\t}\n\t\tbase.OnUpdate();\n\n\t\tif (mFixedAspect)\n\t\t{\n\t\t\tTexture tex = mainTexture;\n\n\t\t\tif (tex != null)\n\t\t\t{\n\t\t\t\tint w = Mathf.RoundToInt(mSprite.rect.width);\n\t\t\t\tint h = Mathf.RoundToInt(mSprite.rect.height);\n\t\t\t\tint padLeft = Mathf.RoundToInt(mSprite.textureRectOffset.x);\n\t\t\t\tint padBottom = Mathf.RoundToInt(mSprite.textureRectOffset.y);\n\t\t\t\tint padRight = Mathf.RoundToInt(mSprite.rect.width - mSprite.textureRect.width - mSprite.textureRectOffset.x);\n\t\t\t\tint padTop = Mathf.RoundToInt(mSprite.rect.height - mSprite.textureRect.height - mSprite.textureRectOffset.y);\n\n\t\t\t\tw += padLeft + padRight;\n\t\t\t\th += padTop + padBottom;\n\n\t\t\t\tfloat widgetWidth = mWidth;\n\t\t\t\tfloat widgetHeight = mHeight;\n\t\t\t\tfloat widgetAspect = widgetWidth / widgetHeight;\n\t\t\t\tfloat textureAspect = (float)w / h;\n\n\t\t\t\tif (textureAspect < widgetAspect)\n\t\t\t\t{\n\t\t\t\t\tfloat x = (widgetWidth - widgetHeight * textureAspect) / widgetWidth * 0.5f;\n\t\t\t\t\tdrawRegion = new Vector4(x, 0f, 1f - x, 1f);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tfloat y = (widgetHeight - widgetWidth / textureAspect) / widgetHeight * 0.5f;\n\t\t\t\t\tdrawRegion = new Vector4(0f, y, 1f, 1f - y);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n#if UNITY_EDITOR\n\t/// <summary>\n\t/// Keep sane values.\n\t/// </summary>\n\n\tprotected override void OnValidate ()\n\t{\n\t\tbase.OnValidate();\n\t\tmBorder.x = Mathf.Max(mBorder.x, 0);\n\t\tmBorder.y = Mathf.Max(mBorder.y, 0);\n\t\tmBorder.z = Mathf.Max(mBorder.z, 0);\n\t\tmBorder.w = Mathf.Max(mBorder.w, 0);\n\t}\n#endif\n\n\t/// <summary>\n\t/// Adjust the scale of the widget to make it pixel-perfect.\n\t/// </summary>\n\n\tpublic override void MakePixelPerfect ()\n\t{\n\t\tbase.MakePixelPerfect();\n\t\tif (mType == Type.Tiled) return;\n\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tif (mType == Type.Simple || mType == Type.Filled || !hasBorder)\n\t\t{\n\t\t\tif (tex != null)\n\t\t\t{\n\t\t\t\tRect rect = mSprite.rect;\n\t\t\t\tint w = Mathf.RoundToInt(pixelSize * rect.width);\n\t\t\t\tint h = Mathf.RoundToInt(pixelSize * rect.height);\n\n\t\t\t\tif ((w & 1) == 1) ++w;\n\t\t\t\tif ((h & 1) == 1) ++h;\n\n\t\t\t\twidth = w;\n\t\t\t\theight = h;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Virtual function called by the UIPanel that fills the buffers.\n\t/// </summary>\n\n\tpublic override void OnFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tRect outer = (mSprite != null) ? mSprite.textureRect : new Rect(0f, 0f, tex.width, tex.height);\n\t\tRect inner = outer;\n\t\tVector4 br = border;\n\t\tinner.xMin += br.x;\n\t\tinner.yMin += br.y;\n\t\tinner.xMax -= br.z;\n\t\tinner.yMax -= br.w;\n\n\t\tfloat w = 1f / tex.width;\n\t\tfloat h = 1f / tex.height;\n\n\t\touter.xMin *= w;\n\t\touter.xMax *= w;\n\t\touter.yMin *= h;\n\t\touter.yMax *= h;\n\n\t\tinner.xMin *= w;\n\t\tinner.xMax *= w;\n\t\tinner.yMin *= h;\n\t\tinner.yMax *= h;\n\n\t\tint offset = verts.Count;\n\t\tFill(verts, uvs, cols, outer, inner);\n\n\t\tif (onPostFill != null)\n\t\t\tonPostFill(this, offset, verts, uvs, cols);\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UI2DSprite.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e96b31ce75e592f45a1cff563a4869db\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 5\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UI2DSpriteAnimation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Small script that makes it easy to create looping 2D sprite animations.\n/// </summary>\n\npublic class UI2DSpriteAnimation : MonoBehaviour\n{\n\t/// <summary>\n\t/// Index of the current frame in the sprite animation.\n\t/// </summary>\n\n\tpublic int frameIndex = 0;\n\n\t/// <summary>\n\t/// How many frames there are in the animation per second.\n\t/// </summary>\n\n\t[SerializeField] protected int framerate = 20;\n\n\t/// <summary>\n\t/// Should this animation be affected by time scale?\n\t/// </summary>\n\n\tpublic bool ignoreTimeScale = true;\n\n\t/// <summary>\n\t/// Should this animation be looped?\n\t/// </summary>\n\n\tpublic bool loop = true;\n\n\t/// <summary>\n\t/// Actual sprites used for the animation.\n\t/// </summary>\n\n\tpublic UnityEngine.Sprite[] frames;\n\n\tUnityEngine.SpriteRenderer mUnitySprite;\n\tUI2DSprite mNguiSprite;\n\tfloat mUpdate = 0f;\n\n\t/// <summary>\n\t/// Returns is the animation is still playing or not\n\t/// </summary>\n\n\tpublic bool isPlaying { get { return enabled; } }\n\n\t/// <summary>\n\t/// Animation framerate.\n\t/// </summary>\n\n\tpublic int framesPerSecond { get { return framerate; } set { framerate = value; } }\n\n\t/// <summary>\n\t/// Continue playing the animation. If the animation has reached the end, it will restart from beginning\n\t/// </summary>\n\n\tpublic void Play ()\n\t{\n\t\tif (frames != null && frames.Length > 0)\n\t\t{\n\t\t\tif (!enabled && !loop)\n\t\t\t{\n\t\t\t\tint newIndex = framerate > 0 ? frameIndex + 1 : frameIndex - 1;\n\t\t\t\tif (newIndex < 0 || newIndex >= frames.Length)\n\t\t\t\t\tframeIndex = framerate < 0 ? frames.Length - 1 : 0;\n\t\t\t}\n\t\t\t\n\t\t\tenabled = true;\n\t\t\tUpdateSprite();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Pause the animation.\n\t/// </summary>\n\n\tpublic void Pause () { enabled = false; }\n\n\t/// <summary>\n\t/// Reset the animation to the beginning.\n\t/// </summary>\n\n\tpublic void ResetToBeginning ()\n\t{\n\t\tframeIndex = framerate < 0 ? frames.Length - 1 : 0;\n\t\tUpdateSprite();\n\t}\n\n\t/// <summary>\n\t/// Start playing the animation right away.\n\t/// </summary>\n\n\tvoid Start () { Play(); }\n\n\t/// <summary>\n\t/// Advance the animation as necessary.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\tif (frames == null || frames.Length == 0)\n\t\t{\n\t\t\tenabled = false;\n\t\t}\n\t\telse if (framerate != 0)\n\t\t{\n\t\t\tfloat time = ignoreTimeScale ? RealTime.time : Time.time;\n\n\t\t\tif (mUpdate < time)\n\t\t\t{\n\t\t\t\tmUpdate = time;\n\t\t\t\tint newIndex = framerate > 0 ? frameIndex + 1 : frameIndex - 1;\n\n\t\t\t\tif (!loop && (newIndex < 0 || newIndex >= frames.Length))\n\t\t\t\t{\n\t\t\t\t\tenabled = false;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tframeIndex = NGUIMath.RepeatIndex(newIndex, frames.Length);\n\t\t\t\tUpdateSprite();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Immediately update the visible sprite.\n\t/// </summary>\n\n\tvoid UpdateSprite ()\n\t{\n\t\tif (mUnitySprite == null && mNguiSprite == null)\n\t\t{\n\t\t\tmUnitySprite = GetComponent<UnityEngine.SpriteRenderer>();\n\t\t\tmNguiSprite = GetComponent<UI2DSprite>();\n\n\t\t\tif (mUnitySprite == null && mNguiSprite == null)\n\t\t\t{\n\t\t\t\tenabled = false;\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\n\t\tfloat time = ignoreTimeScale ? RealTime.time : Time.time;\n\t\tif (framerate != 0) mUpdate = time + Mathf.Abs(1f / framerate);\n\n\t\tif (mUnitySprite != null)\n\t\t{\n\t\t\tmUnitySprite.sprite = frames[frameIndex];\n\t\t}\n\t\telse if (mNguiSprite != null)\n\t\t{\n\t\t\tmNguiSprite.nextSprite = frames[frameIndex];\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UI2DSpriteAnimation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6f945d2f8b430a140a60224c850dbbdb\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UIAnchor.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script can be used to anchor an object to the side or corner of the screen, panel, or a widget.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/Anchor\")]\npublic class UIAnchor : MonoBehaviour\n{\n\tpublic enum Side\n\t{\n\t\tBottomLeft,\n\t\tLeft,\n\t\tTopLeft,\n\t\tTop,\n\t\tTopRight,\n\t\tRight,\n\t\tBottomRight,\n\t\tBottom,\n\t\tCenter,\n\t}\n\n\t/// <summary>\n\t/// Camera used to determine the anchor bounds. Set automatically if none was specified.\n\t/// </summary>\n\n\tpublic Camera uiCamera = null;\n\n\t/// <summary>\n\t/// Object used to determine the container's bounds. Overwrites the camera-based anchoring if the value was specified.\n\t/// </summary>\n\n\tpublic GameObject container = null;\n\n\t/// <summary>\n\t/// Side or corner to anchor to.\n\t/// </summary>\n\n\tpublic Side side = Side.Center;\n\n\t/// <summary>\n\t/// If set to 'true', UIAnchor will execute once, then will be disabled.\n\t/// Screen size changes will still cause the anchor to update itself, even if it's disabled.\n\t/// </summary>\n\n\tpublic bool runOnlyOnce = true;\n\n\t/// <summary>\n\t/// Relative offset value, if any. For example \"0.25\" with 'side' set to Left, means 25% from the left side.\n\t/// </summary>\n\n\tpublic Vector2 relativeOffset = Vector2.zero;\n\t\n\t/// <summary>\n\t/// Pixel offset value if any. For example \"10\" in x will move the widget 10 pixels to the right \n\t/// while \"-10\" in x is 10 pixels to the left based on the pixel values set in UIRoot.\n\t/// </summary>\n\t\n\tpublic Vector2 pixelOffset = Vector2.zero;\n\n\t// Deprecated legacy functionality\n\t[HideInInspector][SerializeField] UIWidget widgetContainer;\n\n\tTransform mTrans;\n\tAnimation mAnim;\n\tRect mRect = new Rect();\n\tUIRoot mRoot;\n\tbool mStarted = false;\n\n\tvoid OnEnable ()\n\t{\n\t\tmTrans = transform;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tmAnim = animation;\n#else\n\t\tmAnim = GetComponent<Animation>();\n#endif\n\t\tUICamera.onScreenResize += ScreenSizeChanged;\n\t}\n\n\tvoid OnDisable () { UICamera.onScreenResize -= ScreenSizeChanged; }\n\n\tvoid ScreenSizeChanged () { if (mStarted && runOnlyOnce) Update(); }\n\n\t/// <summary>\n\t/// Automatically find the camera responsible for drawing the widgets under this object.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tif (container == null && widgetContainer != null)\n\t\t{\n\t\t\tcontainer = widgetContainer.gameObject;\n\t\t\twidgetContainer = null;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\tmRoot = NGUITools.FindInParents<UIRoot>(gameObject);\n\t\tif (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);\n\t\t\n\t\tUpdate();\n\n\t\tmStarted = true;\n\t}\n\n\t/// <summary>\n\t/// Anchor the object to the appropriate point.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\tif (mAnim != null && mAnim.enabled && mAnim.isPlaying) return;\n\t\tif (mTrans == null) return;\n\n\t\tbool useCamera = false;\n\n\t\tUIWidget wc = (container == null) ? null : container.GetComponent<UIWidget>();\n\t\tUIPanel pc = (container == null && wc == null) ? null : container.GetComponent<UIPanel>();\n\n\t\tif (wc != null)\n\t\t{\n\t\t\tBounds b = wc.CalculateBounds(container.transform.parent);\n\n\t\t\tmRect.x = b.min.x;\n\t\t\tmRect.y = b.min.y;\n\n\t\t\tmRect.width = b.size.x;\n\t\t\tmRect.height = b.size.y;\n\t\t}\n\t\telse if (pc != null)\n\t\t{\n\t\t\tif (pc.clipping == UIDrawCall.Clipping.None)\n\t\t\t{\n\t\t\t\t// Panel has no clipping -- just use the screen's dimensions\n\t\t\t\tfloat ratio = (mRoot != null) ? (float)mRoot.activeHeight / Screen.height * 0.5f : 0.5f;\n\t\t\t\tmRect.xMin = -Screen.width * ratio;\n\t\t\t\tmRect.yMin = -Screen.height * ratio;\n\t\t\t\tmRect.xMax = -mRect.xMin;\n\t\t\t\tmRect.yMax = -mRect.yMin;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Panel has clipping -- use it as the mRect\n\t\t\t\tVector4 pos = pc.finalClipRegion;\n\t\t\t\tmRect.x = pos.x - (pos.z * 0.5f);\n\t\t\t\tmRect.y = pos.y - (pos.w * 0.5f);\n\t\t\t\tmRect.width = pos.z;\n\t\t\t\tmRect.height = pos.w;\n\t\t\t}\n\t\t}\n\t\telse if (container != null)\n\t\t{\n\t\t\tTransform root = container.transform.parent;\n\t\t\tBounds b = (root != null) ? NGUIMath.CalculateRelativeWidgetBounds(root, container.transform) :\n\t\t\t\tNGUIMath.CalculateRelativeWidgetBounds(container.transform);\n\n\t\t\tmRect.x = b.min.x;\n\t\t\tmRect.y = b.min.y;\n\n\t\t\tmRect.width = b.size.x;\n\t\t\tmRect.height = b.size.y;\n\t\t}\n\t\telse if (uiCamera != null)\n\t\t{\n\t\t\tuseCamera = true;\n\t\t\tmRect = uiCamera.pixelRect;\n\t\t}\n\t\telse return;\n\n\t\tfloat cx = (mRect.xMin + mRect.xMax) * 0.5f;\n\t\tfloat cy = (mRect.yMin + mRect.yMax) * 0.5f;\n\t\tVector3 v = new Vector3(cx, cy, 0f);\n\n\t\tif (side != Side.Center)\n\t\t{\n\t\t\tif (side == Side.Right || side == Side.TopRight || side == Side.BottomRight) v.x = mRect.xMax;\n\t\t\telse if (side == Side.Top || side == Side.Center || side == Side.Bottom) v.x = cx;\n\t\t\telse v.x = mRect.xMin;\n\n\t\t\tif (side == Side.Top || side == Side.TopRight || side == Side.TopLeft) v.y = mRect.yMax;\n\t\t\telse if (side == Side.Left || side == Side.Center || side == Side.Right) v.y = cy;\n\t\t\telse v.y = mRect.yMin;\n\t\t}\n\n\t\tfloat width = mRect.width;\n\t\tfloat height = mRect.height;\n\n\t\tv.x += pixelOffset.x + relativeOffset.x * width;\n\t\tv.y += pixelOffset.y + relativeOffset.y * height;\n\n\t\tif (useCamera)\n\t\t{\n\t\t\tif (uiCamera.orthographic)\n\t\t\t{\n\t\t\t\tv.x = Mathf.Round(v.x);\n\t\t\t\tv.y = Mathf.Round(v.y);\n\t\t\t}\n\n\t\t\tv.z = uiCamera.WorldToScreenPoint(mTrans.position).z;\n\t\t\tv = uiCamera.ScreenToWorldPoint(v);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tv.x = Mathf.Round(v.x);\n\t\t\tv.y = Mathf.Round(v.y);\n\n\t\t\tif (pc != null)\n\t\t\t{\n\t\t\t\tv = pc.cachedTransform.TransformPoint(v);\n\t\t\t}\n\t\t\telse if (container != null)\n\t\t\t{\n\t\t\t\tTransform t = container.transform.parent;\n\t\t\t\tif (t != null) v = t.TransformPoint(v);\n\t\t\t}\n\t\t\tv.z = mTrans.position.z;\n\t\t}\n\n\t\t// Wrapped in an 'if' so the scene doesn't get marked as 'edited' every frame\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (useCamera && uiCamera.isOrthoGraphic && mTrans.parent != null)\n#else\n\t\tif (useCamera && uiCamera.orthographic && mTrans.parent != null)\n#endif\n\t\t{\n\t\t\tv = mTrans.parent.InverseTransformPoint(v);\n\t\t\tv.x = Mathf.RoundToInt(v.x);\n\t\t\tv.y = Mathf.RoundToInt(v.y);\n\t\t\tif (mTrans.localPosition != v) mTrans.localPosition = v;\n\t\t}\n\t\telse if (mTrans.position != v) mTrans.position = v;\n\t\tif (runOnlyOnce && Application.isPlaying) enabled = false;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UIAnchor.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c8077b76001d36d489868d20d28bddb9\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -23\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UIAtlas.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System;\n\n/// <summary>\n/// UI Atlas contains a collection of sprites inside one large texture atlas.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/UI/Atlas\")]\npublic class UIAtlas : MonoBehaviour\n{\n\t// Legacy functionality, removed in 3.0. Do not use.\n\t[System.Serializable]\n\tclass Sprite\n\t{\n\t\tpublic string name = \"Unity Bug\";\n\t\tpublic Rect outer = new Rect(0f, 0f, 1f, 1f);\n\t\tpublic Rect inner = new Rect(0f, 0f, 1f, 1f);\n\t\tpublic bool rotated = false;\n\n\t\t// Padding is needed for trimmed sprites and is relative to sprite width and height\n\t\tpublic float paddingLeft\t= 0f;\n\t\tpublic float paddingRight\t= 0f;\n\t\tpublic float paddingTop\t\t= 0f;\n\t\tpublic float paddingBottom\t= 0f;\n\n\t\tpublic bool hasPadding { get { return paddingLeft != 0f || paddingRight != 0f || paddingTop != 0f || paddingBottom != 0f; } }\n\t}\n\n\t/// <summary>\n\t/// Legacy functionality, removed in 3.0. Do not use.\n\t/// </summary>\n\n\tenum Coordinates\n\t{\n\t\tPixels,\n\t\tTexCoords,\n\t}\n\n\t// Material used by this atlas. Name is kept only for backwards compatibility, it used to be public.\n\t[HideInInspector][SerializeField] Material material;\n\n\t// List of all sprites inside the atlas. Name is kept only for backwards compatibility, it used to be public.\n\t[HideInInspector][SerializeField] List<UISpriteData> mSprites = new List<UISpriteData>();\n\n\t// Size in pixels for the sake of MakePixelPerfect functions.\n\t[HideInInspector][SerializeField] float mPixelSize = 1f;\n\n\t// Replacement atlas can be used to completely bypass this atlas, pulling the data from another one instead.\n\t[HideInInspector][SerializeField] UIAtlas mReplacement;\n\n\t// Legacy functionality -- do not use\n\t[HideInInspector][SerializeField] Coordinates mCoordinates = Coordinates.Pixels;\n\t[HideInInspector][SerializeField] List<Sprite> sprites = new List<Sprite>();\n\n\t// Whether the atlas is using a pre-multiplied alpha material. -1 = not checked. 0 = no. 1 = yes.\n\tint mPMA = -1;\n\n\t// Dictionary lookup to speed up sprite retrieval at run-time\n\tDictionary<string, int> mSpriteIndices = new Dictionary<string, int>();\n\n\t/// <summary>\n\t/// Material used by the atlas.\n\t/// </summary>\n\n\tpublic Material spriteMaterial\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.spriteMaterial : material;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.spriteMaterial = value;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (material == null)\n\t\t\t\t{\n\t\t\t\t\tmPMA = 0;\n\t\t\t\t\tmaterial = value;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t\tmPMA = -1;\n\t\t\t\t\tmaterial = value;\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the atlas is using a premultiplied alpha material.\n\t/// </summary>\n\n\tpublic bool premultipliedAlpha\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.premultipliedAlpha;\n\n\t\t\tif (mPMA == -1)\n\t\t\t{\n\t\t\t\tMaterial mat = spriteMaterial;\n\t\t\t\tmPMA = (mat != null && mat.shader != null && mat.shader.name.Contains(\"Premultiplied\")) ? 1 : 0;\n\t\t\t}\n\t\t\treturn (mPMA == 1);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// List of sprites within the atlas.\n\t/// </summary>\n\n\tpublic List<UISpriteData> spriteList\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.spriteList;\n\t\t\tif (mSprites.Count == 0) Upgrade();\n\t\t\treturn mSprites;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.spriteList = value;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmSprites = value;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Texture used by the atlas.\n\t/// </summary>\n\n\tpublic Texture texture { get { return (mReplacement != null) ? mReplacement.texture : (material != null ? material.mainTexture as Texture : null); } }\n\n\t/// <summary>\n\t/// Pixel size is a multiplier applied to widgets dimensions when performing MakePixelPerfect() pixel correction.\n\t/// Most obvious use would be on retina screen displays. The resolution doubles, but with UIRoot staying the same\n\t/// for layout purposes, you can still get extra sharpness by switching to an HD atlas that has pixel size set to 0.5.\n\t/// </summary>\n\n\tpublic float pixelSize\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.pixelSize : mPixelSize;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.pixelSize = value;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat val = Mathf.Clamp(value, 0.25f, 4f);\n\n\t\t\t\tif (mPixelSize != val)\n\t\t\t\t{\n\t\t\t\t\tmPixelSize = val;\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Setting a replacement atlas value will cause everything using this atlas to use the replacement atlas instead.\n\t/// Suggested use: set up all your widgets to use a dummy atlas that points to the real atlas. Switching that atlas\n\t/// to another one (for example an HD atlas) is then a simple matter of setting this field on your dummy atlas.\n\t/// </summary>\n\n\tpublic UIAtlas replacement\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mReplacement;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tUIAtlas rep = value;\n\t\t\tif (rep == this) rep = null;\n\n\t\t\tif (mReplacement != rep)\n\t\t\t{\n\t\t\t\tif (rep != null && rep.replacement == this) rep.replacement = null;\n\t\t\t\tif (mReplacement != null) MarkAsChanged();\n\t\t\t\tmReplacement = rep;\n\t\t\t\tif (rep != null) material = null;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that retrieves a sprite by name.\n\t/// </summary>\n\n\tpublic UISpriteData GetSprite (string name)\n\t{\n\t\tif (mReplacement != null)\n\t\t{\n\t\t\treturn mReplacement.GetSprite(name);\n\t\t}\n\t\telse if (!string.IsNullOrEmpty(name))\n\t\t{\n\t\t\tif (mSprites.Count == 0) Upgrade();\n\t\t\tif (mSprites.Count == 0) return null;\n\n\t\t\t// O(1) lookup via a dictionary\n#if UNITY_EDITOR\n\t\t\tif (Application.isPlaying)\n#endif\n\t\t\t{\n\t\t\t\t// The number of indices differs from the sprite list? Rebuild the indices.\n\t\t\t\tif (mSpriteIndices.Count != mSprites.Count)\n\t\t\t\t\tMarkSpriteListAsChanged();\n\n\t\t\t\tint index;\n\t\t\t\tif (mSpriteIndices.TryGetValue(name, out index))\n\t\t\t\t{\n\t\t\t\t\t// If the sprite is present, return it as-is\n\t\t\t\t\tif (index > -1 && index < mSprites.Count) return mSprites[index];\n\n\t\t\t\t\t// The sprite index was out of range -- perhaps the sprite was removed? Rebuild the indices.\n\t\t\t\t\tMarkSpriteListAsChanged();\n\n\t\t\t\t\t// Try to look up the index again\n\t\t\t\t\treturn mSpriteIndices.TryGetValue(name, out index) ? mSprites[index] : null;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Sequential O(N) lookup.\n\t\t\tfor (int i = 0, imax = mSprites.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUISpriteData s = mSprites[i];\n\n\t\t\t\t// string.Equals doesn't seem to work with Flash export\n\t\t\t\tif (!string.IsNullOrEmpty(s.name) && name == s.name)\n\t\t\t\t{\n#if UNITY_EDITOR\n\t\t\t\t\tif (!Application.isPlaying) return s;\n#endif\n\t\t\t\t\t// If this point was reached then the sprite is present in the non-indexed list,\n\t\t\t\t\t// so the sprite indices should be updated.\n\t\t\t\t\tMarkSpriteListAsChanged();\n\t\t\t\t\treturn s;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Convenience function that returns the name of a random sprite that begins with the specified value.\n\t/// </summary>\n\n\tpublic string GetRandomSprite (string startsWith)\n\t{\n\t\tif (GetSprite(startsWith) == null)\n\t\t{\n\t\t\tSystem.Collections.Generic.List<UISpriteData> sprites = spriteList;\n\t\t\tSystem.Collections.Generic.List<string> choices = new System.Collections.Generic.List<string>();\n\n\t\t\tforeach (UISpriteData sd in sprites)\n\t\t\t{\n\t\t\t\tif (sd.name.StartsWith(startsWith))\n\t\t\t\t\tchoices.Add(sd.name);\n\t\t\t}\n\t\t\treturn (choices.Count > 0) ? choices[UnityEngine.Random.Range(0, choices.Count)] : null;\n\t\t}\n\t\treturn startsWith;\n\t}\n\n\t/// <summary>\n\t/// Rebuild the sprite indices. Call this after modifying the spriteList at run time.\n\t/// </summary>\n\n\tpublic void MarkSpriteListAsChanged ()\n\t{\n#if UNITY_EDITOR\n\t\tif (Application.isPlaying)\n#endif\n\t\t{\n\t\t\tmSpriteIndices.Clear();\n\t\t\tfor (int i = 0, imax = mSprites.Count; i < imax; ++i)\n\t\t\t\tmSpriteIndices[mSprites[i].name] = i;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sort the list of sprites within the atlas, making them alphabetical.\n\t/// </summary>\n\n\tpublic void SortAlphabetically ()\n\t{\n\t\tmSprites.Sort(delegate(UISpriteData s1, UISpriteData s2) { return s1.name.CompareTo(s2.name); });\n#if UNITY_EDITOR\n\t\tNGUITools.SetDirty(this);\n#endif\n\t}\n\n\t/// <summary>\n\t/// Convenience function that retrieves a list of all sprite names.\n\t/// </summary>\n\n\tpublic BetterList<string> GetListOfSprites ()\n\t{\n\t\tif (mReplacement != null) return mReplacement.GetListOfSprites();\n\t\tif (mSprites.Count == 0) Upgrade();\n\n\t\tBetterList<string> list = new BetterList<string>();\n\t\t\n\t\tfor (int i = 0, imax = mSprites.Count; i < imax; ++i)\n\t\t{\n\t\t\tUISpriteData s = mSprites[i];\n\t\t\tif (s != null && !string.IsNullOrEmpty(s.name)) list.Add(s.name);\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Convenience function that retrieves a list of all sprite names that contain the specified phrase\n\t/// </summary>\n\n\tpublic BetterList<string> GetListOfSprites (string match)\n\t{\n\t\tif (mReplacement) return mReplacement.GetListOfSprites(match);\n\t\tif (string.IsNullOrEmpty(match)) return GetListOfSprites();\n\n\t\tif (mSprites.Count == 0) Upgrade();\n\t\tBetterList<string> list = new BetterList<string>();\n\n\t\t// First try to find an exact match\n\t\tfor (int i = 0, imax = mSprites.Count; i < imax; ++i)\n\t\t{\n\t\t\tUISpriteData s = mSprites[i];\n\t\t\t\n\t\t\tif (s != null && !string.IsNullOrEmpty(s.name) && string.Equals(match, s.name, StringComparison.OrdinalIgnoreCase))\n\t\t\t{\n\t\t\t\tlist.Add(s.name);\n\t\t\t\treturn list;\n\t\t\t}\n\t\t}\n\n\t\t// No exact match found? Split up the search into space-separated components.\n\t\tstring[] keywords = match.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);\n\t\tfor (int i = 0; i < keywords.Length; ++i) keywords[i] = keywords[i].ToLower();\n\n\t\t// Try to find all sprites where all keywords are present\n\t\tfor (int i = 0, imax = mSprites.Count; i < imax; ++i)\n\t\t{\n\t\t\tUISpriteData s = mSprites[i];\n\t\t\t\n\t\t\tif (s != null && !string.IsNullOrEmpty(s.name))\n\t\t\t{\n\t\t\t\tstring tl = s.name.ToLower();\n\t\t\t\tint matches = 0;\n\n\t\t\t\tfor (int b = 0; b < keywords.Length; ++b)\n\t\t\t\t{\n\t\t\t\t\tif (tl.Contains(keywords[b])) ++matches;\n\t\t\t\t}\n\t\t\t\tif (matches == keywords.Length) list.Add(s.name);\n\t\t\t}\n\t\t}\n\t\treturn list;\n\t}\n\n\t/// <summary>\n\t/// Helper function that determines whether the atlas uses the specified one, taking replacements into account.\n\t/// </summary>\n\n\tbool References (UIAtlas atlas)\n\t{\n\t\tif (atlas == null) return false;\n\t\tif (atlas == this) return true;\n\t\treturn (mReplacement != null) ? mReplacement.References(atlas) : false;\n\t}\n\n\t/// <summary>\n\t/// Helper function that determines whether the two atlases are related.\n\t/// </summary>\n\n\tstatic public bool CheckIfRelated (UIAtlas a, UIAtlas b)\n\t{\n\t\tif (a == null || b == null) return false;\n\t\treturn a == b || a.References(b) || b.References(a);\n\t}\n\n\t/// <summary>\n\t/// Mark all widgets associated with this atlas as having changed.\n\t/// </summary>\n\n\tpublic void MarkAsChanged ()\n\t{\n#if UNITY_EDITOR\n\t\tNGUITools.SetDirty(gameObject);\n#endif\n\t\tif (mReplacement != null) mReplacement.MarkAsChanged();\n\n\t\tUISprite[] list = NGUITools.FindActive<UISprite>();\n\n\t\tfor (int i = 0, imax = list.Length; i < imax; ++i)\n\t\t{\n\t\t\tUISprite sp = list[i];\n\n\t\t\tif (CheckIfRelated(this, sp.atlas))\n\t\t\t{\n\t\t\t\tUIAtlas atl = sp.atlas;\n\t\t\t\tsp.atlas = null;\n\t\t\t\tsp.atlas = atl;\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(sp);\n#endif\n\t\t\t}\n\t\t}\n\n\t\tUIFont[] fonts = Resources.FindObjectsOfTypeAll(typeof(UIFont)) as UIFont[];\n\n\t\tfor (int i = 0, imax = fonts.Length; i < imax; ++i)\n\t\t{\n\t\t\tUIFont font = fonts[i];\n\n\t\t\tif (CheckIfRelated(this, font.atlas))\n\t\t\t{\n\t\t\t\tUIAtlas atl = font.atlas;\n\t\t\t\tfont.atlas = null;\n\t\t\t\tfont.atlas = atl;\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(font);\n#endif\n\t\t\t}\n\t\t}\n\n\t\tUILabel[] labels = NGUITools.FindActive<UILabel>();\n\n\t\tfor (int i = 0, imax = labels.Length; i < imax; ++i)\n\t\t{\n\t\t\tUILabel lbl = labels[i];\n\n\t\t\tif (lbl.bitmapFont != null && CheckIfRelated(this, lbl.bitmapFont.atlas))\n\t\t\t{\n\t\t\t\tUIFont font = lbl.bitmapFont;\n\t\t\t\tlbl.bitmapFont = null;\n\t\t\t\tlbl.bitmapFont = font;\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(lbl);\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Performs an upgrade from the legacy way of specifying data to the new one.\n\t/// </summary>\n\n\tbool Upgrade ()\n\t{\n\t\tif (mReplacement) return mReplacement.Upgrade();\n\n\t\tif (mSprites.Count == 0 && sprites.Count > 0 && material)\n\t\t{\n\t\t\tTexture tex = material.mainTexture;\n\t\t\tint width = (tex != null) ? tex.width : 512;\n\t\t\tint height = (tex != null) ? tex.height : 512;\n\n\t\t\tfor (int i = 0; i < sprites.Count; ++i)\n\t\t\t{\n\t\t\t\tSprite old = sprites[i];\n\t\t\t\tRect outer = old.outer;\n\t\t\t\tRect inner = old.inner;\n\t\t\t\t\n\t\t\t\tif (mCoordinates == Coordinates.TexCoords)\n\t\t\t\t{\n\t\t\t\t\tNGUIMath.ConvertToPixels(outer, width, height, true);\n\t\t\t\t\tNGUIMath.ConvertToPixels(inner, width, height, true);\n\t\t\t\t}\n\n\t\t\t\tUISpriteData sd = new UISpriteData();\n\t\t\t\tsd.name = old.name;\n\t\t\t\t\n\t\t\t\tsd.x = Mathf.RoundToInt(outer.xMin);\n\t\t\t\tsd.y = Mathf.RoundToInt(outer.yMin);\n\t\t\t\tsd.width = Mathf.RoundToInt(outer.width);\n\t\t\t\tsd.height = Mathf.RoundToInt(outer.height);\n\t\t\t\t\n\t\t\t\tsd.paddingLeft = Mathf.RoundToInt(old.paddingLeft * outer.width);\n\t\t\t\tsd.paddingRight = Mathf.RoundToInt(old.paddingRight * outer.width);\n\t\t\t\tsd.paddingBottom = Mathf.RoundToInt(old.paddingBottom * outer.height);\n\t\t\t\tsd.paddingTop = Mathf.RoundToInt(old.paddingTop * outer.height);\n\t\t\t\t\n\t\t\t\tsd.borderLeft = Mathf.RoundToInt(inner.xMin - outer.xMin);\n\t\t\t\tsd.borderRight = Mathf.RoundToInt(outer.xMax - inner.xMax);\n\t\t\t\tsd.borderBottom = Mathf.RoundToInt(outer.yMax - inner.yMax);\n\t\t\t\tsd.borderTop = Mathf.RoundToInt(inner.yMin - outer.yMin);\n\n\t\t\t\tmSprites.Add(sd);\n\t\t\t}\n\t\t\tsprites.Clear();\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n\t\t\tUnityEditor.AssetDatabase.SaveAssets();\n#endif\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n}\n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UIAtlas.cs.meta",
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UICamera.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n#if UNITY_EDITOR\nusing UnityEditor;\n#endif\n\n/// <summary>\n/// This script should be attached to each camera that's used to draw the objects with\n/// UI components on them. This may mean only one camera (main camera or your UI camera),\n/// or multiple cameras if you happen to have multiple viewports. Failing to attach this\n/// script simply means that objects drawn by this camera won't receive UI notifications:\n/// \n/// * OnHover (isOver) is sent when the mouse hovers over a collider or moves away.\n/// * OnPress (isDown) is sent when a mouse button gets pressed on the collider.\n/// * OnSelect (selected) is sent when a mouse button is first pressed on an object. Repeated presses won't result in an OnSelect(true).\n/// * OnClick () is sent when a mouse is pressed and released on the same object.\n///   UICamera.currentTouchID tells you which button was clicked.\n/// * OnDoubleClick () is sent when the click happens twice within a fourth of a second.\n///   UICamera.currentTouchID tells you which button was clicked.\n/// \n/// * OnDragStart () is sent to a game object under the touch just before the OnDrag() notifications begin.\n/// * OnDrag (delta) is sent to an object that's being dragged.\n/// * OnDragOver (draggedObject) is sent to a game object when another object is dragged over its area.\n/// * OnDragOut (draggedObject) is sent to a game object when another object is dragged out of its area.\n/// * OnDragEnd () is sent to a dragged object when the drag event finishes.\n/// \n/// * OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving.\n/// * OnScroll (float delta) is sent out when the mouse scroll wheel is moved.\n/// * OnNavigate (KeyCode key) is sent when horizontal or vertical navigation axes are moved.\n/// * OnPan (Vector2 delta) is sent when when horizontal or vertical panning axes are moved.\n/// * OnKey (KeyCode key) is sent when keyboard or controller input is used.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Event System (UICamera)\")]\n[RequireComponent(typeof(Camera))]\npublic class UICamera : MonoBehaviour\n{\n\tpublic enum ControlScheme\n\t{\n\t\tMouse,\n\t\tTouch,\n\t\tController,\n\t}\n\n\t/// <summary>\n\t/// Whether the touch event will be sending out the OnClick notification at the end.\n\t/// </summary>\n\n\tpublic enum ClickNotification\n\t{\n\t\tNone,\n\t\tAlways,\n\t\tBasedOnDelta,\n\t}\n\n\t/// <summary>\n\t/// Ambiguous mouse, touch, or controller event.\n\t/// </summary>\n\n\tpublic class MouseOrTouch\n\t{\n\t\tpublic KeyCode key = KeyCode.None;\n\t\tpublic Vector2 pos;\t\t\t\t// Current position of the mouse or touch event\n\t\tpublic Vector2 lastPos;\t\t\t// Previous position of the mouse or touch event\n\t\tpublic Vector2 delta;\t\t\t// Delta since last update\n\t\tpublic Vector2 totalDelta;\t\t// Delta since the event started being tracked\n\n\t\tpublic Camera pressedCam;\t\t// Camera that the OnPress(true) was fired with\n\n\t\tpublic GameObject last;\t\t\t// Last object under the touch or mouse\n\t\tpublic GameObject current;\t\t// Current game object under the touch or mouse\n\t\tpublic GameObject pressed;\t\t// Last game object to receive OnPress\n\t\tpublic GameObject dragged;\t\t// Game object that's being dragged\n\n\t\tpublic float pressTime = 0f;\t// When the touch event started\n\t\tpublic float clickTime = 0f;\t// The last time a click event was sent out\n\n\t\tpublic ClickNotification clickNotification = ClickNotification.Always;\n\t\tpublic bool touchBegan = true;\n\t\tpublic bool pressStarted = false;\n\t\tpublic bool dragStarted = false;\n\t\tpublic int ignoreDelta = 0;\n\n\t\t/// <summary>\n\t\t/// Delta time since the touch operation started.\n\t\t/// </summary>\n\n\t\tpublic float deltaTime { get { return RealTime.time - pressTime; } }\n\n\t\t/// <summary>\n\t\t/// Returns whether this touch is currently over a UI element.\n\t\t/// </summary>\n\n\t\tpublic bool isOverUI\n\t\t{\n\t\t\tget\n\t\t\t{\n\t\t\t\treturn current != null && current != fallThrough && NGUITools.FindInParents<UIRoot>(current) != null;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Camera type controls how raycasts are handled by the UICamera.\n\t/// </summary>\n\n\tpublic enum EventType : int\n\t{\n\t\tWorld_3D,\t// Perform a Physics.Raycast and sort by distance to the point that was hit.\n\t\tUI_3D,\t\t// Perform a Physics.Raycast and sort by widget depth.\n\t\tWorld_2D,\t// Perform a Physics2D.OverlapPoint\n\t\tUI_2D,\t\t// Physics2D.OverlapPoint then sort by widget depth\n\t}\n\n\t/// <summary>\n\t/// List of all active cameras in the scene.\n\t/// </summary>\n\n\tstatic public BetterList<UICamera> list = new BetterList<UICamera>();\n\n\tpublic delegate bool GetKeyStateFunc (KeyCode key);\n\tpublic delegate float GetAxisFunc (string name);\n\tpublic delegate bool GetAnyKeyFunc ();\n\tpublic delegate MouseOrTouch GetMouseDelegate (int button);\n\tpublic delegate MouseOrTouch GetTouchDelegate (int id, bool createIfMissing);\n\tpublic delegate void RemoveTouchDelegate (int id);\n\n\t/// <summary>\n\t/// GetKeyDown function -- return whether the specified key was pressed this Update().\n\t/// </summary>\n\n\tstatic public GetKeyStateFunc GetKeyDown = delegate(KeyCode key)\n\t{\n\t\tif (key >= KeyCode.JoystickButton0 && ignoreControllerInput) return false;\n\t\treturn Input.GetKeyDown(key);\n\t};\n\n\t/// <summary>\n\t/// GetKeyDown function -- return whether the specified key was released this Update().\n\t/// </summary>\n\n\tstatic public GetKeyStateFunc GetKeyUp = delegate(KeyCode key)\n\t{\n\t\tif (key >= KeyCode.JoystickButton0 && ignoreControllerInput) return false;\n\t\treturn Input.GetKeyUp(key);\n\t};\n\n\t/// <summary>\n\t/// GetKey function -- return whether the specified key is currently held.\n\t/// </summary>\n\n\tstatic public GetKeyStateFunc GetKey = delegate(KeyCode key)\n\t{\n\t\tif (key >= KeyCode.JoystickButton0 && ignoreControllerInput) return false;\n\t\treturn Input.GetKey(key);\n\t};\n\n\t/// <summary>\n\t/// GetAxis function -- return the state of the specified axis.\n\t/// </summary>\n\n\tstatic public GetAxisFunc GetAxis = delegate(string axis)\n\t{\n\t\tif (ignoreControllerInput) return 0f;\n\t\treturn Input.GetAxis(axis);\n\t};\n\n\t/// <summary>\n\t/// User-settable Input.anyKeyDown\n\t/// </summary>\n\n\tstatic public GetAnyKeyFunc GetAnyKeyDown;\n\n\t/// <summary>\n\t/// Get the details of the specified mouse button.\n\t/// </summary>\n\n\tstatic public GetMouseDelegate GetMouse = delegate(int button) { return mMouse[button]; };\n\t\n\t/// <summary>\n\t/// Get or create a touch event. If you are trying to iterate through a list of active touches, use activeTouches instead.\n\t/// </summary>\n\n\tstatic public GetTouchDelegate GetTouch = delegate(int id, bool createIfMissing)\n\t{\n\t\tif (id < 0) return GetMouse(-id - 1);\n\n\t\tfor (int i = 0, imax = mTouchIDs.Count; i < imax; ++i)\n\t\t\tif (mTouchIDs[i] == id) return activeTouches[i];\n\n\t\tif (createIfMissing)\n\t\t{\n\t\t\tMouseOrTouch touch = new MouseOrTouch();\n\t\t\ttouch.pressTime = RealTime.time;\n\t\t\ttouch.touchBegan = true;\n\t\t\tactiveTouches.Add(touch);\n\t\t\tmTouchIDs.Add(id);\n\t\t\treturn touch;\n\t\t}\n\t\treturn null;\n\t};\n\n\t/// <summary>\n\t/// Remove a touch event from the list.\n\t/// </summary>\n\n\tstatic public RemoveTouchDelegate RemoveTouch = delegate(int id)\n\t{\n\t\tfor (int i = 0, imax = mTouchIDs.Count; i < imax; ++i)\n\t\t{\n\t\t\tif (mTouchIDs[i] == id)\n\t\t\t{\n\t\t\t\tmTouchIDs.RemoveAt(i);\n\t\t\t\tactiveTouches.RemoveAt(i);\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t};\n\n\t/// <summary>\n\t/// Delegate triggered when the screen size changes for any reason.\n\t/// Subscribe to it if you don't want to compare Screen.width and Screen.height each frame.\n\t/// </summary>\n\n\tstatic public OnScreenResize onScreenResize;\n\tpublic delegate void OnScreenResize ();\n\n\t/// <summary>\n\t/// Event type -- use \"UI\" for your user interfaces, and \"World\" for your game camera.\n\t/// This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras.\n\t/// </summary>\n\n\tpublic EventType eventType = EventType.UI_3D;\n\n\t/// <summary>\n\t/// By default, events will go to rigidbodies when the Event Type is not UI.\n\t/// You can change this behaviour back to how it was pre-3.7.0 using this flag.\n\t/// </summary>\n\n\tpublic bool eventsGoToColliders = false;\n\n\t/// <summary>\n\t/// Which layers will receive events.\n\t/// </summary>\n\n\tpublic LayerMask eventReceiverMask = -1;\n\n\tpublic enum ProcessEventsIn\n\t{\n\t\tUpdate,\n\t\tLateUpdate,\n\t}\n\n\t/// <summary>\n\t/// When events will be processed.\n\t/// </summary>\n\n\tpublic ProcessEventsIn processEventsIn = ProcessEventsIn.Update;\n\n\t/// <summary>\n\t/// If 'true', currently hovered object will be shown in the top left corner.\n\t/// </summary>\n\n\tpublic bool debug = false;\n\n\t/// <summary>\n\t/// Whether the mouse input is used.\n\t/// </summary>\n\n\tpublic bool useMouse = true;\n\n\t/// <summary>\n\t/// Whether the touch-based input is used.\n\t/// </summary>\n\n\tpublic bool useTouch = true;\n\n\t/// <summary>\n\t/// Whether multi-touch is allowed.\n\t/// </summary>\n\n\tpublic bool allowMultiTouch = true;\n\n\t/// <summary>\n\t/// Whether the keyboard events will be processed.\n\t/// </summary>\n\n\tpublic bool useKeyboard = true;\n\n\t/// <summary>\n\t/// Whether the joystick and controller events will be processed.\n\t/// </summary>\n\n\tpublic bool useController = true;\n\n\t[System.Obsolete(\"Use new OnDragStart / OnDragOver / OnDragOut / OnDragEnd events instead\")]\n\tpublic bool stickyPress { get { return true; } }\n\n\t/// <summary>\n\t/// Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true).\n\t/// </summary>\n\n\tpublic bool stickyTooltip = true;\n\n\t/// <summary>\n\t/// How long of a delay to expect before showing the tooltip.\n\t/// </summary>\n\n\tpublic float tooltipDelay = 1f;\n\n\t/// <summary>\n\t/// If enabled, a tooltip will be shown after touch gets pressed on something and held for more than \"tooltipDelay\" seconds.\n\t/// </summary>\n\n\tpublic bool longPressTooltip = false;\n\n\t/// <summary>\n\t/// How much the mouse has to be moved after pressing a button before it starts to send out drag events.\n\t/// </summary>\n\n\tpublic float mouseDragThreshold = 4f;\n\n\t/// <summary>\n\t/// How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.\n\t/// </summary>\n\n\tpublic float mouseClickThreshold = 10f;\n\n\t/// <summary>\n\t/// How much the mouse has to be moved after pressing a button before it starts to send out drag events.\n\t/// </summary>\n\n\tpublic float touchDragThreshold = 40f;\n\n\t/// <summary>\n\t/// How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.\n\t/// </summary>\n\n\tpublic float touchClickThreshold = 40f;\n\n\t/// <summary>\n\t/// Raycast range distance. By default it's as far as the camera can see.\n\t/// </summary>\n\n\tpublic float rangeDistance = -1f;\n\n\t/// <summary>\n\t/// Name of the axis used to send left and right key events.\n\t/// </summary>\n\n\tpublic string horizontalAxisName = \"Horizontal\";\n\n\t/// <summary>\n\t/// Name of the axis used to send up and down key events.\n\t/// </summary>\n\n\tpublic string verticalAxisName = \"Vertical\";\n\n\t/// <summary>\n\t/// Name of the horizontal axis used to move scroll views and sliders around.\n\t/// </summary>\n\n\tpublic string horizontalPanAxisName = null;\n\n\t/// <summary>\n\t/// Name of the vertical axis used to move scroll views and sliders around.\n\t/// </summary>\n\n\tpublic string verticalPanAxisName = null;\n\n\t/// <summary>\n\t/// Name of the axis used for scrolling.\n\t/// </summary>\n\n\tpublic string scrollAxisName = \"Mouse ScrollWheel\";\n\n\t/// <summary>\n\t/// Simulate a right-click on OSX when the Command key is held and a left-click is used (for trackpad).\n\t/// </summary>\n\n\tpublic bool commandClick = true;\n\n\t/// <summary>\n\t/// Various keys used by the camera.\n\t/// </summary>\n\n\tpublic KeyCode submitKey0 = KeyCode.Return;\n\tpublic KeyCode submitKey1 = KeyCode.JoystickButton0;\n\tpublic KeyCode cancelKey0 = KeyCode.Escape;\n\tpublic KeyCode cancelKey1 = KeyCode.JoystickButton1;\n\n\t/// <summary>\n\t/// Whether NGUI will automatically hide the mouse cursor when controller or touch input is detected.\n\t/// </summary>\n\n\tpublic bool autoHideCursor = true;\n\n\tpublic delegate void OnCustomInput ();\n\n\t/// <summary>\n\t/// Custom input processing logic, if desired. For example: WP7 touches.\n\t/// Use UICamera.current to get the current camera.\n\t/// </summary>\n\n\tstatic public OnCustomInput onCustomInput;\n\n\t/// <summary>\n\t/// Whether tooltips will be shown or not.\n\t/// </summary>\n\n\tstatic public bool showTooltips = true;\n\n\t/// <summary>\n\t/// Whether controller input will be temporarily disabled or not.\n\t/// It's useful to be able to turn off controller interaction and only turn it on when the UI is actually visible.\n\t/// </summary>\n\n\tstatic public bool disableController\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mDisableController && !UIPopupList.isOpen;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmDisableController = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// If set to 'true', all events will be ignored until set to 'true'.\n\t/// </summary>\n\n\tstatic public bool ignoreAllEvents = false;\n\n\t/// <summary>\n\t/// If set to 'true', controller input will be flat-out ignored. Permanently, for all cameras.\n\t/// </summary>\n\n\tstatic public bool ignoreControllerInput = false;\n\n\tstatic bool mDisableController = false;\n\tstatic Vector2 mLastPos = Vector2.zero;\n\n\t/// <summary>\n\t/// Position of the last touch (or mouse) event.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use lastEventPosition instead. It handles controller input properly.\")]\n\tstatic public Vector2 lastTouchPosition { get { return mLastPos; } set { mLastPos = value; } }\n\n\t/// <summary>\n\t/// Position of the last touch (or mouse) event.\n\t/// </summary>\n\n\tstatic public Vector2 lastEventPosition\n\t{\n\t\tget\n\t\t{\n\t\t\tUICamera.ControlScheme scheme = UICamera.currentScheme;\n\n\t\t\tif (scheme == UICamera.ControlScheme.Controller)\n\t\t\t{\n\t\t\t\tGameObject go = hoveredObject;\n\n\t\t\t\tif (go != null)\n\t\t\t\t{\n\t\t\t\t\tBounds b = NGUIMath.CalculateAbsoluteWidgetBounds(go.transform);\n\t\t\t\t\tCamera cam = NGUITools.FindCameraForLayer(go.layer);\n\t\t\t\t\treturn cam.WorldToScreenPoint(b.center);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mLastPos;\n\t\t}\n\t\tset { mLastPos = value; }\n\t}\n\n\t/// <summary>\n\t/// Position of the last touch (or mouse) event in the world.\n\t/// </summary>\n\n\tstatic public Vector3 lastWorldPosition = Vector3.zero;\n\n\t/// <summary>\n\t/// Last raycast into the world space.\n\t/// </summary>\n\n\tstatic public Ray lastWorldRay = new Ray();\n\n\t/// <summary>\n\t/// Last raycast hit prior to sending out the event. This is useful if you want detailed information\n\t/// about what was actually hit in your OnClick, OnHover, and other event functions.\n\t/// Note that this is not going to be valid if you're using 2D colliders.\n\t/// </summary>\n\n\tstatic public RaycastHit lastHit;\n\n\t/// <summary>\n\t/// UICamera that sent out the event.\n\t/// </summary>\n\n\tstatic public UICamera current = null;\n\n\t/// <summary>\n\t/// NGUI event system that will be handling all events.\n\t/// </summary>\n\n\tstatic public UICamera first\n\t{\n\t\tget\n\t\t{\n\t\t\tif (list == null || list.size == 0) return null;\n\t\t\treturn list[0];\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Last camera active prior to sending out the event. This will always be the camera that actually sent out the event.\n\t/// </summary>\n\n\tstatic public Camera currentCamera = null;\n\n\tpublic delegate void OnSchemeChange ();\n\n\t/// <summary>\n\t/// Delegate called when the control scheme changes.\n\t/// </summary>\n\n\tstatic public OnSchemeChange onSchemeChange;\n\tstatic ControlScheme mLastScheme = ControlScheme.Mouse;\n\n\t/// <summary>\n\t/// Current control scheme. Derived from the last event to arrive.\n\t/// </summary>\n\n\tstatic public ControlScheme currentScheme\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mCurrentKey == KeyCode.None) return ControlScheme.Touch;\n\t\t\tif (mCurrentKey >= KeyCode.JoystickButton0) return ControlScheme.Controller;\n\t\t\tif (current != null && mLastScheme == ControlScheme.Controller &&\n\t\t\t\t(mCurrentKey == current.submitKey0 || mCurrentKey == current.submitKey1))\n\t\t\t\treturn ControlScheme.Controller;\n\t\t\treturn ControlScheme.Mouse;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mLastScheme != value)\n\t\t\t{\n\t\t\t\tif (value == ControlScheme.Mouse)\n\t\t\t\t{\n\t\t\t\t\tcurrentKey = KeyCode.Mouse0;\n\t\t\t\t}\n\t\t\t\telse if (value == ControlScheme.Controller)\n\t\t\t\t{\n\t\t\t\t\tcurrentKey = KeyCode.JoystickButton0;\n\t\t\t\t}\n\t\t\t\telse if (value == ControlScheme.Touch)\n\t\t\t\t{\n\t\t\t\t\tcurrentKey = KeyCode.None;\n\t\t\t\t}\n\t\t\t\telse currentKey = KeyCode.Alpha0;\n\n\t\t\t\tmLastScheme = value;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// ID of the touch or mouse operation prior to sending out the event.\n\t/// Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle.\n\t/// </summary>\n\n\tstatic public int currentTouchID = -100;\n\n\tstatic KeyCode mCurrentKey = KeyCode.Alpha0;\n\n\t/// <summary>\n\t/// Key that triggered the event, if any.\n\t/// </summary>\n\n\tstatic public KeyCode currentKey\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mCurrentKey;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mCurrentKey != value)\n\t\t\t{\n\t\t\t\tControlScheme before = mLastScheme;\n\t\t\t\tmCurrentKey = value;\n\t\t\t\tmLastScheme = currentScheme;\n\n\t\t\t\tif (before != mLastScheme)\n\t\t\t\t{\n\t\t\t\t\tHideTooltip();\n\n\t\t\t\t\tif (mLastScheme == ControlScheme.Mouse)\n\t\t\t\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\t\t\tScreen.lockCursor = false;\n\t\t\t\t\t\tScreen.showCursor = true;\n#else\n\t\t\t\t\t\tCursor.lockState = CursorLockMode.None;\n\t\t\t\t\t\tCursor.visible = true;\n#endif\n\t\t\t\t\t}\n#if UNITY_EDITOR\n\t\t\t\t\telse if (mLastScheme == ControlScheme.Controller)\n#else\n\t\t\t\t\telse\n#endif\n\t\t\t\t\t{\n\t\t\t\t\t\tif (current != null && current.autoHideCursor)\n\t\t\t\t\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\t\t\t\t\tScreen.showCursor = false;\n\t\t\t\t\t\t\tScreen.lockCursor = true;\n#else\n\t\t\t\t\t\t\tCursor.visible = false;\n\t\t\t\t\t\t\tCursor.lockState = CursorLockMode.Locked;\n#endif\n\n\t\t\t\t\t\t\t// Skip the next 2 frames worth of mouse movement\n\t\t\t\t\t\t\tmMouse[0].ignoreDelta = 2;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (onSchemeChange != null) onSchemeChange();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ray projected into the screen underneath the current touch.\n\t/// </summary>\n\n\tstatic public Ray currentRay\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (currentCamera != null && currentTouch != null) ?\n\t\t\t\tcurrentCamera.ScreenPointToRay(currentTouch.pos) : new Ray();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Current touch, set before any event function gets called.\n\t/// </summary>\n\n\tstatic public MouseOrTouch currentTouch = null;\n\n\tstatic bool mInputFocus = false;\n\n\t/// <summary>\n\t/// Whether an input field currently has focus.\n\t/// </summary>\n\n\tstatic public bool inputHasFocus\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mInputFocus && mSelected && mSelected.activeInHierarchy) return true;\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t// Obsolete, kept for backwards compatibility.\n\tstatic GameObject mGenericHandler;\n\n\t/// <summary>\n\t/// If set, this game object will receive all events regardless of whether they were handled or not.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use delegates instead such as UICamera.onClick, UICamera.onHover, etc.\")]\n\tstatic public GameObject genericEventHandler { get { return mGenericHandler; } set { mGenericHandler = value; } }\n\n\t/// <summary>\n\t/// If events don't get handled, they will be forwarded to this game object.\n\t/// </summary>\n\n\tstatic public GameObject fallThrough;\n\n\tpublic delegate void MoveDelegate (Vector2 delta);\n\tpublic delegate void VoidDelegate (GameObject go);\n\tpublic delegate void BoolDelegate (GameObject go, bool state);\n\tpublic delegate void FloatDelegate (GameObject go, float delta);\n\tpublic delegate void VectorDelegate (GameObject go, Vector2 delta);\n\tpublic delegate void ObjectDelegate (GameObject go, GameObject obj);\n\tpublic delegate void KeyCodeDelegate (GameObject go, KeyCode key);\n\n\t/// <summary>\n\t/// These notifications are sent out prior to the actual event going out.\n\t/// </summary>\n\n\tstatic public VoidDelegate onClick;\n\tstatic public VoidDelegate onDoubleClick;\n\tstatic public BoolDelegate onHover;\n\tstatic public BoolDelegate onPress;\n\tstatic public BoolDelegate onSelect;\n\tstatic public FloatDelegate onScroll;\n\tstatic public VectorDelegate onDrag;\n\tstatic public VoidDelegate onDragStart;\n\tstatic public ObjectDelegate onDragOver;\n\tstatic public ObjectDelegate onDragOut;\n\tstatic public VoidDelegate onDragEnd;\n\tstatic public ObjectDelegate onDrop;\n\tstatic public KeyCodeDelegate onKey;\n\tstatic public KeyCodeDelegate onNavigate;\n\tstatic public VectorDelegate onPan;\n\tstatic public BoolDelegate onTooltip;\n\tstatic public MoveDelegate onMouseMove;\n\n\t// Mouse events\n\tstatic MouseOrTouch[] mMouse = new MouseOrTouch[] { new MouseOrTouch(), new MouseOrTouch(), new MouseOrTouch() };\n\n\t/// <summary>\n\t/// Access to the mouse-related data. This is intended to be read-only.\n\t/// </summary>\n\n\tstatic public MouseOrTouch mouse0 { get { return mMouse[0]; } }\n\tstatic public MouseOrTouch mouse1 { get { return mMouse[1]; } }\n\tstatic public MouseOrTouch mouse2 { get { return mMouse[2]; } }\n\n\t// Joystick/controller/keyboard event\n\tstatic public MouseOrTouch controller = new MouseOrTouch();\n\n\t/// <summary>\n\t/// List of all the active touches.\n\t/// </summary>\n\t\n\tstatic public List<MouseOrTouch> activeTouches = new List<MouseOrTouch>();\n\n\t// Used internally to store IDs of active touches\n\tstatic List<int> mTouchIDs = new List<int>();\n\n\t// Used to detect screen dimension changes\n\tstatic int mWidth = 0;\n\tstatic int mHeight = 0;\n\n\t// Tooltip widget (mouse only)\n\tstatic GameObject mTooltip = null;\n\n\t// Mouse input is turned off on iOS\n\tCamera mCam = null;\n\tstatic float mTooltipTime = 0f;\n\tfloat mNextRaycast = 0f;\n\n\t/// <summary>\n\t/// Helper function that determines if this script should be handling the events.\n\t/// </summary>\n\n\tbool handlesEvents { get { return eventHandler == this; } }\n\n\t/// <summary>\n\t/// Caching is always preferable for performance.\n\t/// </summary>\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = camera; return mCam; } }\n#else\n\tpublic Camera cachedCamera { get { if (mCam == null) mCam = GetComponent<Camera>(); return mCam; } }\n#endif\n\n\t/// <summary>\n\t/// Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility.\n\t/// </summary>\n\n\tstatic public bool isDragging = false;\n\n\t/// <summary>\n\t/// Object that should be showing the tooltip.\n\t/// </summary>\n\n\tstatic public GameObject tooltipObject { get { return mTooltip; } }\n\n\t/// <summary>\n\t/// Whether the last raycast was over the UI.\n\t/// </summary>\n\n\tstatic public bool isOverUI\n\t{\n\t\tget\n\t\t{\n\t\t\tif (currentTouch != null) return currentTouch.isOverUI;\n\n\t\t\tfor (int i = 0, imax = activeTouches.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tMouseOrTouch touch = activeTouches[i];\n\t\t\t\tif (touch.pressed != null && touch.pressed != fallThrough && NGUITools.FindInParents<UIRoot>(touch.pressed) != null) return true;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < 3; ++i)\n\t\t\t{\n\t\t\t\tvar m = mMouse[i];\n\t\t\t\tif (m.current != null && m.current != fallThrough && NGUITools.FindInParents<UIRoot>(m.current) != null) return true;\n\t\t\t}\n\n\t\t\tif (controller.pressed != null && controller.pressed != fallThrough && NGUITools.FindInParents<UIRoot>(controller.pressed) != null) return true;\n\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Much like 'isOverUI', but also returns 'true' if there is currently an active mouse press on a UI element, or if a UI input has focus.\n\t/// </summary>\n\n\tstatic public bool uiHasFocus\n\t{\n\t\tget\n\t\t{\n\t\t\tif (inputHasFocus) return true;\n\t\t\tif (currentTouch != null) return currentTouch.isOverUI;\n\n\t\t\tfor (int i = 0, imax = activeTouches.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tMouseOrTouch touch = activeTouches[i];\n\t\t\t\tif (touch.pressed != null && touch.pressed != fallThrough && NGUITools.FindInParents<UIRoot>(touch.pressed) != null) return true;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < 3; ++i)\n\t\t\t{\n\t\t\t\tvar m = mMouse[i];\n\t\t\t\tif (m.pressed != null && m.pressed != fallThrough && NGUITools.FindInParents<UIRoot>(m.pressed) != null) return true;\n\t\t\t\tif (m.current != null && m.current != fallThrough && NGUITools.FindInParents<UIRoot>(m.current) != null) return true;\n\t\t\t}\n\n\t\t\tif (controller.pressed != null && controller.pressed != fallThrough && NGUITools.FindInParents<UIRoot>(controller.pressed) != null) return true;\n\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tstatic GameObject mRayHitObject;\n\tstatic GameObject mHover;\n\tstatic GameObject mSelected;\n\n\t/// <summary>\n\t/// The object over which the mouse is hovering over, or the object currently selected by the controller input.\n\t/// Mouse and controller input share the same hovered object, while touches have no hovered object at all.\n\t/// Checking this value from within a touch-based event will simply return the current touched object.\n\t/// </summary>\n\n\tstatic public GameObject hoveredObject\n\t{\n\t\tget\n\t\t{\n\t\t\tif (currentTouch != null && currentTouch.dragStarted) return currentTouch.current;\n\t\t\tif (mHover && mHover.activeInHierarchy) return mHover;\n\t\t\tmHover = null;\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\t// We already have this object highlighted\n\t\t\tif (mHover == value) return;\n\t\t\t\n\t\t\tbool statesDiffer = false;\n\t\t\tUICamera prevCamera = current;\n\n\t\t\tif (currentTouch == null)\n\t\t\t{\n\t\t\t\tstatesDiffer = true;\n\t\t\t\tcurrentTouchID = -100;\n\t\t\t\tcurrentTouch = controller;\n\t\t\t}\n\n\t\t\t// Hide the tooltip\n\t\t\tShowTooltip(null);\n\n\t\t\t// Remove the selection\n\t\t\tif (mSelected && currentScheme == ControlScheme.Controller)\n\t\t\t{\n\t\t\t\tNotify(mSelected, \"OnSelect\", false);\n\t\t\t\tif (onSelect != null) onSelect(mSelected, false);\n\t\t\t\tmSelected = null;\n\t\t\t}\n\n\t\t\t// Remove the previous hover state\n\t\t\tif (mHover)\n\t\t\t{\n\t\t\t\tNotify(mHover, \"OnHover\", false);\n\t\t\t\tif (onHover != null) onHover(mHover, false);\n\t\t\t}\n\n\t\t\tmHover = value;\n\t\t\tcurrentTouch.clickNotification = ClickNotification.None;\n\n\t\t\tif (mHover)\n\t\t\t{\n\t\t\t\tif (mHover != controller.current)\n\t\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tif (mHover.GetComponent<UIKeyNavigation>() != null) controller.current = mHover;\n\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tif (mHover.GetComponent<UIKeyNavigation>() != null) controller.current = mHover;\n\t\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t\t}\n\n\t\t\t\t// Locate the appropriate camera for the new object\n\t\t\t\tif (statesDiffer)\n\t\t\t\t{\n\t\t\t\t\tUICamera cam = (mHover != null) ? FindCameraForLayer(mHover.layer) : UICamera.list[0];\n\n\t\t\t\t\tif (cam != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tcurrent = cam;\n\t\t\t\t\t\tcurrentCamera = cam.cachedCamera;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (onHover != null) onHover(mHover, true);\n\t\t\t\tNotify(mHover, \"OnHover\", true);\n\t\t\t}\n\n\t\t\t// Restore previous states\n\t\t\tif (statesDiffer)\n\t\t\t{\n\t\t\t\tcurrent = prevCamera;\n\t\t\t\tcurrentCamera = (prevCamera != null) ? prevCamera.cachedCamera : null;\n\t\t\t\tcurrentTouch = null;\n\t\t\t\tcurrentTouchID = -100;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Currently chosen object for controller-based navigation.\n\t/// </summary>\n\n\tstatic public GameObject controllerNavigationObject\n\t{\n\t\tget\n\t\t{\n\t\t\tif (controller.current && controller.current.activeInHierarchy)\n\t\t\t\treturn controller.current;\n\n\t\t\t// Automatically update the object chosen by the controller\n\t\t\tif (currentScheme == ControlScheme.Controller &&\n\t\t\t\tUICamera.current != null && (UICamera.current.useController && !ignoreControllerInput) &&\n\t\t\t\tUIKeyNavigation.list.size > 0)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < UIKeyNavigation.list.size; ++i)\n\t\t\t\t{\n\t\t\t\t\tUIKeyNavigation nav = UIKeyNavigation.list[i];\n\n\t\t\t\t\tif (nav && nav.constraint != UIKeyNavigation.Constraint.Explicit && nav.startsSelected)\n\t\t\t\t\t{\n\t\t\t\t\t\thoveredObject = nav.gameObject;\n\t\t\t\t\t\tcontroller.current = mHover;\n\t\t\t\t\t\treturn mHover;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (mHover == null)\n\t\t\t\t{\n\t\t\t\t\tfor (int i = 0; i < UIKeyNavigation.list.size; ++i)\n\t\t\t\t\t{\n\t\t\t\t\t\tUIKeyNavigation nav = UIKeyNavigation.list[i];\n\n\t\t\t\t\t\tif (nav && nav.constraint != UIKeyNavigation.Constraint.Explicit)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\thoveredObject = nav.gameObject;\n\t\t\t\t\t\t\tcontroller.current = mHover;\n\t\t\t\t\t\t\treturn mHover;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tcontroller.current = null;\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (controller.current != value && controller.current)\n\t\t\t{\n\t\t\t\tNotify(controller.current, \"OnHover\", false);\n\t\t\t\tif (onHover != null) onHover(controller.current, false);\n\t\t\t\tcontroller.current = null;\n\t\t\t}\n\n\t\t\thoveredObject = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Selected object receives exclusive focus. An input field requires exclusive focus in order to type,\n\t/// for example. Any object is capable of grabbing the selection just by clicking on that object,\n\t/// but only one object can be selected at a time.\n\t/// </summary>\n\n\tstatic public GameObject selectedObject\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mSelected && mSelected.activeInHierarchy) return mSelected;\n\t\t\tmSelected = null;\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSelected == value)\n\t\t\t{\n\t\t\t\thoveredObject = value;\n\t\t\t\tcontroller.current = value;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Hide the tooltip\n\t\t\tShowTooltip(null);\n\n\t\t\tbool statesDiffer = false;\n\t\t\tUICamera prevCamera = current;\n\t\t\t//ControlScheme scheme = currentScheme;\n\n\t\t\tif (currentTouch == null)\n\t\t\t{\n\t\t\t\tstatesDiffer = true;\n\t\t\t\tcurrentTouchID = -100;\n\t\t\t\tcurrentTouch = controller;\n\t\t\t}\n\n\t\t\t// Input no longer has selection, even if it did\n\t\t\tmInputFocus = false;\n\n\t\t\t// Remove the selection\n\t\t\tif (mSelected)\n\t\t\t{\n\t\t\t\tNotify(mSelected, \"OnSelect\", false);\n\t\t\t\tif (onSelect != null) onSelect(mSelected, false);\n\t\t\t}\n\n\t\t\t// Remove the hovered state\n\t\t\t//if (mHover && scheme < ControlScheme.Controller)\n\t\t\t//{\n\t\t\t//    Notify(mHover, \"OnHover\", false);\n\t\t\t//    if (onHover != null) onHover(mHover, false);\n\t\t\t//    mHover = null;\n\t\t\t//}\n\n\t\t\t// Change the selection and hover\n\t\t\tmSelected = value;\n\t\t\t//if (scheme >= ControlScheme.Controller) mHover = value;\n\t\t\tcurrentTouch.clickNotification = ClickNotification.None;\n\n\t\t\tif (value != null)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#else\n\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#endif\n\t\t\t\tUIKeyNavigation nav = value.GetComponent<UIKeyNavigation>();\n\t\t\t\tif (nav != null) controller.current = value;\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t}\n\n\t\t\t// Set the camera for events\n\t\t\tif (mSelected && statesDiffer)\n\t\t\t{\n\t\t\t\tUICamera cam = (mSelected != null) ? FindCameraForLayer(mSelected.layer) : UICamera.list[0];\n\n\t\t\t\tif (cam != null)\n\t\t\t\t{\n\t\t\t\t\tcurrent = cam;\n\t\t\t\t\tcurrentCamera = cam.cachedCamera;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Set the hovered state first\n\t\t\t//if (mHover && currentScheme >= ControlScheme.Controller)\n\t\t\t//{\n\t\t\t//    if (onHover != null) onHover(mHover, true);\n\t\t\t//    Notify(mHover, \"OnHover\", true);\n\t\t\t//}\n\n\t\t\t// Set the selection\n\t\t\tif (mSelected)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\tmInputFocus = (mSelected.activeInHierarchy && mSelected.GetComponent<UIInput>() != null);\n\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\tmInputFocus = (mSelected.activeInHierarchy && mSelected.GetComponent<UIInput>() != null);\n\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t\tif (onSelect != null) onSelect(mSelected, true);\n\t\t\t\tNotify(mSelected, \"OnSelect\", true);\n\t\t\t}\n\n\t\t\t// Restore the states\n\t\t\tif (statesDiffer)\n\t\t\t{\n\t\t\t\tcurrent = prevCamera;\n\t\t\t\tcurrentCamera = (prevCamera != null) ? prevCamera.cachedCamera : null;\n\t\t\t\tcurrentTouch = null;\n\t\t\t\tcurrentTouchID = -100;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object.\n\t/// </summary>\n\n\tstatic public bool IsPressed (GameObject go)\n\t{\n\t\tfor (int i = 0; i < 3; ++i) if (mMouse[i].pressed == go) return true;\n\t\tfor (int i = 0, imax = activeTouches.Count; i < imax; ++i)\n\t\t{\n\t\t\tMouseOrTouch touch = activeTouches[i];\n\t\t\tif (touch.pressed == go) return true;\n\t\t}\n\t\tif (controller.pressed == go) return true;\n\t\treturn false;\n\t}\n\n\t[System.Obsolete(\"Use either 'CountInputSources()' or 'activeTouches.Count'\")]\n\tstatic public int touchCount { get { return CountInputSources(); } }\n\n\t/// <summary>\n\t/// Number of active touches from all sources.\n\t/// Note that this will include the sum of touch, mouse and controller events.\n\t/// If you want only touch events, use activeTouches.Count.\n\t/// </summary>\n\n\tstatic public int CountInputSources ()\n\t{\n\t\tint count = 0;\n\n\t\tfor (int i = 0, imax = activeTouches.Count; i < imax; ++i)\n\t\t{\n\t\t\tMouseOrTouch touch = activeTouches[i];\n\t\t\tif (touch.pressed != null)\n\t\t\t\t++count;\n\t\t}\n\n\t\tfor (int i = 0; i < mMouse.Length; ++i)\n\t\t\tif (mMouse[i].pressed != null)\n\t\t\t\t++count;\n\n\t\tif (controller.pressed != null)\n\t\t\t++count;\n\n\t\treturn count;\n\t}\n\n\t/// <summary>\n\t/// Number of active drag events from all sources.\n\t/// </summary>\n\n\tstatic public int dragCount\n\t{\n\t\tget\n\t\t{\n\t\t\tint count = 0;\n\n\t\t\tfor (int i = 0, imax = activeTouches.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tMouseOrTouch touch = activeTouches[i];\n\t\t\t\tif (touch.dragged != null)\n\t\t\t\t\t++count;\n\t\t\t}\n\n\t\t\tfor (int i = 0; i < mMouse.Length; ++i)\n\t\t\t\tif (mMouse[i].dragged != null)\n\t\t\t\t\t++count;\n\n\t\t\tif (controller.dragged != null)\n\t\t\t\t++count;\n\n\t\t\treturn count;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that returns the main HUD camera.\n\t/// </summary>\n\n\tstatic public Camera mainCamera\n\t{\n\t\tget\n\t\t{\n\t\t\tUICamera mouse = eventHandler;\n\t\t\treturn (mouse != null) ? mouse.cachedCamera : null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Event handler for all types of events.\n\t/// </summary>\n\n\tstatic public UICamera eventHandler\n\t{\n\t\tget\n\t\t{\n\t\t\tfor (int i = 0; i < list.size; ++i)\n\t\t\t{\n\t\t\t\t// Invalid or inactive entry -- keep going\n\t\t\t\tUICamera cam = list.buffer[i];\n\t\t\t\tif (cam == null || !cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue;\n\t\t\t\treturn cam;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Static comparison function used for sorting.\n\t/// </summary>\n\n\tstatic int CompareFunc (UICamera a, UICamera b)\n\t{\n\t\tif (a.cachedCamera.depth < b.cachedCamera.depth) return 1;\n\t\tif (a.cachedCamera.depth > b.cachedCamera.depth) return -1;\n\t\treturn 0;\n\t}\n\n\tstruct DepthEntry\n\t{\n\t\tpublic int depth;\n\t\tpublic RaycastHit hit;\n\t\tpublic Vector3 point;\n\t\tpublic GameObject go;\n\t}\n\n\tstatic DepthEntry mHit = new DepthEntry();\n\tstatic BetterList<DepthEntry> mHits = new BetterList<DepthEntry>();\n\n\t/// <summary>\n\t/// Find the rigidbody on the parent, but return 'null' if a UIPanel is found instead.\n\t/// The idea is: send events to the rigidbody in the world, but to colliders in the UI.\n\t/// </summary>\n\n\tstatic Rigidbody FindRootRigidbody (Transform trans)\n\t{\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#else\n\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#endif\n\n\t\twhile (trans != null)\n\t\t{\n\t\t\tif (trans.GetComponent<UIPanel>() != null) break;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tRigidbody rb = trans.rigidbody;\n#else\n\t\t\tRigidbody rb = trans.GetComponent<Rigidbody>();\n#endif\n\t\t\tif (rb != null)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t\treturn rb;\n\t\t\t}\n\t\t\ttrans = trans.parent;\n\t\t}\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\tProfiler.EndSample();\n#endif\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Find the 2D rigidbody on the parent, but return 'null' if a UIPanel is found instead.\n\t/// </summary>\n\n\tstatic Rigidbody2D FindRootRigidbody2D (Transform trans)\n\t{\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#else\n\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n#endif\n\n\t\twhile (trans != null)\n\t\t{\n\t\t\tif (trans.GetComponent<UIPanel>() != null) break;\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tRigidbody2D rb = trans.rigidbody2D;\n#else\n\t\t\tRigidbody2D rb = trans.GetComponent<Rigidbody2D>();\n#endif\n\t\t\tif (rb != null)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t\treturn rb;\n\t\t\t}\n\t\t\ttrans = trans.parent;\n\t\t}\n#if UNITY_5_5_OR_NEWER\n\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\tProfiler.EndSample();\n#endif\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Raycast into the screen underneath the touch and update its 'current' value.\n\t/// </summary>\n\n\tstatic public void Raycast (MouseOrTouch touch)\n\t{\n\t\tif (!Raycast(touch.pos)) mRayHitObject = fallThrough;\n\t\tif (mRayHitObject == null) mRayHitObject = mGenericHandler;\n\t\ttouch.last = touch.current;\n\t\ttouch.current = mRayHitObject;\n\t\tmLastPos = touch.pos;\n\t}\n\n#if !UNITY_4_7\n\tstatic RaycastHit[] mRayHits;\n\tstatic Collider2D[] mOverlap;\n#endif\n\n\t/// <summary>\n\t/// Returns the object under the specified position.\n\t/// </summary>\n\n\tstatic public bool Raycast (Vector3 inPos)\n\t{\n\t\tfor (int i = 0; i < list.size; ++i)\n\t\t{\n\t\t\tUICamera cam = list.buffer[i];\n\t\t\t\n\t\t\t// Skip inactive scripts\n\t\t\tif (!cam.enabled || !NGUITools.GetActive(cam.gameObject)) continue;\n\n\t\t\t// Convert to view space\n\t\t\tcurrentCamera = cam.cachedCamera;\n#if !UNITY_4_7 && !UNITY_5_0 && !UNITY_5_1 && !UNITY_5_2\n\t\t\tif (currentCamera.targetDisplay != 0) continue;\n#endif\n\t\t\tVector3 pos = currentCamera.ScreenToViewportPoint(inPos);\n\t\t\tif (float.IsNaN(pos.x) || float.IsNaN(pos.y)) continue;\n\n\t\t\t// If it's outside the camera's viewport, do nothing\n\t\t\tif (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) continue;\n\n\t\t\t// Cast a ray into the screen\n\t\t\tRay ray = currentCamera.ScreenPointToRay(inPos);\n\n\t\t\t// Raycast into the screen\n\t\t\tint mask = currentCamera.cullingMask & (int)cam.eventReceiverMask;\n\t\t\tfloat dist = (cam.rangeDistance > 0f) ? cam.rangeDistance : currentCamera.farClipPlane - currentCamera.nearClipPlane;\n\n\t\t\tif (cam.eventType == EventType.World_3D)\n\t\t\t{\n\t\t\t\tlastWorldRay = ray;\n\n#if UNITY_4_7\n\t\t\t\tif (Physics.Raycast(ray, out lastHit, dist, mask))\n#else\n\t\t\t\tif (Physics.Raycast(ray, out lastHit, dist, mask, QueryTriggerInteraction.Ignore))\n#endif\n\t\t\t\t{\n\t\t\t\t\tlastWorldPosition = lastHit.point;\n\t\t\t\t\tmRayHitObject = lastHit.collider.gameObject;\n\n\t\t\t\t\tif (!cam.eventsGoToColliders)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar rb = mRayHitObject.gameObject.GetComponentInParent<Rigidbody>();\n\t\t\t\t\t\tif (rb != null) mRayHitObject = rb.gameObject;\n\t\t\t\t\t}\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse if (cam.eventType == EventType.UI_3D)\n\t\t\t{\n#if UNITY_4_7\n\t\t\t\tRaycastHit[] mRayHits = Physics.RaycastAll(ray, dist, mask);\n\t\t\t\tvar hitCount = mRayHits.Length;\n#else\n\t\t\t\tif (mRayHits == null) mRayHits = new RaycastHit[50];\n\t\t\t\tvar hitCount = Physics.RaycastNonAlloc(ray, mRayHits, dist, mask, QueryTriggerInteraction.Collide);\n#endif\n\t\t\t\tif (hitCount > 1)\n\t\t\t\t{\n\t\t\t\t\tfor (int b = 0; b < hitCount; ++b)\n\t\t\t\t\t{\n\t\t\t\t\t\tGameObject go = mRayHits[b].collider.gameObject;\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\t\t\t\t\tProfiler.EndSample();\n#endif\n\n\t\t\t\t\t\tif (w != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (!w.isVisible) continue;\n\t\t\t\t\t\t\tif (w.hitCheck != null && !w.hitCheck(mRayHits[b].point)) continue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUIRect rect = NGUITools.FindInParents<UIRect>(go);\n\t\t\t\t\t\t\tif (rect != null && rect.finalAlpha < 0.001f) continue;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmHit.depth = NGUITools.CalculateRaycastDepth(go);\n\n\t\t\t\t\t\tif (mHit.depth != int.MaxValue)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmHit.hit = mRayHits[b];\n\t\t\t\t\t\t\tmHit.point = mRayHits[b].point;\n\t\t\t\t\t\t\tmHit.go = mRayHits[b].collider.gameObject;\n\t\t\t\t\t\t\tmHits.Add(mHit);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tmHits.Sort(delegate(DepthEntry r1, DepthEntry r2) { return r2.depth.CompareTo(r1.depth); });\n\n\t\t\t\t\tfor (int b = 0; b < mHits.size; ++b)\n\t\t\t\t\t{\n#if UNITY_FLASH\n\t\t\t\t\t\tif (IsVisible(mHits.buffer[b]))\n#else\n\t\t\t\t\t\tif (IsVisible(ref mHits.buffer[b]))\n#endif\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tlastHit = mHits[b].hit;\n\t\t\t\t\t\t\tmRayHitObject = mHits[b].go;\n\t\t\t\t\t\t\tlastWorldRay = ray;\n\t\t\t\t\t\t\tlastWorldPosition = mHits[b].point;\n\t\t\t\t\t\t\tmHits.Clear();\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tmHits.Clear();\n\t\t\t\t}\n\t\t\t\telse if (hitCount == 1)\n\t\t\t\t{\n\t\t\t\t\tGameObject go = mRayHits[0].collider.gameObject;\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\t\t\t\tProfiler.EndSample();\n#endif\n\n\t\t\t\t\tif (w != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (!w.isVisible) continue;\n\t\t\t\t\t\tif (w.hitCheck != null && !w.hitCheck(mRayHits[0].point)) continue;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tUIRect rect = NGUITools.FindInParents<UIRect>(go);\n\t\t\t\t\t\tif (rect != null && rect.finalAlpha < 0.001f) continue;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (IsVisible(mRayHits[0].point, mRayHits[0].collider.gameObject))\n\t\t\t\t\t{\n\t\t\t\t\t\tlastHit = mRayHits[0];\n\t\t\t\t\t\tlastWorldRay = ray;\n\t\t\t\t\t\tlastWorldPosition = mRayHits[0].point;\n\t\t\t\t\t\tmRayHitObject = lastHit.collider.gameObject;\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse if (cam.eventType == EventType.World_2D)\n\t\t\t{\n\t\t\t\tif (m2DPlane.Raycast(ray, out dist))\n\t\t\t\t{\n\t\t\t\t\tvar point = ray.GetPoint(dist);\n\t\t\t\t\tvar c2d = Physics2D.OverlapPoint(point, mask);\n\n\t\t\t\t\tif (c2d)\n\t\t\t\t\t{\n\t\t\t\t\t\tlastWorldPosition = point;\n\t\t\t\t\t\tmRayHitObject = c2d.gameObject;\n\n\t\t\t\t\t\tif (!cam.eventsGoToColliders)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tRigidbody2D rb = FindRootRigidbody2D(mRayHitObject.transform);\n\t\t\t\t\t\t\tif (rb != null) mRayHitObject = rb.gameObject;\n\t\t\t\t\t\t}\n\t\t\t\t\t\treturn true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse if (cam.eventType == EventType.UI_2D)\n\t\t\t{\n\t\t\t\tif (m2DPlane.Raycast(ray, out dist))\n\t\t\t\t{\n\t\t\t\t\tlastWorldPosition = ray.GetPoint(dist);\n#if UNITY_4_7\n\t\t\t\t\tCollider2D[] mOverlap = Physics2D.OverlapPointAll(lastWorldPosition, mask);\n\t\t\t\t\tvar hitCount = mOverlap.Length;\n#else\n\t\t\t\t\tif (mOverlap == null) mOverlap = new Collider2D[50];\n\t\t\t\t\tvar hitCount = Physics2D.OverlapPointNonAlloc(lastWorldPosition, mOverlap, mask);\n#endif\n\t\t\t\t\tif (hitCount > 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (int b = 0; b < hitCount; ++b)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tGameObject go = mOverlap[b].gameObject;\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\t\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\t\t\tUIWidget w = go.GetComponent<UIWidget>();\n\t\t\t\t\t\t\tProfiler.EndSample();\n#endif\n\n\t\t\t\t\t\t\tif (w != null)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tif (!w.isVisible) continue;\n\t\t\t\t\t\t\t\tif (w.hitCheck != null && !w.hitCheck(lastWorldPosition)) continue;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tUIRect rect = NGUITools.FindInParents<UIRect>(go);\n\t\t\t\t\t\t\t\tif (rect != null && rect.finalAlpha < 0.001f) continue;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tmHit.depth = NGUITools.CalculateRaycastDepth(go);\n\n\t\t\t\t\t\t\tif (mHit.depth != int.MaxValue)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tmHit.go = go;\n\t\t\t\t\t\t\t\tmHit.point = lastWorldPosition;\n\t\t\t\t\t\t\t\tmHits.Add(mHit);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmHits.Sort(delegate(DepthEntry r1, DepthEntry r2) { return r2.depth.CompareTo(r1.depth); });\n\n\t\t\t\t\t\tfor (int b = 0; b < mHits.size; ++b)\n\t\t\t\t\t\t{\n#if UNITY_FLASH\n\t\t\t\t\t\t\tif (IsVisible(mHits.buffer[b]))\n#else\n\t\t\t\t\t\t\tif (IsVisible(ref mHits.buffer[b]))\n#endif\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tmRayHitObject = mHits[b].go;\n\t\t\t\t\t\t\t\tmHits.Clear();\n\t\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\tmHits.Clear();\n\t\t\t\t\t}\n\t\t\t\t\telse if (hitCount == 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar go = mOverlap[0].gameObject;\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\t\tvar w = go.GetComponent<UIWidget>();\n\t\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\t\tvar w = go.GetComponent<UIWidget>();\n\t\t\t\t\t\tProfiler.EndSample();\n#endif\n\n\t\t\t\t\t\tif (w != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (!w.isVisible) continue;\n\t\t\t\t\t\t\tif (w.hitCheck != null && !w.hitCheck(lastWorldPosition)) continue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar rect = NGUITools.FindInParents<UIRect>(go);\n\t\t\t\t\t\t\tif (rect != null && rect.finalAlpha < 0.001f) continue;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (IsVisible(lastWorldPosition, go))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmRayHitObject = go;\n\t\t\t\t\t\t\treturn true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\n\tstatic Plane m2DPlane = new Plane(Vector3.back, 0f);\n\n\t/// <summary>\n\t/// Helper function to check if the specified hit is visible by the panel.\n\t/// </summary>\n\n\tstatic bool IsVisible (Vector3 worldPoint, GameObject go)\n\t{\n\t\tUIPanel panel = NGUITools.FindInParents<UIPanel>(go);\n\n\t\twhile (panel != null)\n\t\t{\n\t\t\tif (!panel.IsVisible(worldPoint)) return false;\n\t\t\tpanel = panel.parentPanel;\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Helper function to check if the specified hit is visible by the panel.\n\t/// </summary>\n\n#if UNITY_FLASH\n\tstatic bool IsVisible (DepthEntry de)\n#else\n\tstatic bool IsVisible (ref DepthEntry de)\n#endif\n\t{\n\t\tUIPanel panel = NGUITools.FindInParents<UIPanel>(de.go);\n\n\t\twhile (panel != null)\n\t\t{\n\t\t\tif (!panel.IsVisible(de.point)) return false;\n\t\t\tpanel = panel.parentPanel;\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Whether the specified object should be highlighted.\n\t/// </summary>\n\n\tstatic public bool IsHighlighted (GameObject go) { return (UICamera.hoveredObject == go); }\n\n\t/// <summary>\n\t/// Find the camera responsible for handling events on objects of the specified layer.\n\t/// </summary>\n\n\tstatic public UICamera FindCameraForLayer (int layer)\n\t{\n\t\tint layerMask = 1 << layer;\n\n\t\tfor (int i = 0; i < list.size; ++i)\n\t\t{\n\t\t\tUICamera cam = list.buffer[i];\n\t\t\tCamera uc = cam.cachedCamera;\n\t\t\tif ((uc != null) && (uc.cullingMask & layerMask) != 0) return cam;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed.\n\t/// </summary>\n\n\tstatic int GetDirection (KeyCode up, KeyCode down)\n\t{\n\t\tif (GetKeyDown(up)) { currentKey = up; return 1; }\n\t\tif (GetKeyDown(down)) { currentKey = down; return -1; }\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Using the keyboard will result in 1 or -1, depending on whether up or down keys have been pressed.\n\t/// </summary>\n\n\tstatic int GetDirection (KeyCode up0, KeyCode up1, KeyCode down0, KeyCode down1)\n\t{\n\t\tif (GetKeyDown(up0)) { currentKey = up0; return 1; }\n\t\tif (GetKeyDown(up1)) { currentKey = up1; return 1; }\n\t\tif (GetKeyDown(down0)) { currentKey = down0; return -1; }\n\t\tif (GetKeyDown(down1)) { currentKey = down1; return -1; }\n\t\treturn 0;\n\t}\n\n\t// Used to ensure that joystick-based controls don't trigger that often\n\tstatic float mNextEvent = 0f;\n\n\t/// <summary>\n\t/// Using the joystick to move the UI results in 1 or -1 if the threshold has been passed, mimicking up/down keys.\n\t/// </summary>\n\n\tstatic int GetDirection (string axis)\n\t{\n\t\tfloat time = RealTime.time;\n\n\t\tif (mNextEvent < time && !string.IsNullOrEmpty(axis))\n\t\t{\n\t\t\tfloat val = GetAxis(axis);\n\n\t\t\tif (val > 0.75f)\n\t\t\t{\n\t\t\t\tcurrentKey = KeyCode.JoystickButton0;\n\t\t\t\tmNextEvent = time + 0.25f;\n\t\t\t\treturn 1;\n\t\t\t}\n\n\t\t\tif (val < -0.75f)\n\t\t\t{\n\t\t\t\tcurrentKey = KeyCode.JoystickButton0;\n\t\t\t\tmNextEvent = time + 0.25f;\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t}\n\t\treturn 0;\n\t}\n\n\tstatic int mNotifying = 0;\n\n\t/// <summary>\n\t/// Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver.\n\t/// </summary>\n\n\tstatic public void Notify (GameObject go, string funcName, object obj)\n\t{\n\t\tif (mNotifying > 10) return;\n\n\t\t// Automatically forward events to the currently open popup list\n\t\tif (currentScheme == ControlScheme.Controller && UIPopupList.isOpen &&\n\t\t\tUIPopupList.current.source == go && UIPopupList.isOpen)\n\t\t\t\tgo = UIPopupList.current.gameObject;\n\n\t\tif (go && go.activeInHierarchy)\n\t\t{\n\t\t\t++mNotifying;\n\t\t\t//if (currentScheme == ControlScheme.Controller)\n\t\t\t//\tDebug.Log((go != null ? \"[\" + go.name + \"].\" : \"[global].\") + funcName + \"(\" + obj + \");\", go);\n\t\t\tgo.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver);\n\t\t\tif (mGenericHandler != null && mGenericHandler != go)\n\t\t\t\tmGenericHandler.SendMessage(funcName, obj, SendMessageOptions.DontRequireReceiver);\n\t\t\t--mNotifying;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Add this camera to the list.\n\t/// </summary>\n\n\tvoid Awake ()\n\t{\n\t\tmWidth = Screen.width;\n\t\tmHeight = Screen.height;\n\n#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_WP_8_1 || UNITY_BLACKBERRY || UNITY_WINRT || UNITY_METRO)\n\t\tcurrentScheme = ControlScheme.Touch;\n#else\n#if !UNITY_5_5_OR_NEWER\n\t\tif (Application.platform == RuntimePlatform.PS3 || Application.platform == RuntimePlatform.XBOX360)\n#else\n\t\tif (Application.platform == RuntimePlatform.PS4 || Application.platform == RuntimePlatform.XboxOne)\n#endif\n\t\t{\n\t\t\tcurrentScheme = ControlScheme.Controller;\n\t\t}\n#endif\n\n\t\t// Save the starting mouse position\n\t\tmMouse[0].pos = Input.mousePosition;\n\n\t\tfor (int i = 1; i < 3; ++i)\n\t\t{\n\t\t\tmMouse[i].pos = mMouse[0].pos;\n\t\t\tmMouse[i].lastPos = mMouse[0].pos;\n\t\t}\n\t\tmLastPos = mMouse[0].pos;\n\n#if !UNITY_EDITOR && (UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX)\n\t\tstring[] args = System.Environment.GetCommandLineArgs();\n\n\t\tif (args != null)\n\t\t{\n\t\t\tfor (int i = 0; i < args.Length; ++i)\n\t\t\t{\n\t\t\t\tstring s = args[i];\n\t\t\t\tif (s == \"-noMouse\") useMouse = false;\n\t\t\t\telse if (s == \"-noTouch\") useTouch = false;\n\t\t\t\telse if (s == \"-noController\") { useController = false; ignoreControllerInput = true; }\n\t\t\t\telse if (s == \"-noJoystick\") { useController = false; ignoreControllerInput = true; }\n\t\t\t\telse if (s == \"-useMouse\") useMouse = true;\n\t\t\t\telse if (s == \"-useTouch\") useTouch = true;\n\t\t\t\telse if (s == \"-useController\") useController = true;\n\t\t\t\telse if (s == \"-useJoystick\") useController = true;\n\t\t\t}\n\t\t}\n#endif\n\t}\n\n\t/// <summary>\n\t/// Sort the list when enabled.\n\t/// </summary>\n\n\tvoid OnEnable ()\n\t{\n\t\tlist.Add(this);\n\t\tlist.Sort(CompareFunc);\n\t}\n\n\t/// <summary>\n\t/// Remove this camera from the list.\n\t/// </summary>\n\n\tvoid OnDisable () { list.Remove(this); }\n\n#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX\n\tstatic bool disableControllerCheck = true;\n#endif\n\n\t/// <summary>\n\t/// We don't want the camera to send out any kind of mouse events.\n\t/// </summary>\n\t\n\tvoid Start ()\n\t{\n\t\tlist.Sort(CompareFunc);\n\n\t\tif (eventType != EventType.World_3D && cachedCamera.transparencySortMode != TransparencySortMode.Orthographic)\n\t\t\tcachedCamera.transparencySortMode = TransparencySortMode.Orthographic;\n\n\t\tif (Application.isPlaying)\n\t\t{\n\t\t\t// Always set a fall-through object\n\t\t\tif (fallThrough == null)\n\t\t\t{\n\t\t\t\tUIRoot root = NGUITools.FindInParents<UIRoot>(gameObject);\n\t\t\t\tfallThrough = (root != null) ? root.gameObject : gameObject;\n\t\t\t}\n\t\t\tcachedCamera.eventMask = 0;\n\n#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_LINUX\n\t\t\t// Automatically disable controller-based input if the game starts with a non-zero controller input.\n\t\t\t// This most commonly happens with Thrustmaster and other similar joystick types.\n\t\t\tif (!ignoreControllerInput && disableControllerCheck && useController && handlesEvents)\n\t\t\t{\n\t\t\t\tdisableControllerCheck = false;\n\t\t\t\tif (!string.IsNullOrEmpty(horizontalAxisName) && Mathf.Abs(GetAxis(horizontalAxisName)) > 0.1f) ignoreControllerInput = true;\n\t\t\t\telse if (!string.IsNullOrEmpty(verticalAxisName) && Mathf.Abs(GetAxis(verticalAxisName)) > 0.1f) ignoreControllerInput = true;\n\t\t\t\telse if (!string.IsNullOrEmpty(horizontalPanAxisName) && Mathf.Abs(GetAxis(horizontalPanAxisName)) > 0.1f) ignoreControllerInput = true;\n\t\t\t\telse if (!string.IsNullOrEmpty(verticalPanAxisName) && Mathf.Abs(GetAxis(verticalPanAxisName)) > 0.1f) ignoreControllerInput = true;\n\t\t\t}\n#endif\n\t\t}\n\t}\n\n#if UNITY_EDITOR\n\tvoid OnValidate () { Start(); }\n#endif\n\n\t/// <summary>\n\t/// Check the input and send out appropriate events.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\t// Ignore events if asked for\n\t\tif (ignoreAllEvents) return;\n\n\t\t// Only the first UI layer should be processing events\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying || !handlesEvents) return;\n#else\n        if (!handlesEvents) return;\n#endif\n\t\tif (processEventsIn == ProcessEventsIn.Update) ProcessEvents();\n\t}\n\n\t/// <summary>\n\t/// Keep an eye on screen size changes.\n\t/// </summary>\n\n\tvoid LateUpdate ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying || !handlesEvents) return;\n#else\n\t\tif (!handlesEvents) return;\n#endif\n\t\tif (processEventsIn == ProcessEventsIn.LateUpdate) ProcessEvents();\n\n\t\tint w = Screen.width;\n\t\tint h = Screen.height;\n\n\t\tif (w != mWidth || h != mHeight)\n\t\t{\n\t\t\tmWidth = w;\n\t\t\tmHeight = h;\n\n\t\t\tUIRoot.Broadcast(\"UpdateAnchors\");\n\n\t\t\tif (onScreenResize != null)\n\t\t\t\tonScreenResize();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Process all events.\n\t/// </summary>\n\n\tvoid ProcessEvents ()\n\t{\n\t\tcurrent = this;\n\t\tNGUIDebug.debugRaycast = debug;\n\n\t\t// Process touch events first\n\t\tif (useTouch) ProcessTouches();\n\t\telse if (useMouse) ProcessMouse();\n\n\t\t// Custom input processing\n\t\tif (onCustomInput != null) onCustomInput();\n\n\t\t// Update the keyboard and joystick events\n\t\tif ((useKeyboard || useController) && !disableController && !ignoreControllerInput) ProcessOthers();\n\n\t\t// If it's time to show a tooltip, inform the object we're hovering over\n\t\tif (useMouse && mHover != null)\n\t\t{\n\t\t\tfloat scroll = !string.IsNullOrEmpty(scrollAxisName) ? GetAxis(scrollAxisName) : 0f;\n\n\t\t\tif (scroll != 0f)\n\t\t\t{\n\t\t\t\tif (onScroll != null) onScroll(mHover, scroll);\n\t\t\t\tNotify(mHover, \"OnScroll\", scroll);\n\t\t\t}\n\n\t\t\tif (currentScheme == ControlScheme.Mouse && showTooltips && mTooltipTime != 0f && !UIPopupList.isOpen && mMouse[0].dragged == null &&\n\t\t\t\t(mTooltipTime < RealTime.time || GetKey(KeyCode.LeftShift) || GetKey(KeyCode.RightShift)))\n\t\t\t{\n\t\t\t\tcurrentTouch = mMouse[0];\n\t\t\t\tcurrentTouchID = -1;\n\t\t\t\tShowTooltip(mHover);\n\t\t\t}\n\t\t}\n\n\t\tif (mTooltip != null && !NGUITools.GetActive(mTooltip))\n\t\t\tShowTooltip(null);\n\n\t\tcurrent = null;\n\t\tcurrentTouchID = -100;\n\t}\n\n\t/// <summary>\n\t/// Update mouse input.\n\t/// </summary>\n\n\tpublic void ProcessMouse ()\n\t{\n\t\t// Is any button currently pressed?\n\t\tbool isPressed = false;\n\t\tbool justPressed = false;\n\n\t\tfor (int i = 0; i < 3; ++i)\n\t\t{\n\t\t\tif (Input.GetMouseButtonDown(i))\n\t\t\t{\n\t\t\t\tcurrentKey = KeyCode.Mouse0 + i;\n\t\t\t\tjustPressed = true;\n\t\t\t\tisPressed = true;\n\t\t\t}\n\t\t\telse if (Input.GetMouseButton(i))\n\t\t\t{\n\t\t\t\tcurrentKey = KeyCode.Mouse0 + i;\n\t\t\t\tisPressed = true;\n\t\t\t}\n\t\t}\n\n\t\t// We're currently using touches -- do nothing\n\t\tif (currentScheme == ControlScheme.Touch) return;\n\n\t\tcurrentTouch = mMouse[0];\n\n\t\t// Update the position and delta\n\t\tVector2 pos = Input.mousePosition;\n\n\t\tif (currentTouch.ignoreDelta == 0)\n\t\t{\n\t\t\tcurrentTouch.delta = pos - currentTouch.pos;\n\t\t}\n\t\telse\n\t\t{\n\t\t\t--currentTouch.ignoreDelta;\n\t\t\tcurrentTouch.delta.x = 0f;\n\t\t\tcurrentTouch.delta.y = 0f;\n\t\t}\n\n\t\tfloat sqrMag = currentTouch.delta.sqrMagnitude;\n\t\tcurrentTouch.pos = pos;\n\t\tmLastPos = pos;\n\n\t\tbool posChanged = false;\n\n\t\tif (currentScheme != ControlScheme.Mouse)\n\t\t{\n\t\t\tif (sqrMag < 0.001f) return; // Nothing changed and we are not using the mouse -- exit\n\t\t\tcurrentKey = KeyCode.Mouse0;\n\t\t\tposChanged = true;\n\t\t}\n\t\telse if (sqrMag > 0.001f) posChanged = true;\n\n\t\t// Propagate the updates to the other mouse buttons\n\t\tfor (int i = 1; i < 3; ++i)\n\t\t{\n\t\t\tmMouse[i].pos = currentTouch.pos;\n\t\t\tmMouse[i].delta = currentTouch.delta;\n\t\t}\n\n\t\t// No need to perform raycasts every frame\n\t\tif (isPressed || posChanged || mNextRaycast < RealTime.time)\n\t\t{\n\t\t\tmNextRaycast = RealTime.time + 0.02f;\n\t\t\tRaycast(currentTouch);\n\t\t\tfor (int i = 0; i < 3; ++i) mMouse[i].current = currentTouch.current;\n\t\t}\n\n\t\tbool highlightChanged = (currentTouch.last != currentTouch.current);\n\t\tbool wasPressed = (currentTouch.pressed != null);\n\n\t\tif (!wasPressed)\n\t\t\thoveredObject = currentTouch.current;\n\n\t\tcurrentTouchID = -1;\n\t\tif (highlightChanged) currentKey = KeyCode.Mouse0;\n\n\t\tif (!isPressed && posChanged && (!stickyTooltip || highlightChanged))\n\t\t{\n\t\t\tif (mTooltipTime != 0f)\n\t\t\t{\n\t\t\t\t// Delay the tooltip\n\t\t\t\tmTooltipTime = Time.unscaledTime + tooltipDelay;\n\t\t\t}\n\t\t\telse if (mTooltip != null)\n\t\t\t{\n\t\t\t\t// Hide the tooltip\n\t\t\t\tShowTooltip(null);\n\t\t\t}\n\t\t}\n\n\t\t// Generic mouse move notifications\n\t\tif (posChanged && onMouseMove != null)\n\t\t{\n\t\t\tonMouseMove(currentTouch.delta);\n\t\t\tcurrentTouch = null;\n\t\t}\n\n\t\t// The button was released over a different object -- remove the highlight from the previous\n\t\tif (highlightChanged && (justPressed || (wasPressed && !isPressed)))\n\t\t\thoveredObject = null;\n\n\t\t// Process all 3 mouse buttons as individual touches\n\t\tfor (int i = 0; i < 3; ++i)\n\t\t{\n\t\t\tbool pressed = Input.GetMouseButtonDown(i);\n\t\t\tbool unpressed = Input.GetMouseButtonUp(i);\n\t\t\tif (pressed || unpressed) currentKey = KeyCode.Mouse0 + i;\n\t\t\tcurrentTouch = mMouse[i];\n\n#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX\n\t\t\tif (commandClick && i == 0 && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)))\n\t\t\t{\n\t\t\t\tcurrentTouchID = -2;\n\t\t\t\tcurrentKey = KeyCode.Mouse1;\n\t\t\t}\n\t\t\telse\n#endif\n\t\t\t{\n\t\t\t\tcurrentTouchID = -1 - i;\n\t\t\t\tcurrentKey = KeyCode.Mouse0 + i;\n\t\t\t}\n\t\n\t\t\t// We don't want to update the last camera while there is a touch happening\n\t\t\tif (pressed)\n\t\t\t{\n\t\t\t\tcurrentTouch.pressedCam = currentCamera;\n\t\t\t\tcurrentTouch.pressTime = RealTime.time;\n\t\t\t}\n\t\t\telse if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;\n\t\n\t\t\t// Process the mouse events\n\t\t\tProcessTouch(pressed, unpressed);\n\t\t}\n\n\t\t// If nothing is pressed and there is an object under the touch, highlight it\n\t\tif (!isPressed && highlightChanged)\n\t\t{\n\t\t\tcurrentTouch = mMouse[0];\n\t\t\tmTooltipTime = Time.unscaledTime + tooltipDelay;\n\t\t\tcurrentTouchID = -1;\n\t\t\tcurrentKey = KeyCode.Mouse0;\n\t\t\thoveredObject = currentTouch.current;\n\t\t}\n\n\t\tcurrentTouch = null;\n\n\t\t// Update the last value\n\t\tmMouse[0].last = mMouse[0].current;\n\t\tfor (int i = 1; i < 3; ++i) mMouse[i].last = mMouse[0].last;\n\t}\n\n\tstatic bool mUsingTouchEvents = true;\n\n\tpublic class Touch\n\t{\n\t\tpublic int fingerId;\n\t\tpublic TouchPhase phase = TouchPhase.Began;\n\t\tpublic Vector2 position;\n\t\tpublic int tapCount = 0;\n\t}\n\n\tpublic delegate int GetTouchCountCallback ();\n\tpublic delegate Touch GetTouchCallback (int index);\n\n\tstatic public GetTouchCountCallback GetInputTouchCount;\n\tstatic public GetTouchCallback GetInputTouch;\n\n\t/// <summary>\n\t/// Update touch-based events.\n\t/// </summary>\n\n\tpublic void ProcessTouches ()\n\t{\n\t\tint count = (GetInputTouchCount == null) ? Input.touchCount : GetInputTouchCount();\n\n\t\tfor (int i = 0; i < count; ++i)\n\t\t{\n\t\t\tint fingerId;\n\t\t\tTouchPhase phase;\n\t\t\tVector2 position;\n\t\t\tint tapCount;\n\n\t\t\tif (GetInputTouch == null)\n\t\t\t{\n\t\t\t\tUnityEngine.Touch touch = Input.GetTouch(i);\n\t\t\t\tphase = touch.phase;\n\t\t\t\tfingerId = touch.fingerId;\n\t\t\t\tposition = touch.position;\n\t\t\t\ttapCount = touch.tapCount;\n#if UNITY_WIIU && !UNITY_EDITOR\n\t\t\t\t// Unity bug: http://www.tasharen.com/forum/index.php?topic=5821.0\n\t\t\t\tposition.y = Screen.height - position.y;\n#endif\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tTouch touch = GetInputTouch(i);\n\t\t\t\tphase = touch.phase;\n\t\t\t\tfingerId = touch.fingerId;\n\t\t\t\tposition = touch.position;\n\t\t\t\ttapCount = touch.tapCount;\n\t\t\t}\n\n\t\t\tcurrentTouchID = allowMultiTouch ? fingerId : 1;\n\t\t\tcurrentTouch = GetTouch(currentTouchID, true);\n\n\t\t\tbool pressed = (phase == TouchPhase.Began) || currentTouch.touchBegan;\n\t\t\tbool unpressed = (phase == TouchPhase.Canceled) || (phase == TouchPhase.Ended);\n\t\t\tcurrentTouch.delta = position - currentTouch.pos;\n\t\t\tcurrentTouch.pos = position;\n\t\t\tcurrentKey = KeyCode.None;\n\n\t\t\t// Raycast into the screen\n\t\t\tRaycast(currentTouch);\n\n\t\t\t// We don't want to update the last camera while there is a touch happening\n\t\t\tif (pressed) currentTouch.pressedCam = currentCamera;\n\t\t\telse if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;\n\n\t\t\t// Double-tap support\n\t\t\tif (tapCount > 1) currentTouch.clickTime = RealTime.time;\n\n\t\t\t// Process the events from this touch\n\t\t\tProcessTouch(pressed, unpressed);\n\n\t\t\t// If the touch has ended, remove it from the list\n\t\t\tif (unpressed) RemoveTouch(currentTouchID);\n\n\t\t\tcurrentTouch.touchBegan = false;\n\t\t\tcurrentTouch.last = null;\n\t\t\tcurrentTouch = null;\n\n\t\t\t// Don't consider other touches\n\t\t\tif (!allowMultiTouch) break;\n\t\t}\n\n\t\tif (count == 0)\n\t\t{\n\t\t\t// Skip the first frame after using touch events\n\t\t\tif (mUsingTouchEvents)\n\t\t\t{\n\t\t\t\tmUsingTouchEvents = false;\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (useMouse) ProcessMouse();\n#if UNITY_EDITOR\n\t\t\telse if (GetInputTouch == null) ProcessFakeTouches();\n#endif\n\t\t}\n\t\telse mUsingTouchEvents = true;\n\t}\n\n\t/// <summary>\n\t/// Process fake touch events where the mouse acts as a touch device.\n\t/// Useful for testing mobile functionality in the editor.\n\t/// </summary>\n\n\tvoid ProcessFakeTouches ()\n\t{\n\t\tbool pressed = Input.GetMouseButtonDown(0);\n\t\tbool unpressed = Input.GetMouseButtonUp(0);\n\t\tbool held = Input.GetMouseButton(0);\n\n\t\tif (pressed || unpressed || held)\n\t\t{\n\t\t\tcurrentTouchID = 1;\n\t\t\tcurrentTouch = mMouse[0];\n\t\t\tcurrentTouch.touchBegan = pressed;\n\n\t\t\tif (pressed)\n\t\t\t{\n\t\t\t\tcurrentTouch.pressTime = RealTime.time;\n\t\t\t\tactiveTouches.Add(currentTouch);\n\t\t\t}\n\n\t\t\tVector2 pos = Input.mousePosition;\n\t\t\tcurrentTouch.delta = pos - currentTouch.pos;\n\t\t\tcurrentTouch.pos = pos;\n\n\t\t\t// Raycast into the screen\n\t\t\tRaycast(currentTouch);\n\n\t\t\t// We don't want to update the last camera while there is a touch happening\n\t\t\tif (pressed) currentTouch.pressedCam = currentCamera;\n\t\t\telse if (currentTouch.pressed != null) currentCamera = currentTouch.pressedCam;\n\n\t\t\t// Process the events from this touch\n\t\t\tcurrentKey = KeyCode.None;\n\t\t\tProcessTouch(pressed, unpressed);\n\n\t\t\t// If the touch has ended, remove it from the list\n\t\t\tif (unpressed) activeTouches.Remove(currentTouch);\n\t\t\tcurrentTouch.last = null;\n\t\t\tcurrentTouch = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Process keyboard and joystick events.\n\t/// </summary>\n\n\tpublic void ProcessOthers ()\n\t{\n\t\tcurrentTouchID = -100;\n\t\tcurrentTouch = controller;\n\n\t\tbool submitKeyDown = false;\n\t\tbool submitKeyUp = false;\n\n\t\tif (submitKey0 != KeyCode.None && GetKeyDown(submitKey0))\n\t\t{\n\t\t\tcurrentKey = submitKey0;\n\t\t\tsubmitKeyDown = true;\n\t\t}\n\t\telse if (submitKey1 != KeyCode.None && GetKeyDown(submitKey1))\n\t\t{\n\t\t\tcurrentKey = submitKey1;\n\t\t\tsubmitKeyDown = true;\n\t\t}\n\t\telse if ((submitKey0 == KeyCode.Return || submitKey1 == KeyCode.Return) && GetKeyDown(KeyCode.KeypadEnter))\n\t\t{\n\t\t\tcurrentKey = submitKey0;\n\t\t\tsubmitKeyDown = true;\n\t\t}\n\n\t\tif (submitKey0 != KeyCode.None && GetKeyUp(submitKey0))\n\t\t{\n\t\t\tcurrentKey = submitKey0;\n\t\t\tsubmitKeyUp = true;\n\t\t}\n\t\telse if (submitKey1 != KeyCode.None && GetKeyUp(submitKey1))\n\t\t{\n\t\t\tcurrentKey = submitKey1;\n\t\t\tsubmitKeyUp = true;\n\t\t}\n\t\telse if ((submitKey0 == KeyCode.Return || submitKey1 == KeyCode.Return) && GetKeyUp(KeyCode.KeypadEnter))\n\t\t{\n\t\t\tcurrentKey = submitKey0;\n\t\t\tsubmitKeyUp = true;\n\t\t}\n\n\t\tif (submitKeyDown) currentTouch.pressTime = RealTime.time;\n\n\t\tif ((submitKeyDown || submitKeyUp) && currentScheme == ControlScheme.Controller)\n\t\t{\n\t\t\tcurrentTouch.current = controllerNavigationObject;\n\t\t\tProcessTouch(submitKeyDown, submitKeyUp);\n\t\t\tcurrentTouch.last = currentTouch.current;\n\t\t}\n\n\t\tKeyCode lastKey = KeyCode.None;\n\n\t\t// Handle controller events\n\t\tif (useController && !ignoreControllerInput)\n\t\t{\n\t\t\t// Automatically choose the first available selection object\n\t\t\tif (!disableController && currentScheme == ControlScheme.Controller && (currentTouch.current == null || !currentTouch.current.activeInHierarchy))\n\t\t\t\tcurrentTouch.current = controllerNavigationObject;\n\n\t\t\tif (!string.IsNullOrEmpty(verticalAxisName))\n\t\t\t{\n\t\t\t\tint vertical = GetDirection(verticalAxisName);\n\n\t\t\t\tif (vertical != 0)\n\t\t\t\t{\n\t\t\t\t\tShowTooltip(null);\n\t\t\t\t\tcurrentScheme = ControlScheme.Controller;\n\t\t\t\t\tcurrentTouch.current = controllerNavigationObject;\n\n\t\t\t\t\tif (currentTouch.current != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tlastKey = vertical > 0 ? KeyCode.UpArrow : KeyCode.DownArrow;\n\t\t\t\t\t\tif (onNavigate != null) onNavigate(currentTouch.current, lastKey);\n\t\t\t\t\t\tNotify(currentTouch.current, \"OnNavigate\", lastKey);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!string.IsNullOrEmpty(horizontalAxisName))\n\t\t\t{\n\t\t\t\tint horizontal = GetDirection(horizontalAxisName);\n\n\t\t\t\tif (horizontal != 0)\n\t\t\t\t{\n\t\t\t\t\tShowTooltip(null);\n\t\t\t\t\tcurrentScheme = ControlScheme.Controller;\n\t\t\t\t\tcurrentTouch.current = controllerNavigationObject;\n\n\t\t\t\t\tif (currentTouch.current != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tlastKey = horizontal > 0 ? KeyCode.RightArrow : KeyCode.LeftArrow;\n\t\t\t\t\t\tif (onNavigate != null) onNavigate(currentTouch.current, lastKey);\n\t\t\t\t\t\tNotify(currentTouch.current, \"OnNavigate\", lastKey);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfloat x = !string.IsNullOrEmpty(horizontalPanAxisName) ? GetAxis(horizontalPanAxisName) : 0f;\n\t\t\tfloat y = !string.IsNullOrEmpty(verticalPanAxisName) ? GetAxis(verticalPanAxisName) : 0f;\n\n\t\t\tif (x != 0f || y != 0f)\n\t\t\t{\n\t\t\t\tShowTooltip(null);\n\t\t\t\tcurrentScheme = ControlScheme.Controller;\n\t\t\t\tcurrentTouch.current = controllerNavigationObject;\n\n\t\t\t\tif (currentTouch.current != null)\n\t\t\t\t{\n\t\t\t\t\tVector2 delta = new Vector2(x, y);\n\t\t\t\t\tdelta *= Time.unscaledDeltaTime;\n\t\t\t\t\tif (onPan != null) onPan(currentTouch.current, delta);\n\t\t\t\t\tNotify(currentTouch.current, \"OnPan\", delta);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Send out all key events\n\t\tif (GetAnyKeyDown != null ? GetAnyKeyDown() : Input.anyKeyDown)\n\t\t{\n\t\t\tfor (int i = 0, imax = NGUITools.keys.Length; i < imax; ++i)\n\t\t\t{\n\t\t\t\tKeyCode key = NGUITools.keys[i];\n\t\t\t\tif (lastKey == key) continue;\n\t\t\t\tif (!GetKeyDown(key)) continue;\n\n\t\t\t\tif (!useKeyboard && key < KeyCode.Mouse0) continue;\n\t\t\t\tif ((!useController || ignoreControllerInput) && key >= KeyCode.JoystickButton0) continue;\n\t\t\t\tif (!useMouse && (key >= KeyCode.Mouse0 && key <= KeyCode.Mouse6)) continue;\n\n\t\t\t\tcurrentKey = key;\n\t\t\t\tif (onKey != null) onKey(currentTouch.current, key);\n\t\t\t\tNotify(currentTouch.current, \"OnKey\", key);\n\t\t\t}\n\t\t}\n\n\t\tcurrentTouch = null;\n\t}\n\n\t/// <summary>\n\t/// Process the press part of a touch.\n\t/// </summary>\n\n\tvoid ProcessPress (bool pressed, float click, float drag)\n\t{\n\t\t// Send out the press message\n\t\tif (pressed)\n\t\t{\n\t\t\tif (mTooltip != null) ShowTooltip(null);\n\t\t\tmTooltipTime = Time.unscaledTime + tooltipDelay;\n\t\t\tcurrentTouch.pressStarted = true;\n\t\t\tif (onPress != null && currentTouch.pressed)\n\t\t\t\tonPress(currentTouch.pressed, false);\n\n\t\t\tNotify(currentTouch.pressed, \"OnPress\", false);\n\n\t\t\tif (currentScheme == ControlScheme.Mouse && hoveredObject == null && currentTouch.current != null)\n\t\t\t\thoveredObject = currentTouch.current;\n\n\t\t\tcurrentTouch.pressed = currentTouch.current;\n\t\t\tcurrentTouch.dragged = currentTouch.current;\n\t\t\tcurrentTouch.clickNotification = ClickNotification.BasedOnDelta;\n\t\t\tcurrentTouch.totalDelta = Vector2.zero;\n\t\t\tcurrentTouch.dragStarted = false;\n\n\t\t\tif (onPress != null && currentTouch.pressed)\n\t\t\t\tonPress(currentTouch.pressed, true);\n\n\t\t\tNotify(currentTouch.pressed, \"OnPress\", true);\n\n\t\t\t// Change the selection\n\t\t\tif (mSelected != currentTouch.pressed)\n\t\t\t{\n\t\t\t\t// Input no longer has selection, even if it did\n\t\t\t\tmInputFocus = false;\n\n\t\t\t\t// Remove the selection\n\t\t\t\tif (mSelected)\n\t\t\t\t{\n\t\t\t\t\tNotify(mSelected, \"OnSelect\", false);\n\t\t\t\t\tif (onSelect != null) onSelect(mSelected, false);\n\t\t\t\t}\n\n\t\t\t\t// Change the selection\n\t\t\t\tmSelected = currentTouch.pressed;\n\n\t\t\t\tif (currentTouch.pressed != null)\n\t\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tUIKeyNavigation nav = currentTouch.pressed.GetComponent<UIKeyNavigation>();\n\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tUIKeyNavigation nav = currentTouch.pressed.GetComponent<UIKeyNavigation>();\n\t\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t\t\tif (nav != null) controller.current = currentTouch.pressed;\n\t\t\t\t}\n\n\t\t\t\t// Set the selection\n\t\t\t\tif (mSelected)\n\t\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tmInputFocus = (mSelected.activeInHierarchy && mSelected.GetComponent<UIInput>() != null);\n\t\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\t\tmInputFocus = (mSelected.activeInHierarchy && mSelected.GetComponent<UIInput>() != null);\n\t\t\t\t\tProfiler.EndSample();\n#endif\n\t\t\t\t\tif (onSelect != null) onSelect(mSelected, true);\n\t\t\t\t\tNotify(mSelected, \"OnSelect\", true);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse if (currentTouch.pressed != null && (currentTouch.delta.sqrMagnitude != 0f || currentTouch.current != currentTouch.last))\n\t\t{\n\t\t\t// Keep track of the total movement\n\t\t\tcurrentTouch.totalDelta += currentTouch.delta;\n\t\t\tfloat mag = currentTouch.totalDelta.sqrMagnitude;\n\t\t\tbool justStarted = false;\n\n\t\t\t// If the drag process hasn't started yet but we've already moved off the object, start it immediately\n\t\t\tif (!currentTouch.dragStarted && currentTouch.last != currentTouch.current)\n\t\t\t{\n\t\t\t\tcurrentTouch.dragStarted = true;\n\t\t\t\tcurrentTouch.delta = currentTouch.totalDelta;\n\n\t\t\t\t// OnDragOver is sent for consistency, so that OnDragOut is always preceded by OnDragOver\n\t\t\t\tisDragging = true;\n\n\t\t\t\tif (onDragStart != null) onDragStart(currentTouch.dragged);\n\t\t\t\tNotify(currentTouch.dragged, \"OnDragStart\", null);\n\n\t\t\t\tif (onDragOver != null) onDragOver(currentTouch.last, currentTouch.dragged);\n\t\t\t\tNotify(currentTouch.last, \"OnDragOver\", currentTouch.dragged);\n\n\t\t\t\tisDragging = false;\n\t\t\t}\n\t\t\telse if (!currentTouch.dragStarted && drag < mag)\n\t\t\t{\n\t\t\t\t// If the drag event has not yet started, see if we've dragged the touch far enough to start it\n\t\t\t\tjustStarted = true;\n\t\t\t\tcurrentTouch.dragStarted = true;\n\t\t\t\tcurrentTouch.delta = currentTouch.totalDelta;\n\t\t\t}\n\n\t\t\t// If we're dragging the touch, send out drag events\n\t\t\tif (currentTouch.dragStarted)\n\t\t\t{\n\t\t\t\tif (mTooltip != null) ShowTooltip(null);\n\n\t\t\t\tisDragging = true;\n\t\t\t\tbool isDisabled = (currentTouch.clickNotification == ClickNotification.None);\n\n\t\t\t\tif (justStarted)\n\t\t\t\t{\n\t\t\t\t\tif (onDragStart != null) onDragStart(currentTouch.dragged);\n\t\t\t\t\tNotify(currentTouch.dragged, \"OnDragStart\", null);\n\n\t\t\t\t\tif (onDragOver != null) onDragOver(currentTouch.last, currentTouch.dragged);\n\t\t\t\t\tNotify(currentTouch.current, \"OnDragOver\", currentTouch.dragged);\n\t\t\t\t}\n\t\t\t\telse if (currentTouch.last != currentTouch.current)\n\t\t\t\t{\n\t\t\t\t\tif (onDragOut != null) onDragOut(currentTouch.last, currentTouch.dragged);\n\t\t\t\t\tNotify(currentTouch.last, \"OnDragOut\", currentTouch.dragged);\n\n\t\t\t\t\tif (onDragOver != null) onDragOver(currentTouch.last, currentTouch.dragged);\n\t\t\t\t\tNotify(currentTouch.current, \"OnDragOver\", currentTouch.dragged);\n\t\t\t\t}\n\n\t\t\t\tif (onDrag != null) onDrag(currentTouch.dragged, currentTouch.delta);\n\t\t\t\tNotify(currentTouch.dragged, \"OnDrag\", currentTouch.delta);\n\n\t\t\t\tcurrentTouch.last = currentTouch.current;\n\t\t\t\tisDragging = false;\n\n\t\t\t\tif (isDisabled)\n\t\t\t\t{\n\t\t\t\t\t// If the notification status has already been disabled, keep it as such\n\t\t\t\t\tcurrentTouch.clickNotification = ClickNotification.None;\n\t\t\t\t}\n\t\t\t\telse if (currentTouch.clickNotification == ClickNotification.BasedOnDelta && click < mag)\n\t\t\t\t{\n\t\t\t\t\t// We've dragged far enough to cancel the click\n\t\t\t\t\tcurrentTouch.clickNotification = ClickNotification.None;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Process the release part of a touch.\n\t/// </summary>\n\n\tvoid ProcessRelease (bool isMouse, float drag)\n\t{\n\t\t// Send out the unpress message\n\t\tif (currentTouch == null) return;\n\t\tcurrentTouch.pressStarted = false;\n\n\t\tif (currentTouch.pressed != null)\n\t\t{\n\t\t\t// If there was a drag event in progress, make sure OnDragOut gets sent\n\t\t\tif (currentTouch.dragStarted)\n\t\t\t{\n\t\t\t\tif (onDragOut != null) onDragOut(currentTouch.last, currentTouch.dragged);\n\t\t\t\tNotify(currentTouch.last, \"OnDragOut\", currentTouch.dragged);\n\n\t\t\t\tif (onDragEnd != null) onDragEnd(currentTouch.dragged);\n\t\t\t\tNotify(currentTouch.dragged, \"OnDragEnd\", null);\n\t\t\t}\n\n\t\t\t// Send the notification of a touch ending\n\t\t\tif (onPress != null) onPress(currentTouch.pressed, false);\n\t\t\tNotify(currentTouch.pressed, \"OnPress\", false);\n\n\t\t\t// Send a hover message to the object\n\t\t\tif (isMouse)\n\t\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tUnityEngine.Profiling.Profiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\tvar hasCollider = HasCollider(currentTouch.pressed);\n\t\t\t\tUnityEngine.Profiling.Profiler.EndSample();\n#else\n\t\t\t\tProfiler.BeginSample(\"Editor-only GC allocation (GetComponent)\");\n\t\t\t\tvar hasCollider = HasCollider(currentTouch.pressed);\n\t\t\t\tProfiler.EndSample();\n#endif\n\n\t\t\t\tif (hasCollider)\n\t\t\t\t{\n\t\t\t\t\t// OnHover is sent to restore the visual state\n\t\t\t\t\tif (mHover == currentTouch.current)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (onHover != null) onHover(currentTouch.current, true);\n\t\t\t\t\t\tNotify(currentTouch.current, \"OnHover\", true);\n\t\t\t\t\t}\n\t\t\t\t\telse hoveredObject = currentTouch.current;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// If the button/touch was released on the same object, consider it a click and select it\n\t\t\tif (currentTouch.dragged == currentTouch.current ||\n\t\t\t\t(currentScheme != ControlScheme.Controller &&\n\t\t\t\tcurrentTouch.clickNotification != ClickNotification.None &&\n\t\t\t\tcurrentTouch.totalDelta.sqrMagnitude < drag))\n\t\t\t{\n\t\t\t\t// If the touch should consider clicks, send out an OnClick notification\n\t\t\t\tif (currentTouch.clickNotification != ClickNotification.None && currentTouch.pressed == currentTouch.current)\n\t\t\t\t{\n\t\t\t\t\tShowTooltip(null);\n\t\t\t\t\tfloat time = RealTime.time;\n\n\t\t\t\t\tif (onClick != null) onClick(currentTouch.pressed);\n\t\t\t\t\tNotify(currentTouch.pressed, \"OnClick\", null);\n\n\t\t\t\t\tif (currentTouch.clickTime + 0.35f > time)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (onDoubleClick != null) onDoubleClick(currentTouch.pressed);\n\t\t\t\t\t\tNotify(currentTouch.pressed, \"OnDoubleClick\", null);\n\t\t\t\t\t}\n\t\t\t\t\tcurrentTouch.clickTime = time;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (currentTouch.dragStarted) // The button/touch was released on a different object\n\t\t\t{\n\t\t\t\t// Send a drop notification (for drag & drop)\n\t\t\t\tif (onDrop != null) onDrop(currentTouch.current, currentTouch.dragged);\n\t\t\t\tNotify(currentTouch.current, \"OnDrop\", currentTouch.dragged);\n\t\t\t}\n\t\t}\n\t\tcurrentTouch.dragStarted = false;\n\t\tcurrentTouch.pressed = null;\n\t\tcurrentTouch.dragged = null;\n\t}\n\n\tbool HasCollider (GameObject go)\n\t{\n\t\tif (go == null) return false;\n\t\tCollider c = go.GetComponent<Collider>();\n\t\tif (c != null) return c.enabled;\n\t\tCollider2D b = go.GetComponent<Collider2D>();\n\t\treturn (b != null && b.enabled);\n\t}\n\n\t/// <summary>\n\t/// Process the events of the specified touch.\n\t/// </summary>\n\n\tpublic void ProcessTouch (bool pressed, bool released)\n\t{\n\t\tif (released) mTooltipTime = 0f;\n\n\t\t// Whether we're using the mouse\n\t\tbool isMouse = (currentScheme == ControlScheme.Mouse);\n\t\tfloat drag   = isMouse ? mouseDragThreshold : touchDragThreshold;\n\t\tfloat click  = isMouse ? mouseClickThreshold : touchClickThreshold;\n\n\t\t// So we can use sqrMagnitude below\n\t\tdrag *= drag;\n\t\tclick *= click;\n\n\t\tif (currentTouch.pressed != null)\n\t\t{\n\t\t\tif (released) ProcessRelease(isMouse, drag);\n\t\t\tProcessPress(pressed, click, drag);\n\n\t\t\t// Hold event = show tooltip\n\t\t\tif (currentTouch.deltaTime > tooltipDelay)\n\t\t\t{\n\t\t\t\tif (currentTouch.pressed == currentTouch.current && mTooltipTime != 0f && !currentTouch.dragStarted)\n\t\t\t\t{\n\t\t\t\t\tmTooltipTime = 0f;\n\t\t\t\t\tcurrentTouch.clickNotification = ClickNotification.None;\n\t\t\t\t\tif (longPressTooltip) ShowTooltip(currentTouch.pressed);\n\t\t\t\t\tNotify(currentTouch.current, \"OnLongPress\", null);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse if (isMouse || pressed || released)\n\t\t{\n\t\t\tProcessPress(pressed, click, drag);\n\t\t\tif (released) ProcessRelease(isMouse, drag);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Cancel the next tooltip, preventing it from being shown.\n\t/// Moving the mouse again will reset this counter.\n\t/// </summary>\n\n\tstatic public void CancelNextTooltip () { mTooltipTime = 0f; }\n\n\t/// <summary>\n\t/// Show or hide the tooltip.\n\t/// </summary>\n\n\tstatic public bool ShowTooltip (GameObject go)\n\t{\n\t\tif (mTooltip != go)\n\t\t{\n\t\t\tif (mTooltip != null)\n\t\t\t{\n\t\t\t\tif (onTooltip != null) onTooltip(mTooltip, false);\n\t\t\t\tNotify(mTooltip, \"OnTooltip\", false);\n\t\t\t}\n\n\t\t\tmTooltip = go;\n\t\t\tmTooltipTime = 0f;\n\n\t\t\tif (mTooltip != null)\n\t\t\t{\n\t\t\t\tif (onTooltip != null) onTooltip(mTooltip, true);\n\t\t\t\tNotify(mTooltip, \"OnTooltip\", true);\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Hide the tooltip, if one is visible.\n\t/// </summary>\n\n\tstatic public bool HideTooltip () { return ShowTooltip(null); }\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UICamera.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2a92b5d748695fd44aac9feef17ba415\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -90\n  icon: {instanceID: 0}\n  userData: \n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIColorPicker.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Attach this script to a UITexture to turn it into a color picker.\n/// The color picking texture will be generated automatically.\n/// </summary>\n\n[RequireComponent(typeof(UITexture))]\npublic class UIColorPicker : MonoBehaviour\n{\n\tstatic public UIColorPicker current;\n\n\t/// <summary>\n\t/// Color picker's current value.\n\t/// </summary>\n\n\tpublic Color value = Color.white;\n\n\t/// <summary>\n\t/// Widget that will be positioned above the current color selection. This value is optional.\n\t/// </summary>\n\n\tpublic UIWidget selectionWidget;\n\n\t/// <summary>\n\t/// Delegate that will be called when the color picker is being interacted with.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onChange = new List<EventDelegate>();\n\n\t[System.NonSerialized] Transform mTrans;\n\t[System.NonSerialized] UITexture mUITex;\n\t[System.NonSerialized] Texture2D mTex;\n\t[System.NonSerialized] UICamera mCam;\n\t[System.NonSerialized] Vector2 mPos;\n\t[System.NonSerialized] int mWidth = 0;\n\t[System.NonSerialized] int mHeight = 0;\n\n\tvoid Start ()\n\t{\n\t\tmTrans = transform;\n\t\tmUITex = GetComponent<UITexture>();\n\t\tmCam = UICamera.FindCameraForLayer(gameObject.layer);\n\n\t\tmWidth = mUITex.width;\n\t\tmHeight = mUITex.height;\n\t\tColor[] cols = new Color[mWidth * mHeight];\n\n\t\tfor (int y = 0; y < mHeight; ++y)\n\t\t{\n\t\t\tfloat fy = (y - 1f) / mHeight;\n\n\t\t\tfor (int x = 0; x < mWidth; ++x)\n\t\t\t{\n\t\t\t\tfloat fx = (x - 1f) / mWidth;\n\t\t\t\tint index = x + y * mWidth;\n\t\t\t\tcols[index] = Sample(fx, fy);\n\t\t\t}\n\t\t}\n\n\t\tmTex = new Texture2D(mWidth, mHeight, TextureFormat.RGB24, false);\n\t\tmTex.SetPixels(cols);\n\t\tmTex.filterMode = FilterMode.Trilinear;\n\t\tmTex.wrapMode = TextureWrapMode.Clamp;\n\t\tmTex.Apply();\n\t\tmUITex.mainTexture = mTex;\n\n\t\tSelect(value);\n\t}\n\n\tvoid OnDestroy ()\n\t{\n\t\tDestroy(mTex);\n\t\tmTex = null;\n\t}\n\n\tvoid OnPress (bool pressed) { if (enabled && pressed && UICamera.currentScheme != UICamera.ControlScheme.Controller) Sample(); }\n\tvoid OnDrag (Vector2 delta) { if (enabled) Sample(); }\n\tvoid OnPan (Vector2 delta)\n\t{\n\t\tif (enabled)\n\t\t{\n\t\t\tmPos.x = Mathf.Clamp01(mPos.x + delta.x);\n\t\t\tmPos.y = Mathf.Clamp01(mPos.y + delta.y);\n\t\t\tSelect(mPos);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sample the color under the current event position.\n\t/// </summary>\n\n\tvoid Sample ()\n\t{\n\t\tVector3 pos = UICamera.lastEventPosition;\n\t\tpos = mCam.cachedCamera.ScreenToWorldPoint(pos);\n\n\t\tpos = mTrans.InverseTransformPoint(pos);\n\t\tVector3[] corners = mUITex.localCorners;\n\t\tmPos.x = Mathf.Clamp01((pos.x - corners[0].x) / (corners[2].x - corners[0].x));\n\t\tmPos.y = Mathf.Clamp01((pos.y - corners[0].y) / (corners[2].y - corners[0].y));\n\n\t\tif (selectionWidget != null)\n\t\t{\n\t\t\tpos.x = Mathf.Lerp(corners[0].x, corners[2].x, mPos.x);\n\t\t\tpos.y = Mathf.Lerp(corners[0].y, corners[2].y, mPos.y);\n\t\t\tpos = mTrans.TransformPoint(pos);\n\t\t\tselectionWidget.transform.OverlayPosition(pos, mCam.cachedCamera);\n\t\t}\n\n\t\tvalue = Sample(mPos.x, mPos.y);\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onChange);\n\t\tcurrent = null;\n\t}\n\n\t/// <summary>\n\t/// Select the color under the specified relative coordinate.\n\t/// </summary>\n\n\tpublic void Select (Vector2 v)\n\t{\n\t\tv.x = Mathf.Clamp01(v.x);\n\t\tv.y = Mathf.Clamp01(v.y);\n\t\tmPos = v;\n\n\t\tif (selectionWidget != null)\n\t\t{\n\t\t\tVector3[] corners = mUITex.localCorners;\n\t\t\tv.x = Mathf.Lerp(corners[0].x, corners[2].x, mPos.x);\n\t\t\tv.y = Mathf.Lerp(corners[0].y, corners[2].y, mPos.y);\n\t\t\tv = mTrans.TransformPoint(v);\n\t\t\tselectionWidget.transform.OverlayPosition(v, mCam.cachedCamera);\n\t\t}\n\n\t\tvalue = Sample(mPos.x, mPos.y);\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onChange);\n\t\tcurrent = null;\n\t}\n\n\t/// <summary>\n\t/// Select the specified color.\n\t/// </summary>\n\n\tpublic Vector2 Select (Color c)\n\t{\n\t\tif (mUITex == null)\n\t\t{\n\t\t\tvalue = c;\n\t\t\treturn mPos;\n\t\t}\n\n\t\tfloat closest = float.MaxValue;\n\n\t\tfor (int y = 0; y < mHeight; ++y)\n\t\t{\n\t\t\tfloat fy = (y - 1f) / mHeight;\n\n\t\t\tfor (int x = 0; x < mWidth; ++x)\n\t\t\t{\n\t\t\t\tfloat fx = (x - 1f) / mWidth;\n\t\t\t\tColor sam = Sample(fx, fy);\n\t\t\t\tColor sc = sam;\n\t\t\t\tsc.r -= c.r;\n\t\t\t\tsc.g -= c.g;\n\t\t\t\tsc.b -= c.b;\n\t\t\t\tfloat dot = sc.r * sc.r + sc.g * sc.g + sc.b * sc.b;\n\t\t\t\t\n\t\t\t\tif (dot < closest)\n\t\t\t\t{\n\t\t\t\t\tclosest = dot;\n\t\t\t\t\tmPos.x = fx;\n\t\t\t\t\tmPos.y = fy;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (selectionWidget != null)\n\t\t{\n\t\t\tVector3[] corners = mUITex.localCorners;\n\t\t\tVector3 pos;\n\t\t\tpos.x = Mathf.Lerp(corners[0].x, corners[2].x, mPos.x);\n\t\t\tpos.y = Mathf.Lerp(corners[0].y, corners[2].y, mPos.y);\n\t\t\tpos.z = 0f;\n\t\t\tpos = mTrans.TransformPoint(pos);\n\t\t\tselectionWidget.transform.OverlayPosition(pos, mCam.cachedCamera);\n\t\t}\n\n\t\tvalue = c;\n\n\t\tcurrent = this;\n\t\tEventDelegate.Execute(onChange);\n\t\tcurrent = null;\n\t\treturn mPos;\n\t}\n\n\tstatic AnimationCurve mRed;\n\tstatic AnimationCurve mGreen;\n\tstatic AnimationCurve mBlue;\n\n\t/// <summary>\n\t/// Choose a color, given X and Y in 0-1 range.\n\t/// </summary>\n\n\tstatic public Color Sample (float x, float y)\n\t{\n\t\tif (mRed == null)\n\t\t{\n\t\t\tmRed = new AnimationCurve(\n\t\t\t\tnew Keyframe[]\n\t\t\t\t{\n\t\t\t\t\tnew Keyframe(0f, 1f),\t\t// Red\n\t\t\t\t\tnew Keyframe(1f / 7f, 1f),\t// Yellow\n\t\t\t\t\tnew Keyframe(2f / 7f, 0f),\t// Green\n\t\t\t\t\tnew Keyframe(3f / 7f, 0f),\t// Cyan\n\t\t\t\t\tnew Keyframe(4f / 7f, 0f),\t// Blue\n\t\t\t\t\tnew Keyframe(5f / 7f, 1f),\t// Magenta\n\t\t\t\t\tnew Keyframe(6f / 7f, 1f),\t// Red\n\t\t\t\t\tnew Keyframe(1f, 0.5f),\t\t// Gray\n\t\t\t\t});\n\n\t\t\tmGreen = new AnimationCurve(\n\t\t\t\tnew Keyframe[]\n\t\t\t\t{\n\t\t\t\t\tnew Keyframe(0f, 0f),\t\t// Red\n\t\t\t\t\tnew Keyframe(1f / 7f, 1f),\t// Yellow\n\t\t\t\t\tnew Keyframe(2f / 7f, 1f),\t// Green\n\t\t\t\t\tnew Keyframe(3f / 7f, 1f),\t// Cyan\n\t\t\t\t\tnew Keyframe(4f / 7f, 0f),\t// Blue\n\t\t\t\t\tnew Keyframe(5f / 7f, 0f),\t// Magenta\n\t\t\t\t\tnew Keyframe(6f / 7f, 0f),\t// Red\n\t\t\t\t\tnew Keyframe(1f, 0.5f),\t\t// Gray\n\t\t\t\t});\n\n\t\t\tmBlue = new AnimationCurve(\n\t\t\t\tnew Keyframe[]\n\t\t\t\t{\n\t\t\t\t\tnew Keyframe(0f, 0f),\t\t// Red\n\t\t\t\t\tnew Keyframe(1f / 7f, 0f),\t// Yellow\n\t\t\t\t\tnew Keyframe(2f / 7f, 0f),\t// Green\n\t\t\t\t\tnew Keyframe(3f / 7f, 1f),\t// Cyan\n\t\t\t\t\tnew Keyframe(4f / 7f, 1f),\t// Blue\n\t\t\t\t\tnew Keyframe(5f / 7f, 1f),\t// Magenta\n\t\t\t\t\tnew Keyframe(6f / 7f, 0f),\t// Red\n\t\t\t\t\tnew Keyframe(1f, 0.5f),\t\t// Gray\n\t\t\t\t});\n\t\t}\n\n\t\tVector3 v = new Vector3(mRed.Evaluate(x), mGreen.Evaluate(x), mBlue.Evaluate(x));\n\n\t\tif (y < 0.5f)\n\t\t{\n\t\t\ty *= 2f;\n\t\t\tv.x *= y;\n\t\t\tv.y *= y;\n\t\t\tv.z *= y;\n\t\t}\n\t\telse v = Vector3.Lerp(v, Vector3.one, y * 2f - 1f);\n\t\treturn new Color(v.x, v.y, v.z, 1f);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIColorPicker.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 02e5d51ade5cb9d49b9a4ab78bc8d622\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIFont.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n// Dynamic font support contributed by the NGUI community members:\n// Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK.\n\n#if !UNITY_3_5\n#define DYNAMIC_FONT\n#endif\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Text;\n\n/// <summary>\n/// UIFont contains everything needed to be able to print text.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Font\")]\npublic class UIFont : MonoBehaviour\n{\n\t[HideInInspector][SerializeField] Material mMat;\n\t[HideInInspector][SerializeField] Rect mUVRect = new Rect(0f, 0f, 1f, 1f);\n\t[HideInInspector][SerializeField] BMFont mFont = new BMFont();\n\t[HideInInspector][SerializeField] UIAtlas mAtlas;\n\t[HideInInspector][SerializeField] UIFont mReplacement;\n\n\t// List of symbols, such as emoticons like \":)\", \":(\", etc\n\t[HideInInspector][SerializeField] List<BMSymbol> mSymbols = new List<BMSymbol>();\n\n\t// Used for dynamic fonts\n\t[HideInInspector][SerializeField] Font mDynamicFont;\n\t[HideInInspector][SerializeField] int mDynamicFontSize = 16;\n\t[HideInInspector][SerializeField] FontStyle mDynamicFontStyle = FontStyle.Normal;\n\n\t// Cached value\n\t[System.NonSerialized]\n\tUISpriteData mSprite = null;\n\tint mPMA = -1;\n\tint mPacked = -1;\n\n\t/// <summary>\n\t/// Access to the BMFont class directly.\n\t/// </summary>\n\n\tpublic BMFont bmFont\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.bmFont : mFont;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null) mReplacement.bmFont = value;\n\t\t\telse mFont = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Original width of the font's texture in pixels.\n\t/// </summary>\n\n\tpublic int texWidth\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.texWidth : ((mFont != null) ? mFont.texWidth : 1);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null) mReplacement.texWidth = value;\n\t\t\telse if (mFont != null) mFont.texWidth = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Original height of the font's texture in pixels.\n\t/// </summary>\n\n\tpublic int texHeight\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.texHeight : ((mFont != null) ? mFont.texHeight : 1);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null) mReplacement.texHeight = value;\n\t\t\telse if (mFont != null) mFont.texHeight = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the font has any symbols defined.\n\t/// </summary>\n\n\tpublic bool hasSymbols { get { return (mReplacement != null) ? mReplacement.hasSymbols : (mSymbols != null && mSymbols.Count != 0); } }\n\n\t/// <summary>\n\t/// List of symbols within the font.\n\t/// </summary>\n\n\tpublic List<BMSymbol> symbols { get { return (mReplacement != null) ? mReplacement.symbols : mSymbols; } }\n\n\t/// <summary>\n\t/// Atlas used by the font, if any.\n\t/// </summary>\n\n\tpublic UIAtlas atlas\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.atlas : mAtlas;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.atlas = value;\n\t\t\t}\n\t\t\telse if (mAtlas != value)\n\t\t\t{\n\t\t\t\tmPMA = -1;\n\t\t\t\tmAtlas = value;\n\n\t\t\t\tif (mAtlas != null)\n\t\t\t\t{\n\t\t\t\t\tmMat = mAtlas.spriteMaterial;\n\t\t\t\t\tif (sprite != null) mUVRect = uvRect;\n\t\t\t\t}\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get or set the material used by this font.\n\t/// </summary>\n\n\tpublic Material material\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.material;\n\n\t\t\tif (mAtlas != null) return mAtlas.spriteMaterial;\n\n\t\t\tif (mMat != null)\n\t\t\t{\n\t\t\t\tif (mDynamicFont != null && mMat != mDynamicFont.material)\n\t\t\t\t{\n\t\t\t\t\tmMat.mainTexture = mDynamicFont.material.mainTexture;\n\t\t\t\t}\n\t\t\t\treturn mMat;\n\t\t\t}\n\n\t\t\tif (mDynamicFont != null)\n\t\t\t{\n\t\t\t\treturn mDynamicFont.material;\n\t\t\t}\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.material = value;\n\t\t\t}\n\t\t\telse if (mMat != value)\n\t\t\t{\n\t\t\t\tmPMA = -1;\n\t\t\t\tmMat = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the font is using a premultiplied alpha material.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use UIFont.premultipliedAlphaShader instead\")]\n\tpublic bool premultipliedAlpha { get { return premultipliedAlphaShader; } }\n\n\t/// <summary>\n\t/// Whether the font is using a premultiplied alpha material.\n\t/// </summary>\n\n\tpublic bool premultipliedAlphaShader\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.premultipliedAlphaShader;\n\n\t\t\tif (mAtlas != null) return mAtlas.premultipliedAlpha;\n\n\t\t\tif (mPMA == -1)\n\t\t\t{\n\t\t\t\tMaterial mat = material;\n\t\t\t\tmPMA = (mat != null && mat.shader != null && mat.shader.name.Contains(\"Premultiplied\")) ? 1 : 0;\n\t\t\t}\n\t\t\treturn (mPMA == 1);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the font is a packed font.\n\t/// </summary>\n\n\tpublic bool packedFontShader\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.packedFontShader;\n\t\t\tif (mAtlas != null) return false;\n\n\t\t\tif (mPacked == -1)\n\t\t\t{\n\t\t\t\tMaterial mat = material;\n\t\t\t\tmPacked = (mat != null && mat.shader != null && mat.shader.name.Contains(\"Packed\")) ? 1 : 0;\n\t\t\t}\n\t\t\treturn (mPacked == 1);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function that returns the texture used by the font.\n\t/// </summary>\n\n\tpublic Texture2D texture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.texture;\n\t\t\tMaterial mat = material;\n\t\t\treturn (mat != null) ? mat.mainTexture as Texture2D : null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Offset and scale applied to all UV coordinates.\n\t/// </summary>\n\n\tpublic Rect uvRect\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.uvRect;\n\t\t\treturn (mAtlas != null && sprite != null) ? mUVRect : new Rect(0f, 0f, 1f, 1f);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.uvRect = value;\n\t\t\t}\n\t\t\telse if (sprite == null && mUVRect != value)\n\t\t\t{\n\t\t\t\tmUVRect = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite used by the font, if any.\n\t/// </summary>\n\n\tpublic string spriteName\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.spriteName : mFont.spriteName;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.spriteName = value;\n\t\t\t}\n\t\t\telse if (mFont.spriteName != value)\n\t\t\t{\n\t\t\t\tmFont.spriteName = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether this is a valid font.\n\t/// </summary>\n\n#if DYNAMIC_FONT\n\tpublic bool isValid { get { return mDynamicFont != null || mFont.isValid; } }\n#else\n\tpublic bool isValid { get { return mFont.isValid; } }\n#endif\n\n\t[System.Obsolete(\"Use UIFont.defaultSize instead\")]\n\tpublic int size\n\t{\n\t\tget { return defaultSize; }\n\t\tset { defaultSize = value; }\n\t}\n\n\t/// <summary>\n\t/// Pixel-perfect size of this font.\n\t/// </summary>\n\n\tpublic int defaultSize\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.defaultSize;\n\t\t\tif (isDynamic || mFont == null) return mDynamicFontSize;\n\t\t\treturn mFont.charSize;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null) mReplacement.defaultSize = value;\n\t\t\telse mDynamicFontSize = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Retrieves the sprite used by the font, if any.\n\t/// </summary>\n\n\tpublic UISpriteData sprite\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement != null) return mReplacement.sprite;\n\n\t\t\tif (mSprite == null && mAtlas != null && !string.IsNullOrEmpty(mFont.spriteName))\n\t\t\t{\n\t\t\t\tmSprite = mAtlas.GetSprite(mFont.spriteName);\n\n\t\t\t\tif (mSprite == null) mSprite = mAtlas.GetSprite(name);\n\t\t\t\tif (mSprite == null) mFont.spriteName = null;\n\t\t\t\telse UpdateUVRect();\n\n\t\t\t\tfor (int i = 0, imax = mSymbols.Count; i < imax; ++i)\n\t\t\t\t\tsymbols[i].MarkAsChanged();\n\t\t\t}\n\t\t\treturn mSprite;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Setting a replacement atlas value will cause everything using this font to use the replacement font instead.\n\t/// Suggested use: set up all your widgets to use a dummy font that points to the real font. Switching that font to\n\t/// another one (for example an eastern language one) is then a simple matter of setting this field on your dummy font.\n\t/// </summary>\n\n\tpublic UIFont replacement\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mReplacement;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tUIFont rep = value;\n\t\t\tif (rep == this) rep = null;\n\n\t\t\tif (mReplacement != rep)\n\t\t\t{\n\t\t\t\tif (rep != null && rep.replacement == this) rep.replacement = null;\n\t\t\t\tif (mReplacement != null) MarkAsChanged();\n\t\t\t\tmReplacement = rep;\n\n\t\t\t\tif (rep != null)\n\t\t\t\t{\n\t\t\t\t\tmPMA = -1;\n\t\t\t\t\tmMat = null;\n\t\t\t\t\tmFont = null;\n\t\t\t\t\tmDynamicFont = null;\n\t\t\t\t}\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the font is dynamic.\n\t/// </summary>\n\n\tpublic bool isDynamic { get { return (mReplacement != null) ? mReplacement.isDynamic : (mDynamicFont != null); } }\n\n\t/// <summary>\n\t/// Get or set the dynamic font source.\n\t/// </summary>\n\n\tpublic Font dynamicFont\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.dynamicFont : mDynamicFont;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.dynamicFont = value;\n\t\t\t}\n\t\t\telse if (mDynamicFont != value)\n\t\t\t{\n\t\t\t\tif (mDynamicFont != null) material = null;\n\t\t\t\tmDynamicFont = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get or set the dynamic font's style.\n\t/// </summary>\n\n\tpublic FontStyle dynamicFontStyle\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (mReplacement != null) ? mReplacement.dynamicFontStyle : mDynamicFontStyle;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mReplacement != null)\n\t\t\t{\n\t\t\t\tmReplacement.dynamicFontStyle = value;\n\t\t\t}\n\t\t\telse if (mDynamicFontStyle != value)\n\t\t\t{\n\t\t\t\tmDynamicFontStyle = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Trim the glyphs, making sure they never go past the trimmed texture bounds.\n\t/// </summary>\n\n\tvoid Trim ()\n\t{\n\t\tTexture tex = mAtlas.texture;\n\n\t\tif (tex != null && mSprite != null)\n\t\t{\n\t\t\tRect full = NGUIMath.ConvertToPixels(mUVRect, texture.width, texture.height, true);\n\t\t\tRect trimmed = new Rect(mSprite.x, mSprite.y, mSprite.width, mSprite.height);\n\n\t\t\tint xMin = Mathf.RoundToInt(trimmed.xMin - full.xMin);\n\t\t\tint yMin = Mathf.RoundToInt(trimmed.yMin - full.yMin);\n\t\t\tint xMax = Mathf.RoundToInt(trimmed.xMax - full.xMin);\n\t\t\tint yMax = Mathf.RoundToInt(trimmed.yMax - full.yMin);\n\n\t\t\tmFont.Trim(xMin, yMin, xMax, yMax);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that determines whether the font uses the specified one, taking replacements into account.\n\t/// </summary>\n\n\tbool References (UIFont font)\n\t{\n\t\tif (font == null) return false;\n\t\tif (font == this) return true;\n\t\treturn (mReplacement != null) ? mReplacement.References(font) : false;\n\t}\n\n\t/// <summary>\n\t/// Helper function that determines whether the two atlases are related.\n\t/// </summary>\n\n\tstatic public bool CheckIfRelated (UIFont a, UIFont b)\n\t{\n\t\tif (a == null || b == null) return false;\n#if DYNAMIC_FONT && !UNITY_FLASH\n\t\tif (a.isDynamic && b.isDynamic && a.dynamicFont.fontNames[0] == b.dynamicFont.fontNames[0]) return true;\n#endif\n\t\treturn a == b || a.References(b) || b.References(a);\n\t}\n\n\tTexture dynamicTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mReplacement) return mReplacement.dynamicTexture;\n\t\t\tif (isDynamic) return mDynamicFont.material.mainTexture;\n\t\t\treturn null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Refresh all labels that use this font.\n\t/// </summary>\n\n\tpublic void MarkAsChanged ()\n\t{\n#if UNITY_EDITOR\n\t\tNGUITools.SetDirty(gameObject);\n#endif\n\t\tif (mReplacement != null) mReplacement.MarkAsChanged();\n\n\t\tmSprite = null;\n\t\tUILabel[] labels = NGUITools.FindActive<UILabel>();\n\n\t\tfor (int i = 0, imax = labels.Length; i < imax; ++i)\n\t\t{\n\t\t\tUILabel lbl = labels[i];\n\n\t\t\tif (lbl.enabled && NGUITools.GetActive(lbl.gameObject) && CheckIfRelated(this, lbl.bitmapFont))\n\t\t\t{\n\t\t\t\tUIFont fnt = lbl.bitmapFont;\n\t\t\t\tlbl.bitmapFont = null;\n\t\t\t\tlbl.bitmapFont = fnt;\n\t\t\t}\n\t\t}\n\n\t\t// Clear all symbols\n\t\tfor (int i = 0, imax = symbols.Count; i < imax; ++i)\n\t\t\tsymbols[i].MarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Forcefully update the font's sprite reference.\n\t/// </summary>\n\n\tpublic void UpdateUVRect ()\n\t{\n\t\tif (mAtlas == null) return;\n\t\tTexture tex = mAtlas.texture;\n\n\t\tif (tex != null)\n\t\t{\n\t\t\tmUVRect = new Rect(\n\t\t\t\tmSprite.x - mSprite.paddingLeft,\n\t\t\t\tmSprite.y - mSprite.paddingTop,\n\t\t\t\tmSprite.width + mSprite.paddingLeft + mSprite.paddingRight,\n\t\t\t\tmSprite.height + mSprite.paddingTop + mSprite.paddingBottom);\n\n\t\t\tmUVRect = NGUIMath.ConvertToTexCoords(mUVRect, tex.width, tex.height);\n#if UNITY_EDITOR\n\t\t\t// The font should always use the original texture size\n\t\t\tif (mFont != null)\n\t\t\t{\n\t\t\t\tfloat tw = (float)mFont.texWidth / tex.width;\n\t\t\t\tfloat th = (float)mFont.texHeight / tex.height;\n\n\t\t\t\tif (tw != mUVRect.width || th != mUVRect.height)\n\t\t\t\t{\n\t\t\t\t\t//Debug.LogWarning(\"Font sprite size doesn't match the expected font texture size.\\n\" +\n\t\t\t\t\t//\t\"Did you use the 'inner padding' setting on the Texture Packer? It must remain at '0'.\", this);\n\t\t\t\t\tmUVRect.width = tw;\n\t\t\t\t\tmUVRect.height = th;\n\t\t\t\t}\n\t\t\t}\n#endif\n\t\t\t// Trimmed sprite? Trim the glyphs\n\t\t\tif (mSprite.hasPadding) Trim();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Retrieve the specified symbol, optionally creating it if it's missing.\n\t/// </summary>\n\n\tBMSymbol GetSymbol (string sequence, bool createIfMissing)\n\t{\n\t\tfor (int i = 0, imax = mSymbols.Count; i < imax; ++i)\n\t\t{\n\t\t\tBMSymbol sym = mSymbols[i];\n\t\t\tif (sym.sequence == sequence) return sym;\n\t\t}\n\n\t\tif (createIfMissing)\n\t\t{\n\t\t\tBMSymbol sym = new BMSymbol();\n\t\t\tsym.sequence = sequence;\n\t\t\tmSymbols.Add(sym);\n\t\t\treturn sym;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Retrieve the symbol at the beginning of the specified sequence, if a match is found.\n\t/// </summary>\n\n\tpublic BMSymbol MatchSymbol (string text, int offset, int textLength)\n\t{\n\t\t// No symbols present\n\t\tint count = mSymbols.Count;\n\t\tif (count == 0) return null;\n\t\ttextLength -= offset;\n\n\t\t// Run through all symbols\n\t\tfor (int i = 0; i < count; ++i)\n\t\t{\n\t\t\tBMSymbol sym = mSymbols[i];\n\n\t\t\t// If the symbol's length is longer, move on\n\t\t\tint symbolLength = sym.length;\n\t\t\tif (symbolLength == 0 || textLength < symbolLength) continue;\n\n\t\t\tbool match = true;\n\n\t\t\t// Match the characters\n\t\t\tfor (int c = 0; c < symbolLength; ++c)\n\t\t\t{\n\t\t\t\tif (text[offset + c] != sym.sequence[c])\n\t\t\t\t{\n\t\t\t\t\tmatch = false;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Match found\n\t\t\tif (match && sym.Validate(atlas)) return sym;\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Add a new symbol to the font.\n\t/// </summary>\n\n\tpublic void AddSymbol (string sequence, string spriteName)\n\t{\n\t\tBMSymbol symbol = GetSymbol(sequence, true);\n\t\tsymbol.spriteName = spriteName;\n\t\tMarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Remove the specified symbol from the font.\n\t/// </summary>\n\n\tpublic void RemoveSymbol (string sequence)\n\t{\n\t\tBMSymbol symbol = GetSymbol(sequence, false);\n\t\tif (symbol != null) symbols.Remove(symbol);\n\t\tMarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Change an existing symbol's sequence to the specified value.\n\t/// </summary>\n\n\tpublic void RenameSymbol (string before, string after)\n\t{\n\t\tBMSymbol symbol = GetSymbol(before, false);\n\t\tif (symbol != null) symbol.sequence = after;\n\t\tMarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Whether the specified sprite is being used by the font.\n\t/// </summary>\n\n\tpublic bool UsesSprite (string s)\n\t{\n\t\tif (!string.IsNullOrEmpty(s))\n\t\t{\n\t\t\tif (s.Equals(spriteName))\n\t\t\t\treturn true;\n\n\t\t\tfor (int i = 0, imax = symbols.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tBMSymbol sym = symbols[i];\n\t\t\t\tif (s.Equals(sym.spriteName))\n\t\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n}\n\n"
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  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIFont.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0b4eb3a400afab046abb8471a9d746d6\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UIInput.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_EDITOR && (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_WP_8_1 || UNITY_BLACKBERRY || UNITY_WINRT || UNITY_METRO)\n#define MOBILE\n#endif\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Text;\n\n/// <summary>\n/// Input field makes it possible to enter custom information within the UI.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/UI/Input Field\")]\npublic class UIInput : MonoBehaviour\n{\n\tpublic enum InputType\n\t{\n\t\tStandard,\n\t\tAutoCorrect,\n\t\tPassword,\n\t}\n\n\tpublic enum Validation\n\t{\n\t\tNone,\n\t\tInteger,\n\t\tFloat,\n\t\tAlphanumeric,\n\t\tUsername,\n\t\tName,\n\t\tFilename,\n\t}\n\n#if UNITY_EDITOR\n\tpublic enum KeyboardType\n\t{\n\t\tDefault = (int)TouchScreenKeyboardType.Default,\n\t\tASCIICapable = (int)TouchScreenKeyboardType.ASCIICapable,\n\t\tNumbersAndPunctuation = (int)TouchScreenKeyboardType.NumbersAndPunctuation,\n\t\tURL = (int)TouchScreenKeyboardType.URL,\n\t\tNumberPad = (int)TouchScreenKeyboardType.NumberPad,\n\t\tPhonePad = (int)TouchScreenKeyboardType.PhonePad,\n\t\tNamePhonePad = (int)TouchScreenKeyboardType.NamePhonePad,\n\t\tEmailAddress = (int)TouchScreenKeyboardType.EmailAddress,\n\t}\n#else\n\tpublic enum KeyboardType\n\t{\n\t\tDefault = 0,\n\t\tASCIICapable = 1,\n\t\tNumbersAndPunctuation = 2,\n\t\tURL = 3,\n\t\tNumberPad = 4,\n\t\tPhonePad = 5,\n\t\tNamePhonePad = 6,\n\t\tEmailAddress = 7,\n\t}\n#endif\n\n\tpublic enum OnReturnKey\n\t{\n\t\tDefault,\n\t\tSubmit,\n\t\tNewLine,\n\t}\n\n\tpublic delegate char OnValidate (string text, int charIndex, char addedChar);\n\n\t/// <summary>\n\t/// Currently active input field. Only valid during callbacks.\n\t/// </summary>\n\n\tstatic public UIInput current;\n\n\t/// <summary>\n\t/// Currently selected input field, if any.\n\t/// </summary>\n\n\tstatic public UIInput selection;\n\n\t/// <summary>\n\t/// Text label used to display the input's value.\n\t/// </summary>\n\n\tpublic UILabel label;\n\n\t/// <summary>\n\t/// Type of data expected by the input field.\n\t/// </summary>\n\n\tpublic InputType inputType = InputType.Standard;\n\n\t/// <summary>\n\t/// What to do when the Return key is pressed on the keyboard.\n\t/// </summary>\n\n\tpublic OnReturnKey onReturnKey = OnReturnKey.Default;\n\n\t/// <summary>\n\t/// Keyboard type applies to mobile keyboards that get shown.\n\t/// </summary>\n\n\tpublic KeyboardType keyboardType = KeyboardType.Default;\n\n\t/// <summary>\n\t/// Whether the input will be hidden on mobile platforms.\n\t/// </summary>\n\n\tpublic bool hideInput = false;\n\n\t/// <summary>\n\t/// Whether all text will be selected when the input field gains focus.\n\t/// </summary>\n\n\t[System.NonSerialized]\n\tpublic bool selectAllTextOnFocus = true;\n\n\t/// <summary>\n\t/// What kind of validation to use with the input field's data.\n\t/// </summary>\n\n\tpublic Validation validation = Validation.None;\n\n\t/// <summary>\n\t/// Maximum number of characters allowed before input no longer works.\n\t/// </summary>\n\n\tpublic int characterLimit = 0;\n\n\t/// <summary>\n\t/// Field in player prefs used to automatically save the value.\n\t/// </summary>\n\n\tpublic string savedAs;\n\n\t/// <summary>\n\t/// Don't use this anymore. Attach UIKeyNavigation instead.\n\t/// </summary>\n\n\t[HideInInspector][SerializeField] GameObject selectOnTab;\n\n\t/// <summary>\n\t/// Color of the label when the input field has focus.\n\t/// </summary>\n\n\tpublic Color activeTextColor = Color.white;\n\n\t/// <summary>\n\t/// Color used by the caret symbol.\n\t/// </summary>\n\n\tpublic Color caretColor = new Color(1f, 1f, 1f, 0.8f);\n\n\t/// <summary>\n\t/// Color used by the selection rectangle.\n\t/// </summary>\n\n\tpublic Color selectionColor = new Color(1f, 223f / 255f, 141f / 255f, 0.5f);\n\n\t/// <summary>\n\t/// Event delegates triggered when the input field submits its data.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onSubmit = new List<EventDelegate>();\n\n\t/// <summary>\n\t/// Event delegates triggered when the input field's text changes for any reason.\n\t/// </summary>\n\n\tpublic List<EventDelegate> onChange = new List<EventDelegate>();\n\n\t/// <summary>\n\t/// Custom validation callback.\n\t/// </summary>\n\n\tpublic OnValidate onValidate;\n\n\t/// <summary>\n\t/// Input field's value.\n\t/// </summary>\n\n\t[SerializeField][HideInInspector] protected string mValue;\n\n\t[System.NonSerialized] protected string mDefaultText = \"\";\n\t[System.NonSerialized] protected Color mDefaultColor = Color.white;\n\t[System.NonSerialized] protected float mPosition = 0f;\n\t[System.NonSerialized] protected bool mDoInit = true;\n\t[System.NonSerialized] protected NGUIText.Alignment mAlignment = NGUIText.Alignment.Left;\n\t[System.NonSerialized] protected bool mLoadSavedValue = true;\n\n\tstatic protected int mDrawStart = 0;\n\tstatic protected string mLastIME = \"\";\n\n#if MOBILE\n\t// Unity fails to compile if the touch screen keyboard is used on a non-mobile device\n\tstatic protected TouchScreenKeyboard mKeyboard;\n\tstatic bool mWaitForKeyboard = false;\n#endif\n\t[System.NonSerialized] protected int mSelectionStart = 0;\n\t[System.NonSerialized] protected int mSelectionEnd = 0;\n\t[System.NonSerialized] protected UITexture mHighlight = null;\n\t[System.NonSerialized] protected UITexture mCaret = null;\n\t[System.NonSerialized] protected Texture2D mBlankTex = null;\n\t[System.NonSerialized] protected float mNextBlink = 0f;\n\t[System.NonSerialized] protected float mLastAlpha = 0f;\n\t[System.NonSerialized] protected string mCached = \"\";\n\t[System.NonSerialized] protected int mSelectMe = -1;\n\t[System.NonSerialized] protected int mSelectTime = -1;\n\t[System.NonSerialized] protected bool mStarted = false;\n\n\t/// <summary>\n\t/// Default text used by the input's label.\n\t/// </summary>\n\n\tpublic string defaultText\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mDoInit) Init();\n\t\t\treturn mDefaultText;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mDoInit) Init();\n\t\t\tmDefaultText = value;\n\t\t\tUpdateLabel();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Text's default color when not selected.\n\t/// </summary>\n\n\tpublic Color defaultColor\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mDoInit) Init();\n\t\t\treturn mDefaultColor;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tmDefaultColor = value;\n\t\t\tif (!isSelected) label.color = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Should the input be hidden?\n\t/// </summary>\n\n\tpublic bool inputShouldBeHidden\n\t{\n\t\tget\n\t\t{\n\t\t\treturn hideInput && label != null && !label.multiLine && inputType != InputType.Password;\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use UIInput.value instead\")]\n\tpublic string text { get { return this.value; } set { this.value = value; } }\n\n\t/// <summary>\n\t/// Input field's current text value.\n\t/// </summary>\n\n\tpublic string value\n\t{\n\t\tget\n\t\t{\n#if UNITY_EDITOR\n\t\t\tif (!Application.isPlaying) return \"\";\n#endif\n\t\t\tif (mDoInit) Init();\n\t\t\treturn mValue;\n\t\t}\n\t\tset { Set(value); }\n\t}\n\n\t/// <summary>\n\t/// Set the input field's value. If setting the initial value, call Start() first.\n\t/// </summary>\n\n\tpublic void Set (string value, bool notify = true)\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (mDoInit) Init();\n\t\tif (value == this.value) return;\n\t\tmDrawStart = 0;\n\n\t\t// BB10's implementation has a bug in Unity\n#if UNITY_4_3\n\t\tif (Application.platform == RuntimePlatform.BB10Player)\n\t\t\tvalue = value.Replace(\"\\\\b\", \"\\b\");\n#elif UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3\n\t\tif (Application.platform == RuntimePlatform.BlackBerryPlayer)\n\t\t\tvalue = value.Replace(\"\\\\b\", \"\\b\");\n#endif\n\t\t// Validate all input\n\t\tvalue = Validate(value);\n#if MOBILE\n\t\tif (isSelected && mKeyboard != null && mCached != value)\n\t\t{\n\t\t\tmKeyboard.text = value;\n\t\t\tmCached = value;\n\t\t}\n#endif\n\t\tif (mValue != value)\n\t\t{\n\t\t\tmValue = value;\n\t\t\tmLoadSavedValue = false;\n\n\t\t\tif (isSelected)\n\t\t\t{\n\t\t\t\tif (string.IsNullOrEmpty(value))\n\t\t\t\t{\n\t\t\t\t\tmSelectionStart = 0;\n\t\t\t\t\tmSelectionEnd = 0;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmSelectionStart = value.Length;\n\t\t\t\t\tmSelectionEnd = mSelectionStart;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mStarted) SaveToPlayerPrefs(value);\n\n\t\t\tUpdateLabel();\n\t\t\tif (notify) ExecuteOnChange();\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use UIInput.isSelected instead\")]\n\tpublic bool selected { get { return isSelected; } set { isSelected = value; } }\n\n\t/// <summary>\n\t/// Whether the input is currently selected.\n\t/// </summary>\n\n\tpublic bool isSelected\n\t{\n\t\tget\n\t\t{\n\t\t\treturn selection == this;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!value) { if (isSelected) UICamera.selectedObject = null; }\n\t\t\telse UICamera.selectedObject = gameObject;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Current position of the cursor.\n\t/// </summary>\n\n\tpublic int cursorPosition\n\t{\n\t\tget\n\t\t{\n#if MOBILE\n\t\t\tif (mKeyboard != null && !inputShouldBeHidden) return value.Length;\n#endif\n\t\t\treturn isSelected ? mSelectionEnd : value.Length;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (isSelected)\n\t\t\t{\n#if MOBILE\n\t\t\t\tif (mKeyboard != null && !inputShouldBeHidden) return;\n#endif\n\t\t\t\tmSelectionEnd = value;\n\t\t\t\tUpdateLabel();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Index of the character where selection begins.\n\t/// </summary>\n\n\tpublic int selectionStart\n\t{\n\t\tget\n\t\t{\n#if MOBILE\n\t\t\tif (mKeyboard != null && !inputShouldBeHidden) return 0;\n#endif\n\t\t\treturn isSelected ? mSelectionStart : value.Length;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (isSelected)\n\t\t\t{\n#if MOBILE\n\t\t\t\tif (mKeyboard != null && !inputShouldBeHidden) return;\n#endif\n\t\t\t\tmSelectionStart = value;\n\t\t\t\tUpdateLabel();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Index of the character where selection ends.\n\t/// </summary>\n\n\tpublic int selectionEnd\n\t{\n\t\tget\n\t\t{\n#if MOBILE\n\t\t\tif (mKeyboard != null && !inputShouldBeHidden) return value.Length;\n#endif\n\t\t\treturn isSelected ? mSelectionEnd : value.Length;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (isSelected)\n\t\t\t{\n#if MOBILE\n\t\t\t\tif (mKeyboard != null && !inputShouldBeHidden) return;\n#endif\n\t\t\t\tmSelectionEnd = value;\n\t\t\t\tUpdateLabel();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Caret, in case it's needed.\n\t/// </summary>\n\n\tpublic UITexture caret { get { return mCaret; } }\n\n\t/// <summary>\n\t/// Validate the specified text, returning the validated version.\n\t/// </summary>\n\n\tpublic string Validate (string val)\n\t{\n\t\tif (string.IsNullOrEmpty(val)) return \"\";\n\n\t\tStringBuilder sb = new StringBuilder(val.Length);\n\n\t\tfor (int i = 0; i < val.Length; ++i)\n\t\t{\n\t\t\tchar c = val[i];\n\t\t\tif (onValidate != null) c = onValidate(sb.ToString(), sb.Length, c);\n\t\t\telse if (validation != Validation.None) c = Validate(sb.ToString(), sb.Length, c);\n\t\t\tif (c != 0) sb.Append(c);\n\t\t}\n\n\t\tif (characterLimit > 0 && sb.Length > characterLimit)\n\t\t\treturn sb.ToString(0, characterLimit);\n\t\treturn sb.ToString();\n\t}\n\n\t/// <summary>\n\t/// Automatically set the value by loading it from player prefs if possible.\n\t/// </summary>\n\n\tpublic void Start ()\n\t{\n\t\tif (mStarted) return;\n\t\tif (selectOnTab != null)\n\t\t{\n\t\t\tUIKeyNavigation nav = GetComponent<UIKeyNavigation>();\n\n\t\t\tif (nav == null)\n\t\t\t{\n\t\t\t\tnav = gameObject.AddComponent<UIKeyNavigation>();\n\t\t\t\tnav.onDown = selectOnTab;\n\t\t\t}\n\t\t\tselectOnTab = null;\n\t\t\tNGUITools.SetDirty(this);\n\t\t}\n\n\t\tif (mLoadSavedValue && !string.IsNullOrEmpty(savedAs)) LoadValue();\n\t\telse value = mValue.Replace(\"\\\\n\", \"\\n\");\n\t\tmStarted = true;\n\t}\n\n\t/// <summary>\n\t/// Labels used for input shouldn't support rich text.\n\t/// </summary>\n\n\tprotected void Init ()\n\t{\n\t\tif (mDoInit && label != null)\n\t\t{\n\t\t\tmDoInit = false;\n\t\t\tmDefaultText = label.text;\n\t\t\tmDefaultColor = label.color;\n\t\t\tmEllipsis = label.overflowEllipsis;\n\n\t\t\tif (label.alignment == NGUIText.Alignment.Justified)\n\t\t\t{\n\t\t\t\tlabel.alignment = NGUIText.Alignment.Left;\n\t\t\t\tDebug.LogWarning(\"Input fields using labels with justified alignment are not supported at this time\", this);\n\t\t\t}\n\n\t\t\tmAlignment = label.alignment;\n\t\t\tmPosition = label.cachedTransform.localPosition.x;\n\t\t\tUpdateLabel();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Save the specified value to player prefs.\n\t/// </summary>\n\n\tprotected void SaveToPlayerPrefs (string val)\n\t{\n\t\tif (!string.IsNullOrEmpty(savedAs))\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(val)) PlayerPrefs.DeleteKey(savedAs);\n\t\t\telse PlayerPrefs.SetString(savedAs, val);\n\t\t}\n\t}\n\n#if !MOBILE\n\t[System.NonSerialized] UIInputOnGUI mOnGUI;\n#endif\n\t[System.NonSerialized] UICamera mCam;\n\t/// <summary>\n\t/// Selection event, sent by the EventSystem.\n\t/// </summary>\n\n\tprotected virtual void OnSelect (bool isSelected)\n\t{\n\t\tif (isSelected)\n\t\t{\n\t\t\tif (label != null) label.supportEncoding = false;\n\n#if !MOBILE\n\t\t\tif (mOnGUI == null)\n\t\t\t\tmOnGUI = gameObject.AddComponent<UIInputOnGUI>();\n#endif\n\t\t\tOnSelectEvent();\n\t\t}\n\t\telse\n\t\t{\n#if !MOBILE\n\t\t\tif (mOnGUI != null)\n\t\t\t{\n\t\t\t\tDestroy(mOnGUI);\n\t\t\t\tmOnGUI = null;\n\t\t\t}\n#endif\n\t\t\tOnDeselectEvent();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Notification of the input field gaining selection.\n\t/// </summary>\n\n\tprotected void OnSelectEvent ()\n\t{\n\t\tmSelectTime = Time.frameCount;\n\t\tselection = this;\n\t\tif (mDoInit) Init();\n\n\t\tif (label != null)\n\t\t{\n\t\t\tmEllipsis = label.overflowEllipsis;\n\t\t\tlabel.overflowEllipsis = false;\n\t\t}\n\n\t\t// Unity has issues bringing up the keyboard properly if it's in \"hideInput\" mode and you happen\n\t\t// to select one input in the same Update as de-selecting another.\n\t\tif (label != null && NGUITools.GetActive(this)) mSelectMe = Time.frameCount;\n\t}\n\n\t[System.NonSerialized] bool mEllipsis = false;\n\n\t/// <summary>\n\t/// Notification of the input field losing selection.\n\t/// </summary>\n\n\tprotected void OnDeselectEvent ()\n\t{\n\t\tif (mDoInit) Init();\n\n\t\tif (label != null) label.overflowEllipsis = mEllipsis;\n\n\t\tif (label != null && NGUITools.GetActive(this))\n\t\t{\n\t\t\tmValue = value;\n#if MOBILE\n\t\t\tif (mKeyboard != null)\n\t\t\t{\n\t\t\t\tmWaitForKeyboard = false;\n\t\t\t\tmKeyboard.active = false;\n\t\t\t\tmKeyboard = null;\n\t\t\t}\n#endif\n\t\t\tif (string.IsNullOrEmpty(mValue))\n\t\t\t{\n\t\t\t\tlabel.text = mDefaultText;\n\t\t\t\tlabel.color = mDefaultColor;\n\t\t\t}\n\t\t\telse label.text = mValue;\n\n\t\t\tInput.imeCompositionMode = IMECompositionMode.Auto;\n\t\t\tlabel.alignment = mAlignment;\n\t\t}\n\n\t\tselection = null;\n\t\tUpdateLabel();\n\t}\n\n\t/// <summary>\n\t/// Update the text based on input.\n\t/// </summary>\n\t\n\tprotected virtual void Update ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (!isSelected || mSelectTime == Time.frameCount) return;\n\n\t\tif (mDoInit) Init();\n#if MOBILE\n\t\t// Wait for the keyboard to open. Apparently mKeyboard.active will return 'false' for a while in some cases.\n\t\tif (mWaitForKeyboard)\n\t\t{\n\t\t\tif (mKeyboard != null && !mKeyboard.active) return;\n\t\t\tmWaitForKeyboard = false;\n\t\t}\n#endif\n\t\t// Unity has issues bringing up the keyboard properly if it's in \"hideInput\" mode and you happen\n\t\t// to select one input in the same Update as de-selecting another.\n\t\tif (mSelectMe != -1 && mSelectMe != Time.frameCount)\n\t\t{\n\t\t\tmSelectMe = -1;\n\t\t\tmSelectionEnd = string.IsNullOrEmpty(mValue) ? 0 : mValue.Length;\n\t\t\tmDrawStart = 0;\n\t\t\tmSelectionStart = selectAllTextOnFocus ? 0 : mSelectionEnd;\n\t\t\tlabel.color = activeTextColor;\n#if MOBILE\n\t\t\tRuntimePlatform pf = Application.platform;\n\t\t\tif (pf == RuntimePlatform.IPhonePlayer\n\t\t\t\t|| pf == RuntimePlatform.Android\n\t\t\t\t|| pf == RuntimePlatform.WP8Player\n #if UNITY_4_3\n\t\t\t\t|| pf == RuntimePlatform.BB10Player\n #else\n\t\t\t\t|| pf == RuntimePlatform.BlackBerryPlayer\n\t\t\t\t|| pf == RuntimePlatform.MetroPlayerARM\n\t\t\t\t|| pf == RuntimePlatform.MetroPlayerX64\n\t\t\t\t|| pf == RuntimePlatform.MetroPlayerX86\n #endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tstring val;\n\t\t\t\tTouchScreenKeyboardType kt;\n\n\t\t\t\tif (inputShouldBeHidden)\n\t\t\t\t{\n\t\t\t\t\tTouchScreenKeyboard.hideInput = true;\n\t\t\t\t\tkt = (TouchScreenKeyboardType)((int)keyboardType);\n\t\t\t\t\tval = \"|\";\n\t\t\t\t}\n\t\t\t\telse if (inputType == InputType.Password)\n\t\t\t\t{\n\t\t\t\t\tTouchScreenKeyboard.hideInput = false;\n\t\t\t\t\tkt = (TouchScreenKeyboardType)((int)keyboardType);\n\t\t\t\t\tval = mValue;\n\t\t\t\t\tmSelectionStart = mSelectionEnd;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tTouchScreenKeyboard.hideInput = false;\n\t\t\t\t\tkt = (TouchScreenKeyboardType)((int)keyboardType);\n\t\t\t\t\tval = mValue;\n\t\t\t\t\tmSelectionStart = mSelectionEnd;\n\t\t\t\t}\n\n\t\t\t\tmWaitForKeyboard = true;\n\t\t\t\tmKeyboard = (inputType == InputType.Password) ?\n\t\t\t\t\tTouchScreenKeyboard.Open(val, kt, false, false, true) :\n\t\t\t\t\tTouchScreenKeyboard.Open(val, kt, !inputShouldBeHidden && inputType == InputType.AutoCorrect,\n\t\t\t\t\t\tlabel.multiLine && !hideInput, false, false, defaultText);\n#if UNITY_METRO\n\t\t\t\tmKeyboard.active = true;\n#endif\n\t\t\t}\n\t\t\telse\n#endif // MOBILE\n\t\t\t{\n\t\t\t\tVector2 pos = (UICamera.current != null && UICamera.current.cachedCamera != null) ?\n\t\t\t\t\tUICamera.current.cachedCamera.WorldToScreenPoint(label.worldCorners[0]) :\n\t\t\t\t\tlabel.worldCorners[0];\n\t\t\t\tpos.y = Screen.height - pos.y;\n\t\t\t\tInput.imeCompositionMode = IMECompositionMode.On;\n\t\t\t\tInput.compositionCursorPos = pos;\n\t\t\t}\n\n\t\t\tUpdateLabel();\n\t\t\tif (string.IsNullOrEmpty(Input.inputString)) return;\n\t\t}\n#if MOBILE\n\t\tif (mKeyboard != null)\n\t\t{\n\t\t\tstring text = (mKeyboard.done || !mKeyboard.active) ? mCached : mKeyboard.text;\n \n\t\t\tif (inputShouldBeHidden)\n\t\t\t{\n\t\t\t\tif (text != \"|\")\n\t\t\t\t{\n\t\t\t\t\tif (!string.IsNullOrEmpty(text))\n\t\t\t\t\t{\n\t\t\t\t\t\tInsert(text.Substring(1));\n\t\t\t\t\t}\n\t\t\t\t\telse if (!mKeyboard.done && mKeyboard.active)\n\t\t\t\t\t{\n\t\t\t\t\t\tDoBackspace();\n\t\t\t\t\t}\n\t\t\t\t\tmKeyboard.text = \"|\";\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mCached != text)\n\t\t\t{\n\t\t\t\tmCached = text;\n\t\t\t\tif (!mKeyboard.done && mKeyboard.active) value = text;\n\t\t\t}\n\n\t\t\tif (mKeyboard.done || !mKeyboard.active)\n\t\t\t{\n\t\t\t\tif (!mKeyboard.wasCanceled) Submit();\n\t\t\t\tmKeyboard = null;\n\t\t\t\tisSelected = false;\n\t\t\t\tmCached = \"\";\n\t\t\t}\n\t\t}\n\t\telse\n#endif // MOBILE\n\t\t{\n\t\t\tstring ime = Input.compositionString;\n\n\t\t\t// There seems to be an inconsistency between IME on Windows, and IME on OSX.\n\t\t\t// On Windows, Input.inputString is always empty while IME is active. On the OSX it is not.\n\t\t\tif (string.IsNullOrEmpty(ime) && !string.IsNullOrEmpty(Input.inputString))\n\t\t\t{\n\t\t\t\t// Process input ignoring non-printable characters as they are not consistent.\n\t\t\t\t// Windows has them, OSX may not. They get handled inside OnGUI() instead.\n\t\t\t\tstring s = Input.inputString;\n\n\t\t\t\tfor (int i = 0; i < s.Length; ++i)\n\t\t\t\t{\n\t\t\t\t\tchar ch = s[i];\n\t\t\t\t\tif (ch < ' ') continue;\n\n\t\t\t\t\t// OSX inserts these characters for arrow keys\n\t\t\t\t\tif (ch == '\\uF700') continue;\n\t\t\t\t\tif (ch == '\\uF701') continue;\n\t\t\t\t\tif (ch == '\\uF702') continue;\n\t\t\t\t\tif (ch == '\\uF703') continue;\n\t\t\t\t\tif (ch == '\\uF728') continue;\n\n\t\t\t\t\tInsert(ch.ToString());\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Append IME composition\n\t\t\tif (mLastIME != ime)\n\t\t\t{\n\t\t\t\tmSelectionEnd = string.IsNullOrEmpty(ime) ? mSelectionStart : mValue.Length + ime.Length;\n\t\t\t\tmLastIME = ime;\n\t\t\t\tUpdateLabel();\n\t\t\t\tExecuteOnChange();\n\t\t\t}\n\t\t}\n\n\t\t// Blink the caret\n\t\tif (mCaret != null && mNextBlink < RealTime.time)\n\t\t{\n\t\t\tmNextBlink = RealTime.time + 0.5f;\n\t\t\tmCaret.enabled = !mCaret.enabled;\n\t\t}\n\n\t\t// If the label's final alpha changes, we need to update the drawn geometry,\n\t\t// or the highlight widgets (which have their geometry set manually) won't update.\n\t\tif (isSelected && mLastAlpha != label.finalAlpha)\n\t\t\tUpdateLabel();\n\n\t\t// Cache the camera\n\t\tif (mCam == null) mCam = UICamera.FindCameraForLayer(gameObject.layer);\n\n\t\t// Having this in OnGUI causes issues because Input.inputString gets updated *after* OnGUI, apparently...\n\t\tif (mCam != null)\n\t\t{\n\t\t\tbool newLine = false;\n\n\t\t\tif (label.multiLine)\n\t\t\t{\n\t\t\t\tbool ctrl = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);\n\t\t\t\tif (onReturnKey == OnReturnKey.Submit) newLine = ctrl;\n\t\t\t\telse newLine = !ctrl;\n\t\t\t}\n\n\t\t\tif (UICamera.GetKeyDown(mCam.submitKey0) || (mCam.submitKey0 == KeyCode.Return && UICamera.GetKeyDown(KeyCode.KeypadEnter)))\n\t\t\t{\n\t\t\t\tif (newLine)\n\t\t\t\t{\n\t\t\t\t\tInsert(\"\\n\");\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (UICamera.controller.current != null)\n\t\t\t\t\t\tUICamera.controller.clickNotification = UICamera.ClickNotification.None;\n\t\t\t\t\tUICamera.currentKey = mCam.submitKey0;\n\t\t\t\t\tSubmit();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (UICamera.GetKeyDown(mCam.submitKey1) || (mCam.submitKey1 == KeyCode.Return && UICamera.GetKeyDown(KeyCode.KeypadEnter)))\n\t\t\t{\n\t\t\t\tif (newLine)\n\t\t\t\t{\n\t\t\t\t\tInsert(\"\\n\");\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tif (UICamera.controller.current != null)\n\t\t\t\t\t\tUICamera.controller.clickNotification = UICamera.ClickNotification.None;\n\t\t\t\t\tUICamera.currentKey = mCam.submitKey1;\n\t\t\t\t\tSubmit();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!mCam.useKeyboard && UICamera.GetKeyUp(KeyCode.Tab))\n\t\t\t\tOnKey(KeyCode.Tab);\n\t\t}\n\t}\n\n\tstatic int mIgnoreKey = 0;\n\n\tvoid OnKey (KeyCode key)\n\t{\n\t\tint frame = Time.frameCount;\n\n\t\tif (mIgnoreKey == frame) return;\n\t\t\n\t\tif (mCam != null && (key == mCam.cancelKey0 || key == mCam.cancelKey1))\n\t\t{\n\t\t\tmIgnoreKey = frame;\n\t\t\tisSelected = false;\n\t\t}\n\t\telse if (key == KeyCode.Tab)\n\t\t{\n\t\t\tmIgnoreKey = frame;\n\t\t\tisSelected = false;\n\t\t\tUIKeyNavigation nav = GetComponent<UIKeyNavigation>();\n\t\t\tif (nav != null) nav.OnKey(KeyCode.Tab);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Perform a backspace operation.\n\t/// </summary>\n\n\tprotected void DoBackspace ()\n\t{\n\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t{\n\t\t\tif (mSelectionStart == mSelectionEnd)\n\t\t\t{\n\t\t\t\tif (mSelectionStart < 1) return;\n\t\t\t\t--mSelectionEnd;\n\t\t\t}\n\t\t\tInsert(\"\");\n\t\t}\n\t}\n\n#if !MOBILE\n\t/// <summary>\n\t/// Handle the specified event.\n\t/// </summary>\n\n\tpublic virtual bool ProcessEvent (Event ev)\n\t{\n\t\tif (label == null) return false;\n\n\t\tRuntimePlatform rp = Application.platform;\n\n#if UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3\n\t\tbool isMac = (\n\t\t\trp == RuntimePlatform.OSXEditor ||\n\t\t\trp == RuntimePlatform.OSXPlayer ||\n\t\t\trp == RuntimePlatform.OSXWebPlayer);\n#else\n\t\tbool isMac = (\n\t\t\trp == RuntimePlatform.OSXEditor ||\n\t\t\trp == RuntimePlatform.OSXPlayer);\n#endif\n\n\t\tbool ctrl = isMac ?\n\t\t\t((ev.modifiers & EventModifiers.Command) != 0) :\n\t\t\t((ev.modifiers & EventModifiers.Control) != 0);\n\n\t\t// http://www.tasharen.com/forum/index.php?topic=10780.0\n\t\tif ((ev.modifiers & EventModifiers.Alt) != 0) ctrl = false;\n\n\t\tbool shift = ((ev.modifiers & EventModifiers.Shift) != 0);\n\n\t\tswitch (ev.keyCode)\n\t\t{\n\t\t\tcase KeyCode.Backspace:\n\t\t\t{\n\t\t\t\tev.Use();\n\t\t\t\tDoBackspace();\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.Delete:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tif (mSelectionStart == mSelectionEnd)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mSelectionStart >= mValue.Length) return true;\n\t\t\t\t\t\t++mSelectionEnd;\n\t\t\t\t\t}\n\t\t\t\t\tInsert(\"\");\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.LeftArrow:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tmSelectionEnd = Mathf.Max(mSelectionEnd - 1, 0);\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.RightArrow:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tmSelectionEnd = Mathf.Min(mSelectionEnd + 1, mValue.Length);\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.PageUp:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tmSelectionEnd = 0;\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.PageDown:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tmSelectionEnd = mValue.Length;\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.Home:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tif (label.multiLine)\n\t\t\t\t\t{\n\t\t\t\t\t\tmSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.Home);\n\t\t\t\t\t}\n\t\t\t\t\telse mSelectionEnd = 0;\n\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.End:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tif (label.multiLine)\n\t\t\t\t\t{\n\t\t\t\t\t\tmSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.End);\n\t\t\t\t\t}\n\t\t\t\t\telse mSelectionEnd = mValue.Length;\n\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.UpArrow:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tmSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.UpArrow);\n\t\t\t\t\tif (mSelectionEnd != 0) mSelectionEnd += mDrawStart;\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tcase KeyCode.DownArrow:\n\t\t\t{\n\t\t\t\tev.Use();\n\n\t\t\t\tif (!string.IsNullOrEmpty(mValue))\n\t\t\t\t{\n\t\t\t\t\tmSelectionEnd = label.GetCharacterIndex(mSelectionEnd, KeyCode.DownArrow);\n\t\t\t\t\tif (mSelectionEnd != label.processedText.Length) mSelectionEnd += mDrawStart;\n\t\t\t\t\telse mSelectionEnd = mValue.Length;\n\t\t\t\t\tif (!shift) mSelectionStart = mSelectionEnd;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\t// Select all\n\t\t\tcase KeyCode.A:\n\t\t\t{\n\t\t\t\tif (ctrl)\n\t\t\t\t{\n\t\t\t\t\tev.Use();\n\t\t\t\t\tmSelectionStart = 0;\n\t\t\t\t\tmSelectionEnd = mValue.Length;\n\t\t\t\t\tUpdateLabel();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\t// Copy\n\t\t\tcase KeyCode.C:\n\t\t\t{\n\t\t\t\tif (ctrl)\n\t\t\t\t{\n\t\t\t\t\tev.Use();\n\t\t\t\t\tNGUITools.clipboard = GetSelection();\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\t// Paste\n\t\t\tcase KeyCode.V:\n\t\t\t{\n\t\t\t\tif (ctrl)\n\t\t\t\t{\n\t\t\t\t\tev.Use();\n\t\t\t\t\tInsert(NGUITools.clipboard);\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\t// Cut\n\t\t\tcase KeyCode.X:\n\t\t\t{\n\t\t\t\tif (ctrl)\n\t\t\t\t{\n\t\t\t\t\tev.Use();\n\t\t\t\t\tNGUITools.clipboard = GetSelection();\n\t\t\t\t\tInsert(\"\");\n\t\t\t\t}\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n#endif\n\n\t/// <summary>\n\t/// Insert the specified text string into the current input value, respecting selection and validation.\n\t/// </summary>\n\n\tprotected virtual void Insert (string text)\n\t{\n\t\tstring left = GetLeftText();\n\t\tstring right = GetRightText();\n\t\tint rl = right.Length;\n\n\t\tStringBuilder sb = new StringBuilder(left.Length + right.Length + text.Length);\n\t\tsb.Append(left);\n\n\t\t// Append the new text\n\t\tfor (int i = 0, imax = text.Length; i < imax; ++i)\n\t\t{\n\t\t\t// If we have an input validator, validate the input first\n\t\t\tchar c = text[i];\n\n\t\t\tif (c == '\\b')\n\t\t\t{\n\t\t\t\tDoBackspace();\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Can't go past the character limit\n\t\t\tif (characterLimit > 0 && sb.Length + rl >= characterLimit) break;\n\n\t\t\tif (onValidate != null) c = onValidate(sb.ToString(), sb.Length, c);\n\t\t\telse if (validation != Validation.None) c = Validate(sb.ToString(), sb.Length, c);\n\n\t\t\t// Append the character if it hasn't been invalidated\n\t\t\tif (c != 0) sb.Append(c);\n\t\t}\n\n\t\t// Advance the selection\n\t\tmSelectionStart = sb.Length;\n\t\tmSelectionEnd = mSelectionStart;\n\n\t\t// Append the text that follows it, ensuring that it's also validated after the inserted value\n\t\tfor (int i = 0, imax = right.Length; i < imax; ++i)\n\t\t{\n\t\t\tchar c = right[i];\n\t\t\tif (onValidate != null) c = onValidate(sb.ToString(), sb.Length, c);\n\t\t\telse if (validation != Validation.None) c = Validate(sb.ToString(), sb.Length, c);\n\t\t\tif (c != 0) sb.Append(c);\n\t\t}\n\n\t\tmValue = sb.ToString();\n\t\tUpdateLabel();\n\t\tExecuteOnChange();\n\t}\n\n\t/// <summary>\n\t/// Get the text to the left of the selection.\n\t/// </summary>\n\n\tprotected string GetLeftText ()\n\t{\n\t\tint min = Mathf.Min(mSelectionStart, mSelectionEnd);\n\t\treturn (string.IsNullOrEmpty(mValue) || min < 0) ? \"\" : mValue.Substring(0, min);\n\t}\n\n\t/// <summary>\n\t/// Get the text to the right of the selection.\n\t/// </summary>\n\n\tprotected string GetRightText ()\n\t{\n\t\tint max = Mathf.Max(mSelectionStart, mSelectionEnd);\n\t\treturn (string.IsNullOrEmpty(mValue) || max >= mValue.Length) ? \"\" : mValue.Substring(max);\n\t}\n\n\t/// <summary>\n\t/// Get currently selected text.\n\t/// </summary>\n\n\tprotected string GetSelection ()\n\t{\n\t\tif (string.IsNullOrEmpty(mValue) || mSelectionStart == mSelectionEnd)\n\t\t{\n\t\t\treturn \"\";\n\t\t}\n\t\telse\n\t\t{\n\t\t\tint min = Mathf.Min(mSelectionStart, mSelectionEnd);\n\t\t\tint max = Mathf.Max(mSelectionStart, mSelectionEnd);\n\t\t\treturn mValue.Substring(min, max - min);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that retrieves the index of the character under the mouse.\n\t/// </summary>\n\n\tprotected int GetCharUnderMouse ()\n\t{\n\t\tVector3[] corners = label.worldCorners;\n\t\tRay ray = UICamera.currentRay;\n\t\tPlane p = new Plane(corners[0], corners[1], corners[2]);\n\t\tfloat dist;\n\t\treturn p.Raycast(ray, out dist) ? mDrawStart + label.GetCharacterIndexAtPosition(ray.GetPoint(dist), false) : 0;\n\t}\n\n\t/// <summary>\n\t/// Move the caret on press.\n\t/// </summary>\n\n\tprotected virtual void OnPress (bool isPressed)\n\t{\n\t\tif (isPressed && isSelected && label != null &&\n\t\t\t(UICamera.currentScheme == UICamera.ControlScheme.Mouse ||\n\t\t\t UICamera.currentScheme == UICamera.ControlScheme.Touch))\n\t\t{\n#if !UNITY_EDITOR && (UNITY_WP8 || UNITY_WP_8_1)\n\t\t\tif (mKeyboard != null) mKeyboard.active = true;\n#endif\n\t\t\tselectionEnd = GetCharUnderMouse();\n\t\t\tif (!Input.GetKey(KeyCode.LeftShift) &&\n\t\t\t\t!Input.GetKey(KeyCode.RightShift)) selectionStart = mSelectionEnd;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Drag selection.\n\t/// </summary>\n\n\tprotected virtual void OnDrag (Vector2 delta)\n\t{\n\t\tif (label != null &&\n\t\t\t(UICamera.currentScheme == UICamera.ControlScheme.Mouse ||\n\t\t\t UICamera.currentScheme == UICamera.ControlScheme.Touch))\n\t\t{\n\t\t\tselectionEnd = GetCharUnderMouse();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ensure we've released the dynamically created resources.\n\t/// </summary>\n\n\tvoid OnDisable () { Cleanup(); }\n\n\t/// <summary>\n\t/// Cleanup.\n\t/// </summary>\n\n\tprotected virtual void Cleanup ()\n\t{\n\t\tif (mHighlight) mHighlight.enabled = false;\n\t\tif (mCaret) mCaret.enabled = false;\n\n\t\tif (mBlankTex)\n\t\t{\n\t\t\tNGUITools.Destroy(mBlankTex);\n\t\t\tmBlankTex = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Submit the input field's text.\n\t/// </summary>\n\n\tpublic void Submit ()\n\t{\n\t\tif (NGUITools.GetActive(this))\n\t\t{\n\t\t\tmValue = value;\n\n\t\t\tif (current == null)\n\t\t\t{\n\t\t\t\tcurrent = this;\n\t\t\t\tEventDelegate.Execute(onSubmit);\n\t\t\t\tcurrent = null;\n\t\t\t}\n\t\t\tSaveToPlayerPrefs(mValue);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the visual text label.\n\t/// </summary>\n\n\tpublic void UpdateLabel ()\n\t{\n\t\tif (label != null)\n\t\t{\n\t\t\tif (mDoInit) Init();\n\t\t\tbool selected = isSelected;\n\t\t\tstring fullText = value;\n\t\t\tbool isEmpty = string.IsNullOrEmpty(fullText) && string.IsNullOrEmpty(Input.compositionString);\n\t\t\tlabel.color = (isEmpty && !selected) ? mDefaultColor : activeTextColor;\n\t\t\tstring processed;\n\n\t\t\tif (isEmpty)\n\t\t\t{\n\t\t\t\tprocessed = selected ? \"\" : mDefaultText;\n\t\t\t\tlabel.alignment = mAlignment;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (inputType == InputType.Password)\n\t\t\t\t{\n\t\t\t\t\tprocessed = \"\";\n\n\t\t\t\t\tstring asterisk = \"*\";\n\n\t\t\t\t\tif (label.bitmapFont != null && label.bitmapFont.bmFont != null &&\n\t\t\t\t\t\tlabel.bitmapFont.bmFont.GetGlyph('*') == null) asterisk = \"x\";\n\n\t\t\t\t\tfor (int i = 0, imax = fullText.Length; i < imax; ++i) processed += asterisk;\n\t\t\t\t}\n\t\t\t\telse processed = fullText;\n\n\t\t\t\t// Start with text leading up to the selection\n\t\t\t\tint selPos = selected ? Mathf.Min(processed.Length, cursorPosition) : 0;\n\t\t\t\tstring left = processed.Substring(0, selPos);\n\n\t\t\t\t// Append the composition string and the cursor character\n\t\t\t\tif (selected) left += Input.compositionString;\n\n\t\t\t\t// Append the text from the selection onwards\n\t\t\t\tprocessed = left + processed.Substring(selPos, processed.Length - selPos);\n\n\t\t\t\t// Clamped content needs to be adjusted further\n\t\t\t\tif (selected && label.overflowMethod == UILabel.Overflow.ClampContent && label.maxLineCount == 1)\n\t\t\t\t{\n\t\t\t\t\t// Determine what will actually fit into the given line\n\t\t\t\t\tint offset = label.CalculateOffsetToFit(processed);\n\n\t\t\t\t\tif (offset == 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tmDrawStart = 0;\n\t\t\t\t\t\tlabel.alignment = mAlignment;\n\t\t\t\t\t}\n\t\t\t\t\telse if (selPos < mDrawStart)\n\t\t\t\t\t{\n\t\t\t\t\t\tmDrawStart = selPos;\n\t\t\t\t\t\tlabel.alignment = NGUIText.Alignment.Left;\n\t\t\t\t\t}\n\t\t\t\t\telse if (offset < mDrawStart)\n\t\t\t\t\t{\n\t\t\t\t\t\tmDrawStart = offset;\n\t\t\t\t\t\tlabel.alignment = NGUIText.Alignment.Left;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\toffset = label.CalculateOffsetToFit(processed.Substring(0, selPos));\n\n\t\t\t\t\t\tif (offset > mDrawStart)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tmDrawStart = offset;\n\t\t\t\t\t\t\tlabel.alignment = NGUIText.Alignment.Right;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t// If necessary, trim the front\n\t\t\t\t\tif (mDrawStart != 0)\n\t\t\t\t\t\tprocessed = processed.Substring(mDrawStart, processed.Length - mDrawStart);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmDrawStart = 0;\n\t\t\t\t\tlabel.alignment = mAlignment;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlabel.text = processed;\n#if MOBILE\n\t\t\tif (selected && (mKeyboard == null || inputShouldBeHidden))\n#else\n\t\t\tif (selected)\n#endif\n\t\t\t{\n\t\t\t\tint start = mSelectionStart - mDrawStart;\n\t\t\t\tint end = mSelectionEnd - mDrawStart;\n\n\t\t\t\t// Blank texture used by selection and caret\n\t\t\t\tif (mBlankTex == null)\n\t\t\t\t{\n\t\t\t\t\tmBlankTex = new Texture2D(2, 2, TextureFormat.ARGB32, false);\n\t\t\t\t\tfor (int y = 0; y < 2; ++y)\n\t\t\t\t\t\tfor (int x = 0; x < 2; ++x)\n\t\t\t\t\t\t\tmBlankTex.SetPixel(x, y, Color.white);\n\t\t\t\t\tmBlankTex.Apply();\n\t\t\t\t}\n\n\t\t\t\t// Create the selection highlight\n\t\t\t\tif (start != end)\n\t\t\t\t{\n\t\t\t\t\tif (mHighlight == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tmHighlight = NGUITools.AddWidget<UITexture>(label.cachedGameObject);\n\t\t\t\t\t\tmHighlight.name = \"Input Highlight\";\n\t\t\t\t\t\tmHighlight.mainTexture = mBlankTex;\n\t\t\t\t\t\tmHighlight.fillGeometry = false;\n\t\t\t\t\t\tmHighlight.pivot = label.pivot;\n\t\t\t\t\t\tmHighlight.SetAnchor(label.cachedTransform);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tmHighlight.pivot = label.pivot;\n\t\t\t\t\t\tmHighlight.mainTexture = mBlankTex;\n\t\t\t\t\t\tmHighlight.MarkAsChanged();\n\t\t\t\t\t\tmHighlight.enabled = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Create the carter\n\t\t\t\tif (mCaret == null)\n\t\t\t\t{\n\t\t\t\t\tmCaret = NGUITools.AddWidget<UITexture>(label.cachedGameObject);\n\t\t\t\t\tmCaret.name = \"Input Caret\";\n\t\t\t\t\tmCaret.mainTexture = mBlankTex;\n\t\t\t\t\tmCaret.fillGeometry = false;\n\t\t\t\t\tmCaret.pivot = label.pivot;\n\t\t\t\t\tmCaret.SetAnchor(label.cachedTransform);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmCaret.pivot = label.pivot;\n\t\t\t\t\tmCaret.mainTexture = mBlankTex;\n\t\t\t\t\tmCaret.MarkAsChanged();\n\t\t\t\t\tmCaret.enabled = true;\n\t\t\t\t}\n\n\t\t\t\tif (start != end)\n\t\t\t\t{\n\t\t\t\t\tlabel.PrintOverlay(start, end, mCaret.geometry, mHighlight.geometry, caretColor, selectionColor);\n\t\t\t\t\tmHighlight.enabled = mHighlight.geometry.hasVertices;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tlabel.PrintOverlay(start, end, mCaret.geometry, null, caretColor, selectionColor);\n\t\t\t\t\tif (mHighlight != null) mHighlight.enabled = false;\n\t\t\t\t}\n\n\t\t\t\t// Reset the blinking time\n\t\t\t\tmNextBlink = RealTime.time + 0.5f;\n\t\t\t\tmLastAlpha = label.finalAlpha;\n\t\t\t}\n\t\t\telse Cleanup();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Validate the specified input.\n\t/// </summary>\n\n\tprotected char Validate (string text, int pos, char ch)\n\t{\n\t\t// Validation is disabled\n\t\tif (validation == Validation.None || !enabled) return ch;\n\n\t\tif (validation == Validation.Integer)\n\t\t{\n\t\t\t// Integer number validation\n\t\t\tif (ch >= '0' && ch <= '9') return ch;\n\t\t\tif (ch == '-' && pos == 0 && !text.Contains(\"-\")) return ch;\n\t\t}\n\t\telse if (validation == Validation.Float)\n\t\t{\n\t\t\t// Floating-point number\n\t\t\tif (ch >= '0' && ch <= '9') return ch;\n\t\t\tif (ch == '-' && pos == 0 && !text.Contains(\"-\")) return ch;\n\t\t\tif (ch == '.' && !text.Contains(\".\")) return ch;\n\t\t}\n\t\telse if (validation == Validation.Alphanumeric)\n\t\t{\n\t\t\t// All alphanumeric characters\n\t\t\tif (ch >= 'A' && ch <= 'Z') return ch;\n\t\t\tif (ch >= 'a' && ch <= 'z') return ch;\n\t\t\tif (ch >= '0' && ch <= '9') return ch;\n\t\t}\n\t\telse if (validation == Validation.Username)\n\t\t{\n\t\t\t// Lowercase and numbers\n\t\t\tif (ch >= 'A' && ch <= 'Z') return (char)(ch - 'A' + 'a');\n\t\t\tif (ch >= 'a' && ch <= 'z') return ch;\n\t\t\tif (ch >= '0' && ch <= '9') return ch;\n\t\t}\n\t\telse if (validation == Validation.Filename)\n\t\t{\n\t\t\tif (ch == ':') return (char)0;\n\t\t\tif (ch == '/') return (char)0;\n\t\t\tif (ch == '\\\\') return (char)0;\n\t\t\tif (ch == '<') return (char)0;\n\t\t\tif (ch == '>') return (char)0;\n\t\t\tif (ch == '|') return (char)0;\n\t\t\tif (ch == '^') return (char)0;\n\t\t\tif (ch == '*') return (char)0;\n\t\t\tif (ch == ';') return (char)0;\n\t\t\tif (ch == '\"') return (char)0;\n\t\t\tif (ch == '`') return (char)0;\n\t\t\tif (ch == '\\t') return (char)0;\n\t\t\tif (ch == '\\n') return (char)0;\n\t\t\treturn ch;\n\t\t}\n\t\telse if (validation == Validation.Name)\n\t\t{\n\t\t\tchar lastChar = (text.Length > 0) ? text[Mathf.Clamp(pos, 0, text.Length - 1)] : ' ';\n\t\t\tchar nextChar = (text.Length > 0) ? text[Mathf.Clamp(pos + 1, 0, text.Length - 1)] : '\\n';\n\n\t\t\tif (ch >= 'a' && ch <= 'z')\n\t\t\t{\n\t\t\t\t// Space followed by a letter -- make sure it's capitalized\n\t\t\t\tif (lastChar == ' ') return (char)(ch - 'a' + 'A');\n\t\t\t\treturn ch;\n\t\t\t}\n\t\t\telse if (ch >= 'A' && ch <= 'Z')\n\t\t\t{\n\t\t\t\t// Uppercase letters are only allowed after spaces (and apostrophes)\n\t\t\t\tif (lastChar != ' ' && lastChar != '\\'') return (char)(ch - 'A' + 'a');\n\t\t\t\treturn ch;\n\t\t\t}\n\t\t\telse if (ch == '\\'')\n\t\t\t{\n\t\t\t\t// Don't allow more than one apostrophe\n\t\t\t\tif (lastChar != ' ' && lastChar != '\\'' && nextChar != '\\'' && !text.Contains(\"'\")) return ch;\n\t\t\t}\n\t\t\telse if (ch == ' ')\n\t\t\t{\n\t\t\t\t// Don't allow more than one space in a row\n\t\t\t\tif (lastChar != ' ' && lastChar != '\\'' && nextChar != ' ' && nextChar != '\\'') return ch;\n\t\t\t}\n\t\t}\n\t\treturn (char)0;\n\t}\n\n\t/// <summary>\n\t/// Execute the OnChange callback.\n\t/// </summary>\n\n\tprotected void ExecuteOnChange ()\n\t{\n\t\tif (current == null && EventDelegate.IsValid(onChange))\n\t\t{\n\t\t\tcurrent = this;\n\t\t\tEventDelegate.Execute(onChange);\n\t\t\tcurrent = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function to be used as a callback that will clear the input field's focus.\n\t/// </summary>\n\n\tpublic void RemoveFocus () { isSelected = false; }\n\n\t/// <summary>\n\t/// Convenience function that can be used as a callback for On Change notification.\n\t/// </summary>\n\n\tpublic void SaveValue () { SaveToPlayerPrefs(mValue); }\n\n\t/// <summary>\n\t/// Convenience function that can forcefully reset the input field's value to what was saved earlier.\n\t/// </summary>\n\n\tpublic void LoadValue ()\n\t{\n\t\tif (!string.IsNullOrEmpty(savedAs))\n\t\t{\n\t\t\tstring val = mValue.Replace(\"\\\\n\", \"\\n\");\n\t\t\tmValue = \"\";\n\t\t\tvalue = PlayerPrefs.HasKey(savedAs) ? PlayerPrefs.GetString(savedAs) : val;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIInput.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ac5060295fbd39b4a88d20d0c83d925e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 1\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIInputOnGUI.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_EDITOR && (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY || UNITY_WINRT)\n#define MOBILE\n#endif\n\nusing UnityEngine;\n\n/// <summary>\n/// This class is added by UIInput when it gets selected in order to be able to receive input events properly.\n/// The reason it's not a part of UIInput is because it allocates 336 bytes of GC every update because of OnGUI.\n/// It's best to only keep it active when it's actually needed.\n/// </summary>\n\n[RequireComponent(typeof(UIInput))]\npublic class UIInputOnGUI : MonoBehaviour\n{\n#if !MOBILE\n\t[System.NonSerialized] UIInput mInput;\n\n\tvoid Awake () { mInput = GetComponent<UIInput>(); }\n\n\t/// <summary>\n\t/// Unfortunately Unity 4.3 and earlier doesn't offer a way to properly process events outside of OnGUI.\n\t/// </summary>\n\n\tvoid OnGUI ()\n\t{\n\t\tif (Event.current.rawType == EventType.KeyDown)\n\t\t\tmInput.ProcessEvent(Event.current);\n\t}\n#endif\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIInputOnGUI.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f555bda46cc2e6f448cde6a38c0de59b\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UILabel.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System;\nusing Alignment = NGUIText.Alignment;\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Label\")]\npublic class UILabel : UIWidget\n{\n\tpublic enum Effect\n\t{\n\t\tNone,\n\t\tShadow,\n\t\tOutline,\n\t\tOutline8,\n\t}\n\n\tpublic enum Overflow\n\t{\n\t\tShrinkContent,\n\t\tClampContent,\n\t\tResizeFreely,\n\t\tResizeHeight,\n\t}\n\n\tpublic enum Crispness\n\t{\n\t\tNever,\n\t\tOnDesktop,\n\t\tAlways,\n\t}\n\n\tpublic enum Modifier\n\t{\n\t\tNone,\n\t\tToUppercase,\n\t\tToLowercase,\n\t\tCustom = 255,\n\t}\n\n\t/// <summary>\n\t/// Whether the label will keep its content crisp even when shrunk.\n\t/// You may want to turn this off on mobile devices.\n\t/// </summary>\n\n\tpublic Crispness keepCrispWhenShrunk = Crispness.OnDesktop;\n\n\t[HideInInspector][SerializeField] Font mTrueTypeFont;\n\t[HideInInspector][SerializeField] UIFont mFont;\n#if !UNITY_3_5\n\t[MultilineAttribute(6)]\n#endif\n\t[HideInInspector][SerializeField] string mText = \"\";\n\t[HideInInspector][SerializeField] int mFontSize = 16;\n\t[HideInInspector][SerializeField] FontStyle mFontStyle = FontStyle.Normal;\n\t[HideInInspector][SerializeField] Alignment mAlignment = Alignment.Automatic;\n\t[HideInInspector][SerializeField] bool mEncoding = true;\n\t[HideInInspector][SerializeField] int mMaxLineCount = 0; // 0 denotes unlimited\n\t[HideInInspector][SerializeField] Effect mEffectStyle = Effect.None;\n\t[HideInInspector][SerializeField] Color mEffectColor = Color.black;\n\t[HideInInspector][SerializeField] NGUIText.SymbolStyle mSymbols = NGUIText.SymbolStyle.Normal;\n\t[HideInInspector][SerializeField] Vector2 mEffectDistance = Vector2.one;\n\t[HideInInspector][SerializeField] Overflow mOverflow = Overflow.ShrinkContent;\n\t[HideInInspector][SerializeField] bool mApplyGradient = false;\n\t[HideInInspector][SerializeField] Color mGradientTop = Color.white;\n\t[HideInInspector][SerializeField] Color mGradientBottom = new Color(0.7f, 0.7f, 0.7f);\n\t[HideInInspector][SerializeField] int mSpacingX = 0;\n\t[HideInInspector][SerializeField] int mSpacingY = 0;\n\t[HideInInspector][SerializeField] bool mUseFloatSpacing = false;\n\t[HideInInspector][SerializeField] float mFloatSpacingX = 0;\n\t[HideInInspector][SerializeField] float mFloatSpacingY = 0;\n\t[HideInInspector][SerializeField] bool mOverflowEllipsis = false;\n\t[HideInInspector][SerializeField] int mOverflowWidth = 0;\n\t[HideInInspector][SerializeField] Modifier mModifier = Modifier.None;\n\n\t// Obsolete values\n\t[HideInInspector][SerializeField] bool mShrinkToFit = false;\n\t[HideInInspector][SerializeField] int mMaxLineWidth = 0;\n\t[HideInInspector][SerializeField] int mMaxLineHeight = 0;\n\t[HideInInspector][SerializeField] float mLineWidth = 0;\n\t[HideInInspector][SerializeField] bool mMultiline = true;\n\n\t[System.NonSerialized] Font mActiveTTF = null;\n\t[System.NonSerialized] float mDensity = 1f;\n\t[System.NonSerialized] bool mShouldBeProcessed = true;\n\t[System.NonSerialized] string mProcessedText = null;\n\t[System.NonSerialized] bool mPremultiply = false;\n\t[System.NonSerialized] Vector2 mCalculatedSize = Vector2.zero;\n\t[System.NonSerialized] float mScale = 1f;\n\t[System.NonSerialized] int mFinalFontSize = 0;\n\t[System.NonSerialized] int mLastWidth = 0;\n\t[System.NonSerialized] int mLastHeight = 0;\n\n\t/// <summary>\n\t/// Font size after modifications got taken into consideration such as shrinking content.\n\t/// </summary>\n\n\tpublic int finalFontSize\n\t{\n\t\tget\n\t\t{\n\t\t\tif (trueTypeFont) return Mathf.RoundToInt(mScale * mFinalFontSize);\n\t\t\treturn Mathf.RoundToInt(mFinalFontSize * mScale);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Function used to determine if something has changed (and thus the geometry must be rebuilt)\n\t/// </summary>\n\n\tbool shouldBeProcessed\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mShouldBeProcessed;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (value)\n\t\t\t{\n\t\t\t\tmChanged = true;\n\t\t\t\tmShouldBeProcessed = true;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmShouldBeProcessed = false;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the rectangle is anchored horizontally.\n\t/// </summary>\n\n\tpublic override bool isAnchoredHorizontally { get { return base.isAnchoredHorizontally || mOverflow == Overflow.ResizeFreely; } }\n\n\t/// <summary>\n\t/// Whether the rectangle is anchored vertically.\n\t/// </summary>\n\n\tpublic override bool isAnchoredVertically\n\t{\n\t\tget\n\t\t{\n\t\t\treturn base.isAnchoredVertically ||\n\t\t\t\tmOverflow == Overflow.ResizeFreely ||\n\t\t\t\tmOverflow == Overflow.ResizeHeight;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Retrieve the material used by the font.\n\t/// </summary>\n\n\tpublic override Material material\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mMat != null) return mMat;\n\t\t\tif (mFont != null) return mFont.material;\n\t\t\tif (mTrueTypeFont != null) return mTrueTypeFont.material;\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tbase.material = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Label's main texture comes from the font itself.\n\t/// </summary>\n\n\tpublic override Texture mainTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mFont != null) return mFont.texture;\n\t\t\tif (mTrueTypeFont != null) { var mat = mTrueTypeFont.material; if (mat != null) return mat.mainTexture; }\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tbase.mainTexture = value;\n\t\t}\n\t}\n\n\t[Obsolete(\"Use UILabel.bitmapFont instead\")]\n\tpublic UIFont font { get { return bitmapFont; } set { bitmapFont = value; } }\n\n\t/// <summary>\n\t/// Set the font used by this label.\n\t/// </summary>\n\n\tpublic UIFont bitmapFont\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFont;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFont != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmFont = value;\n\t\t\t\tmTrueTypeFont = null;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the font used by this label.\n\t/// </summary>\n\n\tpublic Font trueTypeFont\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mTrueTypeFont != null) return mTrueTypeFont;\n\t\t\treturn (mFont != null ? mFont.dynamicFont : null);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mTrueTypeFont != value)\n\t\t\t{\n\t\t\t\tSetActiveFont(null);\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmTrueTypeFont = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t\tmFont = null;\n\t\t\t\tSetActiveFont(value);\n\t\t\t\tProcessAndRequest();\n\t\t\t\tif (mActiveTTF != null)\n\t\t\t\t\tbase.MarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Ambiguous helper function.\n\t/// </summary>\n\n\tpublic UnityEngine.Object ambigiousFont\n\t{\n\t\tget\n\t\t{\n\t\t\treturn (UnityEngine.Object)mFont ?? (UnityEngine.Object)mTrueTypeFont;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tUIFont bf = value as UIFont;\n\t\t\tif (bf != null) bitmapFont = bf;\n\t\t\telse trueTypeFont = value as Font;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Text that's being displayed by the label.\n\t/// </summary>\n\n\tpublic string text\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mText;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mText == value) return;\n\n\t\t\tif (string.IsNullOrEmpty(value))\n\t\t\t{\n\t\t\t\tif (!string.IsNullOrEmpty(mText))\n\t\t\t\t{\n\t\t\t\t\tmText = \"\";\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t\tProcessAndRequest();\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (mText != value)\n\t\t\t{\n\t\t\t\tmText = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t\tProcessAndRequest();\n\t\t\t}\n\n\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Default font size.\n\t/// </summary>\n\n\tpublic int defaultFontSize { get { return (trueTypeFont != null) ? mFontSize : (mFont != null ? mFont.defaultSize : 16); } }\n\n\t/// <summary>\n\t/// Active font size used by the label.\n\t/// </summary>\n\n\tpublic int fontSize\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFontSize;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tvalue = Mathf.Clamp(value, 0, 256);\n\n\t\t\tif (mFontSize != value)\n\t\t\t{\n\t\t\t\tmFontSize = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t\tProcessAndRequest();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Dynamic font style used by the label.\n\t/// </summary>\n\n\tpublic FontStyle fontStyle\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFontStyle;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFontStyle != value)\n\t\t\t{\n\t\t\t\tmFontStyle = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t\tProcessAndRequest();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Text alignment option.\n\t/// </summary>\n\n\tpublic Alignment alignment\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mAlignment;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mAlignment != value)\n\t\t\t{\n\t\t\t\tmAlignment = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t\tProcessAndRequest();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether a gradient will be applied.\n\t/// </summary>\n\n\tpublic bool applyGradient\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mApplyGradient;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mApplyGradient != value)\n\t\t\t{\n\t\t\t\tmApplyGradient = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Top gradient color.\n\t/// </summary>\n\n\tpublic Color gradientTop\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mGradientTop;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mGradientTop != value)\n\t\t\t{\n\t\t\t\tmGradientTop = value;\n\t\t\t\tif (mApplyGradient) MarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Bottom gradient color.\n\t/// </summary>\n\n\tpublic Color gradientBottom\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mGradientBottom;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mGradientBottom != value)\n\t\t\t{\n\t\t\t\tmGradientBottom = value;\n\t\t\t\tif (mApplyGradient) MarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Additional horizontal spacing between characters when printing text.\n\t/// </summary>\n\n\tpublic int spacingX\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSpacingX;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSpacingX != value)\n\t\t\t{\n\t\t\t\tmSpacingX = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Additional vertical spacing between lines when printing text.\n\t/// </summary>\n\n\tpublic int spacingY\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSpacingY;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSpacingY != value)\n\t\t\t{\n\t\t\t\tmSpacingY = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether this label will use float text spacing values, instead of integers.\n\t/// </summary>\n\n\tpublic bool useFloatSpacing\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mUseFloatSpacing;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mUseFloatSpacing != value)\n\t\t\t{\n\t\t\t\tmUseFloatSpacing = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Additional horizontal spacing between characters when printing text.\n\t/// For this to have any effect useFloatSpacing must be true.\n\t/// </summary>\n\n\tpublic float floatSpacingX\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFloatSpacingX;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!Mathf.Approximately(mFloatSpacingX, value))\n\t\t\t{\n\t\t\t\tmFloatSpacingX = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Additional vertical spacing between lines when printing text.\n\t/// For this to have any effect useFloatSpacing must be true.\n\t/// </summary>\n\n\tpublic float floatSpacingY\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFloatSpacingY;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (!Mathf.Approximately(mFloatSpacingY, value))\n\t\t\t{\n\t\t\t\tmFloatSpacingY = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience property to get the used y spacing.\n\t/// </summary>\n\n\tpublic float effectiveSpacingY\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mUseFloatSpacing ? mFloatSpacingY : mSpacingY;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience property to get the used x spacing.\n\t/// </summary>\n\n\tpublic float effectiveSpacingX\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mUseFloatSpacing ? mFloatSpacingX : mSpacingX;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether to append \"...\" at the end of clamped text that didn't fit.\n\t/// </summary>\n\n\tpublic bool overflowEllipsis\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mOverflowEllipsis;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mOverflowEllipsis != value)\n\t\t\t{\n\t\t\t\tmOverflowEllipsis = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Maximum width used when Resize Freely overflow type is enabled.\n\t/// If the printed text exceeds this width, it will wrap onto the following line.\n\t/// </summary>\n\n\tpublic int overflowWidth\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mOverflowWidth;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mOverflowWidth != value)\n\t\t\t{\n\t\t\t\tmOverflowWidth = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the label will use the printed size instead of font size when printing the label.\n\t/// It's a dynamic font feature that will ensure that the text is crisp when shrunk.\n\t/// </summary>\n\n\tbool keepCrisp\n\t{\n\t\tget\n\t\t{\n\t\t\tif (trueTypeFont != null && keepCrispWhenShrunk != Crispness.Never)\n\t\t\t{\n#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_WP_8_1 || UNITY_BLACKBERRY\n\t\t\t\treturn (keepCrispWhenShrunk == Crispness.Always);\n#else\n\t\t\t\treturn true;\n#endif\n\t\t\t}\n\t\t\treturn false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether this label will support color encoding in the format of [RRGGBB] and new line in the form of a \"\\\\n\" string.\n\t/// </summary>\n\n\tpublic bool supportEncoding\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mEncoding;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mEncoding != value)\n\t\t\t{\n\t\t\t\tmEncoding = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Style used for symbols.\n\t/// </summary>\n\n\tpublic NGUIText.SymbolStyle symbolStyle\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSymbols;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSymbols != value)\n\t\t\t{\n\t\t\t\tmSymbols = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Overflow method controls the label's behaviour when its content doesn't fit the bounds.\n\t/// </summary>\n\n\tpublic Overflow overflowMethod\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mOverflow;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mOverflow != value)\n\t\t\t{\n\t\t\t\tmOverflow = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Maximum width of the label in pixels.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use 'width' instead\")]\n\tpublic int lineWidth\n\t{\n\t\tget { return width; }\n\t\tset { width = value; }\n\t}\n\n\t/// <summary>\n\t/// Maximum height of the label in pixels.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use 'height' instead\")]\n\tpublic int lineHeight\n\t{\n\t\tget { return height; }\n\t\tset { height = value; }\n\t}\n\n\t/// <summary>\n\t/// Whether the label supports multiple lines.\n\t/// </summary>\n\t\n\tpublic bool multiLine\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMaxLineCount != 1;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif ((mMaxLineCount != 1) != value)\n\t\t\t{\n\t\t\t\tmMaxLineCount = (value ? 0 : 1);\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Process the label's text before returning its corners.\n\t/// </summary>\n\n\tpublic override Vector3[] localCorners\n\t{\n\t\tget\n\t\t{\n\t\t\tif (shouldBeProcessed) ProcessText();\n\t\t\treturn base.localCorners;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Process the label's text before returning its corners.\n\t/// </summary>\n\n\tpublic override Vector3[] worldCorners\n\t{\n\t\tget\n\t\t{\n\t\t\tif (shouldBeProcessed) ProcessText();\n\t\t\treturn base.worldCorners;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Process the label's text before returning its drawing dimensions.\n\t/// </summary>\n\n\tpublic override Vector4 drawingDimensions\n\t{\n\t\tget\n\t\t{\n\t\t\tif (shouldBeProcessed) ProcessText();\n\t\t\treturn base.drawingDimensions;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// The max number of lines to be displayed for the label\n\t/// </summary>\n\n\tpublic int maxLineCount\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMaxLineCount;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mMaxLineCount != value)\n\t\t\t{\n\t\t\t\tmMaxLineCount = Mathf.Max(value, 0);\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t\tif (overflowMethod == Overflow.ShrinkContent) MakePixelPerfect();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// What effect is used by the label.\n\t/// </summary>\n\n\tpublic Effect effectStyle\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mEffectStyle;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mEffectStyle != value)\n\t\t\t{\n\t\t\t\tmEffectStyle = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Color used by the effect, if it's enabled.\n\t/// </summary>\n\n\tpublic Color effectColor\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mEffectColor;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mEffectColor != value)\n\t\t\t{\n\t\t\t\tmEffectColor = value;\n\t\t\t\tif (mEffectStyle != Effect.None) shouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Effect distance in pixels.\n\t/// </summary>\n\n\tpublic Vector2 effectDistance\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mEffectDistance;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mEffectDistance != value)\n\t\t\t{\n\t\t\t\tmEffectDistance = value;\n\t\t\t\tshouldBeProcessed = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// How many quads there are per printed character.\n\t/// </summary>\n\t\n\tpublic int quadsPerCharacter\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mEffectStyle == Effect.Shadow) return 2;\n\t\t\telse if (mEffectStyle == Effect.Outline) return 5;\n\t\t\telse if (mEffectStyle == Effect.Outline8) return 9;\n\t\t\treturn 1;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the label will automatically shrink its size in order to fit the maximum line width.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use 'overflowMethod == UILabel.Overflow.ShrinkContent' instead\")]\n\tpublic bool shrinkToFit\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mOverflow == Overflow.ShrinkContent;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (value)\n\t\t\t{\n\t\t\t\toverflowMethod = Overflow.ShrinkContent;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns the processed version of 'text', with new line characters, line wrapping, etc.\n\t/// </summary>\n\n\tpublic string processedText\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mLastWidth != mWidth || mLastHeight != mHeight)\n\t\t\t{\n\t\t\t\tmLastWidth = mWidth;\n\t\t\t\tmLastHeight = mHeight;\n\t\t\t\tmShouldBeProcessed = true;\n\t\t\t}\n\n\t\t\t// Process the text if necessary\n\t\t\tif (shouldBeProcessed) ProcessText();\n\t\t\treturn mProcessedText;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Actual printed size of the text, in pixels.\n\t/// </summary>\n\n\tpublic Vector2 printedSize\n\t{\n\t\tget\n\t\t{\n\t\t\tif (shouldBeProcessed) ProcessText();\n\t\t\treturn mCalculatedSize;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Local size of the widget, in pixels.\n\t/// </summary>\n\n\tpublic override Vector2 localSize\n\t{\n\t\tget\n\t\t{\n\t\t\tif (shouldBeProcessed) ProcessText();\n\t\t\treturn base.localSize;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the label has a valid font.\n\t/// </summary>\n\n\tbool isValid { get { return mFont != null || mTrueTypeFont != null; } }\n\n\t/// <summary>\n\t/// Custom text modifier that can transform the visible text when the label's text is assigned.\n\t/// </summary>\n\n\tpublic ModifierFunc customModifier;\n\tpublic delegate string ModifierFunc (string s);\n\n\t/// <summary>\n\t/// Text modifier can transform the text that's actually printed, without altering the label's text value.\n\t/// </summary>\n\n\tpublic Modifier modifier\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mModifier;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mModifier != value)\n\t\t\t{\n\t\t\t\tmModifier = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t\tProcessAndRequest();\n\t\t\t}\n\t\t}\n\t}\n\n\tstatic BetterList<UILabel> mList = new BetterList<UILabel>();\n\tstatic Dictionary<Font, int> mFontUsage = new Dictionary<Font, int>();\n\n\t/// <summary>\n\t/// Register the font texture change listener.\n\t/// </summary>\n\n\tprotected override void OnInit ()\n\t{\n\t\tbase.OnInit();\n\t\tmList.Add(this);\n\t\tSetActiveFont(trueTypeFont);\n\t}\n\n\t/// <summary>\n\t/// Remove the font texture change listener.\n\t/// </summary>\n\n\tprotected override void OnDisable ()\n\t{\n\t\tSetActiveFont(null);\n\t\tmList.Remove(this);\n\t\tbase.OnDisable();\n\t}\n\n\t/// <summary>\n\t/// Set the active font, correctly setting and clearing callbacks.\n\t/// </summary>\n\n\tprotected void SetActiveFont (Font fnt)\n\t{\n\t\tif (mActiveTTF != fnt)\n\t\t{\n\t\t\tFont font = mActiveTTF;\n\n\t\t\tif (font != null)\n\t\t\t{\n\t\t\t\tint usage;\n\n\t\t\t\tif (mFontUsage.TryGetValue(font, out usage))\n\t\t\t\t{\n\t\t\t\t\tusage = Mathf.Max(0, --usage);\n\n\t\t\t\t\tif (usage == 0)\n\t\t\t\t\t{\n#if UNITY_4_3 || UNITY_4_5\n\t\t\t\t\t\tfont.textureRebuildCallback = null;\n#endif\n\t\t\t\t\t\tmFontUsage.Remove(font);\n\t\t\t\t\t}\n\t\t\t\t\telse mFontUsage[font] = usage;\n\t\t\t\t}\n#if UNITY_4_3 || UNITY_4_5\n\t\t\t\telse font.textureRebuildCallback = null;\n#endif\n\t\t\t}\n\n\t\t\tmActiveTTF = fnt;\n\t\t\tfont = fnt;\n\n\t\t\tif (font != null)\n\t\t\t{\n\t\t\t\tint usage = 0;\n\n\t\t\t\t// Font hasn't been used yet? Register a change delegate callback\n#if UNITY_4_3 || UNITY_4_5\n\t\t\t\tif (!mFontUsage.TryGetValue(font, out usage))\n\t\t\t\t\tfont.textureRebuildCallback = delegate() { OnFontChanged(font); };\n#endif\n#if UNITY_FLASH\n\t\t\t\tmFontUsage[font] = usage + 1;\n#else\n\t\t\t\tmFontUsage[font] = ++usage;\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Label's actual printed text may be modified before being drawn.\n\t/// </summary>\n\n\tpublic string printedText\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(mText))\n\t\t\t{\n\t\t\t\tif (mModifier == Modifier.None) return mText;\n\t\t\t\tif (mModifier == Modifier.ToLowercase) return mText.ToLower();\n\t\t\t\tif (mModifier == Modifier.ToUppercase) return mText.ToUpper();\n\t\t\t\tif (mModifier == Modifier.Custom && customModifier != null) return customModifier(mText);\n\t\t\t}\n\t\t\treturn mText;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Notification called when the Unity's font's texture gets rebuilt.\n\t/// Unity's font has a nice tendency to simply discard other characters when the texture's dimensions change.\n\t/// By requesting them inside the notification callback, we immediately force them back in.\n\t/// Originally I was subscribing each label to the font individually, but as it turned out\n\t/// mono's delegate system causes an insane amount of memory allocations when += or -= to a delegate.\n\t/// So... queue yet another work-around.\n\t/// </summary>\n\n\tstatic void OnFontChanged (Font font)\n\t{\n\t\tfor (int i = 0; i < mList.size; ++i)\n\t\t{\n\t\t\tUILabel lbl = mList[i];\n\n\t\t\tif (lbl != null)\n\t\t\t{\n\t\t\t\tFont fnt = lbl.trueTypeFont;\n\n\t\t\t\tif (fnt == font)\n\t\t\t\t{\n\t\t\t\t\tfnt.RequestCharactersInTexture(lbl.printedText, lbl.mFinalFontSize, lbl.mFontStyle);\n\t\t\t\t\tlbl.MarkAsChanged();\n\n\t\t\t\t\tif (lbl.panel == null)\n\t\t\t\t\t\tlbl.CreatePanel();\n\n\t\t\t\t\tif (mTempDrawcalls == null)\n\t\t\t\t\t\tmTempDrawcalls = new List<UIDrawCall>();\n\n\t\t\t\t\tif (lbl.drawCall != null && !mTempDrawcalls.Contains(lbl.drawCall))\n\t\t\t\t\t\tmTempDrawcalls.Add(lbl.drawCall);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (mTempDrawcalls != null)\n\t\t{\n\t\t\tfor (int i = 0, imax = mTempDrawcalls.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIDrawCall dc = mTempDrawcalls[i];\n\t\t\t\tif (dc.panel != null) dc.panel.FillDrawCall(dc);\n\t\t\t}\n\t\t\tmTempDrawcalls.Clear();\n\t\t}\n\t}\n\n\tstatic List<UIDrawCall> mTempDrawcalls;\n\n\t/// <summary>\n\t/// Get the sides of the rectangle relative to the specified transform.\n\t/// The order is left, top, right, bottom.\n\t/// </summary>\n\n\tpublic override Vector3[] GetSides (Transform relativeTo)\n\t{\n\t\tif (shouldBeProcessed) ProcessText();\n\t\treturn base.GetSides(relativeTo);\n\t}\n\n\t/// <summary>\n\t/// Upgrading labels is a bit different.\n\t/// </summary>\n\n\tprotected override void UpgradeFrom265 ()\n\t{\n\t\tProcessText(true, true);\n\n\t\tif (mShrinkToFit)\n\t\t{\n\t\t\toverflowMethod = Overflow.ShrinkContent;\n\t\t\tmMaxLineCount = 0;\n\t\t}\n\n\t\tif (mMaxLineWidth != 0)\n\t\t{\n\t\t\twidth = mMaxLineWidth;\n\t\t\toverflowMethod = mMaxLineCount > 0 ? Overflow.ResizeHeight : Overflow.ShrinkContent;\n\t\t}\n\t\telse overflowMethod = Overflow.ResizeFreely;\n\n\t\tif (mMaxLineHeight != 0)\n\t\t\theight = mMaxLineHeight;\n\n\t\tif (mFont != null)\n\t\t{\n\t\t\tint min = mFont.defaultSize;\n\t\t\tif (height < min) height = min;\n\t\t\tfontSize = min;\n\t\t}\n\n\t\tmMaxLineWidth = 0;\n\t\tmMaxLineHeight = 0;\n\t\tmShrinkToFit = false;\n\n\t\tNGUITools.UpdateWidgetCollider(gameObject, true);\n\t}\n\n\t/// <summary>\n\t/// If the label is anchored it should not auto-resize.\n\t/// </summary>\n\n\tprotected override void OnAnchor ()\n\t{\n\t\tif (mOverflow == Overflow.ResizeFreely)\n\t\t{\n\t\t\tif (isFullyAnchored)\n\t\t\t\tmOverflow = Overflow.ShrinkContent;\n\t\t}\n\t\telse if (mOverflow == Overflow.ResizeHeight)\n\t\t{\n\t\t\tif (topAnchor.target != null && bottomAnchor.target != null)\n\t\t\t\tmOverflow = Overflow.ShrinkContent;\n\t\t}\n\t\tbase.OnAnchor();\n\t}\n\n\t/// <summary>\n\t/// Request the needed characters in the texture.\n\t/// </summary>\n\n\tvoid ProcessAndRequest ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying && !NGUITools.GetActive(this)) return;\n\t\tif (!mAllowProcessing) return;\n#endif\n\t\tif (ambigiousFont != null) ProcessText();\n\t}\n\n#if UNITY_EDITOR\n\t// Used to ensure that we don't process font more than once inside OnValidate function below\n\t[System.NonSerialized] bool mAllowProcessing = true;\n\t[System.NonSerialized] bool mUsingTTF = true;\n\n\t/// <summary>\n\t/// Validate the properties.\n\t/// </summary>\n\n\tprotected override void OnValidate ()\n\t{\n\t\tbase.OnValidate();\n\n\t\tif (NGUITools.GetActive(this))\n\t\t{\n\t\t\tFont ttf = mTrueTypeFont;\n\t\t\tUIFont fnt = mFont;\n\n\t\t\t// If the true type font was not used before, but now it is, clear the font reference\n\t\t\tif (!mUsingTTF && ttf != null) fnt = null;\n\t\t\telse if (mUsingTTF && fnt != null) ttf = null;\n\n\t\t\tmFont = null;\n\t\t\tmTrueTypeFont = null;\n\t\t\tmAllowProcessing = false;\n\t\t\tSetActiveFont(null);\n\n\t\t\tif (fnt != null)\n\t\t\t{\n\t\t\t\tbitmapFont = fnt;\n\t\t\t\tmUsingTTF = false;\n\t\t\t}\n\t\t\telse if (ttf != null)\n\t\t\t{\n\t\t\t\ttrueTypeFont = ttf;\n\t\t\t\tmUsingTTF = true;\n\t\t\t}\n\n\t\t\tshouldBeProcessed = true;\n\t\t\tmAllowProcessing = true;\n\t\t\tProcessAndRequest();\n\t\t\tif (autoResizeBoxCollider) ResizeCollider();\n\t\t}\n\t}\n#endif\n\n#if !UNITY_4_3 && !UNITY_4_5\n\tstatic bool mTexRebuildAdded = false;\n\n\tprotected override void OnEnable ()\n\t{\n\t\tbase.OnEnable();\n\t\tif (!mTexRebuildAdded)\n\t\t{\n\t\t\tmTexRebuildAdded = true;\n\t\t\tFont.textureRebuilt += OnFontChanged;\n\t\t}\n\t}\n#endif\n\n\t/// <summary>\n\t/// Determine start-up values.\n\t/// </summary>\n\n\tprotected override void OnStart ()\n\t{\n\t\tbase.OnStart();\n\n\t\t// Legacy support\n\t\tif (mLineWidth > 0f)\n\t\t{\n\t\t\tmMaxLineWidth = Mathf.RoundToInt(mLineWidth);\n\t\t\tmLineWidth = 0f;\n\t\t}\n\n\t\tif (!mMultiline)\n\t\t{\n\t\t\tmMaxLineCount = 1;\n\t\t\tmMultiline = true;\n\t\t}\n\n\t\t// Whether this is a premultiplied alpha shader\n\t\tmPremultiply = (material != null && material.shader != null && material.shader.name.Contains(\"Premultiplied\"));\n\n\t\t// Request the text within the font\n\t\tProcessAndRequest();\n\t}\n\n\t/// <summary>\n\t/// UILabel needs additional processing when something changes.\n\t/// </summary>\n\n\tpublic override void MarkAsChanged ()\n\t{\n\t\tshouldBeProcessed = true;\n\t\tbase.MarkAsChanged();\n\t}\n\n\t/// <summary>\n\t/// Process the raw text, called when something changes.\n\t/// </summary>\n\n\tpublic void ProcessText () { ProcessText(false, true); }\n\n\t/// <summary>\n\t/// Process the raw text, called when something changes.\n\t/// </summary>\n\n\tvoid ProcessText (bool legacyMode, bool full)\n\t{\n\t\tif (!isValid) return;\n\n\t\tmChanged = true;\n\t\tshouldBeProcessed = false;\n\n\t\tfloat regionX = mDrawRegion.z - mDrawRegion.x;\n\t\tfloat regionY = mDrawRegion.w - mDrawRegion.y;\n\n\t\tNGUIText.rectWidth    = legacyMode ? (mMaxLineWidth  != 0 ? mMaxLineWidth  : 1000000) : width;\n\t\tNGUIText.rectHeight   = legacyMode ? (mMaxLineHeight != 0 ? mMaxLineHeight : 1000000) : height;\n\t\tNGUIText.regionWidth  = (regionX != 1f) ? Mathf.RoundToInt(NGUIText.rectWidth  * regionX) : NGUIText.rectWidth;\n\t\tNGUIText.regionHeight = (regionY != 1f) ? Mathf.RoundToInt(NGUIText.rectHeight * regionY) : NGUIText.rectHeight;\n\n\t\tmFinalFontSize = Mathf.Abs(legacyMode ? Mathf.RoundToInt(cachedTransform.localScale.x) : defaultFontSize);\n\t\tmScale = 1f;\n\n\t\tif (NGUIText.regionWidth < 1 || NGUIText.regionHeight < 0)\n\t\t{\n\t\t\tmProcessedText = \"\";\n\t\t\treturn;\n\t\t}\n\n\t\tbool isDynamic = (trueTypeFont != null);\n\n\t\tif (isDynamic && keepCrisp)\n\t\t{\n\t\t\tUIRoot rt = root;\n\t\t\tif (rt != null) mDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f;\n\t\t}\n\t\telse mDensity = 1f;\n\n\t\tif (full) UpdateNGUIText();\n\n\t\tif (mOverflow == Overflow.ResizeFreely)\n\t\t{\n\t\t\tNGUIText.rectWidth = 1000000;\n\t\t\tNGUIText.regionWidth = 1000000;\n\n\t\t\tif (mOverflowWidth > 0)\n\t\t\t{\n\t\t\t\tNGUIText.rectWidth = Mathf.Min(NGUIText.rectWidth, mOverflowWidth);\n\t\t\t\tNGUIText.regionWidth = Mathf.Min(NGUIText.regionWidth, mOverflowWidth);\n\t\t\t}\n\t\t}\n\n\t\tif (mOverflow == Overflow.ResizeFreely || mOverflow == Overflow.ResizeHeight)\n\t\t{\n\t\t\tNGUIText.rectHeight = 1000000;\n\t\t\tNGUIText.regionHeight = 1000000;\n\t\t}\n\n\t\tif (mFinalFontSize > 0)\n\t\t{\n\t\t\tbool adjustSize = keepCrisp;\n\n\t\t\tfor (int ps = mFinalFontSize; ps > 0; --ps)\n\t\t\t{\n\t\t\t\t// Adjust either the size, or the scale\n\t\t\t\tif (adjustSize)\n\t\t\t\t{\n\t\t\t\t\tmFinalFontSize = ps;\n\t\t\t\t\tNGUIText.fontSize = mFinalFontSize;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmScale = (float)ps / mFinalFontSize;\n\t\t\t\t\tNGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale;\n\t\t\t\t}\n\n\t\t\t\tNGUIText.Update(false);\n\n\t\t\t\t// Wrap the text\n\t\t\t\tbool fits = NGUIText.WrapText(printedText, out mProcessedText, true, false,\n\t\t\t\t\tmOverflowEllipsis && mOverflow == Overflow.ClampContent);\n\n\t\t\t\tif (mOverflow == Overflow.ShrinkContent && !fits)\n\t\t\t\t{\n\t\t\t\t\tif (--ps > 1) continue;\n\t\t\t\t\telse break;\n\t\t\t\t}\n\t\t\t\telse if (mOverflow == Overflow.ResizeFreely)\n\t\t\t\t{\n\t\t\t\t\tmCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);\n\n\t\t\t\t\tint w = Mathf.Max(minWidth, Mathf.RoundToInt(mCalculatedSize.x));\n\t\t\t\t\tif (regionX != 1f) w = Mathf.RoundToInt(w / regionX);\n\t\t\t\t\tint h = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y));\n\t\t\t\t\tif (regionY != 1f) h = Mathf.RoundToInt(h / regionY);\n\n\t\t\t\t\tif ((w & 1) == 1) ++w;\n\t\t\t\t\tif ((h & 1) == 1) ++h;\n\n\t\t\t\t\tif (mWidth != w || mHeight != h)\n\t\t\t\t\t{\n\t\t\t\t\t\tmWidth = w;\n\t\t\t\t\t\tmHeight = h;\n\t\t\t\t\t\tif (onChange != null) onChange();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if (mOverflow == Overflow.ResizeHeight)\n\t\t\t\t{\n\t\t\t\t\tmCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);\n\t\t\t\t\tint h = Mathf.Max(minHeight, Mathf.RoundToInt(mCalculatedSize.y));\n\t\t\t\t\tif (regionY != 1f) h = Mathf.RoundToInt(h / regionY);\n\t\t\t\t\tif ((h & 1) == 1) ++h;\n\n\t\t\t\t\tif (mHeight != h)\n\t\t\t\t\t{\n\t\t\t\t\t\tmHeight = h;\n\t\t\t\t\t\tif (onChange != null) onChange();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmCalculatedSize = NGUIText.CalculatePrintedSize(mProcessedText);\n\t\t\t\t}\n\n\t\t\t\t// Upgrade to the new system\n\t\t\t\tif (legacyMode)\n\t\t\t\t{\n\t\t\t\t\twidth = Mathf.RoundToInt(mCalculatedSize.x);\n\t\t\t\t\theight = Mathf.RoundToInt(mCalculatedSize.y);\n\t\t\t\t\tcachedTransform.localScale = Vector3.one;\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\tcachedTransform.localScale = Vector3.one;\n\t\t\tmProcessedText = \"\";\n\t\t\tmScale = 1f;\n\t\t}\n\t\t\n\t\tif (full)\n\t\t{\n\t\t\tNGUIText.bitmapFont = null;\n\t\t\tNGUIText.dynamicFont = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Text is pixel-perfect when its scale matches the size.\n\t/// </summary>\n\n\tpublic override void MakePixelPerfect ()\n\t{\n\t\tif (ambigiousFont != null)\n\t\t{\n\t\t\tVector3 pos = cachedTransform.localPosition;\n\t\t\tpos.x = Mathf.RoundToInt(pos.x);\n\t\t\tpos.y = Mathf.RoundToInt(pos.y);\n\t\t\tpos.z = Mathf.RoundToInt(pos.z);\n\n\t\t\tcachedTransform.localPosition = pos;\n\t\t\tcachedTransform.localScale = Vector3.one;\n\n\t\t\tif (mOverflow == Overflow.ResizeFreely)\n\t\t\t{\n\t\t\t\tAssumeNaturalSize();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tint w = width;\n\t\t\t\tint h = height;\n\n\t\t\t\tOverflow over = mOverflow;\n\t\t\t\tif (over != Overflow.ResizeHeight) mWidth = 100000;\n\t\t\t\tmHeight = 100000;\n\n\t\t\t\tmOverflow = Overflow.ShrinkContent;\n\t\t\t\tProcessText(false, true);\n\t\t\t\tmOverflow = over;\n\n\t\t\t\tint minX = Mathf.RoundToInt(mCalculatedSize.x);\n\t\t\t\tint minY = Mathf.RoundToInt(mCalculatedSize.y);\n\n\t\t\t\tminX = Mathf.Max(minX, base.minWidth);\n\t\t\t\tminY = Mathf.Max(minY, base.minHeight);\n\n\t\t\t\tif ((minX & 1) == 1) ++minX;\n\t\t\t\tif ((minY & 1) == 1) ++minY;\n\n\t\t\t\tmWidth = Mathf.Max(w, minX);\n\t\t\t\tmHeight = Mathf.Max(h, minY);\n\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t\telse base.MakePixelPerfect();\n\t}\n\n\t/// <summary>\n\t/// Make the label assume its natural size.\n\t/// </summary>\n\n\tpublic void AssumeNaturalSize ()\n\t{\n\t\tif (ambigiousFont != null)\n\t\t{\n\t\t\tmWidth = 100000;\n\t\t\tmHeight = 100000;\n\t\t\tProcessText(false, true);\n\t\t\tmWidth = Mathf.RoundToInt(mCalculatedSize.x);\n\t\t\tmHeight = Mathf.RoundToInt(mCalculatedSize.y);\n\t\t\tif ((mWidth & 1) == 1) ++mWidth;\n\t\t\tif ((mHeight & 1) == 1) ++mHeight;\n\t\t\tMarkAsChanged();\n\t\t}\n\t}\n\n\t[System.Obsolete(\"Use UILabel.GetCharacterAtPosition instead\")]\n\tpublic int GetCharacterIndex (Vector3 worldPos) { return GetCharacterIndexAtPosition(worldPos, false); }\n\n\t[System.Obsolete(\"Use UILabel.GetCharacterAtPosition instead\")]\n\tpublic int GetCharacterIndex (Vector2 localPos) { return GetCharacterIndexAtPosition(localPos, false); }\n\n\tstatic List<Vector3> mTempVerts = new List<Vector3>();\n\tstatic List<int> mTempIndices = new List<int>();\n\n\t/// <summary>\n\t/// Return the index of the character at the specified world position.\n\t/// </summary>\n\n\tpublic int GetCharacterIndexAtPosition (Vector3 worldPos, bool precise)\n\t{\n\t\tVector2 localPos = cachedTransform.InverseTransformPoint(worldPos);\n\t\treturn GetCharacterIndexAtPosition(localPos, precise);\n\t}\n\n\t/// <summary>\n\t/// Return the index of the character at the specified local position.\n\t/// </summary>\n\n\tpublic int GetCharacterIndexAtPosition (Vector2 localPos, bool precise)\n\t{\n\t\tif (isValid)\n\t\t{\n\t\t\tstring text = processedText;\n\t\t\tif (string.IsNullOrEmpty(text)) return 0;\n\n\t\t\tUpdateNGUIText();\n\n\t\t\tif (precise) NGUIText.PrintExactCharacterPositions(text, mTempVerts, mTempIndices);\n\t\t\telse NGUIText.PrintApproximateCharacterPositions(text, mTempVerts, mTempIndices);\n\n\t\t\tif (mTempVerts.Count > 0)\n\t\t\t{\n\t\t\t\tApplyOffset(mTempVerts, 0);\n\t\t\t\tint retVal = precise ?\n\t\t\t\t\tNGUIText.GetExactCharacterIndex(mTempVerts, mTempIndices, localPos) :\n\t\t\t\t\tNGUIText.GetApproximateCharacterIndex(mTempVerts, mTempIndices, localPos);\n\n\t\t\t\tmTempVerts.Clear();\n\t\t\t\tmTempIndices.Clear();\n\n\t\t\t\tNGUIText.bitmapFont = null;\n\t\t\t\tNGUIText.dynamicFont = null;\n\t\t\t\treturn retVal;\n\t\t\t}\n\n\t\t\tNGUIText.bitmapFont = null;\n\t\t\tNGUIText.dynamicFont = null;\n\t\t}\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Retrieve the word directly below the specified world-space position.\n\t/// </summary>\n\n\tpublic string GetWordAtPosition (Vector3 worldPos)\n\t{\n\t\tint index = GetCharacterIndexAtPosition(worldPos, true);\n\t\treturn GetWordAtCharacterIndex(index);\n\t}\n\n\t/// <summary>\n\t/// Retrieve the word directly below the specified relative-to-label position.\n\t/// </summary>\n\n\tpublic string GetWordAtPosition (Vector2 localPos)\n\t{\n\t\tint index = GetCharacterIndexAtPosition(localPos, true);\n\t\treturn GetWordAtCharacterIndex(index);\n\t}\n\n\t/// <summary>\n\t/// Retrieve the word right under the specified character index.\n\t/// </summary>\n\n\tpublic string GetWordAtCharacterIndex (int characterIndex)\n\t{\n\t\tstring s = printedText;\n\n\t\tif (characterIndex != -1 && characterIndex < s.Length)\n\t\t{\n#if UNITY_FLASH\n\t\t\tint wordStart = LastIndexOfAny(s, new char[] { ' ', '\\n' }, characterIndex) + 1;\n\t\t\tint wordEnd = IndexOfAny(s, new char[] { ' ', '\\n', ',', '.' }, characterIndex);\n#else\n\t\t\tint wordStart = s.LastIndexOfAny(new char[] {' ', '\\n'}, characterIndex) + 1;\n\t\t\tint wordEnd = s.IndexOfAny(new char[] { ' ', '\\n', ',', '.' }, characterIndex);\n#endif\n\t\t\tif (wordEnd == -1) wordEnd = s.Length;\n\n\t\t\tif (wordStart != wordEnd)\n\t\t\t{\n\t\t\t\tint len = wordEnd - wordStart;\n\n\t\t\t\tif (len > 0)\n\t\t\t\t{\n\t\t\t\t\tstring word = s.Substring(wordStart, len);\n\t\t\t\t\treturn NGUIText.StripSymbols(word);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}\n\n#if UNITY_FLASH\n\t/// <summary>\n\t/// Flash is fail IRL: http://www.tasharen.com/forum/index.php?topic=11390.0\n\t/// </summary>\n\n\tint LastIndexOfAny (string input, char[] any, int start)\n\t{\n\t\tif (start >= 0 && input.Length > 0 && any.Length > 0 && start < input.Length)\n\t\t{\n\t\t\tfor (int w = start; w >= 0; w--)\n\t\t\t{\n\t\t\t\tfor (int r = 0; r < any.Length; r++)\n\t\t\t\t{\n\t\t\t\t\tif (any[r] == input[w])\n\t\t\t\t\t{\n\t\t\t\t\t\treturn w;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn -1;\n\t}\n\n\t/// <summary>\n\t/// Flash is fail IRL: http://www.tasharen.com/forum/index.php?topic=11390.0\n\t/// </summary>\n\n\tint IndexOfAny (string input, char[] any, int start)\n\t{\n\t\tif (start >= 0 && input.Length > 0 && any.Length > 0 && start < input.Length)\n\t\t{\n\t\t\tfor (int w = start; w < input.Length; w++)\n\t\t\t{\n\t\t\t\tfor (int r = 0; r < any.Length; r++)\n\t\t\t\t{\n\t\t\t\t\tif (any[r] == input[w])\n\t\t\t\t\t{\n\t\t\t\t\t\treturn w;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn -1;\n\t}\n#endif\n\n\t/// <summary>\n\t/// Retrieve the URL directly below the specified world-space position.\n\t/// </summary>\n\n\tpublic string GetUrlAtPosition (Vector3 worldPos) { return GetUrlAtCharacterIndex(GetCharacterIndexAtPosition(worldPos, true)); }\n\n\t/// <summary>\n\t/// Retrieve the URL directly below the specified relative-to-label position.\n\t/// </summary>\n\n\tpublic string GetUrlAtPosition (Vector2 localPos) { return GetUrlAtCharacterIndex(GetCharacterIndexAtPosition(localPos, true)); }\n\n\t/// <summary>\n\t/// Retrieve the URL right under the specified character index.\n\t/// </summary>\n\n\tpublic string GetUrlAtCharacterIndex (int characterIndex)\n\t{\n\t\tstring s = printedText;\n\n\t\tif (characterIndex != -1 && characterIndex < s.Length - 6)\n\t\t{\n\t\t\tint linkStart;\n\n\t\t\t// LastIndexOf() fails if the string happens to begin with the expected text\n\t\t\tif (s[characterIndex] == '[' &&\n\t\t\t\ts[characterIndex + 1] == 'u' &&\n\t\t\t\ts[characterIndex + 2] == 'r' &&\n\t\t\t\ts[characterIndex + 3] == 'l' &&\n\t\t\t\ts[characterIndex + 4] == '=')\n\t\t\t{\n\t\t\t\tlinkStart = characterIndex;\n\t\t\t}\n\t\t\telse linkStart = s.LastIndexOf(\"[url=\", characterIndex);\n\t\t\t\n\t\t\tif (linkStart == -1) return null;\n\n\t\t\tlinkStart += 5;\n\t\t\tint linkEnd = s.IndexOf(\"]\", linkStart);\n\t\t\tif (linkEnd == -1) return null;\n\n\t\t\tint urlEnd = s.IndexOf(\"[/url]\", linkEnd);\n\t\t\tif (urlEnd == -1 || characterIndex <= urlEnd)\n\t\t\t\treturn s.Substring(linkStart, linkEnd - linkStart);\n\t\t}\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Get the index of the character on the line directly above or below the current index.\n\t/// </summary>\n\n\tpublic int GetCharacterIndex (int currentIndex, KeyCode key)\n\t{\n\t\tif (isValid)\n\t\t{\n\t\t\tstring text = processedText;\n\t\t\tif (string.IsNullOrEmpty(text)) return 0;\n\n\t\t\tint def = defaultFontSize;\n\t\t\tUpdateNGUIText();\n\n\t\t\tNGUIText.PrintApproximateCharacterPositions(text, mTempVerts, mTempIndices);\n\n\t\t\tif (mTempVerts.Count > 0)\n\t\t\t{\n\t\t\t\tApplyOffset(mTempVerts, 0);\n\n\t\t\t\tfor (int i = 0, imax = mTempIndices.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\tif (mTempIndices[i] == currentIndex)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Determine position on the line above or below this character\n\t\t\t\t\t\tVector2 localPos = mTempVerts[i];\n\n\t\t\t\t\t\tif (key == KeyCode.UpArrow) localPos.y += def + effectiveSpacingY;\n\t\t\t\t\t\telse if (key == KeyCode.DownArrow) localPos.y -= def + effectiveSpacingY;\n\t\t\t\t\t\telse if (key == KeyCode.Home) localPos.x -= 1000f;\n\t\t\t\t\t\telse if (key == KeyCode.End) localPos.x += 1000f;\n\n\t\t\t\t\t\t// Find the closest character to this position\n\t\t\t\t\t\tint retVal = NGUIText.GetApproximateCharacterIndex(mTempVerts, mTempIndices, localPos);\n\t\t\t\t\t\tif (retVal == currentIndex) break;\n\n\t\t\t\t\t\tmTempVerts.Clear();\n\t\t\t\t\t\tmTempIndices.Clear();\n\t\t\t\t\t\treturn retVal;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tmTempVerts.Clear();\n\t\t\t\tmTempIndices.Clear();\n\t\t\t}\n\n\t\t\tNGUIText.bitmapFont = null;\n\t\t\tNGUIText.dynamicFont = null;\n\n\t\t\t// If the selection doesn't move, then we're at the top or bottom-most line\n\t\t\tif (key == KeyCode.UpArrow || key == KeyCode.Home) return 0;\n\t\t\tif (key == KeyCode.DownArrow || key == KeyCode.End) return text.Length;\n\t\t}\n\t\treturn currentIndex;\n\t}\n\n\t/// <summary>\n\t/// Fill the specified geometry buffer with vertices that would highlight the current selection.\n\t/// </summary>\n\n\tpublic void PrintOverlay (int start, int end, UIGeometry caret, UIGeometry highlight, Color caretColor, Color highlightColor)\n\t{\n\t\tif (caret != null) caret.Clear();\n\t\tif (highlight != null) highlight.Clear();\n\t\tif (!isValid) return;\n\n\t\tstring text = processedText;\n\t\tUpdateNGUIText();\n\n\t\tint startingCaretVerts = caret.verts.Count;\n\t\tVector2 center = new Vector2(0.5f, 0.5f);\n\t\tfloat alpha = finalAlpha;\n\n\t\t// If we have a highlight to work with, fill the buffer\n\t\tif (highlight != null && start != end)\n\t\t{\n\t\t\tint startingVertices = highlight.verts.Count;\n\t\t\tNGUIText.PrintCaretAndSelection(text, start, end, caret.verts, highlight.verts);\n\n\t\t\tif (highlight.verts.Count > startingVertices)\n\t\t\t{\n\t\t\t\tApplyOffset(highlight.verts, startingVertices);\n\n\t\t\t\tColor c = new Color(highlightColor.r, highlightColor.g, highlightColor.b, highlightColor.a * alpha);\n\n\t\t\t\tfor (int i = startingVertices, imax = highlight.verts.Count; i < imax; ++i)\n\t\t\t\t{\n\t\t\t\t\thighlight.uvs.Add(center);\n\t\t\t\t\thighlight.cols.Add(c);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\telse NGUIText.PrintCaretAndSelection(text, start, end, caret.verts, null);\n\n\t\t// Fill the caret UVs and colors\n\t\tApplyOffset(caret.verts, startingCaretVerts);\n\t\tColor cc = new Color(caretColor.r, caretColor.g, caretColor.b, caretColor.a * alpha);\n\n\t\tfor (int i = startingCaretVerts, imax = caret.verts.Count; i < imax; ++i)\n\t\t{\n\t\t\tcaret.uvs.Add(center);\n\t\t\tcaret.cols.Add(cc);\n\t\t}\n\n\t\tNGUIText.bitmapFont = null;\n\t\tNGUIText.dynamicFont = null;\n\t}\n\n\t/// <summary>\n\t/// Draw the label.\n\t/// </summary>\n\n\tpublic override void OnFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tif (!isValid) return;\n\n\t\tint offset = verts.Count;\n\t\tColor col = color;\n\t\tcol.a = finalAlpha;\n\t\t\n\t\tif (mFont != null && mFont.premultipliedAlphaShader) col = NGUITools.ApplyPMA(col);\n\n\t\tstring text = processedText;\n\t\tint start = verts.Count;\n\n\t\tUpdateNGUIText();\n\n\t\tNGUIText.tint = col;\n\t\tNGUIText.Print(text, verts, uvs, cols);\n\t\tNGUIText.bitmapFont = null;\n\t\tNGUIText.dynamicFont = null;\n\n\t\t// Center the content within the label vertically\n\t\tVector2 pos = ApplyOffset(verts, start);\n\n\t\t// Effects don't work with packed fonts\n\t\tif (mFont != null && mFont.packedFontShader) return;\n\n\t\t// Apply an effect if one was requested\n\t\tif (effectStyle != Effect.None)\n\t\t{\n\t\t\tint end = verts.Count;\n\t\t\tpos.x = mEffectDistance.x;\n\t\t\tpos.y = mEffectDistance.y;\n\n\t\t\tApplyShadow(verts, uvs, cols, offset, end, pos.x, -pos.y);\n\n\t\t\tif ((effectStyle == Effect.Outline) || (effectStyle == Effect.Outline8))\n\t\t\t{\n\t\t\t\toffset = end;\n\t\t\t\tend = verts.Count;\n\n\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, -pos.x, pos.y);\n\n\t\t\t\toffset = end;\n\t\t\t\tend = verts.Count;\n\n\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, pos.x, pos.y);\n\n\t\t\t\toffset = end;\n\t\t\t\tend = verts.Count;\n\n\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, -pos.x, -pos.y);\n\n\t\t\t\tif (effectStyle == Effect.Outline8)\n\t\t\t\t{\n\t\t\t\t\toffset = end;\n\t\t\t\t\tend = verts.Count;\n\n\t\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, -pos.x, 0);\n\n\t\t\t\t\toffset = end;\n\t\t\t\t\tend = verts.Count;\n\n\t\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, pos.x, 0);\n\n\t\t\t\t\toffset = end;\n\t\t\t\t\tend = verts.Count;\n\n\t\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, 0, pos.y);\n\n\t\t\t\t\toffset = end;\n\t\t\t\t\tend = verts.Count;\n\n\t\t\t\t\tApplyShadow(verts, uvs, cols, offset, end, 0, -pos.y);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (onPostFill != null)\n\t\t\tonPostFill(this, offset, verts, uvs, cols);\n\t}\n\n\t/// <summary>\n\t/// Align the vertices, making the label positioned correctly based on the pivot.\n\t/// Returns the offset that was applied.\n\t/// </summary>\n\n\tpublic Vector2 ApplyOffset (List<Vector3> verts, int start)\n\t{\n\t\tVector2 po = pivotOffset;\n\n\t\tfloat fx = Mathf.Lerp(0f, -mWidth, po.x);\n\t\tfloat fy = Mathf.Lerp(mHeight, 0f, po.y) + Mathf.Lerp((mCalculatedSize.y - mHeight), 0f, po.y);\n\n\t\tfx = Mathf.Round(fx);\n\t\tfy = Mathf.Round(fy);\n\n\t\tVector3 v;\n\n\t\tfor (int i = start, imax = verts.Count; i < imax; ++i)\n\t\t{\n\t\t\tv = verts[i];\n\t\t\tv.x += fx;\n\t\t\tv.y += fy;\n\t\t\tverts[i] = v;\n\t\t}\n\t\treturn new Vector2(fx, fy);\n\t}\n\n\t/// <summary>\n\t/// Apply a shadow effect to the buffer.\n\t/// </summary>\n\n\tpublic void ApplyShadow (List<Vector3> verts, List<Vector2> uvs, List<Color> cols, int start, int end, float x, float y)\n\t{\n\t\tColor c = mEffectColor;\n\t\tc.a *= finalAlpha;\n\t\tif (bitmapFont != null && bitmapFont.premultipliedAlphaShader) c = NGUITools.ApplyPMA(c);\n\t\tColor col = c;\n\n\t\tfor (int i = start; i < end; ++i)\n\t\t{\n\t\t\tverts.Add(verts[i]);\n\t\t\tuvs.Add(uvs[i]);\n\t\t\tcols.Add(cols[i]);\n\n\t\t\tvar v = verts[i];\n\t\t\tv.x += x;\n\t\t\tv.y += y;\n\t\t\tverts[i] = v;\n\n\t\t\tColor uc = cols[i];\n\n\t\t\tif (uc.a == 1f)\n\t\t\t{\n\t\t\t\tcols[i] = col;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tColor fc = c;\n\t\t\t\tfc.a = uc.a * c.a;\n\t\t\t\tcols[i] = fc;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Calculate the character index offset necessary in order to print the end of the specified text.\n\t/// </summary>\n\n\tpublic int CalculateOffsetToFit (string text)\n\t{\n\t\tUpdateNGUIText();\n\t\tNGUIText.encoding = false;\n\t\tNGUIText.symbolStyle = NGUIText.SymbolStyle.None;\n\t\tint offset = NGUIText.CalculateOffsetToFit(text);\n\t\tNGUIText.bitmapFont = null;\n\t\tNGUIText.dynamicFont = null;\n\t\treturn offset;\n\t}\n\n\t/// <summary>\n\t/// Convenience function, in case you wanted to associate progress bar, slider or scroll bar's\n\t/// OnValueChanged function in inspector with a label.\n\t/// </summary>\n\n\tpublic void SetCurrentProgress ()\n\t{\n\t\tif (UIProgressBar.current != null)\n\t\t\ttext = UIProgressBar.current.value.ToString(\"F\");\n\t}\n\n\t/// <summary>\n\t/// Convenience function, in case you wanted to associate progress bar, slider or scroll bar's\n\t/// OnValueChanged function in inspector with a label.\n\t/// </summary>\n\n\tpublic void SetCurrentPercent ()\n\t{\n\t\tif (UIProgressBar.current != null)\n\t\t\ttext = Mathf.RoundToInt(UIProgressBar.current.value * 100f) + \"%\";\n\t}\n\n\t/// <summary>\n\t/// Convenience function, in case you wanted to automatically set some label's text\n\t/// by selecting a value in the UIPopupList.\n\t/// </summary>\n\n\tpublic void SetCurrentSelection ()\n\t{\n\t\tif (UIPopupList.current != null)\n\t\t{\n\t\t\ttext = UIPopupList.current.isLocalized ?\n\t\t\t\tLocalization.Get(UIPopupList.current.value) :\n\t\t\t\tUIPopupList.current.value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Convenience function -- wrap the current text given the label's settings and unlimited height.\n\t/// </summary>\n\n\tpublic bool Wrap (string text, out string final) { return Wrap(text, out final, 1000000); }\n\n\t/// <summary>\n\t/// Convenience function -- wrap the current text given the label's settings and the given height.\n\t/// </summary>\n\n\tpublic bool Wrap (string text, out string final, int height)\n\t{\n\t\tUpdateNGUIText();\n\t\tNGUIText.rectHeight = height;\n\t\tNGUIText.regionHeight = height;\n\t\tbool retVal = NGUIText.WrapText(text, out final);\n\t\tNGUIText.bitmapFont = null;\n\t\tNGUIText.dynamicFont = null;\n\t\treturn retVal;\n\t}\n\n\t/// <summary>\n\t/// Update NGUIText.current with all the properties from this label.\n\t/// </summary>\n\n\tpublic void UpdateNGUIText ()\n\t{\n\t\tFont ttf = trueTypeFont;\n\t\tbool isDynamic = (ttf != null);\n\n\t\tNGUIText.fontSize = mFinalFontSize;\n\t\tNGUIText.fontStyle = mFontStyle;\n\t\tNGUIText.rectWidth = mWidth;\n\t\tNGUIText.rectHeight = mHeight;\n\t\tNGUIText.regionWidth = Mathf.RoundToInt(mWidth * (mDrawRegion.z - mDrawRegion.x));\n\t\tNGUIText.regionHeight = Mathf.RoundToInt(mHeight * (mDrawRegion.w - mDrawRegion.y));\n\t\tNGUIText.gradient = mApplyGradient && (mFont == null || !mFont.packedFontShader);\n\t\tNGUIText.gradientTop = mGradientTop;\n\t\tNGUIText.gradientBottom = mGradientBottom;\n\t\tNGUIText.encoding = mEncoding;\n\t\tNGUIText.premultiply = mPremultiply;\n\t\tNGUIText.symbolStyle = mSymbols;\n\t\tNGUIText.maxLines = mMaxLineCount;\n\t\tNGUIText.spacingX = effectiveSpacingX;\n\t\tNGUIText.spacingY = effectiveSpacingY;\n\t\tNGUIText.fontScale = isDynamic ? mScale : ((float)mFontSize / mFont.defaultSize) * mScale;\n\n\t\tif (mFont != null)\n\t\t{\n\t\t\tNGUIText.bitmapFont = mFont;\n\t\t\t\n\t\t\tfor (; ; )\n\t\t\t{\n\t\t\t\tUIFont fnt = NGUIText.bitmapFont.replacement;\n\t\t\t\tif (fnt == null) break;\n\t\t\t\tNGUIText.bitmapFont = fnt;\n\t\t\t}\n\n\t\t\tif (NGUIText.bitmapFont.isDynamic)\n\t\t\t{\n\t\t\t\tNGUIText.dynamicFont = NGUIText.bitmapFont.dynamicFont;\n\t\t\t\tNGUIText.bitmapFont = null;\n\t\t\t}\n\t\t\telse NGUIText.dynamicFont = null;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tNGUIText.dynamicFont = ttf;\n\t\t\tNGUIText.bitmapFont = null;\n\t\t}\n\n\t\tif (isDynamic && keepCrisp)\n\t\t{\n\t\t\tUIRoot rt = root;\n\t\t\tif (rt != null) NGUIText.pixelDensity = (rt != null) ? rt.pixelSizeAdjustment : 1f;\n\t\t}\n\t\telse NGUIText.pixelDensity = 1f;\n\n\t\tif (mDensity != NGUIText.pixelDensity)\n\t\t{\n\t\t\tProcessText(false, false);\n\t\t\tNGUIText.rectWidth = mWidth;\n\t\t\tNGUIText.rectHeight = mHeight;\n\t\t\tNGUIText.regionWidth = Mathf.RoundToInt(mWidth * (mDrawRegion.z - mDrawRegion.x));\n\t\t\tNGUIText.regionHeight = Mathf.RoundToInt(mHeight * (mDrawRegion.w - mDrawRegion.y));\n\t\t}\n\n\t\tif (alignment == Alignment.Automatic)\n\t\t{\n\t\t\tPivot p = pivot;\n\n\t\t\tif (p == Pivot.Left || p == Pivot.TopLeft || p == Pivot.BottomLeft)\n\t\t\t{\n\t\t\t\tNGUIText.alignment = Alignment.Left;\n\t\t\t}\n\t\t\telse if (p == Pivot.Right || p == Pivot.TopRight || p == Pivot.BottomRight)\n\t\t\t{\n\t\t\t\tNGUIText.alignment = Alignment.Right;\n\t\t\t}\n\t\t\telse NGUIText.alignment = Alignment.Center;\n\t\t}\n\t\telse NGUIText.alignment = alignment;\n\n\t\tNGUIText.Update();\n\t}\n\n\tvoid OnApplicationPause (bool paused)\n\t{\n\t\tif (!paused && mTrueTypeFont != null) Invalidate(false);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UILabel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e9d0b5f3bbe925a408bd595c79d0bf63\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UILocalize.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Simple script that lets you localize a UIWidget.\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(UIWidget))]\n[AddComponentMenu(\"NGUI/UI/Localize\")]\npublic class UILocalize : MonoBehaviour\n{\n\t/// <summary>\n\t/// Localization key.\n\t/// </summary>\n\n\tpublic string key;\n\n\t/// <summary>\n\t/// Manually change the value of whatever the localization component is attached to.\n\t/// </summary>\n\n\tpublic string value\n\t{\n\t\tset\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(value))\n\t\t\t{\n\t\t\t\tUIWidget w = GetComponent<UIWidget>();\n\t\t\t\tUILabel lbl = w as UILabel;\n\t\t\t\tUISprite sp = w as UISprite;\n\n\t\t\t\tif (lbl != null)\n\t\t\t\t{\n\t\t\t\t\t// If this is a label used by input, we should localize its default value instead\n\t\t\t\t\tUIInput input = NGUITools.FindInParents<UIInput>(lbl.gameObject);\n\t\t\t\t\tif (input != null && input.label == lbl) input.defaultText = value;\n\t\t\t\t\telse lbl.text = value;\n#if UNITY_EDITOR\n\t\t\t\t\tif (!Application.isPlaying) NGUITools.SetDirty(lbl);\n#endif\n\t\t\t\t}\n\t\t\t\telse if (sp != null)\n\t\t\t\t{\n\t\t\t\t\tUIButton btn = NGUITools.FindInParents<UIButton>(sp.gameObject);\n\t\t\t\t\tif (btn != null && btn.tweenTarget == sp.gameObject)\n\t\t\t\t\t\tbtn.normalSprite = value;\n\n\t\t\t\t\tsp.spriteName = value;\n\t\t\t\t\tsp.MakePixelPerfect();\n#if UNITY_EDITOR\n\t\t\t\t\tif (!Application.isPlaying) NGUITools.SetDirty(sp);\n#endif\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tbool mStarted = false;\n\n\t/// <summary>\n\t/// Localize the widget on enable, but only if it has been started already.\n\t/// </summary>\n\n\tvoid OnEnable ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tif (mStarted) OnLocalize();\n\t}\n\n\t/// <summary>\n\t/// Localize the widget on start.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying) return;\n#endif\n\t\tmStarted = true;\n\t\tOnLocalize();\n\t}\n\n\t/// <summary>\n\t/// This function is called by the Localization manager via a broadcast SendMessage.\n\t/// </summary>\n\n\tvoid OnLocalize ()\n\t{\n\t\t// If no localization key has been specified, use the label's text as the key\n\t\tif (string.IsNullOrEmpty(key))\n\t\t{\n\t\t\tUILabel lbl = GetComponent<UILabel>();\n\t\t\tif (lbl != null) key = lbl.text;\n\t\t}\n\n\t\t// If we still don't have a key, leave the value as blank\n\t\tif (!string.IsNullOrEmpty(key)) value = Localization.Get(key);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UILocalize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aa69d5b40401f77469779cf7f6fc94a0\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIOrthoCamera.cs",
    "content": "﻿//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// Convenience script that resizes the camera's orthographic size to match the screen size.\n/// This script can be used to create pixel-perfect UI, however it's usually more convenient\n/// to create the UI that stays proportional as the screen scales. If that is what you\n/// want, you don't need this script (or at least don't need it to be active).\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"NGUI/UI/Orthographic Camera\")]\npublic class UIOrthoCamera : MonoBehaviour\n{\n\tCamera mCam;\n\tTransform mTrans;\n\n\tvoid Start ()\n\t{\n\t\tmCam = GetComponent<Camera>();\n\t\tmTrans = transform;\n\t\tmCam.orthographic = true;\n\t}\n\n\tvoid Update ()\n\t{\n\t\tfloat y0 = mCam.rect.yMin * Screen.height;\n\t\tfloat y1 = mCam.rect.yMax * Screen.height;\n\n\t\tfloat size = (y1 - y0) * 0.5f * mTrans.lossyScale.y;\n\t\tif (!Mathf.Approximately(mCam.orthographicSize, size)) mCam.orthographicSize = size;\n\t}\n}"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIOrthoCamera.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e99a627c1d84ba64faaf1a819b50fd6e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIPanel.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// UI Panel is responsible for collecting, sorting and updating widgets in addition to generating widgets' geometry.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Panel\")]\npublic class UIPanel : UIRect\n{\n\t/// <summary>\n\t/// List of active panels.\n\t/// </summary>\n\n\tstatic public List<UIPanel> list = new List<UIPanel>();\n\n\tpublic enum RenderQueue\n\t{\n\t\tAutomatic,\n\t\tStartAt,\n\t\tExplicit,\n\t}\n\n\tpublic delegate void OnGeometryUpdated ();\n\n\t/// <summary>\n\t/// Notification triggered when the panel's geometry get rebuilt. It's mainly here for debugging purposes.\n\t/// </summary>\n\n\tpublic OnGeometryUpdated onGeometryUpdated;\n\n\t/// <summary>\n\t/// Whether this panel will show up in the panel tool (set this to 'false' for dynamically created temporary panels)\n\t/// </summary>\n\n\tpublic bool showInPanelTool = true;\n\n\t/// <summary>\n\t/// Whether normals and tangents will be generated for all meshes.\n\t/// </summary>\n\t\n\tpublic bool generateNormals = false;\n\n\t/// <summary>\n\t/// Whether secondary UV coordinates will be generated for all meshes.\n\t/// </summary>\n\n\tpublic bool generateUV2 = false;\n\n#if !UNITY_4_7\n\t/// <summary>\n\t/// Whether generated geometry will cast shadows.\n\t/// </summary>\n\n\tpublic UIDrawCall.ShadowMode shadowMode = UIDrawCall.ShadowMode.None;\n#endif\n\n\t/// <summary>\n\t/// Whether widgets drawn by this panel are static (won't move). This will improve performance.\n\t/// </summary>\n\n\tpublic bool widgetsAreStatic = false;\n\n\t/// <summary>\n\t/// Whether widgets will be culled while the panel is being dragged.\n\t/// Having this on improves performance, but turning it off will reduce garbage collection.\n\t/// </summary>\n\n\tpublic bool cullWhileDragging = true;\n\n\t/// <summary>\n\t/// Optimization flag. Makes the assumption that the panel's geometry\n\t/// will always be on screen and the bounds don't need to be re-calculated.\n\t/// </summary>\n\n\tpublic bool alwaysOnScreen = false;\n\n\t/// <summary>\n\t/// By default, non-clipped panels use the camera's bounds, and the panel's position has no effect.\n\t/// If you want the panel's position to actually be used with anchors, set this field to 'true'.\n\t/// </summary>\n\n\tpublic bool anchorOffset = false;\n\n\t/// <summary>\n\t/// Whether the soft border will be used as padding.\n\t/// </summary>\n\n\tpublic bool softBorderPadding = true;\n\n\t/// <summary>\n\t/// By default all panels manage render queues of their draw calls themselves by incrementing them\n\t/// so that the geometry is drawn in the proper order. You can alter this behaviour.\n\t/// </summary>\n\n\tpublic RenderQueue renderQueue = RenderQueue.Automatic;\n\n\t/// <summary>\n\t/// Render queue used by the panel. The default value of '3000' is the equivalent of \"Transparent\".\n\t/// This property is only used if 'renderQueue' is set to something other than \"Automatic\".\n\t/// </summary>\n\n\tpublic int startingRenderQueue = 3000;\n\n\t/// <summary>\n\t/// Sorting layer used by the panel -- used when mixing NGUI with the Unity's 2D system.\n\t/// Contributed by Benzino07: http://www.tasharen.com/forum/index.php?topic=6956.15\n\t/// </summary>\n\n\tpublic string sortingLayerName\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSortingLayerName;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSortingLayerName != value)\n\t\t\t{\n\t\t\t\tmSortingLayerName = value;\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t\t\tUpdateDrawCalls(list.IndexOf(this));\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// List of widgets managed by this panel. Do not attempt to modify this list yourself.\n\t/// </summary>\n\n\t[System.NonSerialized]\n\tpublic List<UIWidget> widgets = new List<UIWidget>();\n\n\t/// <summary>\n\t/// List of draw calls created by this panel. Do not attempt to modify this list yourself.\n\t/// </summary>\n\n\t[System.NonSerialized]\n\tpublic List<UIDrawCall> drawCalls = new List<UIDrawCall>();\n\n\t/// <summary>\n\t/// Matrix that will transform the specified world coordinates to relative-to-panel coordinates.\n\t/// </summary>\n\n\t[System.NonSerialized]\n\tpublic Matrix4x4 worldToLocal = Matrix4x4.identity;\n\n\t/// <summary>\n\t/// Cached clip range passed to the draw call's shader.\n\t/// </summary>\n\n\t[System.NonSerialized]\n\tpublic Vector4 drawCallClipRange = new Vector4(0f, 0f, 1f, 1f);\n\n\tpublic delegate void OnClippingMoved (UIPanel panel);\n\n\t/// <summary>\n\t/// Event callback that's triggered when the panel's clip region gets moved.\n\t/// </summary>\n\n\tpublic OnClippingMoved onClipMove;\n\n\t/// <summary>\n\t/// There may be cases where you will want to create a custom material per-widget in order to have unique draw calls.\n\t/// If that's the case, set this delegate and return your newly created material. Note that it's up to you to cache this material for the next call.\n\t/// </summary>\n\n\tpublic OnCreateMaterial onCreateMaterial;\n\tpublic delegate Material OnCreateMaterial (UIWidget widget, Material mat);\n\n\t/// <summary>\n\t/// Event callback that's triggered whenever the panel creates a new draw call.\n\t/// </summary>\n\n\tpublic UIDrawCall.OnCreateDrawCall onCreateDrawCall;\n\n\t// Clip texture feature contributed by the community: http://www.tasharen.com/forum/index.php?topic=9268.0\n\t[HideInInspector][SerializeField] Texture2D mClipTexture = null;\n\n\t// Panel's alpha (affects the alpha of all widgets)\n\t[HideInInspector][SerializeField] float mAlpha = 1f;\n\n\t// Clipping rectangle\n\t[HideInInspector][SerializeField] UIDrawCall.Clipping mClipping = UIDrawCall.Clipping.None;\n\t[HideInInspector][SerializeField] Vector4 mClipRange = new Vector4(0f, 0f, 300f, 200f);\n\t[HideInInspector][SerializeField] Vector2 mClipSoftness = new Vector2(4f, 4f);\n\t[HideInInspector][SerializeField] int mDepth = 0;\n\t[HideInInspector][SerializeField] int mSortingOrder = 0;\n\t[HideInInspector][SerializeField] string mSortingLayerName = null;\n\n\t// Whether a full rebuild of geometry buffers is required\n\tbool mRebuild = false;\n\tbool mResized = false;\n\n\t[SerializeField] Vector2 mClipOffset = Vector2.zero;\n\n\tint mMatrixFrame = -1;\n\tint mAlphaFrameID = 0;\n\tint mLayer = -1;\n\n\t// Values used for visibility checks\n\tstatic float[] mTemp = new float[4];\n\tVector2 mMin = Vector2.zero;\n\tVector2 mMax = Vector2.zero;\n#if !UNITY_5_5_OR_NEWER\n\tbool mHalfPixelOffset = false;\n#endif\n\tbool mSortWidgets = false;\n\tbool mUpdateScroll = false;\n\n\t/// <summary>\n\t/// Helper property that returns the first unused depth value.\n\t/// </summary>\n\n\tstatic public int nextUnusedDepth\n\t{\n\t\tget\n\t\t{\n\t\t\tint highest = int.MinValue;\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t\thighest = Mathf.Max(highest, list[i].depth);\n\t\t\treturn (highest == int.MinValue) ? 0 : highest + 1;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the rectangle can be anchored.\n\t/// </summary>\n\n\tpublic override bool canBeAnchored { get { return mClipping != UIDrawCall.Clipping.None; } }\n\n\t/// <summary>\n\t/// Panel's alpha affects everything drawn by the panel.\n\t/// </summary>\n\n\tpublic override float alpha\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mAlpha;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tfloat val = Mathf.Clamp01(value);\n\n\t\t\tif (mAlpha != val)\n\t\t\t{\n\t\t\t\tbool wasVisible = mAlpha > 0.001f;\n\t\t\t\tmAlphaFrameID = -1;\n\t\t\t\tmResized = true;\n\t\t\t\tmAlpha = val;\n\t\t\t\tfor (int i = 0, imax = drawCalls.Count; i < imax; ++i)\n\t\t\t\t\tdrawCalls[i].isDirty = true;\n\t\t\t\tInvalidate(!wasVisible && mAlpha > 0.001f);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Panels can have their own depth value that will change the order with which everything they manage gets drawn.\n\t/// </summary>\n\n\tpublic int depth\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mDepth;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mDepth != value)\n\t\t\t{\n\t\t\t\tmDepth = value;\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t\t\tlist.Sort(CompareFunc);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sorting order value for the panel's draw calls, to be used with Unity's 2D system.\n\t/// </summary>\n\n\tpublic int sortingOrder\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSortingOrder;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mSortingOrder != value)\n\t\t\t{\n\t\t\t\tmSortingOrder = value;\n#if UNITY_EDITOR\n\t\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t\t\tUpdateDrawCalls(list.IndexOf(this));\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Function that can be used to depth-sort panels.\n\t/// </summary>\n\n\tstatic public int CompareFunc (UIPanel a, UIPanel b)\n\t{\n\t\tif (a != b && a != null && b != null)\n\t\t{\n\t\t\tif (a.mDepth < b.mDepth) return -1;\n\t\t\tif (a.mDepth > b.mDepth) return 1;\n\t\t\treturn (a.GetInstanceID() < b.GetInstanceID()) ? -1 : 1;\n\t\t}\n\t\treturn 0;\n\t}\n\n\t/// <summary>\n\t/// Panel's width in pixels.\n\t/// </summary>\n\n\tpublic float width { get { return GetViewSize().x; } }\n\n\t/// <summary>\n\t/// Panel's height in pixels.\n\t/// </summary>\n\n\tpublic float height { get { return GetViewSize().y; } }\n\n\t/// <summary>\n\t/// Whether the panel's drawn geometry needs to be offset by a half-pixel.\n\t/// </summary>\n\n\tpublic bool halfPixelOffset\n\t{\n\t\tget\n\t\t{\n#if UNITY_5_5_OR_NEWER\n\t\t\treturn false;\n#else\n\t\t\treturn mHalfPixelOffset;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the camera is used to draw UI geometry.\n\t/// </summary>\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\tpublic bool usedForUI { get { return (anchorCamera != null && mCam.isOrthoGraphic); } }\n#else\n\tpublic bool usedForUI { get { return (anchorCamera != null && mCam.orthographic); } }\n#endif\n\n\t/// <summary>\n\t/// Directx9 pixel offset, used for drawing.\n\t/// </summary>\n\n\tpublic Vector3 drawCallOffset\n\t{\n\t\tget\n\t\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\t\tif (anchorCamera != null && mCam.isOrthoGraphic)\n#else\n\t\t\tif (anchorCamera != null && mCam.orthographic)\n#endif\n\t\t\t{\n\t\t\t\tVector2 size = GetWindowSize();\n\t\t\t\tfloat pixelSize = (root != null) ? root.pixelSizeAdjustment : 1f;\n\t\t\t\tfloat mod = (pixelSize / size.y) / mCam.orthographicSize;\n\n#if UNITY_5_5_OR_NEWER\n\t\t\t\tbool x = false, y = false;\n#else\n\t\t\t\tbool x = mHalfPixelOffset, y = mHalfPixelOffset;\n#endif\n\t\t\t\tif ((Mathf.RoundToInt(size.x) & 1) == 1) x = !x;\n\t\t\t\tif ((Mathf.RoundToInt(size.y) & 1) == 1) y = !y;\n\n\t\t\t\treturn new Vector3(x ? -mod : 0f, y ? mod : 0f);\n\t\t\t}\n\t\t\treturn Vector3.zero;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clipping method used by all draw calls.\n\t/// </summary>\n\n\tpublic UIDrawCall.Clipping clipping\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mClipping;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mClipping != value)\n\t\t\t{\n\t\t\t\tmResized = true;\n\t\t\t\tmClipping = value;\n\t\t\t\tmMatrixFrame = -1;\n#if UNITY_EDITOR\n\t\t\t\tif (!Application.isPlaying) UpdateDrawCalls(list.IndexOf(this));\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\tUIPanel mParentPanel = null;\n\n\t/// <summary>\n\t/// Reference to the parent panel, if any.\n\t/// </summary>\n\n\tpublic UIPanel parentPanel { get { return mParentPanel; } }\n\n\t/// <summary>\n\t/// Number of times the panel's contents get clipped.\n\t/// </summary>\n\n\tpublic int clipCount\n\t{\n\t\tget\n\t\t{\n\t\t\tint count = 0;\n\t\t\tUIPanel p = this;\n\n\t\t\twhile (p != null)\n\t\t\t{\n\t\t\t\tif (p.mClipping == UIDrawCall.Clipping.SoftClip || p.mClipping == UIDrawCall.Clipping.TextureMask) ++count;\n\t\t\t\tp = p.mParentPanel;\n\t\t\t}\n\t\t\treturn count;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the panel will actually perform clipping of children.\n\t/// </summary>\n\n\tpublic bool hasClipping { get { return mClipping == UIDrawCall.Clipping.SoftClip || mClipping == UIDrawCall.Clipping.TextureMask; } }\n\n\t/// <summary>\n\t/// Whether the panel will actually perform clipping of children.\n\t/// </summary>\n\n\tpublic bool hasCumulativeClipping { get { return clipCount != 0; } }\n\n\t[System.Obsolete(\"Use 'hasClipping' or 'hasCumulativeClipping' instead\")]\n\tpublic bool clipsChildren { get { return hasCumulativeClipping; } }\n\n\t/// <summary>\n\t/// Clipping area offset used to make it possible to move clipped panels (scroll views) efficiently.\n\t/// Scroll views move by adjusting the clip offset by one value, and the transform position by the inverse.\n\t/// This makes it possible to not have to rebuild the geometry, greatly improving performance.\n\t/// </summary>\n\n\tpublic Vector2 clipOffset\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mClipOffset;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (Mathf.Abs(mClipOffset.x - value.x) > 0.001f ||\n\t\t\t\tMathf.Abs(mClipOffset.y - value.y) > 0.001f)\n\t\t\t{\n\t\t\t\tmClipOffset = value;\n\t\t\t\tInvalidateClipping();\n\n\t\t\t\t// Call the event delegate\n\t\t\t\tif (onClipMove != null) onClipMove(this);\n#if UNITY_EDITOR\n\t\t\t\tif (!Application.isPlaying) UpdateDrawCalls(list.IndexOf(this));\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Invalidate the panel's clipping, calling child panels in turn.\n\t/// </summary>\n\n\tvoid InvalidateClipping ()\n\t{\n\t\tmResized = true;\n\t\tmMatrixFrame = -1;\n\n\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t{\n\t\t\tUIPanel p = list[i];\n\t\t\tif (p != this && p.parentPanel == this)\n\t\t\t\tp.InvalidateClipping();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Texture used to clip the region.\n\t/// </summary>\n\n\tpublic Texture2D clipTexture\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mClipTexture;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mClipTexture != value)\n\t\t\t{\n\t\t\t\tmClipTexture = value;\n#if UNITY_EDITOR\n\t\t\t\tif (!Application.isPlaying) UpdateDrawCalls(list.IndexOf(this));\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clipping position (XY) and size (ZW).\n\t/// Note that you should not be modifying this property at run-time to reposition the clipping. Adjust clipOffset instead.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use 'finalClipRegion' or 'baseClipRegion' instead\")]\n\tpublic Vector4 clipRange\n\t{\n\t\tget\n\t\t{\n\t\t\treturn baseClipRegion;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tbaseClipRegion = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clipping position (XY) and size (ZW).\n\t/// Note that you should not be modifying this property at run-time to reposition the clipping. Adjust clipOffset instead.\n\t/// </summary>\n\n\tpublic Vector4 baseClipRegion\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mClipRange;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (Mathf.Abs(mClipRange.x - value.x) > 0.001f ||\n\t\t\t\tMathf.Abs(mClipRange.y - value.y) > 0.001f ||\n\t\t\t\tMathf.Abs(mClipRange.z - value.z) > 0.001f ||\n\t\t\t\tMathf.Abs(mClipRange.w - value.w) > 0.001f)\n\t\t\t{\n\t\t\t\tmResized = true;\n\t\t\t\tmClipRange = value;\n\t\t\t\tmMatrixFrame = -1;\n\n\t\t\t\tUIScrollView sv = GetComponent<UIScrollView>();\n\t\t\t\tif (sv != null) sv.UpdatePosition();\n\t\t\t\tif (onClipMove != null) onClipMove(this);\n#if UNITY_EDITOR\n\t\t\t\tif (!Application.isPlaying) UpdateDrawCalls(list.IndexOf(this));\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Final clipping region after the offset has been taken into consideration. XY = center, ZW = size.\n\t/// </summary>\n\n\tpublic Vector4 finalClipRegion\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 size = GetViewSize();\n\n\t\t\tif (mClipping != UIDrawCall.Clipping.None)\n\t\t\t{\n\t\t\t\treturn new Vector4(mClipRange.x + mClipOffset.x, mClipRange.y + mClipOffset.y, size.x, size.y);\n\t\t\t}\n\t\t\treturn new Vector4(0f, 0f, size.x, size.y);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clipping softness is used if the clipped style is set to \"Soft\".\n\t/// </summary>\n\n\tpublic Vector2 clipSoftness\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mClipSoftness;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mClipSoftness != value)\n\t\t\t{\n\t\t\t\tmClipSoftness = value;\n#if UNITY_EDITOR\n\t\t\t\tif (!Application.isPlaying) UpdateDrawCalls(list.IndexOf(this));\n#endif\n\t\t\t}\n\t\t}\n\t}\n\n\t// Temporary variable to avoid GC allocation\n\tstatic Vector3[] mCorners = new Vector3[4];\n\n\t/// <summary>\n\t/// Local-space corners of the panel's clipping rectangle. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tpublic override Vector3[] localCorners\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mClipping == UIDrawCall.Clipping.None)\n\t\t\t{\n\t\t\t\tVector3[] corners = worldCorners;\n\t\t\t\tTransform wt = cachedTransform;\n\t\t\t\tfor (int i = 0; i < 4; ++i) corners[i] = wt.InverseTransformPoint(corners[i]);\n\t\t\t\treturn corners;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tfloat x0 = mClipOffset.x + mClipRange.x - 0.5f * mClipRange.z;\n\t\t\t\tfloat y0 = mClipOffset.y + mClipRange.y - 0.5f * mClipRange.w;\n\t\t\t\tfloat x1 = x0 + mClipRange.z;\n\t\t\t\tfloat y1 = y0 + mClipRange.w;\n\n\t\t\t\tmCorners[0] = new Vector3(x0, y0);\n\t\t\t\tmCorners[1] = new Vector3(x0, y1);\n\t\t\t\tmCorners[2] = new Vector3(x1, y1);\n\t\t\t\tmCorners[3] = new Vector3(x1, y0);\n\t\t\t}\n\t\t\treturn mCorners;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// World-space corners of the panel's clipping rectangle. The order is bottom-left, top-left, top-right, bottom-right.\n\t/// </summary>\n\n\tpublic override Vector3[] worldCorners\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mClipping != UIDrawCall.Clipping.None)\n\t\t\t{\n\t\t\t\tfloat x0 = mClipOffset.x + mClipRange.x - 0.5f * mClipRange.z;\n\t\t\t\tfloat y0 = mClipOffset.y + mClipRange.y - 0.5f * mClipRange.w;\n\t\t\t\tfloat x1 = x0 + mClipRange.z;\n\t\t\t\tfloat y1 = y0 + mClipRange.w;\n\n\t\t\t\tTransform wt = cachedTransform;\n\n\t\t\t\tmCorners[0] = wt.TransformPoint(x0, y0, 0f);\n\t\t\t\tmCorners[1] = wt.TransformPoint(x0, y1, 0f);\n\t\t\t\tmCorners[2] = wt.TransformPoint(x1, y1, 0f);\n\t\t\t\tmCorners[3] = wt.TransformPoint(x1, y0, 0f);\n\t\t\t}\n\t\t\telse if (anchorCamera != null)\n\t\t\t{\n\t\t\t\tVector3[] corners = mCam.GetWorldCorners(cameraRayDistance);\n\n\t\t\t\t//if (anchorOffset && (mCam == null || mCam.transform.parent != cachedTransform))\n\t\t\t\t//{\n\t\t\t\t//    Vector3 off = cachedTransform.position;\n\t\t\t\t//    for (int i = 0; i < 4; ++i)\n\t\t\t\t//        corners[i] += off;\n\t\t\t\t//}\n\t\t\t\treturn corners;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVector2 size = GetViewSize();\n\n\t\t\t\tfloat x0 = -0.5f * size.x;\n\t\t\t\tfloat y0 = -0.5f * size.y;\n\t\t\t\tfloat x1 = x0 + size.x;\n\t\t\t\tfloat y1 = y0 + size.y;\n\n\t\t\t\tmCorners[0] = new Vector3(x0, y0);\n\t\t\t\tmCorners[1] = new Vector3(x0, y1);\n\t\t\t\tmCorners[2] = new Vector3(x1, y1);\n\t\t\t\tmCorners[3] = new Vector3(x1, y0);\n\n\t\t\t\tif (anchorOffset && (mCam == null || mCam.transform.parent != cachedTransform))\n\t\t\t\t{\n\t\t\t\t\tVector3 off = cachedTransform.position;\n\t\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\t\tmCorners[i] += off;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mCorners;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Get the sides of the rectangle relative to the specified transform.\n\t/// The order is left, top, right, bottom.\n\t/// </summary>\n\n\tpublic override Vector3[] GetSides (Transform relativeTo)\n\t{\n\t\tif (mClipping != UIDrawCall.Clipping.None)\n\t\t{\n\t\t\tfloat x0 = mClipOffset.x + mClipRange.x - 0.5f * mClipRange.z;\n\t\t\tfloat y0 = mClipOffset.y + mClipRange.y - 0.5f * mClipRange.w;\n\t\t\tfloat x1 = x0 + mClipRange.z;\n\t\t\tfloat y1 = y0 + mClipRange.w;\n\t\t\tfloat hx = (x0 + x1) * 0.5f;\n\t\t\tfloat hy = (y0 + y1) * 0.5f;\n\n\t\t\tTransform wt = cachedTransform;\n\n\t\t\tmSides[0] = wt.TransformPoint(x0, hy, 0f);\n\t\t\tmSides[1] = wt.TransformPoint(hx, y1, 0f);\n\t\t\tmSides[2] = wt.TransformPoint(x1, hy, 0f);\n\t\t\tmSides[3] = wt.TransformPoint(hx, y0, 0f);\n\n\t\t\tif (relativeTo != null)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\tmSides[i] = relativeTo.InverseTransformPoint(mSides[i]);\n\t\t\t}\n\t\t\treturn mSides;\n\t\t}\n\t\telse if (anchorCamera != null && anchorOffset)\n\t\t{\n\t\t\tVector3[] sides = mCam.GetSides(cameraRayDistance);\n\t\t\tVector3 off = cachedTransform.position;\n\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\tsides[i] += off;\n\n\t\t\tif (relativeTo != null)\n\t\t\t{\n\t\t\t\tfor (int i = 0; i < 4; ++i)\n\t\t\t\t\tsides[i] = relativeTo.InverseTransformPoint(sides[i]);\n\t\t\t}\n\t\t\treturn sides;\n\t\t}\n\t\treturn base.GetSides(relativeTo);\n\t}\n\n\t/// <summary>\n\t/// Invalidating the panel should reset its alpha.\n\t/// </summary>\n\n\tpublic override void Invalidate (bool includeChildren)\n\t{\n\t\tmAlphaFrameID = -1;\n\t\tbase.Invalidate(includeChildren);\n\t}\n\n\t/// <summary>\n\t/// Widget's final alpha, after taking the panel's alpha into account.\n\t/// </summary>\n\n\tpublic override float CalculateFinalAlpha (int frameID)\n\t{\n#if UNITY_EDITOR\n\t\tif (mAlphaFrameID != frameID || !Application.isPlaying)\n#else\n\t\tif (mAlphaFrameID != frameID)\n#endif\n\t\t{\n\t\t\tmAlphaFrameID = frameID;\n\t\t\tUIRect pt = parent;\n\t\t\tfinalAlpha = (parent != null) ? pt.CalculateFinalAlpha(frameID) * mAlpha : mAlpha;\n\t\t}\n\t\treturn finalAlpha;\n\t}\n\n\t/// <summary>\n\t/// Set the panel's rectangle.\n\t/// </summary>\n\n\tpublic override void SetRect (float x, float y, float width, float height)\n\t{\n\t\tint finalWidth = Mathf.FloorToInt(width + 0.5f);\n\t\tint finalHeight = Mathf.FloorToInt(height + 0.5f);\n\n\t\tfinalWidth = ((finalWidth >> 1) << 1);\n\t\tfinalHeight = ((finalHeight >> 1) << 1);\n\n\t\tTransform t = cachedTransform;\n\t\tVector3 pos = t.localPosition;\n\t\tpos.x = Mathf.Floor(x + 0.5f);\n\t\tpos.y = Mathf.Floor(y + 0.5f);\n\n\t\tif (finalWidth < 2) finalWidth = 2;\n\t\tif (finalHeight < 2) finalHeight = 2;\n\n\t\tbaseClipRegion = new Vector4(pos.x, pos.y, finalWidth, finalHeight);\n\n\t\tif (isAnchored)\n\t\t{\n\t\t\tt = t.parent;\n\n\t\t\tif (leftAnchor.target) leftAnchor.SetHorizontal(t, x);\n\t\t\tif (rightAnchor.target) rightAnchor.SetHorizontal(t, x + width);\n\t\t\tif (bottomAnchor.target) bottomAnchor.SetVertical(t, y);\n\t\t\tif (topAnchor.target) topAnchor.SetVertical(t, y + height);\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Returns whether the specified rectangle is visible by the panel. The coordinates must be in world space.\n\t/// </summary>\n\n#if UNITY_FLASH\n\tpublic bool IsVisible (Vector3 aa, Vector3 bb, Vector3 cc, Vector3 dd)\n#else\n\tpublic bool IsVisible (Vector3 a, Vector3 b, Vector3 c, Vector3 d)\n#endif\n\t{\n\t\tUpdateTransformMatrix();\n\n\t\t// Transform the specified points from world space to local space\n#if UNITY_FLASH\n\t\t// http://www.tasharen.com/forum/index.php?topic=11390.0\n\t\tVector3 a = worldToLocal.MultiplyPoint3x4(aa);\n\t\tVector3 b = worldToLocal.MultiplyPoint3x4(bb);\n\t\tVector3 c = worldToLocal.MultiplyPoint3x4(cc);\n\t\tVector3 d = worldToLocal.MultiplyPoint3x4(dd);\n#else\n\t\ta = worldToLocal.MultiplyPoint3x4(a);\n\t\tb = worldToLocal.MultiplyPoint3x4(b);\n\t\tc = worldToLocal.MultiplyPoint3x4(c);\n\t\td = worldToLocal.MultiplyPoint3x4(d);\n#endif\n\t\tmTemp[0] = a.x;\n\t\tmTemp[1] = b.x;\n\t\tmTemp[2] = c.x;\n\t\tmTemp[3] = d.x;\n\n\t\tfloat minX = Mathf.Min(mTemp);\n\t\tfloat maxX = Mathf.Max(mTemp);\n\n\t\tmTemp[0] = a.y;\n\t\tmTemp[1] = b.y;\n\t\tmTemp[2] = c.y;\n\t\tmTemp[3] = d.y;\n\n\t\tfloat minY = Mathf.Min(mTemp);\n\t\tfloat maxY = Mathf.Max(mTemp);\n\n\t\tif (maxX < mMin.x) return false;\n\t\tif (maxY < mMin.y) return false;\n\t\tif (minX > mMax.x) return false;\n\t\tif (minY > mMax.y) return false;\n\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Returns whether the specified world position is within the panel's bounds determined by the clipping rect.\n\t/// </summary>\n\n\tpublic bool IsVisible (Vector3 worldPos)\n\t{\n\t\tif (mAlpha < 0.001f) return false;\n\t\tif (mClipping == UIDrawCall.Clipping.None ||\n\t\t\tmClipping == UIDrawCall.Clipping.ConstrainButDontClip) return true;\n\n\t\tUpdateTransformMatrix();\n\n\t\tVector3 pos = worldToLocal.MultiplyPoint3x4(worldPos);\n\t\tif (pos.x < mMin.x) return false;\n\t\tif (pos.y < mMin.y) return false;\n\t\tif (pos.x > mMax.x) return false;\n\t\tif (pos.y > mMax.y) return false;\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Returns whether the specified widget is visible by the panel.\n\t/// </summary>\n\n\tpublic bool IsVisible (UIWidget w)\n\t{\n\t\tUIPanel p = this;\n\t\tVector3[] corners = null;\n\n\t\twhile (p != null)\n\t\t{\n\t\t\tif ((p.mClipping == UIDrawCall.Clipping.None || p.mClipping == UIDrawCall.Clipping.ConstrainButDontClip) && !w.hideIfOffScreen)\n\t\t\t{\n\t\t\t\tp = p.mParentPanel;\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (corners == null) corners = w.worldCorners;\n\t\t\tif (!p.IsVisible(corners[0], corners[1], corners[2], corners[3])) return false;\n\t\t\tp = p.mParentPanel;\n\t\t}\n\t\treturn true;\n\t}\n\n\t/// <summary>\n\t/// Whether the specified widget is going to be affected by this panel in any way.\n\t/// </summary>\n\n\tpublic bool Affects (UIWidget w)\n\t{\n\t\tif (w == null) return false;\n\n\t\tUIPanel expected = w.panel;\n\t\tif (expected == null) return false;\n\n\t\tUIPanel p = this;\n\n\t\twhile (p != null)\n\t\t{\n\t\t\tif (p == expected) return true;\n\t\t\tif (!p.hasCumulativeClipping) return false;\n\t\t\tp = p.mParentPanel;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Causes all draw calls to be re-created on the next update.\n\t/// </summary>\n\n\t[ContextMenu(\"Force Refresh\")]\n\tpublic void RebuildAllDrawCalls () { mRebuild = true; }\n\n\t/// <summary>\n\t/// Invalidate the panel's draw calls, forcing them to be rebuilt on the next update.\n\t/// This call also affects all children.\n\t/// </summary>\n\n\tpublic void SetDirty ()\n\t{\n\t\tfor (int i = 0, imax = drawCalls.Count; i < imax; ++i)\n\t\t\tdrawCalls[i].isDirty = true;\n\t\tInvalidate(true);\n\t}\n\n\t/// <summary>\n\t/// Cache components.\n\t/// </summary>\n\n\tprotected override void Awake ()\n\t{\n\t\tbase.Awake();\n\n#if !UNITY_5_5_OR_NEWER\n\t\tmHalfPixelOffset = (Application.platform == RuntimePlatform.WindowsPlayer ||\n #if !UNITY_5_4\n\t\t\tApplication.platform == RuntimePlatform.WindowsWebPlayer ||\n #endif\n\t\t\tApplication.platform == RuntimePlatform.WindowsEditor) &&\n\t\t\tSystemInfo.graphicsDeviceVersion.Contains(\"Direct3D\") &&\n\t\t\tSystemInfo.graphicsShaderLevel < 40;\n#endif\n\t}\n\n\t/// <summary>\n\t/// Find the parent panel, if we have one.\n\t/// </summary>\n\n\tvoid FindParent ()\n\t{\n\t\tTransform parent = cachedTransform.parent;\n\t\tmParentPanel = (parent != null) ? NGUITools.FindInParents<UIPanel>(parent.gameObject) : null;\n\t}\n\n\t/// <summary>\n\t/// Find the parent panel, if we have one.\n\t/// </summary>\n\n\tpublic override void ParentHasChanged ()\n\t{\n\t\tbase.ParentHasChanged();\n\t\tFindParent();\n\t}\n\n\t/// <summary>\n\t/// Layer is used to ensure that if it changes, widgets get moved as well.\n\t/// </summary>\n\n\tprotected override void OnStart ()\n\t{\n\t\tmLayer = cachedGameObject.layer;\n\t}\n\n\t/// <summary>\n\t/// Reset the frame IDs.\n\t/// </summary>\n\n\tprotected override void OnEnable ()\n\t{\n\t\tmRebuild = true;\n\t\tmAlphaFrameID = -1;\n\t\tmMatrixFrame = -1;\n\t\tOnStart();\n\t\tbase.OnEnable();\n\t\tmMatrixFrame = -1;\n\t}\n\n\t/// <summary>\n\t/// Mark all widgets as having been changed so the draw calls get re-created.\n\t/// </summary>\n\n\tprotected override void OnInit ()\n\t{\n\t\tif (list.Contains(this)) return;\n\t\tbase.OnInit();\n\t\tFindParent();\n\n\t\t// Apparently having a rigidbody helps\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (rigidbody == null && mParentPanel == null)\n#else\n\t\tif (GetComponent<Rigidbody>() == null && mParentPanel == null)\n#endif\n\t\t{\n\t\t\tUICamera uic = (anchorCamera != null) ? mCam.GetComponent<UICamera>() : null;\n\n\t\t\tif (uic != null)\n\t\t\t{\n\t\t\t\tif (uic.eventType == UICamera.EventType.UI_3D || uic.eventType == UICamera.EventType.World_3D)\n\t\t\t\t{\n\t\t\t\t\tRigidbody rb = gameObject.AddComponent<Rigidbody>();\n\t\t\t\t\trb.isKinematic = true;\n\t\t\t\t\trb.useGravity = false;\n\t\t\t\t}\n\t\t\t\t// It's unclear if this helps 2D physics or not, so leaving it disabled for now.\n\t\t\t\t// Note that when enabling this, the 'if (rigidbody == null)' statement above should be adjusted as well.\n\t\t\t\t//else\n\t\t\t\t//{\n\t\t\t\t//    Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();\n\t\t\t\t//    rb.isKinematic = true;\n\t\t\t\t//}\n\t\t\t}\n\t\t}\n\n\t\tmRebuild = true;\n\t\tmAlphaFrameID = -1;\n\t\tmMatrixFrame = -1;\n\n\t\tlist.Add(this);\n\t\tlist.Sort(CompareFunc);\n\t}\n\n\t/// <summary>\n\t/// Destroy all draw calls we've created when this script gets disabled.\n\t/// </summary>\n\n\tprotected override void OnDisable ()\n\t{\n\t\tfor (int i = 0, imax = drawCalls.Count; i < imax; ++i)\n\t\t{\n\t\t\tUIDrawCall dc = drawCalls[i];\n\t\t\tif (dc != null) UIDrawCall.Destroy(dc);\n\t\t}\n\t\t\n\t\tdrawCalls.Clear();\n\t\tlist.Remove(this);\n\n\t\tmAlphaFrameID = -1;\n\t\tmMatrixFrame = -1;\n\t\t\n\t\tif (list.Count == 0)\n\t\t{\n\t\t\tUIDrawCall.ReleaseAll();\n\t\t\tmUpdateFrame = -1;\n\t\t}\n\t\tbase.OnDisable();\n\t}\n\n\t/// <summary>\n\t/// Update the world-to-local transform matrix as well as clipping bounds.\n\t/// </summary>\n\n\tvoid UpdateTransformMatrix ()\n\t{\n\t\tint fc = Time.frameCount;\n\n\t\tif (mHasMoved || mMatrixFrame != fc)\n\t\t{\n\t\t\tmMatrixFrame = fc;\n\t\t\tworldToLocal = cachedTransform.worldToLocalMatrix;\n\n\t\t\tVector2 size = GetViewSize() * 0.5f;\n\n\t\t\tfloat x = mClipOffset.x + mClipRange.x;\n\t\t\tfloat y = mClipOffset.y + mClipRange.y;\n\n\t\t\tmMin.x = x - size.x;\n\t\t\tmMin.y = y - size.y;\n\t\t\tmMax.x = x + size.x;\n\t\t\tmMax.y = y + size.y;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the edges after the anchors have been updated.\n\t/// </summary>\n\n\tprotected override void OnAnchor ()\n\t{\n\t\t// No clipping = no edges to anchor\n\t\tif (mClipping == UIDrawCall.Clipping.None) return;\n\n\t\tTransform trans = cachedTransform;\n\t\tTransform parent = trans.parent;\n\n\t\tVector2 size = GetViewSize();\n\t\tVector2 offset = trans.localPosition;\n\n\t\tfloat lt, bt, rt, tt;\n\n\t\t// Attempt to fast-path if all anchors match\n\t\tif (leftAnchor.target == bottomAnchor.target &&\n\t\t\tleftAnchor.target == rightAnchor.target &&\n\t\t\tleftAnchor.target == topAnchor.target)\n\t\t{\n\t\t\tVector3[] sides = leftAnchor.GetSides(parent);\n\n\t\t\tif (sides != null)\n\t\t\t{\n\t\t\t\tlt = NGUIMath.Lerp(sides[0].x, sides[2].x, leftAnchor.relative) + leftAnchor.absolute;\n\t\t\t\trt = NGUIMath.Lerp(sides[0].x, sides[2].x, rightAnchor.relative) + rightAnchor.absolute;\n\t\t\t\tbt = NGUIMath.Lerp(sides[3].y, sides[1].y, bottomAnchor.relative) + bottomAnchor.absolute;\n\t\t\t\ttt = NGUIMath.Lerp(sides[3].y, sides[1].y, topAnchor.relative) + topAnchor.absolute;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Anchored to a single transform\n\t\t\t\tVector2 lp = GetLocalPos(leftAnchor, parent);\n\t\t\t\tlt = lp.x + leftAnchor.absolute;\n\t\t\t\tbt = lp.y + bottomAnchor.absolute;\n\t\t\t\trt = lp.x + rightAnchor.absolute;\n\t\t\t\ttt = lp.y + topAnchor.absolute;\n\t\t\t}\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// Left anchor point\n\t\t\tif (leftAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = leftAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\tlt = NGUIMath.Lerp(sides[0].x, sides[2].x, leftAnchor.relative) + leftAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tlt = GetLocalPos(leftAnchor, parent).x + leftAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse lt = mClipRange.x - 0.5f * size.x;\n\n\t\t\t// Right anchor point\n\t\t\tif (rightAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = rightAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\trt = NGUIMath.Lerp(sides[0].x, sides[2].x, rightAnchor.relative) + rightAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\trt = GetLocalPos(rightAnchor, parent).x + rightAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse rt = mClipRange.x + 0.5f * size.x;\n\n\t\t\t// Bottom anchor point\n\t\t\tif (bottomAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = bottomAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\tbt = NGUIMath.Lerp(sides[3].y, sides[1].y, bottomAnchor.relative) + bottomAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tbt = GetLocalPos(bottomAnchor, parent).y + bottomAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse bt = mClipRange.y - 0.5f * size.y;\n\n\t\t\t// Top anchor point\n\t\t\tif (topAnchor.target)\n\t\t\t{\n\t\t\t\tVector3[] sides = topAnchor.GetSides(parent);\n\n\t\t\t\tif (sides != null)\n\t\t\t\t{\n\t\t\t\t\ttt = NGUIMath.Lerp(sides[3].y, sides[1].y, topAnchor.relative) + topAnchor.absolute;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ttt = GetLocalPos(topAnchor, parent).y + topAnchor.absolute;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse tt = mClipRange.y + 0.5f * size.y;\n\t\t}\n\n\t\t// Take the offset into consideration\n\t\tlt -= offset.x + mClipOffset.x;\n\t\trt -= offset.x + mClipOffset.x;\n\t\tbt -= offset.y + mClipOffset.y;\n\t\ttt -= offset.y + mClipOffset.y;\n\n\t\t// Calculate the new position, width and height\n\t\tfloat newX = Mathf.Lerp(lt, rt, 0.5f);\n\t\tfloat newY = Mathf.Lerp(bt, tt, 0.5f);\n\t\tfloat w = rt - lt;\n\t\tfloat h = tt - bt;\n\n\t\tfloat minx = Mathf.Max(2f, mClipSoftness.x);\n\t\tfloat miny = Mathf.Max(2f, mClipSoftness.y);\n\n\t\tif (w < minx) w = minx;\n\t\tif (h < miny) h = miny;\n\n\t\t// Update the clipping range\n\t\tbaseClipRegion = new Vector4(newX, newY, w, h);\n\t}\n\n\tstatic int mUpdateFrame = -1;\n\n\t/// <summary>\n\t/// Update all panels and draw calls.\n\t/// </summary>\n\n\tvoid LateUpdate ()\n\t{\n#if UNITY_EDITOR\n\t\tif (mUpdateFrame != Time.frameCount || !Application.isPlaying)\n#else\n\t\tif (mUpdateFrame != Time.frameCount)\n#endif\n\t\t{\n\t\t\tmUpdateFrame = Time.frameCount;\n\n\t\t\t// Update each panel in order\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t\tlist[i].UpdateSelf();\n\n\t\t\tint rq = 3000;\n\n\t\t\t// Update all draw calls, making them draw in the right order\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIPanel p = list[i];\n\n\t\t\t\tif (p.renderQueue == RenderQueue.Automatic)\n\t\t\t\t{\n\t\t\t\t\tp.startingRenderQueue = rq;\n\t\t\t\t\tp.UpdateDrawCalls(i);\n\t\t\t\t\trq += p.drawCalls.Count;\n\t\t\t\t}\n\t\t\t\telse if (p.renderQueue == RenderQueue.StartAt)\n\t\t\t\t{\n\t\t\t\t\tp.UpdateDrawCalls(i);\n\t\t\t\t\tif (p.drawCalls.Count != 0)\n\t\t\t\t\t\trq = Mathf.Max(rq, p.startingRenderQueue + p.drawCalls.Count);\n\t\t\t\t}\n\t\t\t\telse // Explicit\n\t\t\t\t{\n\t\t\t\t\tp.UpdateDrawCalls(i);\n\t\t\t\t\tif (p.drawCalls.Count != 0)\n\t\t\t\t\t\trq = Mathf.Max(rq, p.startingRenderQueue + 1);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t[System.NonSerialized]\n\tbool mHasMoved = false;\n\n\t/// <summary>\n\t/// Update the panel, all of its widgets and draw calls.\n\t/// </summary>\n\n\tvoid UpdateSelf ()\n\t{\n\t\tmHasMoved = cachedTransform.hasChanged;\n\n\t\tUpdateTransformMatrix();\n\t\tUpdateLayers();\n\t\tUpdateWidgets();\n\n\t\tif (mRebuild)\n\t\t{\n\t\t\tmRebuild = false;\n\t\t\tFillAllDrawCalls();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfor (int i = 0; i < drawCalls.Count; )\n\t\t\t{\n\t\t\t\tUIDrawCall dc = drawCalls[i];\n\n\t\t\t\tif (dc.isDirty && !FillDrawCall(dc))\n\t\t\t\t{\n\t\t\t\t\tUIDrawCall.Destroy(dc);\n\t\t\t\t\tdrawCalls.RemoveAt(i);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t++i;\n\t\t\t}\n\t\t}\n\n\t\tif (mUpdateScroll)\n\t\t{\n\t\t\tmUpdateScroll = false;\n\t\t\tUIScrollView sv = GetComponent<UIScrollView>();\n\t\t\tif (sv != null) sv.UpdateScrollbars();\n\t\t}\n\n\t\tif (mHasMoved)\n\t\t{\n\t\t\tmHasMoved = false;\n\t\t\tmTrans.hasChanged = false;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Immediately sort all child widgets.\n\t/// </summary>\n\n\tpublic void SortWidgets ()\n\t{\n\t\tmSortWidgets = false;\n\t\twidgets.Sort(UIWidget.PanelCompareFunc);\n\t}\n\n\t/// <summary>\n\t/// Fill the geometry fully, processing all widgets and re-creating all draw calls.\n\t/// </summary>\n\n\tvoid FillAllDrawCalls ()\n\t{\n\t\tfor (int i = 0; i < drawCalls.Count; ++i)\n\t\t\tUIDrawCall.Destroy(drawCalls[i]);\n\t\tdrawCalls.Clear();\n\n\t\tMaterial mat = null;\n\t\tTexture tex = null;\n\t\tShader sdr = null;\n\t\tUIDrawCall dc = null;\n\t\tint count = 0;\n\n\t\tif (mSortWidgets) SortWidgets();\n\n\t\tfor (int i = 0; i < widgets.Count; ++i)\n\t\t{\n\t\t\tUIWidget w = widgets[i];\n\n\t\t\tif (w.isVisible && w.hasVertices)\n\t\t\t{\n\t\t\t\tMaterial mt = w.material;\n\t\t\t\t\n\t\t\t\tif (onCreateMaterial != null) mt = onCreateMaterial(w, mt);\n\n\t\t\t\tTexture tx = w.mainTexture;\n\t\t\t\tShader sd = w.shader;\n\n\t\t\t\tif (mat != mt || tex != tx || sdr != sd)\n\t\t\t\t{\n\t\t\t\t\tif (dc != null && dc.verts.Count != 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tdrawCalls.Add(dc);\n\t\t\t\t\t\tdc.UpdateGeometry(count);\n\t\t\t\t\t\tdc.onRender = mOnRender;\n\t\t\t\t\t\tmOnRender = null;\n\t\t\t\t\t\tcount = 0;\n\t\t\t\t\t\tdc = null;\n\t\t\t\t\t}\n\n\t\t\t\t\tmat = mt;\n\t\t\t\t\ttex = tx;\n\t\t\t\t\tsdr = sd;\n\t\t\t\t}\n\n\t\t\t\tif (mat != null || sdr != null || tex != null)\n\t\t\t\t{\n\t\t\t\t\tif (dc == null)\n\t\t\t\t\t{\n\t\t\t\t\t\tdc = UIDrawCall.Create(this, mat, tex, sdr);\n\t\t\t\t\t\tdc.depthStart = w.depth;\n\t\t\t\t\t\tdc.depthEnd = dc.depthStart;\n\t\t\t\t\t\tdc.panel = this;\n\t\t\t\t\t\tdc.onCreateDrawCall = onCreateDrawCall;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tint rd = w.depth;\n\t\t\t\t\t\tif (rd < dc.depthStart) dc.depthStart = rd;\n\t\t\t\t\t\tif (rd > dc.depthEnd) dc.depthEnd = rd;\n\t\t\t\t\t}\n\n\t\t\t\t\tw.drawCall = dc;\n\n\t\t\t\t\t++count;\n\t\t\t\t\tif (generateNormals) w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, dc.norms, dc.tans, generateUV2 ? dc.uv2 : null);\n\t\t\t\t\telse w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, null, null, generateUV2 ? dc.uv2 : null);\n\n\t\t\t\t\tif (w.mOnRender != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tif (mOnRender == null) mOnRender = w.mOnRender;\n\t\t\t\t\t\telse mOnRender += w.mOnRender;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse w.drawCall = null;\n\t\t}\n\n\t\tif (dc != null && dc.verts.Count != 0)\n\t\t{\n\t\t\tdrawCalls.Add(dc);\n\t\t\tdc.UpdateGeometry(count);\n\t\t\tdc.onRender = mOnRender;\n\t\t\tmOnRender = null;\n\t\t}\n\t}\n\n\tUIDrawCall.OnRenderCallback mOnRender;\n\n\t/// <summary>\n\t/// Fill the geometry for the specified draw call.\n\t/// </summary>\n\n\tpublic bool FillDrawCall (UIDrawCall dc)\n\t{\n\t\tif (dc != null)\n\t\t{\n\t\t\tdc.isDirty = false;\n\t\t\tint count = 0;\n\n\t\t\tfor (int i = 0; i < widgets.Count; )\n\t\t\t{\n\t\t\t\tUIWidget w = widgets[i];\n\n\t\t\t\tif (w == null)\n\t\t\t\t{\n#if UNITY_EDITOR\n\t\t\t\t\tDebug.LogError(\"This should never happen\");\n#endif\n\t\t\t\t\twidgets.RemoveAt(i);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tif (w.drawCall == dc)\n\t\t\t\t{\n\t\t\t\t\tif (w.isVisible && w.hasVertices)\n\t\t\t\t\t{\n\t\t\t\t\t\t++count;\n\t\t\t\t\t\t\n\t\t\t\t\t\tif (generateNormals) w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, dc.norms, dc.tans, generateUV2 ? dc.uv2 : null);\n\t\t\t\t\t\telse w.WriteToBuffers(dc.verts, dc.uvs, dc.cols, null, null, generateUV2 ? dc.uv2 : null);\n\n\t\t\t\t\t\tif (w.mOnRender != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (mOnRender == null) mOnRender = w.mOnRender;\n\t\t\t\t\t\t\telse mOnRender += w.mOnRender;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse w.drawCall = null;\n\t\t\t\t}\n\t\t\t\t++i;\n\t\t\t}\n\n\t\t\tif (dc.verts.Count != 0)\n\t\t\t{\n\t\t\t\tdc.UpdateGeometry(count);\n\t\t\t\tdc.onRender = mOnRender;\n\t\t\t\tmOnRender = null;\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Update all draw calls associated with the panel.\n\t/// </summary>\n\n\tvoid UpdateDrawCalls (int sortOrder)\n\t{\n\t\tTransform trans = cachedTransform;\n\t\tbool isUI = usedForUI;\n\n\t\tif (clipping != UIDrawCall.Clipping.None)\n\t\t{\n\t\t\tdrawCallClipRange = finalClipRegion;\n\t\t\tdrawCallClipRange.z *= 0.5f;\n\t\t\tdrawCallClipRange.w *= 0.5f;\n\t\t}\n\t\telse drawCallClipRange = Vector4.zero;\n\n\t\tint w = Screen.width;\n\t\tint h = Screen.height;\n\n\t\t// Legacy functionality\n\t\tif (drawCallClipRange.z == 0f) drawCallClipRange.z = w * 0.5f;\n\t\tif (drawCallClipRange.w == 0f) drawCallClipRange.w = h * 0.5f;\n\n\t\t// DirectX 9 half-pixel offset\n\t\tif (halfPixelOffset)\n\t\t{\n\t\t\tdrawCallClipRange.x -= 0.5f;\n\t\t\tdrawCallClipRange.y += 0.5f;\n\t\t}\n\n\t\tVector3 pos;\n\n\t\tif (isUI)\n\t\t{\n\t\t\tTransform parent = cachedTransform.parent;\n\t\t\tpos = cachedTransform.localPosition;\n\n\t\t\tif (clipping != UIDrawCall.Clipping.None)\n\t\t\t{\n\t\t\t\tpos.x = Mathf.RoundToInt(pos.x);\n\t\t\t\tpos.y = Mathf.RoundToInt(pos.y);\n\t\t\t}\n\n\t\t\tif (parent != null) pos = parent.TransformPoint(pos);\n\t\t\tpos += drawCallOffset;\n\t\t}\n\t\telse pos = trans.position;\n\n\t\tQuaternion rot = trans.rotation;\n\t\tVector3 scale = trans.lossyScale;\n\n\t\tfor (int i = 0; i < drawCalls.Count; ++i)\n\t\t{\n\t\t\tUIDrawCall dc = drawCalls[i];\n\n\t\t\tTransform t = dc.cachedTransform;\n\t\t\tt.position = pos;\n\t\t\tt.rotation = rot;\n\t\t\tt.localScale = scale;\n\n\t\t\tdc.renderQueue = (renderQueue == RenderQueue.Explicit) ? startingRenderQueue : startingRenderQueue + i;\n\t\t\tdc.alwaysOnScreen = alwaysOnScreen &&\n\t\t\t\t(mClipping == UIDrawCall.Clipping.None || mClipping == UIDrawCall.Clipping.ConstrainButDontClip);\n\t\t\tdc.sortingOrder = (mSortingOrder == 0) ? sortOrder : mSortingOrder;\n\t\t\tdc.sortingLayerName = mSortingLayerName;\n\t\t\tdc.clipTexture = mClipTexture;\n#if !UNITY_4_7\n\t\t\tdc.shadowMode = shadowMode;\n#endif\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Update the widget layers if the panel's layer has changed.\n\t/// </summary>\n\n\tvoid UpdateLayers ()\n\t{\n\t\t// Always move widgets to the panel's layer\n\t\tif (mLayer != cachedGameObject.layer)\n\t\t{\n\t\t\tmLayer = mGo.layer;\n\n\t\t\tfor (int i = 0, imax = widgets.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIWidget w = widgets[i];\n\t\t\t\tif (w && w.parent == this) w.gameObject.layer = mLayer;\n\t\t\t}\n\n\t\t\tResetAnchors();\n\n\t\t\tfor (int i = 0; i < drawCalls.Count; ++i)\n\t\t\t\tdrawCalls[i].gameObject.layer = mLayer;\n\t\t}\n\t}\n\n\tbool mForced = false;\n\n\t/// <summary>\n\t/// Update all of the widgets belonging to this panel.\n\t/// </summary>\n\n\tvoid UpdateWidgets()\n\t{\n\t\tbool changed = false;\n\t\tbool forceVisible = false;\n\t\tbool clipped = hasCumulativeClipping;\n\n\t\tif (!cullWhileDragging)\n\t\t{\n\t\t\tfor (int i = 0; i < UIScrollView.list.size; ++i)\n\t\t\t{\n\t\t\t\tUIScrollView sv = UIScrollView.list[i];\n\t\t\t\tif (sv.panel == this && sv.isDragging) forceVisible = true;\n\t\t\t}\n\t\t}\n\n\t\tif (mForced != forceVisible)\n\t\t{\n\t\t\tmForced = forceVisible;\n\t\t\tmResized = true;\n\t\t}\n\n\t\t// Update all widgets\n\t\tint frame = Time.frameCount;\n\t\tfor (int i = 0, imax = widgets.Count; i < imax; ++i)\n\t\t{\n\t\t\tUIWidget w = widgets[i];\n\n\t\t\t// If the widget is visible, update it\n\t\t\tif (w.panel == this && w.enabled)\n\t\t\t{\n#if UNITY_EDITOR\n\t\t\t\t// When an object is dragged from Project view to Scene view, its Z is...\n\t\t\t\t// odd, to say the least. Force it if possible.\n\t\t\t\tif (!Application.isPlaying)\n\t\t\t\t{\n\t\t\t\t\tTransform t = w.cachedTransform;\n\n\t\t\t\t\tif (t.hideFlags != HideFlags.HideInHierarchy)\n\t\t\t\t\t{\n\t\t\t\t\t\tt = (t.parent != null && t.parent.hideFlags == HideFlags.HideInHierarchy) ?\n\t\t\t\t\t\t\tt.parent : null;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (t != null)\n\t\t\t\t\t{\n\t\t\t\t\t\tfor (; ; )\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (t.parent == null) break;\n\t\t\t\t\t\t\tif (t.parent.hideFlags == HideFlags.HideInHierarchy) t = t.parent;\n\t\t\t\t\t\t\telse break;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (t != null)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tVector3 pos = t.localPosition;\n\t\t\t\t\t\t\tpos.x = Mathf.Round(pos.x);\n\t\t\t\t\t\t\tpos.y = Mathf.Round(pos.y);\n\t\t\t\t\t\t\tpos.z = 0f;\n\n\t\t\t\t\t\t\tif (Vector3.SqrMagnitude(t.localPosition - pos) > 0.0001f)\n\t\t\t\t\t\t\t\tt.localPosition = pos;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n#endif\n\t\t\t\t\n\n\t\t\t\t// First update the widget's transform\n\t\t\t\tif (w.UpdateTransform(frame) || mResized || (mHasMoved && !alwaysOnScreen))\n\t\t\t\t{\n\t\t\t\t\t// Only proceed to checking the widget's visibility if it actually moved\n\t\t\t\t\tbool vis = forceVisible || (w.CalculateCumulativeAlpha(frame) > 0.001f);\n\t\t\t\t\tw.UpdateVisibility(vis, forceVisible || alwaysOnScreen || ((clipped || w.hideIfOffScreen) ? IsVisible(w) : true));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t// Update the widget's geometry if necessary\n\t\t\t\tif (w.UpdateGeometry(frame))\n\t\t\t\t{\n\t\t\t\t\tchanged = true;\n\t\t\t\t\t//Debug.Log(\"Geometry changed: \" + w.name + \" \" + frame, w);\n\n\t\t\t\t\tif (!mRebuild)\n\t\t\t\t\t{\n\t\t\t\t\t\t// Find an existing draw call, if possible\n\t\t\t\t\t\tif (w.drawCall != null) w.drawCall.isDirty = true;\n\t\t\t\t\t\telse FindDrawCall(w);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Inform the changed event listeners\n\t\tif (changed && onGeometryUpdated != null) onGeometryUpdated();\n\t\tmResized = false;\n\t}\n\n\t/// <summary>\n\t/// Insert the specified widget into one of the existing draw calls if possible.\n\t/// If it's not possible, and a new draw call is required, 'null' is returned\n\t/// because draw call creation is a delayed operation.\n\t/// </summary>\n\n\tpublic UIDrawCall FindDrawCall (UIWidget w)\n\t{\n\t\tMaterial mat = w.material;\n\t\tTexture tex = w.mainTexture;\n\t\tint depth = w.depth;\n\n\t\tfor (int i = 0; i < drawCalls.Count; ++i)\n\t\t{\n\t\t\tUIDrawCall dc = drawCalls[i];\n\t\t\tint dcStart = (i == 0) ? int.MinValue : drawCalls[i - 1].depthEnd + 1;\n\t\t\tint dcEnd = (i + 1 == drawCalls.Count) ? int.MaxValue : drawCalls[i + 1].depthStart - 1;\n\n\t\t\tif (dcStart <= depth && dcEnd >= depth)\n\t\t\t{\n\t\t\t\tif (dc.baseMaterial == mat && dc.mainTexture == tex)\n\t\t\t\t{\n\t\t\t\t\tif (w.isVisible)\n\t\t\t\t\t{\n\t\t\t\t\t\tw.drawCall = dc;\n\t\t\t\t\t\tif (w.hasVertices) dc.isDirty = true;\n\t\t\t\t\t\treturn dc;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse mRebuild = true;\n\t\t\t\treturn null;\n\t\t\t}\n\t\t}\n\t\tmRebuild = true;\n\t\treturn null;\n\t}\n\n\t/// <summary>\n\t/// Make the following widget be managed by the panel.\n\t/// </summary>\n\n\tpublic void AddWidget (UIWidget w)\n\t{\n\t\tmUpdateScroll = true;\n\n\t\tif (widgets.Count == 0)\n\t\t{\n\t\t\twidgets.Add(w);\n\t\t}\n\t\telse if (mSortWidgets)\n\t\t{\n\t\t\twidgets.Add(w);\n\t\t\tSortWidgets();\n\t\t}\n\t\telse if (UIWidget.PanelCompareFunc(w, widgets[0]) == -1)\n\t\t{\n\t\t\twidgets.Insert(0, w);\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfor (int i = widgets.Count; i > 0; )\n\t\t\t{\n\t\t\t\tif (UIWidget.PanelCompareFunc(w, widgets[--i]) == -1) continue;\n\t\t\t\twidgets.Insert(i+1, w);\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\tFindDrawCall(w);\n\t}\n\n\t/// <summary>\n\t/// Remove the widget from its current draw call, invalidating everything as needed.\n\t/// </summary>\n\n\tpublic void RemoveWidget (UIWidget w)\n\t{\n\t\tif (widgets.Remove(w) && w.drawCall != null)\n\t\t{\n\t\t\tint depth = w.depth;\n\t\t\tif (depth == w.drawCall.depthStart || depth == w.drawCall.depthEnd)\n\t\t\t\tmRebuild = true;\n\n\t\t\tw.drawCall.isDirty = true;\n\t\t\tw.drawCall = null;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Immediately refresh the panel.\n\t/// </summary>\n\n\tpublic void Refresh ()\n\t{\n\t\tmRebuild = true;\n\t\tmUpdateFrame = -1;\n\t\tif (list.Count > 0) list[0].LateUpdate();\n\t}\n\n\t/// <summary>\n\t/// Calculate the offset needed to be constrained within the panel's bounds.\n\t/// </summary>\n\n\tpublic virtual Vector3 CalculateConstrainOffset (Vector2 min, Vector2 max)\n\t{\n\t\tVector4 cr = finalClipRegion;\n\n\t\tfloat offsetX = cr.z * 0.5f;\n\t\tfloat offsetY = cr.w * 0.5f;\n\n\t\tVector2 minRect = new Vector2(min.x, min.y);\n\t\tVector2 maxRect = new Vector2(max.x, max.y);\n\t\tVector2 minArea = new Vector2(cr.x - offsetX, cr.y - offsetY);\n\t\tVector2 maxArea = new Vector2(cr.x + offsetX, cr.y + offsetY);\n\n\t\tif (softBorderPadding && clipping == UIDrawCall.Clipping.SoftClip)\n\t\t{\n\t\t\tminArea.x += mClipSoftness.x;\n\t\t\tminArea.y += mClipSoftness.y;\n\t\t\tmaxArea.x -= mClipSoftness.x;\n\t\t\tmaxArea.y -= mClipSoftness.y;\n\t\t}\n\t\treturn NGUIMath.ConstrainRect(minRect, maxRect, minArea, maxArea);\n\t}\n\n\t/// <summary>\n\t/// Constrain the current target position to be within panel bounds.\n\t/// </summary>\n\n\tpublic bool ConstrainTargetToBounds (Transform target, ref Bounds targetBounds, bool immediate)\n\t{\n\t\tVector3 min = targetBounds.min;\n\t\tVector3 max = targetBounds.max;\n\n\t\tfloat ps = 1f;\n\n\t\tif (mClipping == UIDrawCall.Clipping.None)\n\t\t{\n\t\t\tUIRoot rt = root;\n\t\t\tif (rt != null) ps = rt.pixelSizeAdjustment;\n\t\t}\n\n\t\tif (ps != 1f)\n\t\t{\n\t\t\tmin /= ps;\n\t\t\tmax /= ps;\n\t\t}\n\n\t\tVector3 offset = CalculateConstrainOffset(min, max) * ps;\n\n\t\tif (offset.sqrMagnitude > 0f)\n\t\t{\n\t\t\tif (immediate)\n\t\t\t{\n\t\t\t\ttarget.localPosition += offset;\n\t\t\t\ttargetBounds.center += offset;\n\t\t\t\tSpringPosition sp = target.GetComponent<SpringPosition>();\n\t\t\t\tif (sp != null) sp.enabled = false;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tSpringPosition sp = SpringPosition.Begin(target.gameObject, target.localPosition + offset, 13f);\n\t\t\t\tsp.ignoreTimeScale = true;\n\t\t\t\tsp.worldSpace = false;\n\t\t\t}\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\t/// <summary>\n\t/// Constrain the specified target to be within the panel's bounds.\n\t/// </summary>\n\n\tpublic bool ConstrainTargetToBounds (Transform target, bool immediate)\n\t{\n\t\tBounds bounds = NGUIMath.CalculateRelativeWidgetBounds(cachedTransform, target);\n\t\treturn ConstrainTargetToBounds(target, ref bounds, immediate);\n\t}\n\n\t/// <summary>\n\t/// Find the UIPanel responsible for handling the specified transform.\n\t/// </summary>\n\n\tstatic public UIPanel Find (Transform trans) { return Find(trans, false, -1); }\n\n\t/// <summary>\n\t/// Find the UIPanel responsible for handling the specified transform.\n\t/// </summary>\n\n\tstatic public UIPanel Find (Transform trans, bool createIfMissing) { return Find(trans, createIfMissing, -1); }\n\n\t/// <summary>\n\t/// Find the UIPanel responsible for handling the specified transform.\n\t/// </summary>\n\n\tstatic public UIPanel Find (Transform trans, bool createIfMissing, int layer)\n\t{\n\t\tUIPanel panel = NGUITools.FindInParents<UIPanel>(trans);\n\t\tif (panel != null) return panel;\n\t\twhile (trans.parent != null) trans = trans.parent;\n\t\treturn createIfMissing ? NGUITools.CreateUI(trans, false, layer) : null;\n\t}\n\n\t/// <summary>\n\t/// Get the size of the game window in pixels.\n\t/// </summary>\n\n\tpublic Vector2 GetWindowSize ()\n\t{\n\t\tUIRoot rt = root;\n\t\tVector2 size = NGUITools.screenSize;\n\t\tif (rt != null) size *= rt.GetPixelSizeAdjustment(Mathf.RoundToInt(size.y));\n\t\treturn size;\n\t}\n\n\t/// <summary>\n\t/// Panel's size -- which is either the clipping rect, or the screen dimensions.\n\t/// </summary>\n\n\tpublic Vector2 GetViewSize ()\n\t{\n\t\tif (mClipping != UIDrawCall.Clipping.None)\n\t\t\treturn new Vector2(mClipRange.z, mClipRange.w);\n\t\t\n\t\tVector2 size = NGUITools.screenSize;\n\t\t//UIRoot rt = root;\n\t\t//if (rt != null) size *= rt.pixelSizeAdjustment;\n\t\treturn size;\n\t}\n\n#if UNITY_EDITOR\n\t/// <summary>\n\t/// Draw a visible pink outline for the clipped area.\n\t/// </summary>\n\n\tvoid OnDrawGizmos ()\n\t{\n\t\tif (anchorCamera == null) return;\n\n\t\tbool clip = (mClipping != UIDrawCall.Clipping.None);\n\t\tTransform t = clip ? transform : mCam.transform;\n\n\t\tVector3[] corners = worldCorners;\n\t\tfor (int i = 0; i < 4; ++i) corners[i] = t.InverseTransformPoint(corners[i]);\n\t\tVector3 pos = Vector3.Lerp(corners[0], corners[2], 0.5f);\n\t\tVector3 size = corners[2] - corners[0];\n\n\t\tGameObject go = UnityEditor.Selection.activeGameObject;\n\t\tbool isUsingThisPanel = (go != null) && (NGUITools.FindInParents<UIPanel>(go) == this);\n\t\tbool isSelected = (UnityEditor.Selection.activeGameObject == gameObject);\n\t\tbool detailedView = (isSelected && isUsingThisPanel);\n\t\tbool detailedClipped = detailedView && mClipping == UIDrawCall.Clipping.SoftClip;\n\n\t\tGizmos.matrix = t.localToWorldMatrix;\n\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tif (isUsingThisPanel && !clip && mCam.isOrthoGraphic)\n#else\n\t\tif (isUsingThisPanel && !clip && mCam.orthographic)\n#endif\n\t\t{\n\t\t\tUIRoot rt = root;\n\n\t\t\tif (rt != null && rt.scalingStyle != UIRoot.Scaling.Flexible)\n\t\t\t{\n\t\t\t\tfloat width = rt.manualWidth;\n\t\t\t\tfloat height = rt.manualHeight;\n\n\t\t\t\tfloat x0 = -0.5f * width;\n\t\t\t\tfloat y0 = -0.5f * height;\n\t\t\t\tfloat x1 = x0 + width;\n\t\t\t\tfloat y1 = y0 + height;\n\n\t\t\t\tcorners[0] = new Vector3(x0, y0);\n\t\t\t\tcorners[1] = new Vector3(x0, y1);\n\t\t\t\tcorners[2] = new Vector3(x1, y1);\n\t\t\t\tcorners[3] = new Vector3(x1, y0);\n\n\t\t\t\tVector3 szPos = Vector3.Lerp(corners[0], corners[2], 0.5f);\n\t\t\t\tVector3 szSize = corners[2] - corners[0];\n\n\t\t\t\tGizmos.color = new Color(0f, 0.75f, 1f);\n\t\t\t\tGizmos.DrawWireCube(szPos, szSize);\n\t\t\t}\n\t\t}\n\t\tGizmos.color = (isUsingThisPanel && !detailedClipped) ? new Color(1f, 0f, 0.5f) : new Color(0.5f, 0f, 0.5f);\n\t\tGizmos.DrawWireCube(pos, size);\n\n\t\tif (detailedView)\n\t\t{\n\t\t\tif (detailedClipped)\n\t\t\t{\n\t\t\t\tGizmos.color = new Color(1f, 0f, 0.5f);\n\t\t\t\tsize.x -= mClipSoftness.x * 2f;\n\t\t\t\tsize.y -= mClipSoftness.y * 2f;\n\t\t\t\tGizmos.DrawWireCube(pos, size);\n\t\t\t}\n\t\t}\n\t}\n#endif // UNITY_EDITOR\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIPanel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ae942c9068183dc40a9d01f648273726\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 300\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIRoot.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// This is a script used to keep the game object scaled to 2/(Screen.height).\n/// If you use it, be sure to NOT use UIOrthoCamera at the same time.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/Root\")]\npublic class UIRoot : MonoBehaviour\n{\n\t/// <summary>\n\t/// List of all UIRoots present in the scene.\n\t/// </summary>\n\n\tstatic public List<UIRoot> list = new List<UIRoot>();\n\n\tpublic enum Scaling\n\t{\n\t\tFlexible,\n\t\tConstrained,\n\t\tConstrainedOnMobiles,\n\t}\n\n\tpublic enum Constraint\n\t{\n\t\tFit,\n\t\tFill,\n\t\tFitWidth,\n\t\tFitHeight,\n\t}\n\n\t/// <summary>\n\t/// Type of scaling used by the UIRoot.\n\t/// </summary>\n\n\tpublic Scaling scalingStyle = Scaling.Flexible;\n\n\t/// <summary>\n\t/// When the UI scaling is constrained, this controls the type of constraint that further fine-tunes how it's scaled.\n\t/// </summary>\n\n\tpublic Constraint constraint\n\t{\n\t\tget\n\t\t{\n\t\t\tif (fitWidth)\n\t\t\t{\n\t\t\t\tif (fitHeight) return Constraint.Fit;\n\t\t\t\treturn Constraint.FitWidth;\n\t\t\t}\n\t\t\telse if (fitHeight) return Constraint.FitHeight;\n\t\t\treturn Constraint.Fill;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Width of the screen, used when the scaling style is set to Flexible.\n\t/// </summary>\n\n\tpublic int manualWidth = 1280;\n\n\t/// <summary>\n\t/// Height of the screen when the scaling style is set to FixedSize or Flexible.\n\t/// </summary>\n\n\tpublic int manualHeight = 720;\n\n\t/// <summary>\n\t/// If the screen height goes below this value, it will be as if the scaling style\n\t/// is set to FixedSize with manualHeight of this value.\n\t/// </summary>\n\n\tpublic int minimumHeight = 320;\n\n\t/// <summary>\n\t/// If the screen height goes above this value, it will be as if the scaling style\n\t/// is set to Fixed Height with manualHeight of this value.\n\t/// </summary>\n\n\tpublic int maximumHeight = 1536;\n\n\t/// <summary>\n\t/// When Constraint is on, controls whether the content must be restricted horizontally to be at least 'manualWidth' wide.\n\t/// </summary>\n\n\tpublic bool fitWidth = false;\n\n\t/// <summary>\n\t/// When Constraint is on, controls whether the content must be restricted vertically to be at least 'Manual Height' tall.\n\t/// </summary>\n\n\tpublic bool fitHeight = true;\n\n\t/// <summary>\n\t/// Whether the final value will be adjusted by the device's DPI setting.\n\t/// Used when the Scaling is set to Pixel-Perfect.\n\t/// </summary>\n\n\tpublic bool adjustByDPI = false;\n\n\t/// <summary>\n\t/// If set and the game is in portrait mode, the UI will shrink based on the screen's width instead of height.\n\t/// Used when the Scaling is set to Pixel-Perfect.\n\t/// </summary>\n\n\tpublic bool shrinkPortraitUI = false;\n\n\t/// <summary>\n\t/// Active scaling type, based on platform.\n\t/// </summary>\n\n\tpublic Scaling activeScaling\n\t{\n\t\tget\n\t\t{\n\t\t\tScaling scaling = scalingStyle;\n\n\t\t\tif (scaling == Scaling.ConstrainedOnMobiles)\n#if UNITY_EDITOR || UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_WP_8_1 || UNITY_BLACKBERRY\n\t\t\t\treturn Scaling.Constrained;\n#else\n\t\t\t\treturn Scaling.Flexible;\n#endif\n\t\t\treturn scaling;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// UI Root's active height, based on the size of the screen.\n\t/// </summary>\n\n\tpublic int activeHeight\n\t{\n\t\tget\n\t\t{\n\t\t\tScaling scaling = activeScaling;\n\n\t\t\tif (scaling == Scaling.Flexible)\n\t\t\t{\n\t\t\t\tVector2 screen = NGUITools.screenSize;\n\t\t\t\tfloat aspect = screen.x / screen.y;\n\n\t\t\t\tif (screen.y < minimumHeight)\n\t\t\t\t{\n\t\t\t\t\tscreen.y = minimumHeight;\n\t\t\t\t\tscreen.x = screen.y * aspect;\n\t\t\t\t}\n\t\t\t\telse if (screen.y > maximumHeight)\n\t\t\t\t{\n\t\t\t\t\tscreen.y = maximumHeight;\n\t\t\t\t\tscreen.x = screen.y * aspect;\n\t\t\t\t}\n\n\t\t\t\t// Portrait mode uses the maximum of width or height to shrink the UI\n\t\t\t\tint height = Mathf.RoundToInt((shrinkPortraitUI && screen.y > screen.x) ? screen.y / aspect : screen.y);\n\n\t\t\t\t// Adjust the final value by the DPI setting\n\t\t\t\treturn adjustByDPI ? NGUIMath.AdjustByDPI(height) : height;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tConstraint cons = constraint;\n\t\t\t\tif (cons == Constraint.FitHeight)\n\t\t\t\t\treturn manualHeight;\n\n\t\t\t\tVector2 screen = NGUITools.screenSize;\n\t\t\t\tfloat aspect = screen.x / screen.y;\n\t\t\t\tfloat initialAspect = (float)manualWidth / manualHeight;\n\n\t\t\t\tswitch (cons)\n\t\t\t\t{\n\t\t\t\t\tcase Constraint.FitWidth:\n\t\t\t\t\t{\n\t\t\t\t\t\treturn Mathf.RoundToInt(manualWidth / aspect);\n\t\t\t\t\t}\n\t\t\t\t\tcase Constraint.Fit:\n\t\t\t\t\t{\n\t\t\t\t\t\treturn (initialAspect > aspect) ?\n\t\t\t\t\t\t\tMathf.RoundToInt(manualWidth / aspect) :\n\t\t\t\t\t\t\tmanualHeight;\n\t\t\t\t\t}\n\t\t\t\t\tcase Constraint.Fill:\n\t\t\t\t\t{\n\t\t\t\t\t\treturn (initialAspect < aspect) ?\n\t\t\t\t\t\t\tMathf.RoundToInt(manualWidth / aspect) :\n\t\t\t\t\t\t\tmanualHeight;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn manualHeight;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Pixel size adjustment. Most of the time it's at 1, unless the scaling style is set to FixedSize.\n\t/// </summary>\n\n\tpublic float pixelSizeAdjustment\n\t{\n\t\tget\n\t\t{\n\t\t\tint height = Mathf.RoundToInt(NGUITools.screenSize.y);\n\t\t\treturn height == -1 ? 1f : GetPixelSizeAdjustment(height);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Helper function that figures out the pixel size adjustment for the specified game object.\n\t/// </summary>\n\n\tstatic public float GetPixelSizeAdjustment (GameObject go)\n\t{\n\t\tUIRoot root = NGUITools.FindInParents<UIRoot>(go);\n\t\treturn (root != null) ? root.pixelSizeAdjustment : 1f;\n\t}\n\n\t/// <summary>\n\t/// Calculate the pixel size adjustment at the specified screen height value.\n\t/// </summary>\n\n\tpublic float GetPixelSizeAdjustment (int height)\n\t{\n\t\theight = Mathf.Max(2, height);\n\n\t\tif (activeScaling == Scaling.Constrained)\n\t\t\treturn (float)activeHeight / height;\n\n\t\tif (height < minimumHeight) return (float)minimumHeight / height;\n\t\tif (height > maximumHeight) return (float)maximumHeight / height;\n\t\treturn 1f;\n\t}\n\n\tTransform mTrans;\n\n\tprotected virtual void Awake () { mTrans = transform; }\n\tprotected virtual void OnEnable () { list.Add(this); }\n\tprotected virtual void OnDisable () { list.Remove(this); }\n\n\tprotected virtual void Start ()\n\t{\n\t\tUIOrthoCamera oc = GetComponentInChildren<UIOrthoCamera>();\n\n\t\tif (oc != null)\n\t\t{\n\t\t\tDebug.LogWarning(\"UIRoot should not be active at the same time as UIOrthoCamera. Disabling UIOrthoCamera.\", oc);\n\t\t\tCamera cam = oc.gameObject.GetComponent<Camera>();\n\t\t\toc.enabled = false;\n\t\t\tif (cam != null) cam.orthographicSize = 1f;\n\t\t}\n\t\telse UpdateScale(false);\n\t}\n\n\tvoid Update ()\n\t{\n#if UNITY_EDITOR\n\t\tif (!Application.isPlaying && gameObject.layer != 0)\n\t\t\tUnityEditor.EditorPrefs.SetInt(\"NGUI Layer\", gameObject.layer);\n#endif\n\t\tUpdateScale();\n\t}\n\n\t/// <summary>\n\t/// Immediately update the root's scale. Call this function after changing the min/max/manual height values.\n\t/// </summary>\n\n\tpublic void UpdateScale (bool updateAnchors = true)\n\t{\n\t\tif (mTrans != null)\n\t\t{\n\t\t\tfloat calcActiveHeight = activeHeight;\n\n\t\t\tif (calcActiveHeight > 0f)\n\t\t\t{\n\t\t\t\tfloat size = 2f / calcActiveHeight;\n\n\t\t\t\tVector3 ls = mTrans.localScale;\n\n\t\t\t\tif (!(Mathf.Abs(ls.x - size) <= float.Epsilon) ||\n\t\t\t\t\t!(Mathf.Abs(ls.y - size) <= float.Epsilon) ||\n\t\t\t\t\t!(Mathf.Abs(ls.z - size) <= float.Epsilon))\n\t\t\t\t{\n\t\t\t\t\tmTrans.localScale = new Vector3(size, size, size);\n\t\t\t\t\tif (updateAnchors) BroadcastMessage(\"UpdateAnchors\", SendMessageOptions.DontRequireReceiver);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Broadcast the specified message to the entire UI.\n\t/// </summary>\n\n\tstatic public void Broadcast (string funcName)\n\t{\n#if UNITY_EDITOR\n\t\tif (Application.isPlaying)\n#endif\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIRoot root = list[i];\n\t\t\t\tif (root != null) root.BroadcastMessage(funcName, SendMessageOptions.DontRequireReceiver);\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Broadcast the specified message to the entire UI.\n\t/// </summary>\n\n\tstatic public void Broadcast (string funcName, object param)\n\t{\n\t\tif (param == null)\n\t\t{\n\t\t\t// More on this: http://answers.unity3d.com/questions/55194/suggested-workaround-for-sendmessage-bug.html\n\t\t\tDebug.LogError(\"SendMessage is bugged when you try to pass 'null' in the parameter field. It behaves as if no parameter was specified.\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tfor (int i = 0, imax = list.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUIRoot root = list[i];\n\t\t\t\tif (root != null) root.BroadcastMessage(funcName, param, SendMessageOptions.DontRequireReceiver);\n\t\t\t}\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIRoot.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2c5ecb5660b11414fb042fb826e03b73\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -250\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UISprite.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n#define SPRITE_UVOFFSET\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Sprite is a textured element in the UI hierarchy.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Sprite\")]\npublic class UISprite : UIBasicSprite\n{\n\t// Cached and saved values\n\t[HideInInspector][SerializeField] UIAtlas mAtlas;\n\t[HideInInspector][SerializeField] string mSpriteName;\n\n\t// Deprecated, no longer used\n\t[HideInInspector][SerializeField] bool mFillCenter = true;\n\n\t[System.NonSerialized] protected UISpriteData mSprite;\n\t[System.NonSerialized] bool mSpriteSet = false;\n\n\t/// <summary>\n\t/// Main texture is assigned on the atlas.\n\t/// </summary>\n\n\tpublic override Texture mainTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tvar mat = (mAtlas != null) ? mAtlas.spriteMaterial : null;\n\t\t\treturn (mat != null) ? mat.mainTexture : null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tbase.mainTexture = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Material comes from the base class first, and sprite atlas last.\n\t/// </summary>\n\n\tpublic override Material material\n\t{\n\t\tget\n\t\t{\n\t\t\tvar mat = base.material;\n\t\t\tif (mat != null) return mat;\n\t\t\treturn (mAtlas != null ? mAtlas.spriteMaterial : null);\n\t\t}\n\t\tset\n\t\t{\n\t\t\tbase.material = value;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Atlas used by this widget.\n\t/// </summary>\n \n\tpublic UIAtlas atlas\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mAtlas;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mAtlas != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\n\t\t\t\tmAtlas = value;\n\t\t\t\tmSpriteSet = false;\n\t\t\t\tmSprite = null;\n\n\t\t\t\t// Automatically choose the first sprite\n\t\t\t\tif (string.IsNullOrEmpty(mSpriteName))\n\t\t\t\t{\n\t\t\t\t\tif (mAtlas != null && mAtlas.spriteList.Count > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\tSetAtlasSprite(mAtlas.spriteList[0]);\n\t\t\t\t\t\tmSpriteName = mSprite.name;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// Re-link the sprite\n\t\t\t\tif (!string.IsNullOrEmpty(mSpriteName))\n\t\t\t\t{\n\t\t\t\t\tstring sprite = mSpriteName;\n\t\t\t\t\tmSpriteName = \"\";\n\t\t\t\t\tspriteName = sprite;\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite within the atlas used to draw this widget.\n\t/// </summary>\n \n\tpublic string spriteName\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mSpriteName;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (string.IsNullOrEmpty(value))\n\t\t\t{\n\t\t\t\t// If the sprite name hasn't been set yet, no need to do anything\n\t\t\t\tif (string.IsNullOrEmpty(mSpriteName)) return;\n\n\t\t\t\t// Clear the sprite name and the sprite reference\n\t\t\t\tmSpriteName = \"\";\n\t\t\t\tmSprite = null;\n\t\t\t\tmChanged = true;\n\t\t\t\tmSpriteSet = false;\n\t\t\t}\n\t\t\telse if (mSpriteName != value)\n\t\t\t{\n\t\t\t\t// If the sprite name changes, the sprite reference should also be updated\n\t\t\t\tmSpriteName = value;\n\t\t\t\tmSprite = null;\n\t\t\t\tmChanged = true;\n\t\t\t\tmSpriteSet = false;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Is there a valid sprite to work with?\n\t/// </summary>\n\n\tpublic bool isValid { get { return GetAtlasSprite() != null; } }\n\n\t/// <summary>\n\t/// Whether the center part of the sprite will be filled or not. Turn it off if you want only to borders to show up.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use 'centerType' instead\")]\n\tpublic bool fillCenter\n\t{\n\t\tget\n\t\t{\n\t\t\treturn centerType != AdvancedType.Invisible;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (value != (centerType != AdvancedType.Invisible))\n\t\t\t{\n\t\t\t\tcenterType = value ? AdvancedType.Sliced : AdvancedType.Invisible;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether a gradient will be applied.\n\t/// </summary>\n\n\tpublic bool applyGradient\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mApplyGradient;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mApplyGradient != value)\n\t\t\t{\n\t\t\t\tmApplyGradient = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Top gradient color.\n\t/// </summary>\n\n\tpublic Color gradientTop\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mGradientTop;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mGradientTop != value)\n\t\t\t{\n\t\t\t\tmGradientTop = value;\n\t\t\t\tif (mApplyGradient) MarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Bottom gradient color.\n\t/// </summary>\n\n\tpublic Color gradientBottom\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mGradientBottom;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mGradientBottom != value)\n\t\t\t{\n\t\t\t\tmGradientBottom = value;\n\t\t\t\tif (mApplyGradient) MarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sliced sprites generally have a border. X = left, Y = bottom, Z = right, W = top.\n\t/// </summary>\n\n\tpublic override Vector4 border\n\t{\n\t\tget\n\t\t{\n\t\t\tUISpriteData sp = GetAtlasSprite();\n\t\t\tif (sp == null) return base.border;\n\t\t\treturn new Vector4(sp.borderLeft, sp.borderBottom, sp.borderRight, sp.borderTop);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Size of the pixel -- used for drawing.\n\t/// </summary>\n\n\toverride public float pixelSize { get { return mAtlas != null ? mAtlas.pixelSize : 1f; } }\n\n\t/// <summary>\n\t/// Minimum allowed width for this widget.\n\t/// </summary>\n\n\toverride public int minWidth\n\t{\n\t\tget\n\t\t{\n\t\t\tif (type == Type.Sliced || type == Type.Advanced)\n\t\t\t{\n\t\t\t\tfloat ps = pixelSize;\n\t\t\t\tVector4 b = border * pixelSize;\n\t\t\t\tint min = Mathf.RoundToInt(b.x + b.z);\n\n\t\t\t\tUISpriteData sp = GetAtlasSprite();\n\t\t\t\tif (sp != null) min += Mathf.RoundToInt(ps * (sp.paddingLeft + sp.paddingRight));\n\n\t\t\t\treturn Mathf.Max(base.minWidth, ((min & 1) == 1) ? min + 1 : min);\n\t\t\t}\n\t\t\treturn base.minWidth;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Minimum allowed height for this widget.\n\t/// </summary>\n\n\toverride public int minHeight\n\t{\n\t\tget\n\t\t{\n\t\t\tif (type == Type.Sliced || type == Type.Advanced)\n\t\t\t{\n\t\t\t\tfloat ps = pixelSize;\n\t\t\t\tVector4 b = border * pixelSize;\n\t\t\t\tint min = Mathf.RoundToInt(b.y + b.w);\n\n\t\t\t\tUISpriteData sp = GetAtlasSprite();\n\t\t\t\tif (sp != null) min += Mathf.RoundToInt(ps * (sp.paddingTop + sp.paddingBottom));\n\n\t\t\t\treturn Mathf.Max(base.minHeight, ((min & 1) == 1) ? min + 1 : min);\n\t\t\t}\n\t\t\treturn base.minHeight;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Sprite's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.\n\t/// This function automatically adds 1 pixel on the edge if the sprite's dimensions are not even.\n\t/// It's used to achieve pixel-perfect sprites even when an odd dimension sprite happens to be centered.\n\t/// </summary>\n\n\tpublic override Vector4 drawingDimensions\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tif (GetAtlasSprite() != null && mType != Type.Tiled)\n\t\t\t{\n\t\t\t\tint padLeft = mSprite.paddingLeft;\n\t\t\t\tint padBottom = mSprite.paddingBottom;\n\t\t\t\tint padRight = mSprite.paddingRight;\n\t\t\t\tint padTop = mSprite.paddingTop;\n\n\t\t\t\tif (mType != Type.Simple)\n\t\t\t\t{\n\t\t\t\t\tfloat ps = pixelSize;\n\n\t\t\t\t\tif (ps != 1f)\n\t\t\t\t\t{\n\t\t\t\t\t\tpadLeft = Mathf.RoundToInt(ps * padLeft);\n\t\t\t\t\t\tpadBottom = Mathf.RoundToInt(ps * padBottom);\n\t\t\t\t\t\tpadRight = Mathf.RoundToInt(ps * padRight);\n\t\t\t\t\t\tpadTop = Mathf.RoundToInt(ps * padTop);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tint w = mSprite.width + padLeft + padRight;\n\t\t\t\tint h = mSprite.height + padBottom + padTop;\n\t\t\t\tfloat px = 1f;\n\t\t\t\tfloat py = 1f;\n\n\t\t\t\tif (w > 0 && h > 0 && (mType == Type.Simple || mType == Type.Filled))\n\t\t\t\t{\n\t\t\t\t\tif ((w & 1) != 0) ++padRight;\n\t\t\t\t\tif ((h & 1) != 0) ++padTop;\n\n\t\t\t\t\tpx = (1f / w) * mWidth;\n\t\t\t\t\tpy = (1f / h) * mHeight;\n\t\t\t\t}\n\n\t\t\t\tif (mFlip == Flip.Horizontally || mFlip == Flip.Both)\n\t\t\t\t{\n\t\t\t\t\tx0 += padRight * px;\n\t\t\t\t\tx1 -= padLeft * px;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tx0 += padLeft * px;\n\t\t\t\t\tx1 -= padRight * px;\n\t\t\t\t}\n\n\t\t\t\tif (mFlip == Flip.Vertically || mFlip == Flip.Both)\n\t\t\t\t{\n\t\t\t\t\ty0 += padTop * py;\n\t\t\t\t\ty1 -= padBottom * py;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\ty0 += padBottom * py;\n\t\t\t\t\ty1 -= padTop * py;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tVector4 br = (mAtlas != null) ? border * pixelSize : Vector4.zero;\n\n\t\t\tfloat fw = br.x + br.z;\n\t\t\tfloat fh = br.y + br.w;\n\n\t\t\tfloat vx = Mathf.Lerp(x0, x1 - fw, mDrawRegion.x);\n\t\t\tfloat vy = Mathf.Lerp(y0, y1 - fh, mDrawRegion.y);\n\t\t\tfloat vz = Mathf.Lerp(x0 + fw, x1, mDrawRegion.z);\n\t\t\tfloat vw = Mathf.Lerp(y0 + fh, y1, mDrawRegion.w);\n\n\t\t\treturn new Vector4(vx, vy, vz, vw);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the texture is using a premultiplied alpha material.\n\t/// </summary>\n\n\tpublic override bool premultipliedAlpha { get { return (mAtlas != null) && mAtlas.premultipliedAlpha; } }\n\n\t/// <summary>\n\t/// Retrieve the atlas sprite referenced by the spriteName field.\n\t/// </summary>\n\n\tpublic UISpriteData GetAtlasSprite ()\n\t{\n\t\tif (!mSpriteSet) mSprite = null;\n\n\t\tif (mSprite == null && mAtlas != null)\n\t\t{\n\t\t\tif (!string.IsNullOrEmpty(mSpriteName))\n\t\t\t{\n\t\t\t\tUISpriteData sp = mAtlas.GetSprite(mSpriteName);\n\t\t\t\tif (sp == null) return null;\n\t\t\t\tSetAtlasSprite(sp);\n\t\t\t}\n\n\t\t\tif (mSprite == null && mAtlas.spriteList.Count > 0)\n\t\t\t{\n\t\t\t\tUISpriteData sp = mAtlas.spriteList[0];\n\t\t\t\tif (sp == null) return null;\n\t\t\t\tSetAtlasSprite(sp);\n\n\t\t\t\tif (mSprite == null)\n\t\t\t\t{\n\t\t\t\t\tDebug.LogError(mAtlas.name + \" seems to have a null sprite!\");\n\t\t\t\t\treturn null;\n\t\t\t\t}\n\t\t\t\tmSpriteName = mSprite.name;\n\t\t\t}\n\t\t}\n\t\treturn mSprite;\n\t}\n\n\t/// <summary>\n\t/// Set the atlas sprite directly.\n\t/// </summary>\n\n\tprotected void SetAtlasSprite (UISpriteData sp)\n\t{\n\t\tmChanged = true;\n\t\tmSpriteSet = true;\n\n\t\tif (sp != null)\n\t\t{\n\t\t\tmSprite = sp;\n\t\t\tmSpriteName = mSprite.name;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmSpriteName = (mSprite != null) ? mSprite.name : \"\";\n\t\t\tmSprite = sp;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the scale of the widget to make it pixel-perfect.\n\t/// </summary>\n\n\tpublic override void MakePixelPerfect ()\n\t{\n\t\tif (!isValid) return;\n\t\tbase.MakePixelPerfect();\n\t\tif (mType == Type.Tiled) return;\n\n\t\tUISpriteData sp = GetAtlasSprite();\n\t\tif (sp == null) return;\n\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tif (mType == Type.Simple || mType == Type.Filled || !sp.hasBorder)\n\t\t{\n\t\t\tif (tex != null)\n\t\t\t{\n\t\t\t\tint x = Mathf.RoundToInt(pixelSize * (sp.width + sp.paddingLeft + sp.paddingRight));\n\t\t\t\tint y = Mathf.RoundToInt(pixelSize * (sp.height + sp.paddingTop + sp.paddingBottom));\n\t\t\t\t\n\t\t\t\tif ((x & 1) == 1) ++x;\n\t\t\t\tif ((y & 1) == 1) ++y;\n\n\t\t\t\twidth = x;\n\t\t\t\theight = y;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Auto-upgrade.\n\t/// </summary>\n\n\tprotected override void OnInit ()\n\t{\n\t\tif (!mFillCenter)\n\t\t{\n\t\t\tmFillCenter = true;\n\t\t\tcenterType = AdvancedType.Invisible;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\t\tbase.OnInit();\n\t}\n\n\t/// <summary>\n\t/// Update the UV coordinates.\n\t/// </summary>\n\n\tprotected override void OnUpdate ()\n\t{\n\t\tbase.OnUpdate();\n\n\t\tif (mChanged || !mSpriteSet)\n\t\t{\n\t\t\tmSpriteSet = true;\n\t\t\tmSprite = null;\n\t\t\tmChanged = true;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Virtual function called by the UIPanel that fills the buffers.\n\t/// </summary>\n\n\tpublic override void OnFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tif (mSprite == null) mSprite = atlas.GetSprite(spriteName);\n\t\tif (mSprite == null) return;\n\n        //UV偏移：处理透明图片做拼接连接处有细缝的问题\n        //by wsh\n        //Rect outer = new Rect(mSprite.x, mSprite.y, mSprite.width, mSprite.height);\n        //Rect inner = new Rect(mSprite.x + mSprite.borderLeft, mSprite.y + mSprite.borderTop,\n        //    mSprite.width - mSprite.borderLeft - mSprite.borderRight,\n        //    mSprite.height - mSprite.borderBottom - mSprite.borderTop);\n        float leftOffset = 0f, topOffset = 0f, widthOffset = 0f, heightOffset = 0f;\n#if SPRITE_UVOFFSET\n        if (mEnablePixelOffset)\n        {\n            if (mHorizontalPixelOffset < 0)\n            {\n                //左移（缝隙在左侧），调整位置\n                leftOffset = -mHorizontalPixelOffset;\n            }\n            else\n            {\n                //右移（缝隙在右侧），调整宽度\n                widthOffset = -mHorizontalPixelOffset;\n            }\n            if (mVerticalPixelOffset < 0)\n            {\n                //下移（缝隙在底部）：调整高度 \n                heightOffset = -mVerticalPixelOffset;\n            }\n            else\n            {\n                //上移（缝隙在顶部）：调整位置\n                topOffset = -mVerticalPixelOffset;\n            }\n        }\n#endif\n        Rect outer = new Rect(mSprite.x + leftOffset, mSprite.y + topOffset, mSprite.width + widthOffset, mSprite.height + heightOffset);\n        Rect inner = new Rect(mSprite.x + leftOffset + mSprite.borderLeft, mSprite.y + topOffset + mSprite.borderTop,\n            mSprite.width + widthOffset - mSprite.borderLeft - mSprite.borderRight,\n            mSprite.height + heightOffset - mSprite.borderBottom - mSprite.borderTop);\n\n\t\touter = NGUIMath.ConvertToTexCoords(outer, tex.width, tex.height);\n\t\tinner = NGUIMath.ConvertToTexCoords(inner, tex.width, tex.height);\n\n\t\tint offset = verts.Count;\n\t\tFill(verts, uvs, cols, outer, inner);\n\n\t\tif (onPostFill != null)\n\t\t\tonPostFill(this, offset, verts, uvs, cols);\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UISprite.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1b3dc54f924693f41b5cbecb267e647a\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UISpriteAnimation.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Very simple sprite animation. Attach to a sprite and specify a common prefix such as \"idle\" and it will cycle through them.\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(UISprite))]\n[AddComponentMenu(\"NGUI/UI/Sprite Animation\")]\npublic class UISpriteAnimation : MonoBehaviour\n{\n\t/// <summary>\n\t/// Index of the current frame in the sprite animation.\n\t/// </summary>\n\n\tpublic int frameIndex = 0;\n\n\t[HideInInspector][SerializeField] protected int mFPS = 30;\n\t[HideInInspector][SerializeField] protected string mPrefix = \"\";\n\t[HideInInspector][SerializeField] protected bool mLoop = true;\n\t[HideInInspector][SerializeField] protected bool mSnap = true;\n\n\tprotected UISprite mSprite;\n\tprotected float mDelta = 0f;\n\tprotected bool mActive = true;\n\tprotected List<string> mSpriteNames = new List<string>();\n\n\t/// <summary>\n\t/// Number of frames in the animation.\n\t/// </summary>\n\n\tpublic int frames { get { return mSpriteNames.Count; } }\n\n\t/// <summary>\n\t/// Animation framerate.\n\t/// </summary>\n\n\tpublic int framesPerSecond { get { return mFPS; } set { mFPS = value; } }\n\n\t/// <summary>\n\t/// Set the name prefix used to filter sprites from the atlas.\n\t/// </summary>\n\n\tpublic string namePrefix { get { return mPrefix; } set { if (mPrefix != value) { mPrefix = value; RebuildSpriteList(); } } }\n\n\t/// <summary>\n\t/// Set the animation to be looping or not\n\t/// </summary>\n\n\tpublic bool loop { get { return mLoop; } set { mLoop = value; } }\n\n\t/// <summary>\n\t/// Returns is the animation is still playing or not\n\t/// </summary>\n\n\tpublic bool isPlaying { get { return mActive; } }\n\n\t/// <summary>\n\t/// Rebuild the sprite list first thing.\n\t/// </summary>\n\n\tprotected virtual void Start () { RebuildSpriteList(); }\n\n\t/// <summary>\n\t/// Advance the sprite animation process.\n\t/// </summary>\n\n\tprotected virtual void Update ()\n\t{\n\t\tif (mActive && mSpriteNames.Count > 1 && Application.isPlaying && mFPS > 0)\n\t\t{\n\t\t\tmDelta += Mathf.Min(1f, RealTime.deltaTime);\n\t\t\tfloat rate = 1f / mFPS;\n\n\t\t\twhile (rate < mDelta)\n\t\t\t{\n\t\t\t\tmDelta = (rate > 0f) ? mDelta - rate : 0f;\n\n\t\t\t\tif (++frameIndex >= mSpriteNames.Count)\n\t\t\t\t{\n\t\t\t\t\tframeIndex = 0;\n\t\t\t\t\tmActive = mLoop;\n\t\t\t\t}\n\n\t\t\t\tif (mActive)\n\t\t\t\t{\n\t\t\t\t\tmSprite.spriteName = mSpriteNames[frameIndex];\n\t\t\t\t\tif (mSnap) mSprite.MakePixelPerfect();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Rebuild the sprite list after changing the sprite name.\n\t/// </summary>\n\n\tpublic void RebuildSpriteList ()\n\t{\n\t\tif (mSprite == null) mSprite = GetComponent<UISprite>();\n\t\tmSpriteNames.Clear();\n\n\t\tif (mSprite != null && mSprite.atlas != null)\n\t\t{\n\t\t\tList<UISpriteData> sprites = mSprite.atlas.spriteList;\n\n\t\t\tfor (int i = 0, imax = sprites.Count; i < imax; ++i)\n\t\t\t{\n\t\t\t\tUISpriteData sprite = sprites[i];\n\n\t\t\t\tif (string.IsNullOrEmpty(mPrefix) || sprite.name.StartsWith(mPrefix))\n\t\t\t\t{\n\t\t\t\t\tmSpriteNames.Add(sprite.name);\n\t\t\t\t}\n\t\t\t}\n\t\t\tmSpriteNames.Sort();\n\t\t}\n\t}\n\t\n\t/// <summary>\n\t/// Reset the animation to the beginning.\n\t/// </summary>\n\n\tpublic void Play () { mActive = true; }\n\n\t/// <summary>\n\t/// Pause the animation.\n\t/// </summary>\n\n\tpublic void Pause () { mActive = false; }\n\n\t/// <summary>\n\t/// Reset the animation to frame 0 and activate it.\n\t/// </summary>\n\n\tpublic void ResetToBeginning ()\n\t{\n\t\tmActive = true;\n\t\tframeIndex = 0;\n\n\t\tif (mSprite != null && mSpriteNames.Count > 0)\n\t\t{\n\t\t\tmSprite.spriteName = mSpriteNames[frameIndex];\n\t\t\tif (mSnap) mSprite.MakePixelPerfect();\n\t\t}\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UISpriteAnimation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: df9bfb5c080dac24cbbc6c9f595ed413\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UISpriteData.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System;\n\n[System.Serializable]\npublic class UISpriteData\n{\n\tpublic string name = \"Sprite\";\n\tpublic int x = 0;\n\tpublic int y = 0;\n\tpublic int width = 0;\n\tpublic int height = 0;\n\n\tpublic int borderLeft = 0;\n\tpublic int borderRight = 0;\n\tpublic int borderTop = 0;\n\tpublic int borderBottom = 0;\n\n\tpublic int paddingLeft = 0;\n\tpublic int paddingRight = 0;\n\tpublic int paddingTop = 0;\n\tpublic int paddingBottom = 0;\n\n\t//bool rotated = false;\n\n\t/// <summary>\n\t/// Whether the sprite has a border.\n\t/// </summary>\n\n\tpublic bool hasBorder { get { return (borderLeft | borderRight | borderTop | borderBottom) != 0; } }\n\n\t/// <summary>\n\t/// Whether the sprite has been offset via padding.\n\t/// </summary>\n\n\tpublic bool hasPadding { get { return (paddingLeft | paddingRight | paddingTop | paddingBottom) != 0; } }\n\n\t/// <summary>\n\t/// Convenience function -- set the X, Y, width, and height.\n\t/// </summary>\n\n\tpublic void SetRect (int x, int y, int width, int height)\n\t{\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t}\n\n\t/// <summary>\n\t/// Convenience function -- set the sprite's padding.\n\t/// </summary>\n\n\tpublic void SetPadding (int left, int bottom, int right, int top)\n\t{\n\t\tpaddingLeft = left;\n\t\tpaddingBottom = bottom;\n\t\tpaddingRight = right;\n\t\tpaddingTop = top;\n\t}\n\n\t/// <summary>\n\t/// Convenience function -- set the sprite's border.\n\t/// </summary>\n\n\tpublic void SetBorder (int left, int bottom, int right, int top)\n\t{\n\t\tborderLeft = left;\n\t\tborderBottom = bottom;\n\t\tborderRight = right;\n\t\tborderTop = top;\n\t}\n\n\t/// <summary>\n\t/// Copy all values of the specified sprite data.\n\t/// </summary>\n\n\tpublic void CopyFrom (UISpriteData sd)\n\t{\n\t\tname = sd.name;\n\n\t\tx = sd.x;\n\t\ty = sd.y;\n\t\twidth = sd.width;\n\t\theight = sd.height;\n\t\t\n\t\tborderLeft = sd.borderLeft;\n\t\tborderRight = sd.borderRight;\n\t\tborderTop = sd.borderTop;\n\t\tborderBottom = sd.borderBottom;\n\t\t\n\t\tpaddingLeft = sd.paddingLeft;\n\t\tpaddingRight = sd.paddingRight;\n\t\tpaddingTop = sd.paddingTop;\n\t\tpaddingBottom = sd.paddingBottom;\n\t}\n\n\t/// <summary>\n\t/// Copy the border information from the specified sprite.\n\t/// </summary>\n\n\tpublic void CopyBorderFrom (UISpriteData sd)\n\t{\n\t\tborderLeft = sd.borderLeft;\n\t\tborderRight = sd.borderRight;\n\t\tborderTop = sd.borderTop;\n\t\tborderBottom = sd.borderBottom;\n\t}\n}\n"
  },
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UISpriteData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f23d662aa841b434588de6b8c3cb5b3e\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UIStretch.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script can be used to stretch objects relative to the screen's width and height.\n/// The most obvious use would be to create a full-screen background by attaching it to a sprite.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/Stretch\")]\npublic class UIStretch : MonoBehaviour\n{\n\tpublic enum Style\n\t{\n\t\tNone,\n\t\tHorizontal,\n\t\tVertical,\n\t\tBoth,\n\t\tBasedOnHeight,\n\t\tFillKeepingRatio, // Fits the image so that it entirely fills the specified container keeping its ratio\n\t\tFitInternalKeepingRatio // Fits the image/item inside of the specified container keeping its ratio\n\t}\n\n\t/// <summary>\n\t/// Camera used to determine the anchor bounds. Set automatically if none was specified.\n\t/// </summary>\n\n\tpublic Camera uiCamera = null;\n\n\t/// <summary>\n\t/// Object used to determine the container's bounds. Overwrites the camera-based anchoring if the value was specified.\n\t/// </summary>\n\n\tpublic GameObject container = null;\n\n\t/// <summary>\n\t/// Stretching style.\n\t/// </summary>\n\n\tpublic Style style = Style.None;\n\n\t/// <summary>\n\t/// Whether the operation will occur only once and the script will then be disabled.\n\t/// Screen size changes will still cause the script's logic to execute.\n\t/// </summary>\n\n\tpublic bool runOnlyOnce = true;\n\n\t/// <summary>\n\t/// Relative-to-target size.\n\t/// </summary>\n\n\tpublic Vector2 relativeSize = Vector2.one;\n\n\t/// <summary>\n\t/// The size that the item/image should start out initially.\n\t/// Used for FillKeepingRatio, and FitInternalKeepingRatio.\n\t/// Contributed by Dylan Ryan.\n\t/// </summary>\n\n\tpublic Vector2 initialSize = Vector2.one;\n\n\t/// <summary>\n\t/// Padding applied after the size of the stretched object gets calculated. This value is in pixels.\n\t/// </summary>\n\n\tpublic Vector2 borderPadding = Vector2.zero;\n\n\t// Deprecated legacy functionality\n\t[HideInInspector][SerializeField] UIWidget widgetContainer;\n\n\tTransform mTrans;\n\tUIWidget mWidget;\n\tUISprite mSprite;\n\tUIPanel mPanel;\n\tUIRoot mRoot;\n\tAnimation mAnim;\n\tRect mRect;\n\tbool mStarted = false;\n\n\tvoid Awake ()\n\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tmAnim = animation;\n#else\n\t\tmAnim = GetComponent<Animation>();\n#endif\n\t\tmRect = new Rect();\n\t\tmTrans = transform;\n\t\tmWidget = GetComponent<UIWidget>();\n\t\tmSprite = GetComponent<UISprite>();\n\t\tmPanel = GetComponent<UIPanel>();\n\n\t\tUICamera.onScreenResize += ScreenSizeChanged;\n\t}\n\n\tvoid OnDestroy () { UICamera.onScreenResize -= ScreenSizeChanged; }\n\n\tvoid ScreenSizeChanged () { if (mStarted && runOnlyOnce) Update(); }\n\n\tvoid Start ()\n\t{\n\t\tif (container == null && widgetContainer != null)\n\t\t{\n\t\t\tcontainer = widgetContainer.gameObject;\n\t\t\twidgetContainer = null;\n#if UNITY_EDITOR\n\t\t\tNGUITools.SetDirty(this);\n#endif\n\t\t}\n\n\t\tif (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);\n\t\tmRoot = NGUITools.FindInParents<UIRoot>(gameObject);\n\t\t\n\t\tUpdate();\n\t\t\n\t\tmStarted = true;\n\t}\n\n\tvoid Update ()\n\t{\n\t\tif (mAnim != null && mAnim.isPlaying) return;\n\n\t\tif (style != Style.None)\n\t\t{\n\t\t\tUIWidget wc = (container == null) ? null : container.GetComponent<UIWidget>();\n\t\t\tUIPanel pc = (container == null && wc == null) ? null : container.GetComponent<UIPanel>();\n\t\t\tfloat adjustment = 1f;\n\n\t\t\tif (wc != null)\n\t\t\t{\n\t\t\t\tBounds b = wc.CalculateBounds(transform.parent);\n\n\t\t\t\tmRect.x = b.min.x;\n\t\t\t\tmRect.y = b.min.y;\n\n\t\t\t\tmRect.width = b.size.x;\n\t\t\t\tmRect.height = b.size.y;\n\t\t\t}\n\t\t\telse if (pc != null)\n\t\t\t{\n\t\t\t\tif (pc.clipping == UIDrawCall.Clipping.None)\n\t\t\t\t{\n\t\t\t\t\t// Panel has no clipping -- just use the screen's dimensions\n\t\t\t\t\tfloat ratio = (mRoot != null) ? (float)mRoot.activeHeight / Screen.height * 0.5f : 0.5f;\n\t\t\t\t\tmRect.xMin = -Screen.width * ratio;\n\t\t\t\t\tmRect.yMin = -Screen.height * ratio;\n\t\t\t\t\tmRect.xMax = -mRect.xMin;\n\t\t\t\t\tmRect.yMax = -mRect.yMin;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t// Panel has clipping -- use it as the mRect\n\t\t\t\t\tVector4 cr = pc.finalClipRegion;\n\t\t\t\t\tmRect.x = cr.x - (cr.z * 0.5f);\n\t\t\t\t\tmRect.y = cr.y - (cr.w * 0.5f);\n\t\t\t\t\tmRect.width = cr.z;\n\t\t\t\t\tmRect.height = cr.w;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (container != null)\n\t\t\t{\n\t\t\t\tTransform root = transform.parent;\n\t\t\t\tBounds b = (root != null) ? NGUIMath.CalculateRelativeWidgetBounds(root, container.transform) :\n\t\t\t\t\tNGUIMath.CalculateRelativeWidgetBounds(container.transform);\n\n\t\t\t\tmRect.x = b.min.x;\n\t\t\t\tmRect.y = b.min.y;\n\n\t\t\t\tmRect.width = b.size.x;\n\t\t\t\tmRect.height = b.size.y;\n\t\t\t}\n\t\t\telse if (uiCamera != null)\n\t\t\t{\n\t\t\t\tmRect = uiCamera.pixelRect;\n\t\t\t\tif (mRoot != null) adjustment = mRoot.pixelSizeAdjustment;\n\t\t\t}\n\t\t\telse return;\n\n\t\t\tfloat rectWidth = mRect.width;\n\t\t\tfloat rectHeight = mRect.height;\n\n\t\t\tif (adjustment != 1f && rectHeight > 1f)\n\t\t\t{\n\t\t\t\tfloat scale = mRoot.activeHeight / rectHeight;\n\t\t\t\trectWidth *= scale;\n\t\t\t\trectHeight *= scale;\n\t\t\t}\n\n\t\t\tVector3 size = (mWidget != null) ? new Vector3(mWidget.width, mWidget.height) : mTrans.localScale;\n\n\t\t\tif (style == Style.BasedOnHeight)\n\t\t\t{\n\t\t\t\tsize.x = relativeSize.x * rectHeight;\n\t\t\t\tsize.y = relativeSize.y * rectHeight;\n\t\t\t}\n\t\t\telse if (style == Style.FillKeepingRatio)\n\t\t\t{\n\t\t\t\t// Contributed by Dylan Ryan\n\t\t\t\tfloat screenRatio = rectWidth / rectHeight;\n\t\t\t\tfloat imageRatio = initialSize.x / initialSize.y;\n\n\t\t\t\tif (imageRatio < screenRatio)\n\t\t\t\t{\n\t\t\t\t\t// Fit horizontally\n\t\t\t\t\tfloat scale = rectWidth / initialSize.x;\n\t\t\t\t\tsize.x = rectWidth;\n\t\t\t\t\tsize.y = initialSize.y * scale;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t// Fit vertically\n\t\t\t\t\tfloat scale = rectHeight / initialSize.y;\n\t\t\t\t\tsize.x = initialSize.x * scale;\n\t\t\t\t\tsize.y = rectHeight;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse if (style == Style.FitInternalKeepingRatio)\n\t\t\t{\n\t\t\t\t// Contributed by Dylan Ryan\n\t\t\t\tfloat screenRatio = rectWidth / rectHeight;\n\t\t\t\tfloat imageRatio = initialSize.x / initialSize.y;\n\n\t\t\t\tif (imageRatio > screenRatio)\n\t\t\t\t{\n\t\t\t\t\t// Fit horizontally\n\t\t\t\t\tfloat scale = rectWidth / initialSize.x;\n\t\t\t\t\tsize.x = rectWidth;\n\t\t\t\t\tsize.y = initialSize.y * scale;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t// Fit vertically\n\t\t\t\t\tfloat scale = rectHeight / initialSize.y;\n\t\t\t\t\tsize.x = initialSize.x * scale;\n\t\t\t\t\tsize.y = rectHeight;\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (style != Style.Vertical)\n\t\t\t\t\tsize.x = relativeSize.x * rectWidth;\n\n\t\t\t\tif (style != Style.Horizontal)\n\t\t\t\t\tsize.y = relativeSize.y * rectHeight;\n\t\t\t}\n\n\t\t\tif (mSprite != null)\n\t\t\t{\n\t\t\t\tfloat multiplier = (mSprite.atlas != null) ? mSprite.atlas.pixelSize : 1f;\n\t\t\t\tsize.x -= borderPadding.x * multiplier;\n\t\t\t\tsize.y -= borderPadding.y * multiplier;\n\n\t\t\t\tif (style != Style.Vertical)\n\t\t\t\t\tmSprite.width = Mathf.RoundToInt(size.x);\n\n\t\t\t\tif (style != Style.Horizontal)\n\t\t\t\t\tmSprite.height = Mathf.RoundToInt(size.y);\n\n\t\t\t\tsize = Vector3.one;\n\t\t\t}\n\t\t\telse if (mWidget != null)\n\t\t\t{\n\t\t\t\tif (style != Style.Vertical)\n\t\t\t\t\tmWidget.width = Mathf.RoundToInt(size.x - borderPadding.x);\n\n\t\t\t\tif (style != Style.Horizontal)\n\t\t\t\t\tmWidget.height = Mathf.RoundToInt(size.y - borderPadding.y);\n\n\t\t\t\tsize = Vector3.one;\n\t\t\t}\n\t\t\telse if (mPanel != null)\n\t\t\t{\n\t\t\t\tVector4 cr = mPanel.baseClipRegion;\n\n\t\t\t\tif (style != Style.Vertical)\n\t\t\t\t\tcr.z = size.x - borderPadding.x;\n\t\t\t\t\n\t\t\t\tif (style != Style.Horizontal)\n\t\t\t\t\tcr.w = size.y - borderPadding.y;\n\n\t\t\t\tmPanel.baseClipRegion = cr;\n\t\t\t\tsize = Vector3.one;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tif (style != Style.Vertical)\n\t\t\t\t\tsize.x -= borderPadding.x;\n\t\t\t\t\n\t\t\t\tif (style != Style.Horizontal)\n\t\t\t\t\tsize.y -= borderPadding.y;\n\t\t\t}\n\t\t\t\n\t\t\tif (mTrans.localScale != size)\n\t\t\t\tmTrans.localScale = size;\n\n\t\t\tif (runOnlyOnce && Application.isPlaying) enabled = false;\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UIStretch.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 94b5bd8d2e1bcbe4580036799fb6ca41\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: -21\n  icon: {instanceID: 0}\n  userData: \n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UITextList.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\n#if !UNITY_3_5 && !UNITY_FLASH\n#define DYNAMIC_FONT\n#endif\n\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Text;\n\n/// <summary>\n/// Text list can be used with a UILabel to create a scrollable multi-line text field that's\n/// easy to add new entries to. Optimal use: chat window.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/UI/Text List\")]\npublic class UITextList : MonoBehaviour\n{\n\tpublic enum Style\n\t{\n\t\tText,\n\t\tChat,\n\t}\n\n\t/// <summary>\n\t/// Label the contents of which will be modified with the chat entries.\n\t/// </summary>\n\n\tpublic UILabel textLabel;\n\n\t/// <summary>\n\t/// Vertical scroll bar associated with the text list.\n\t/// </summary>\n\n\tpublic UIProgressBar scrollBar;\n\n\t/// <summary>\n\t/// Text style. Text entries go top to bottom. Chat entries go bottom to top.\n\t/// </summary>\n\n\tpublic Style style = Style.Text;\n\n\t/// <summary>\n\t/// Maximum number of chat log entries to keep before discarding them.\n\t/// </summary>\n\n\tpublic int paragraphHistory = 100;\n\n\t// Text list is made up of paragraphs\n\tprotected class Paragraph\n\t{\n\t\tpublic string text;\t\t// Original text\n\t\tpublic string[] lines;\t// Split lines\n\t}\n\n\tprotected char[] mSeparator = new char[] { '\\n' };\n\tprotected float mScroll = 0f;\n\tprotected int mTotalLines = 0;\n\tprotected int mLastWidth = 0;\n\tprotected int mLastHeight = 0;\n\tBetterList<Paragraph> mParagraphs;\n\n\t/// <summary>\n\t/// Chat history is in a dictionary so that there can be multiple chat window tabs, each with its own text list.\n\t/// The dictionary is static so that it travels from one scene to another without losing chat history.\n\t/// </summary>\n\n\tstatic Dictionary<string, BetterList<Paragraph>> mHistory = new Dictionary<string, BetterList<Paragraph>>();\n\n\t/// <summary>\n\t/// Paragraphs belonging to this text list.\n\t/// </summary>\n\n\tprotected BetterList<Paragraph> paragraphs\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mParagraphs == null)\n\t\t\t{\n\t\t\t\tif (!mHistory.TryGetValue(name, out mParagraphs))\n\t\t\t\t{\n\t\t\t\t\tmParagraphs = new BetterList<Paragraph>();\n\t\t\t\t\tmHistory.Add(name, mParagraphs);\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mParagraphs;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the text list is usable.\n\t/// </summary>\n\n#if DYNAMIC_FONT\n\tpublic bool isValid { get { return textLabel != null && textLabel.ambigiousFont != null; } }\n#else\n\tpublic bool isValid { get { return textLabel != null && textLabel.bitmapFont != null; } }\n#endif\n\n\t/// <summary>\n\t/// Relative (0-1 range) scroll value, with 0 being the oldest entry and 1 being the newest entry.\n\t/// </summary>\n\n\tpublic float scrollValue\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mScroll;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tvalue = Mathf.Clamp01(value);\n\n\t\t\tif (isValid && mScroll != value)\n\t\t\t{\n\t\t\t\tif (scrollBar != null)\n\t\t\t\t{\n\t\t\t\t\tscrollBar.value = value;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tmScroll = value;\n\t\t\t\t\tUpdateVisibleText();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Height of each line.\n\t/// </summary>\n\n\tprotected float lineHeight { get { return (textLabel != null) ? textLabel.fontSize + textLabel.effectiveSpacingY : 20f; } }\n\n\t/// <summary>\n\t/// Height of the scrollable area (outside of the visible area's bounds).\n\t/// </summary>\n\n\tprotected int scrollHeight\n\t{\n\t\tget\n\t\t{\n\t\t\tif (!isValid) return 0;\n\t\t\tint maxLines = Mathf.FloorToInt((float)textLabel.height / lineHeight);\n\t\t\treturn Mathf.Max(0, mTotalLines - maxLines);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Clear the text.\n\t/// </summary>\n\n\tpublic void Clear ()\n\t{\n\t\tparagraphs.Clear();\n\t\tUpdateVisibleText();\n\t}\n\n\t/// <summary>\n\t/// Automatically find the values if none were specified.\n\t/// </summary>\n\n\tvoid Start ()\n\t{\n\t\tif (textLabel == null)\n\t\t\ttextLabel = GetComponentInChildren<UILabel>();\n\n\t\tif (scrollBar != null)\n\t\t\tEventDelegate.Add(scrollBar.onChange, OnScrollBar);\n\n\t\ttextLabel.overflowMethod = UILabel.Overflow.ClampContent;\n\n\t\tif (style == Style.Chat)\n\t\t{\n\t\t\ttextLabel.pivot = UIWidget.Pivot.BottomLeft;\n\t\t\tscrollValue = 1f;\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttextLabel.pivot = UIWidget.Pivot.TopLeft;\n\t\t\tscrollValue = 0f;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Keep an eye on the size of the label, and if it changes -- rebuild everything.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n\t\tif (isValid && (textLabel.width != mLastWidth || textLabel.height != mLastHeight))\n\t\t\tRebuild();\n\t}\n\n\t/// <summary>\n\t/// Allow scrolling of the text list.\n\t/// </summary>\n\n\tpublic void OnScroll (float val)\n\t{\n\t\tint sh = scrollHeight;\n\n\t\tif (sh != 0)\n\t\t{\n\t\t\tval *= lineHeight;\n\t\t\tscrollValue = mScroll - val / sh;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Allow dragging of the text list.\n\t/// </summary>\n\n\tpublic void OnDrag (Vector2 delta)\n\t{\n\t\tint sh = scrollHeight;\n\n\t\tif (sh != 0)\n\t\t{\n\t\t\tfloat val = delta.y / lineHeight;\n\t\t\tscrollValue = mScroll + val / sh;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Delegate function called when the scroll bar's value changes.\n\t/// </summary>\n\n\tvoid OnScrollBar ()\n\t{\n\t\tmScroll = UIScrollBar.current.value;\n\t\tUpdateVisibleText();\n\t}\n\n\t/// <summary>\n\t/// Add a new paragraph.\n\t/// </summary>\n\n\tpublic void Add (string text) { Add(text, true); }\n\n\t/// <summary>\n\t/// Add a new paragraph.\n\t/// </summary>\n\n\tprotected void Add (string text, bool updateVisible)\n\t{\n\t\tParagraph ce = null;\n\n\t\tif (paragraphs.size < paragraphHistory)\n\t\t{\n\t\t\tce = new Paragraph();\n\t\t}\n\t\telse\n\t\t{\n\t\t\tce = mParagraphs[0];\n\t\t\tmParagraphs.RemoveAt(0);\n\t\t}\n\n\t\tce.text = text;\n\t\tmParagraphs.Add(ce);\n\t\tRebuild();\n\t}\n\n\t/// <summary>\n\t/// Rebuild the visible text.\n\t/// </summary>\n\n\tprotected void Rebuild ()\n\t{\n\t\tif (isValid)\n\t\t{\n\t\t\tmLastWidth = textLabel.width;\n\t\t\tmLastHeight = textLabel.height;\n\n\t\t\t// Although we could simply use UILabel.Wrap, it would mean setting the same data\n\t\t\t// over and over every paragraph, which is not ideal. It's faster to only do it once\n\t\t\t// and then do wrapping ourselves in the 'for' loop below.\n\t\t\ttextLabel.UpdateNGUIText();\n\t\t\tNGUIText.rectHeight = 1000000;\n\t\t\tNGUIText.regionHeight = 1000000;\n\t\t\tmTotalLines = 0;\n\n\t\t\tfor (int i = 0; i < paragraphs.size; ++i)\n\t\t\t{\n\t\t\t\tstring final;\n\t\t\t\tParagraph p = mParagraphs.buffer[i];\n\t\t\t\tNGUIText.WrapText(p.text, out final, false, true);\n\t\t\t\tp.lines = final.Split('\\n');\n\t\t\t\tmTotalLines += p.lines.Length;\n\t\t\t}\n\n\t\t\t// Recalculate the total number of lines\n\t\t\tmTotalLines = 0;\n\t\t\tfor (int i = 0, imax = mParagraphs.size; i < imax; ++i)\n\t\t\t\tmTotalLines += mParagraphs.buffer[i].lines.Length;\n\n\t\t\t// Update the bar's size\n\t\t\tif (scrollBar != null)\n\t\t\t{\n\t\t\t\tUIScrollBar sb = scrollBar as UIScrollBar;\n\t\t\t\tif (sb != null) sb.barSize = (mTotalLines == 0) ? 1f : 1f - (float)scrollHeight / mTotalLines;\n\t\t\t}\n\n\t\t\t// Update the visible text\n\t\t\tUpdateVisibleText();\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Refill the text label based on what's currently visible.\n\t/// </summary>\n\n\tprotected void UpdateVisibleText ()\n\t{\n\t\tif (isValid)\n\t\t{\n\t\t\tif (mTotalLines == 0)\n\t\t\t{\n\t\t\t\ttextLabel.text = \"\";\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tint maxLines = Mathf.FloorToInt((float)textLabel.height / lineHeight);\n\t\t\tint sh = Mathf.Max(0, mTotalLines - maxLines);\n\t\t\tint offset = Mathf.RoundToInt(mScroll * sh);\n\t\t\tif (offset < 0) offset = 0;\n\n\t\t\tStringBuilder final = new StringBuilder();\n\n\t\t\tfor (int i = 0, imax = paragraphs.size; maxLines > 0 && i < imax; ++i)\n\t\t\t{\n\t\t\t\tParagraph p = mParagraphs.buffer[i];\n\n\t\t\t\tfor (int b = 0, bmax = p.lines.Length; maxLines > 0 && b < bmax; ++b)\n\t\t\t\t{\n\t\t\t\t\tstring s = p.lines[b];\n\n\t\t\t\t\tif (offset > 0)\n\t\t\t\t\t{\n\t\t\t\t\t\t--offset;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif (final.Length > 0) final.Append(\"\\n\");\n\t\t\t\t\t\tfinal.Append(s);\n\t\t\t\t\t\t--maxLines;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\ttextLabel.text = final.ToString();\n\t\t}\n\t}\n}\n"
  },
  {
    "path": "Assets/Plugins/NGUI/Scripts/UI/UITextList.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 020d0c1db3283a342ab86731270ea060\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n"
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    "path": "Assets/Plugins/NGUI/Scripts/UI/UITexture.cs",
    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n#define SPRITE_UVOFFSET\nusing UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture.\n/// Keep in mind though that this will create an extra draw call with each UITexture present, so it's\n/// best to use it only for backgrounds or temporary visible widgets.\n/// </summary>\n\n[ExecuteInEditMode]\n[AddComponentMenu(\"NGUI/UI/NGUI Texture\")]\npublic class UITexture : UIBasicSprite\n{\n\t[HideInInspector][SerializeField] Rect mRect = new Rect(0f, 0f, 1f, 1f);\n\t[HideInInspector][SerializeField] Texture mTexture;\n\t[HideInInspector][SerializeField] Shader mShader;\n\t[HideInInspector][SerializeField] Vector4 mBorder = Vector4.zero;\n\t[HideInInspector][SerializeField] bool mFixedAspect = false;\n\n\t[System.NonSerialized] int mPMA = -1;\n\n\t/// <summary>\n\t/// Texture used by the UITexture. You can set it directly, without the need to specify a material.\n\t/// </summary>\n\n\tpublic override Texture mainTexture\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mTexture != null) return mTexture;\n\t\t\tif (mMat != null) return mMat.mainTexture;\n\t\t\treturn null;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mTexture != value)\n\t\t\t{\n\t\t\t\tif (drawCall != null && drawCall.widgetCount == 1 && mMat == null)\n\t\t\t\t{\n\t\t\t\t\tmTexture = value;\n\t\t\t\t\tdrawCall.mainTexture = value;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tRemoveFromPanel();\n\t\t\t\t\tmTexture = value;\n\t\t\t\t\tmPMA = -1;\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Material used by the widget.\n\t/// </summary>\n\n\tpublic override Material material\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mMat;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mMat != value)\n\t\t\t{\n\t\t\t\tRemoveFromPanel();\n\t\t\t\tmShader = null;\n\t\t\t\tmMat = value;\n\t\t\t\tmPMA = -1;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Shader used by the texture when creating a dynamic material (when the texture was specified, but the material was not).\n\t/// </summary>\n\n\tpublic override Shader shader\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mMat != null) return mMat.shader;\n\t\t\tif (mShader == null) mShader = Shader.Find(\"Unlit/Transparent Colored\");\n\t\t\treturn mShader;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mShader != value)\n\t\t\t{\n\t\t\t\tif (drawCall != null && drawCall.widgetCount == 1 && mMat == null)\n\t\t\t\t{\n\t\t\t\t\tmShader = value;\n\t\t\t\t\tdrawCall.shader = value;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tRemoveFromPanel();\n\t\t\t\t\tmShader = value;\n\t\t\t\t\tmPMA = -1;\n\t\t\t\t\tmMat = null;\n\t\t\t\t\tMarkAsChanged();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the texture is using a premultiplied alpha material.\n\t/// </summary>\n\n\tpublic override bool premultipliedAlpha\n\t{\n\t\tget\n\t\t{\n\t\t\tif (mPMA == -1)\n\t\t\t{\n\t\t\t\tMaterial mat = material;\n\t\t\t\tmPMA = (mat != null && mat.shader != null && mat.shader.name.Contains(\"Premultiplied\")) ? 1 : 0;\n\t\t\t}\n\t\t\treturn (mPMA == 1);\n\t\t}\n\t}\n\n\n\t/// <summary>\n\t/// Sprite's border. X = left, Y = bottom, Z = right, W = top.\n\t/// </summary>\n\n\tpublic override Vector4 border\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mBorder;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mBorder != value)\n\t\t\t{\n\t\t\t\tmBorder = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// UV rectangle used by the texture.\n\t/// </summary>\n\n\tpublic Rect uvRect\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mRect;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mRect != value)\n\t\t\t{\n\t\t\t\tmRect = value;\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Widget's dimensions used for drawing. X = left, Y = bottom, Z = right, W = top.\n\t/// This function automatically adds 1 pixel on the edge if the texture's dimensions are not even.\n\t/// It's used to achieve pixel-perfect sprites even when an odd dimension widget happens to be centered.\n\t/// </summary>\n\n\tpublic override Vector4 drawingDimensions\n\t{\n\t\tget\n\t\t{\n\t\t\tVector2 offset = pivotOffset;\n\n\t\t\tfloat x0 = -offset.x * mWidth;\n\t\t\tfloat y0 = -offset.y * mHeight;\n\t\t\tfloat x1 = x0 + mWidth;\n\t\t\tfloat y1 = y0 + mHeight;\n\n\t\t\tif (mTexture != null && mType != UISprite.Type.Tiled)\n\t\t\t{\n\t\t\t\tint w = mTexture.width;\n\t\t\t\tint h = mTexture.height;\n\t\t\t\tint padRight = 0;\n\t\t\t\tint padTop = 0;\n\n\t\t\t\tfloat px = 1f;\n\t\t\t\tfloat py = 1f;\n\n\t\t\t\tif (w > 0 && h > 0 && (mType == UISprite.Type.Simple || mType == UISprite.Type.Filled))\n\t\t\t\t{\n\t\t\t\t\tif ((w & 1) != 0) ++padRight;\n\t\t\t\t\tif ((h & 1) != 0) ++padTop;\n\n\t\t\t\t\tpx = (1f / w) * mWidth;\n\t\t\t\t\tpy = (1f / h) * mHeight;\n\t\t\t\t}\n\n\t\t\t\tif (mFlip == UISprite.Flip.Horizontally || mFlip == UISprite.Flip.Both)\n\t\t\t\t{\n\t\t\t\t\tx0 += padRight * px;\n\t\t\t\t}\n\t\t\t\telse x1 -= padRight * px;\n\n\t\t\t\tif (mFlip == UISprite.Flip.Vertically || mFlip == UISprite.Flip.Both)\n\t\t\t\t{\n\t\t\t\t\ty0 += padTop * py;\n\t\t\t\t}\n\t\t\t\telse y1 -= padTop * py;\n\t\t\t}\n\n\t\t\tfloat fw, fh;\n\n\t\t\tif (mFixedAspect)\n\t\t\t{\n\t\t\t\tfw = 0f;\n\t\t\t\tfh = 0f;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tVector4 br = border;\n\t\t\t\tfw = br.x + br.z;\n\t\t\t\tfh = br.y + br.w;\n\t\t\t}\n\n\t\t\tfloat vx = Mathf.Lerp(x0, x1 - fw, mDrawRegion.x);\n\t\t\tfloat vy = Mathf.Lerp(y0, y1 - fh, mDrawRegion.y);\n\t\t\tfloat vz = Mathf.Lerp(x0 + fw, x1, mDrawRegion.z);\n\t\t\tfloat vw = Mathf.Lerp(y0 + fh, y1, mDrawRegion.w);\n\n\t\t\treturn new Vector4(vx, vy, vz, vw);\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Whether the drawn texture will always maintain a fixed aspect ratio.\n\t/// This setting is not compatible with drawRegion adjustments (sliders, progress bars, etc).\n\t/// </summary>\n\n\tpublic bool fixedAspect\n\t{\n\t\tget\n\t\t{\n\t\t\treturn mFixedAspect;\n\t\t}\n\t\tset\n\t\t{\n\t\t\tif (mFixedAspect != value)\n\t\t\t{\n\t\t\t\tmFixedAspect = value;\n\t\t\t\tmDrawRegion = new Vector4(0f, 0f, 1f, 1f);\n\t\t\t\tMarkAsChanged();\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the scale of the widget to make it pixel-perfect.\n\t/// </summary>\n\n\tpublic override void MakePixelPerfect ()\n\t{\n\t\tbase.MakePixelPerfect();\n\t\tif (mType == Type.Tiled) return;\n\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n\t\tif (mType == Type.Simple || mType == Type.Filled || !hasBorder)\n\t\t{\n\t\t\tif (tex != null)\n\t\t\t{\n\t\t\t\tint w = tex.width;\n\t\t\t\tint h = tex.height;\n\n\t\t\t\tif ((w & 1) == 1) ++w;\n\t\t\t\tif ((h & 1) == 1) ++h;\n\n\t\t\t\twidth = w;\n\t\t\t\theight = h;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Adjust the draw region if the texture is using a fixed aspect ratio.\n\t/// </summary>\n\n\tprotected override void OnUpdate ()\n\t{\n\t\tbase.OnUpdate();\n\t\t\n\t\tif (mFixedAspect)\n\t\t{\n\t\t\tTexture tex = mainTexture;\n\n\t\t\tif (tex != null)\n\t\t\t{\n\t\t\t\tint w = tex.width;\n\t\t\t\tint h = tex.height;\n\t\t\t\tif ((w & 1) == 1) ++w;\n\t\t\t\tif ((h & 1) == 1) ++h;\n\t\t\t\tfloat widgetWidth = mWidth;\n\t\t\t\tfloat widgetHeight = mHeight;\n\t\t\t\tfloat widgetAspect = widgetWidth / widgetHeight;\n\t\t\t\tfloat textureAspect = (float)w / h;\n\n\t\t\t\tif (textureAspect < widgetAspect)\n\t\t\t\t{\n\t\t\t\t\tfloat x = (widgetWidth - widgetHeight * textureAspect) / widgetWidth * 0.5f;\n\t\t\t\t\tdrawRegion = new Vector4(x, 0f, 1f - x, 1f);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tfloat y = (widgetHeight - widgetWidth / textureAspect) / widgetHeight * 0.5f;\n\t\t\t\t\tdrawRegion = new Vector4(0f, y, 1f, 1f - y);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Virtual function called by the UIPanel that fills the buffers.\n\t/// </summary>\n\n\tpublic override void OnFill (List<Vector3> verts, List<Vector2> uvs, List<Color> cols)\n\t{\n\t\tTexture tex = mainTexture;\n\t\tif (tex == null) return;\n\n        //Rect outer = new Rect(mRect.x * tex.width, mRect.y * tex.height, tex.width * mRect.width, tex.height * mRect.height);\n        float leftOffset = 0f, topOffset = 0f, widthOffset = 0f, heightOffset = 0f;\n#if SPRITE_UVOFFSET\n        if (mEnablePixelOffset)\n        {\n            if (mHorizontalPixelOffset < 0)\n            {\n                //左移（缝隙在左侧），调整位置\n                leftOffset = -mHorizontalPixelOffset;\n            }\n            else\n            {\n                //右移（缝隙在右侧），调整宽度\n                widthOffset = -mHorizontalPixelOffset;\n            }\n            if (mVerticalPixelOffset < 0)\n            {\n                //下移（缝隙在底部）：调整高度 \n                heightOffset = -mVerticalPixelOffset;\n            }\n            else\n            {\n                //上移（缝隙在顶部）：调整位置\n                topOffset = -mVerticalPixelOffset;\n            }\n        }\n#endif\n        Rect outer = new Rect((mRect.x + leftOffset) * tex.width, (mRect.y + topOffset) * tex.height, \n            (tex.width + widthOffset) * mRect.width, (tex.height + heightOffset) * mRect.height);\n\t\tRect inner = outer;\n\t\tVector4 br = border;\n\t\tinner.xMin += br.x;\n\t\tinner.yMin += br.y;\n\t\tinner.xMax -= br.z;\n\t\tinner.yMax -= br.w;\n\n\t\tfloat w = 1f / tex.width;\n\t\tfloat h = 1f / tex.height;\n\n        outer.xMin *= w;\n\t\touter.xMax *= w;\n\t\touter.yMin *= h;\n\t\touter.yMax *= h;\n\n\t\tinner.xMin *= w;\n\t\tinner.xMax *= w;\n\t\tinner.yMin *= h;\n\t\tinner.yMax *= h;\n\n\t\tint offset = verts.Count;\n\t\tFill(verts, uvs, cols, outer, inner);\n\n\t\tif (onPostFill != null)\n\t\t\tonPostFill(this, offset, verts, uvs, cols);\n\t}\n}\n"
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    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// Example script that can be used to show tooltips.\n/// </summary>\n\n[AddComponentMenu(\"NGUI/UI/Tooltip\")]\npublic class UITooltip : MonoBehaviour\n{\n\tstatic protected UITooltip mInstance;\n\n\tpublic Camera uiCamera;\n\tpublic UILabel text;\n\tpublic GameObject tooltipRoot;\n\tpublic UISprite background;\n\tpublic float appearSpeed = 10f;\n\tpublic bool scalingTransitions = true;\n\n\tprotected GameObject mTooltip;\n\tprotected Transform mTrans;\n\tprotected float mTarget = 0f;\n\tprotected float mCurrent = 0f;\n\tprotected Vector3 mPos;\n\tprotected Vector3 mSize = Vector3.zero;\n\n\tprotected UIWidget[] mWidgets;\n\n\t/// <summary>\n\t/// Whether the tooltip is currently visible.\n\t/// </summary>\n\n\tstatic public bool isVisible { get { return (mInstance != null && mInstance.mTarget == 1f); } }\n\n\tvoid Awake () { mInstance = this; }\n\tvoid OnDestroy () { mInstance = null; }\n\n\t/// <summary>\n\t/// Get a list of widgets underneath the tooltip.\n\t/// </summary>\n\n\tprotected virtual void Start ()\n\t{\n\t\tmTrans = transform;\n\t\tmWidgets = GetComponentsInChildren<UIWidget>();\n\t\tmPos = mTrans.localPosition;\n\t\tif (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);\n\t\tSetAlpha(0f);\n\t}\n\n\t/// <summary>\n\t/// Update the tooltip's alpha based on the target value.\n\t/// </summary>\n\n\tprotected virtual void Update ()\n\t{\n\t\tif (mTooltip != UICamera.tooltipObject)\n\t\t{\n\t\t\tmTooltip = null;\n\t\t\tmTarget = 0f;\n\t\t}\n\n\t\tif (mCurrent != mTarget)\n\t\t{\n\t\t\tmCurrent = Mathf.Lerp(mCurrent, mTarget, RealTime.deltaTime * appearSpeed);\n\t\t\tif (Mathf.Abs(mCurrent - mTarget) < 0.001f) mCurrent = mTarget;\n\t\t\tSetAlpha(mCurrent * mCurrent);\n\n\t\t\tif (scalingTransitions)\n\t\t\t{\n\t\t\t\tVector3 offset = mSize * 0.25f;\n\t\t\t\toffset.y = -offset.y;\n\n\t\t\t\tVector3 size = Vector3.one * (1.5f - mCurrent * 0.5f);\n\t\t\t\tVector3 pos = Vector3.Lerp(mPos - offset, mPos, mCurrent);\n\n\t\t\t\tmTrans.localPosition = pos;\n\t\t\t\tmTrans.localScale = size;\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the alpha of all widgets.\n\t/// </summary>\n\n\tprotected virtual void SetAlpha (float val)\n\t{\n\t\tfor (int i = 0, imax = mWidgets.Length; i < imax; ++i)\n\t\t{\n\t\t\tUIWidget w = mWidgets[i];\n\t\t\tColor c = w.color;\n\t\t\tc.a = val;\n\t\t\tw.color = c;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Set the tooltip's text to the specified string.\n\t/// </summary>\n\n\tprotected virtual void SetText (string tooltipText)\n\t{\n\t\tif (text != null && !string.IsNullOrEmpty(tooltipText))\n\t\t{\n\t\t\tmTarget = 1f;\n\t\t\tmTooltip = UICamera.tooltipObject;\n\t\t\ttext.text = tooltipText;\n\n\t\t\t// Orthographic camera positioning is trivial\n\t\t\tmPos = UICamera.lastEventPosition;\n\n\t\t\tTransform textTrans = text.transform;\n\t\t\tVector3 offset = textTrans.localPosition;\n\t\t\tVector3 textScale = textTrans.localScale;\n\n\t\t\t// Calculate the dimensions of the printed text\n\t\t\tmSize = text.printedSize;\n\n\t\t\t// Scale by the transform and adjust by the padding offset\n\t\t\tmSize.x *= textScale.x;\n\t\t\tmSize.y *= textScale.y;\n\n\t\t\tif (background != null)\n\t\t\t{\n\t\t\t\tVector4 border = background.border;\n\t\t\t\tmSize.x += border.x + border.z + (offset.x - border.x) * 2f;\n\t\t\t\tmSize.y += border.y + border.w + (-offset.y - border.y) * 2f;\n\n\t\t\t\tbackground.width = Mathf.RoundToInt(mSize.x);\n\t\t\t\tbackground.height = Mathf.RoundToInt(mSize.y);\n\t\t\t}\n\n\t\t\tif (uiCamera != null)\n\t\t\t{\n\t\t\t\t// Since the screen can be of different than expected size, we want to convert\n\t\t\t\t// mouse coordinates to view space, then convert that to world position.\n\t\t\t\tmPos.x = Mathf.Clamp01(mPos.x / Screen.width);\n\t\t\t\tmPos.y = Mathf.Clamp01(mPos.y / Screen.height);\n\n\t\t\t\t// Calculate the ratio of the camera's target orthographic size to current screen size\n\t\t\t\tfloat activeSize = uiCamera.orthographicSize / mTrans.parent.lossyScale.y;\n\t\t\t\tfloat ratio = (Screen.height * 0.5f) / activeSize;\n\n\t\t\t\t// Calculate the maximum on-screen size of the tooltip window\n\t\t\t\tVector2 max = new Vector2(ratio * mSize.x / Screen.width, ratio * mSize.y / Screen.height);\n\n\t\t\t\t// Limit the tooltip to always be visible\n\t\t\t\tmPos.x = Mathf.Min(mPos.x, 1f - max.x);\n\t\t\t\tmPos.y = Mathf.Max(mPos.y, max.y);\n\n\t\t\t\t// Update the absolute position and save the local one\n\t\t\t\tmTrans.position = uiCamera.ViewportToWorldPoint(mPos);\n\t\t\t\tmPos = mTrans.localPosition;\n\t\t\t\tmPos.x = Mathf.Round(mPos.x);\n\t\t\t\tmPos.y = Mathf.Round(mPos.y);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\t// Don't let the tooltip leave the screen area\n\t\t\t\tif (mPos.x + mSize.x > Screen.width) mPos.x = Screen.width - mSize.x;\n\t\t\t\tif (mPos.y - mSize.y < 0f) mPos.y = mSize.y;\n\n\t\t\t\t// Simple calculation that assumes that the camera is of fixed size\n\t\t\t\tmPos.x -= Screen.width * 0.5f;\n\t\t\t\tmPos.y -= Screen.height * 0.5f;\n\t\t\t}\n\n\t\t\tmTrans.localPosition = mPos;\n\n\t\t\t// Force-update all anchors below the tooltip\n\t\t\tif (tooltipRoot != null) tooltipRoot.BroadcastMessage(\"UpdateAnchors\");\n\t\t\telse text.BroadcastMessage(\"UpdateAnchors\");\n\t\t}\n\t\telse\n\t\t{\n\t\t\tmTooltip = null;\n\t\t\tmTarget = 0f;\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Show a tooltip with the specified text.\n\t/// </summary>\n\n\t[System.Obsolete(\"Use UITooltip.Show instead\")]\n\tstatic public void ShowText (string text) { if (mInstance != null) mInstance.SetText(text); }\n\n\t/// <summary>\n\t/// Show the tooltip.\n\t/// </summary>\n\n\tstatic public void Show (string text) { if (mInstance != null) mInstance.SetText(text); }\n\t\n\t/// <summary>\n\t/// Hide the tooltip.\n\t/// </summary>\n\n\tstatic public void Hide () { if (mInstance != null) { mInstance.mTooltip = null; mInstance.mTarget = 0f; } }\n}\n"
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    "content": "//----------------------------------------------\n//            NGUI: Next-Gen UI kit\n// Copyright © 2011-2016 Tasharen Entertainment\n//----------------------------------------------\n\nusing UnityEngine;\n\n/// <summary>\n/// This script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners.\n/// </summary>\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(Camera))]\n[AddComponentMenu(\"NGUI/UI/Viewport Camera\")]\npublic class UIViewport : MonoBehaviour\n{\n\tpublic Camera sourceCamera;\n\tpublic Transform topLeft;\n\tpublic Transform bottomRight;\n\tpublic float fullSize = 1f;\n\n\tCamera mCam;\n\n\tvoid Start ()\n\t{\n#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7\n\t\tmCam = camera;\n#else\n\t\tmCam = GetComponent<Camera>();\n#endif\n\t\tif (sourceCamera == null) sourceCamera = Camera.main;\n\t}\n\n\tvoid LateUpdate ()\n\t{\n\t\tif (topLeft != null && bottomRight != null)\n\t\t{\n\t\t\tif (topLeft.gameObject.activeInHierarchy)\n\t\t\t{\n\t\t\t\tVector3 tl = sourceCamera.WorldToScreenPoint(topLeft.position);\n\t\t\t\tVector3 br = sourceCamera.WorldToScreenPoint(bottomRight.position);\n\n\t\t\t\tRect rect = new Rect(tl.x / Screen.width, br.y / Screen.height,\n\t\t\t\t\t(br.x - tl.x) / Screen.width, (tl.y - br.y) / Screen.height);\n\n\t\t\t\tfloat size = fullSize * rect.height;\n\n\t\t\t\tif (rect != mCam.rect) mCam.rect = rect;\n\t\t\t\tif (mCam.orthographicSize != size) mCam.orthographicSize = size;\n\t\t\t\tmCam.enabled = true;\n\t\t\t}\n\t\t\telse mCam.enabled = false;\n\t\t}\n\t}\n}\n"
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    "content": "using UnityEngine;\nusing System.Threading;\n\n/// <summary>\n/// ˵TasharenFogOfWarֲNGUI߷\n///       ԭģ˾ŻУ\n///     1RevealerΪIFOWRevealerӦĿչʹûأGC\n///     2ȥ߶ͼHeightMap\n///     3ֻʹradiusˢͼķʽˢͼʽһƳ\n///     4ShaderΪģͷʽ\n///     5ShaderͼԭŻһ\n///     6ӶѡϵͳءȾءص\n/// \n/// ע⣺\n///     1FOWSysetemΪսֵģϵͳѾ㹻չʱӦǣ浽Ϸ߼\n/// \n/// TODOŻ\n///     1̬Ұ罨ϲҪÿζȥˢһˢºCacheCache\n///     2ͬĽɫҲáλǷˢ\n/// \n/// @by wsh 2017-05-18\n/// </summary>\n\npublic class FOWSystem : MonoSingleton<FOWSystem>\n{\n    public enum State\n\t{\n\t\tBlending,\n\t\tNeedUpdate,\n\t\tUpdateTexture,\n\t}\n    \n\tprotected Transform mTrans;\n\tprotected Vector3 mOrigin = Vector3.zero;\n\tprotected Vector3 mSize = Vector3.one;\n\n\t// Revealers that the thread is currently working with\n\tstatic BetterList<IFOWRevealer> mRevealers = new BetterList<IFOWRevealer>();\n\n\t// Revealers that have been added since last update\n\tstatic BetterList<IFOWRevealer> mAdded = new BetterList<IFOWRevealer>();\n\n\t// Revealers that have been removed since last update\n\tstatic BetterList<IFOWRevealer> mRemoved = new BetterList<IFOWRevealer>();\n\n\t// Color buffers -- prepared on the worker thread.\n\tprotected Color32[] mBuffer0;\n\tprotected Color32[] mBuffer1;\n\tprotected Color32[] mBuffer2;\n\n\t// textures -- we'll be blending in the shader\n\tprotected Texture2D mTexture;\n\n\t// Whether some color buffer is ready to be uploaded to VRAM\n\tprotected float mBlendFactor = 0f;\n\tprotected float mNextUpdate = 0f;\n\tprotected State mState = State.Blending;\n\n\tThread mThread;\n    volatile bool mThreadWork;\n\n    protected int mTextureSizeSqr;\n\n\t/// <summary>\n\t/// Size of your world in units. For example, if you have a 256x256 terrain, then just leave this at '256'.\n\t/// </summary>\n    /// \n\tpublic float worldSize = 512f;\n\n\t/// <summary>\n\t/// Size of the fog of war texture. Higher resolution will result in more precise fog of war, at the cost of performance.\n\t/// </summary>\n\n\tpublic int textureSize = 512;\n\n\t/// <summary>\n\t/// How frequently the visibility checks get performed.\n\t/// </summary>\n\n\tpublic float updateFrequency = 0.3f;\n\n\t/// <summary>\n\t/// How long it takes for textures to blend from one to another.\n\t/// </summary>\n\n\tpublic float textureBlendTime = 0.5f;\n\n\t/// <summary>\n\t/// How many blur iterations will be performed. More iterations result in smoother edges.\n\t/// Blurring happens on a separate thread and does not affect performance.\n\t/// </summary>\n\n\tpublic int blurIterations = 2;\n\n    /// <summary>\n    /// How many offset radius will be adjust. \n    /// </summary>\n\n    public float radiusOffset = 0f;\n\n    /// <summary>\n    /// If disable it, the whole system do not work\n    /// </summary>\n\n    public bool enableSystem = true;\n\n    /// <summary>\n    /// If disable it, the whole rendering do not work\n    /// </summary>\n\n    public bool enableRender = true;\n\n    /// <summary>\n    /// If disable it, the there only remnant left\n    /// </summary>\n\n    public bool enableFog = true;\n\n    /// <summary>\n    /// If debugging is enabled, the time it takes to calculate the fog of war will be shown in the log window.\n    /// </summary>\n\n    public bool enableDebug = false;\n\n\t/// <summary>\n\t/// The fog texture we're blending\n\t/// </summary>\n\n\tpublic Texture2D texture { get { return mTexture; } }\n    \n\t/// <summary>\n\t/// Factor used to blend between the texture.\n\t/// </summary>\n\n\tpublic float blendFactor { get { return mBlendFactor; } }\n\n    /// <summary>\n    /// Render immediately\n    /// </summary>\n    public void RenderImmediately()\n    {\n        UpdateBuffer();\n        mState = State.UpdateTexture;\n        UpdateTexture();\n        mBlendFactor = 1.0f;\n    }\n\n    /// <summary>\n    /// Create a new fog revealer.\n    /// </summary>\n\n    static public void AddRevealer (IFOWRevealer rev)\n\t{\n        if (rev != null)\n        {\n            lock (mAdded) mAdded.Add(rev);\n        }\n\t}\n\n\t/// <summary>\n\t/// Delete the specified revealer.\n\t/// </summary>\n\n\tstatic public void RemoveRevealer (IFOWRevealer rev)\n    {\n        if (rev != null)\n        {\n            lock (mRemoved) mRemoved.Add(rev);\n        }\n    }\n\n    /// <summary>\n    /// Generate the height grid.\n    /// </summary>\n\n    protected override void Init()\n\t{\n\t\tmTrans = transform;\n        \n        // TODOʵĿУԼݳͼλϢ\n        // Ϊ˼򵥣սTransformֱӾУԭλΪ½\n        mTrans.localPosition = new Vector3(0f, 0f, 0f);\n\t\tmOrigin = mTrans.position;\n        mOrigin.x -= worldSize * 0.5f;\n        mOrigin.z -= worldSize * 0.5f;\n\n        mTextureSizeSqr = textureSize * textureSize;\n\t\tmBuffer0 = new Color32[mTextureSizeSqr];\n\t\tmBuffer1 = new Color32[mTextureSizeSqr];\n\t\tmBuffer2 = new Color32[mTextureSizeSqr];\n        mRevealers.Clear();\n        mRemoved.Clear();\n        mAdded.Clear();\n        \n        // Add a thread update function -- all visibility checks will be done on a separate thread\n        mThread = new Thread(ThreadUpdate);\n        mThreadWork = true;\n        mThread.Start();\n    }\n\n    /// <summary>\n    /// Ensure that the thread gets terminated.\n    /// </summary>\n\n    public override void Dispose()\n    {\n        if (mThread != null)\n        {\n            mThreadWork = false;\n            mThread.Join();\n            mThread = null;\n        }\n\n        mBuffer0 = null;\n        mBuffer1 = null;\n        mBuffer2 = null;\n\n        if (mTexture != null)\n        {\n            Destroy(mTexture);\n            mTexture = null;\n        }\n    }\n\n\t/// <summary>\n\t/// Is it time to update the visibility? If so, flip the switch.\n\t/// </summary>\n\n\tvoid Update ()\n\t{\n        if (!enableSystem)\n        {\n            return;\n        }\n\n\t\tif (textureBlendTime > 0f)\n\t\t{\n\t\t\tmBlendFactor = Mathf.Clamp01(mBlendFactor + Time.deltaTime / textureBlendTime);\n\t\t}\n\t\telse mBlendFactor = 1f;\n\n\t\tif (mState == State.Blending)\n\t\t{\n\t\t\tfloat time = Time.time;\n\n\t\t\tif (mNextUpdate < time)\n\t\t\t{\n\t\t\t\tmNextUpdate = time + updateFrequency;\n\t\t\t\tmState = State.NeedUpdate;\n\t\t\t}\n\t\t}\n\t\telse if (mState != State.NeedUpdate)\n\t\t{\n\t\t\tUpdateTexture();\n\t\t}\n\t}\n\n\tfloat mElapsed = 0f;\n\n    public float elapsed\n    {\n        get\n        {\n            return mElapsed;\n        }\n    }\n\n    /// <summary>\n    /// If it's time to update, do so now.\n    /// </summary>\n\n    void ThreadUpdate()\n    {\n        System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();\n\n        while (mThreadWork)\n        {\n            if (mState == State.NeedUpdate)\n            {\n                sw.Reset();\n                sw.Start();\n                UpdateBuffer();\n                sw.Stop();\n                mElapsed = 0.001f * (float)sw.ElapsedMilliseconds;\n                mState = State.UpdateTexture;\n            }\n            Thread.Sleep(1);\n        }\n#if UNITY_EDITOR\n        Debug.Log(\"FOW thread exit!\");\n#endif\n    }\n\n\t/// <summary>\n\t/// Show the area covered by the fog of war.\n\t/// </summary>\n\n\tvoid OnDrawGizmosSelected ()\n\t{\n\t\tGizmos.matrix = transform.localToWorldMatrix;\n\t\tGizmos.color = Color.yellow;\n\t\tGizmos.DrawWireCube(new Vector3(0f, 0f, 0f), new Vector3(worldSize, 0f, worldSize));\n\t}\n    \n\t/// <summary>\n\t/// Update the fog of war's visibility.\n\t/// </summary>\n\n\tvoid UpdateBuffer ()\n\t{\n\t\t// Add all items scheduled to be added\n\t\tif (mAdded.size > 0)\n\t\t{\n\t\t\tlock (mAdded)\n\t\t\t{\n\t\t\t\twhile (mAdded.size > 0)\n\t\t\t\t{\n\t\t\t\t\tint index = mAdded.size - 1;\n\t\t\t\t\tmRevealers.Add(mAdded.buffer[index]);\n\t\t\t\t\tmAdded.RemoveAt(index);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Remove all items scheduled for removal\n\t\tif (mRemoved.size > 0)\n\t\t{\n\t\t\tlock (mRemoved)\n\t\t\t{\n\t\t\t\twhile (mRemoved.size > 0)\n\t\t\t\t{\n\t\t\t\t\tint index = mRemoved.size - 1;\n\t\t\t\t\tmRevealers.Remove(mRemoved.buffer[index]);\n\t\t\t\t\tmRemoved.RemoveAt(index);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// Use the texture blend time, thus estimating the time this update will finish\n\t\t// Doing so helps avoid visible changes in blending caused by the blended result being X milliseconds behind.\n\t\tfloat factor = (textureBlendTime > 0f) ? Mathf.Clamp01(mBlendFactor + mElapsed / textureBlendTime) : 1f;\n\n\t\t// Clear the buffer's red channel (channel used for current visibility -- it's updated right after)\n\t\tfor (int i = 0, imax = mBuffer0.Length; i < imax; ++i)\n\t\t{\n\t\t\tmBuffer0[i] = Color32.Lerp(mBuffer0[i], mBuffer1[i], factor);\n\t\t\tmBuffer1[i].r = 0;\n\t\t}\n\n\t\t// For conversion from world coordinates to texture coordinates\n\t\tfloat worldToTex = (float)textureSize / worldSize;\n\n\t\t// Update the visibility buffer, one revealer at a time\n\t\tfor (int i = 0; i < mRevealers.size; ++i)\n\t\t{\n\t\t\tIFOWRevealer rev = mRevealers[i];\n            if (rev.IsValid())\n            {\n                RevealUsingRadius(rev, worldToTex);\n            }\n        }\n\n\t\t// Blur the final visibility data\n\t\tfor (int i = 0; i < blurIterations; ++i) BlurVisibility();\n\n\t\t// Reveal the map based on what's currently visible\n\t\tRevealMap();\n\n        // Merge two buffer to one\n        MergeBuffer();\n    }\n\n\t/// <summary>\n\t/// The fastest form of visibility updates -- radius-based, no line of sights checks.\n\t/// </summary>\n\n\tvoid RevealUsingRadius (IFOWRevealer r, float worldToTex)\n\t{\n\t\t// Position relative to the fog of war\n\t\tVector3 pos = (r.GetPosition() - mOrigin) * worldToTex;\n        float radius = r.GetRadius() * worldToTex - radiusOffset;\n\n        // Coordinates we'll be dealing with\n        int xmin = Mathf.RoundToInt(pos.x - radius);\n\t\tint ymin = Mathf.RoundToInt(pos.z - radius);\n\t\tint xmax = Mathf.RoundToInt(pos.x + radius);\n\t\tint ymax = Mathf.RoundToInt(pos.z + radius);\n\n\t\tint cx = Mathf.RoundToInt(pos.x);\n\t\tint cy = Mathf.RoundToInt(pos.z);\n\n\t\tcx = Mathf.Clamp(cx, 0, textureSize - 1);\n\t\tcy = Mathf.Clamp(cy, 0, textureSize - 1);\n\n\t\tint radiusSqr = Mathf.RoundToInt(radius * radius);\n\n\t\tfor (int y = ymin; y < ymax; ++y)\n\t\t{\n\t\t\tif (y > -1 && y < textureSize)\n\t\t\t{\n\t\t\t\tint yw = y * textureSize;\n\n\t\t\t\tfor (int x = xmin; x < xmax; ++x)\n\t\t\t\t{\n\t\t\t\t\tif (x > -1 && x < textureSize)\n\t\t\t\t\t{\n\t\t\t\t\t\tint xd = x - cx;\n\t\t\t\t\t\tint yd = y - cy;\n\t\t\t\t\t\tint dist = xd * xd + yd * yd;\n\n\t\t\t\t\t\t// Reveal this pixel\n\t\t\t\t\t\tif (dist < radiusSqr) mBuffer1[x + yw].r = 255;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/// <summary>\n\t/// Blur the visibility data.\n\t/// </summary>\n\n\tvoid BlurVisibility ()\n    {\n        Color32 c;\n\n        for (int y = 0; y < textureSize; ++y)\n        {\n            int yw = y * textureSize;\n            int yw0 = (y - 1);\n            if (yw0 < 0) yw0 = 0;\n            int yw1 = (y + 1);\n            if (yw1 == textureSize) yw1 = y;\n\n            yw0 *= textureSize;\n            yw1 *= textureSize;\n\n            for (int x = 0; x < textureSize; ++x)\n            {\n                int x0 = (x - 1);\n                if (x0 < 0) x0 = 0;\n                int x1 = (x + 1);\n                if (x1 == textureSize) x1 = x;\n\n                int index = x + yw;\n                int val = mBuffer1[index].r;\n\n                val += mBuffer1[x0 + yw].r;\n                val += mBuffer1[x1 + yw].r;\n                val += mBuffer1[x + yw0].r;\n                val += mBuffer1[x + yw1].r;\n\n                val += mBuffer1[x0 + yw0].r;\n                val += mBuffer1[x1 + yw0].r;\n                val += mBuffer1[x0 + yw1].r;\n                val += mBuffer1[x1 + yw1].r;\n\n                c = mBuffer2[index];\n                c.r = (byte)(val / 9);\n                mBuffer2[index] = c;\n            }\n        }\n\n        // Swap the buffer so that the blurred one is used\n        Color32[] temp = mBuffer1;\n        mBuffer1 = mBuffer2;\n        mBuffer2 = temp;\n    }\n\n\t/// <summary>\n\t/// Reveal the map by updating the green channel to be the maximum of the red channel.\n\t/// </summary>\n\n\tvoid RevealMap ()\n\t{\n\t\tfor (int index = 0; index < mTextureSizeSqr; ++index)\n        {\n            if (mBuffer1[index].g < mBuffer1[index].r)\n            {\n                mBuffer1[index].g = mBuffer1[index].r;\n            }\n        }\n\t}\n\n    void MergeBuffer()\n    {\n        for (int index = 0; index < mTextureSizeSqr; ++index)\n        {\n            mBuffer0[index].b = mBuffer1[index].r;\n            mBuffer0[index].a = mBuffer1[index].g;\n        }\n    }\n\n    /// <summary>\n    /// Update the specified texture with the new color buffer.\n    /// </summary>\n\n    void UpdateTexture ()\n\t{\n        if (!enableRender)\n        {\n            return;\n        }\n\n\t\tif (mTexture == null)\n        {\n            // Native ARGB format is the fastest as it involves no data conversion\n            mTexture = new Texture2D(textureSize, textureSize, TextureFormat.ARGB32, false);\n\n\t\t\tmTexture.wrapMode = TextureWrapMode.Clamp;\n\n            mTexture.SetPixels32(mBuffer0);\n            mTexture.Apply();\n\t\t\tmState = State.Blending;\n\t\t}\n\t\telse if (mState == State.UpdateTexture)\n\t\t{\n\t\t\tmTexture.SetPixels32(mBuffer0);\n\t\t\tmTexture.Apply();\n\t\t\tmBlendFactor = 0f;\n            mState = State.Blending;\n        }\n\t}\n\n\t/// <summary>\n\t/// Checks to see if the specified position is currently visible.\n\t/// </summary>\n\n    public bool IsVisible(Vector3 pos)\n    {\n        // ˵\n        // ԭжʽΪmBuffer0[index].r > 0 || mBuffer1[index].r > 0, ===> ȱǽɫ˵̫ԭϷ趨̫\n        // ֮޸ΪBlend(mBuffer0[index], mBuffer1[index]).r > 0, ===> ֹĶͷȫͼҷɵ\n        // ȷΪmBuffer0[index].r > value1 || mBuffer1[index].r > value2, ===> valueɵǰһӳ٣һӳ\n        //\n        // ڶַʽBugԭǣmBuffer0.rgǽģmBuffer1.rgڼл䣨351У\n        // µжBlend.r(ֵ) > valuevalueΪ0ֵʱIsVisibleжϽܻ\n        // ˵3֡ڣɼĽɫᱻжΪ󣺿ɼ--->ɼ--->ɼ\n        // ϷɵʷbugУ\n        // 1Ѫ---ȫ̿ɼѪ3֡ڣм֡жϲɼһλػ\n        // 2ƾʧһ֡---ͬм֡Ϊɼ·ͻȻһ֡Ī\n        // \n        // ע⣺===>******Ҫ\n        // 1ϸ˵ɫܶʱȻܵ߼ϵĿɼ===>һ3֡ڣ֡ܶʱӾϾͻᶶ\n        // 2Ϊ˷ֲֹ㶶Ĵʽ֣\n        //    A߼Ʊ֣򵱽ɫɼԺ趨һ߼ӳ٣1룩ʱǿбֽɫĿɼ\n        //    BֲĿɼ߼룬ʹñжϿɼԣʵ˵valueֵ͡===>******Ƽ򵥱\n        //\n        // by wsh @ 2017-07-29\n        if (mBuffer0 == null || mBuffer1 == null)\n        {\n            return false;\n        }\n\n        pos -= mOrigin;\n        float worldToTex = (float)textureSize / worldSize;\n        int cx = Mathf.RoundToInt(pos.x * worldToTex);\n        int cy = Mathf.RoundToInt(pos.z * worldToTex);\n\n        cx = Mathf.Clamp(cx, 0, textureSize - 1);\n        cy = Mathf.Clamp(cy, 0, textureSize - 1);\n        int index = cx + cy * textureSize;\n        return mBuffer0[index].r > 64 || mBuffer1[index].r > 0;\n    }\n\n    /// <summary>\n    /// Checks to see if the specified position has been explored.\n    /// </summary>\n\n    public bool IsExplored(Vector3 pos)\n    {\n        if (mBuffer0 == null)\n        {\n            return false;\n        }\n        pos -= mOrigin;\n\n        float worldToTex = (float)textureSize / worldSize;\n        int cx = Mathf.RoundToInt(pos.x * worldToTex);\n        int cy = Mathf.RoundToInt(pos.z * worldToTex);\n\n        cx = Mathf.Clamp(cx, 0, textureSize - 1);\n        cy = Mathf.Clamp(cy, 0, textureSize - 1);\n        return mBuffer0[cx + cy * textureSize].g > 0;\n    }\n}"
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    "path": "Assets/Scripts/FogOfWar/Logic/FOWLogic.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections.Generic;\n\n/// <summary>\n/// 说明：战争迷雾表现逻辑，实现所有FOW逻辑表现接口以及与FOWSystem的对接\n/// \n/// @by wsh 2017-05-19\n/// </summary>\n\nnamespace Battle\n{\n    public class FOWLogic : Singleton<FOWLogic>\n    {\n        private MapFOWRender m_mapFOWRender;\n        \n        // 视野体\n        private List<IFOWRevealer> m_revealers = new List<IFOWRevealer>();\n        // 渲染器\n        private List<FOWRender> m_renders = new List<FOWRender>();\n\n        public override void Init()\n        {\n            base.Init();\n\n            m_revealers.Clear();\n            m_renders.Clear();\n            FOWSystem.instance.Startup();\n\n            Transform Trans = GameObject.Find(\"FOWRenderRoot\").transform;\n            m_mapFOWRender = new MapFOWRender(Trans);\n\n            Messenger.AddListener<int>(MessageName.MN_CHARACTOR_BORN, AddCharactor);\n        }\n\n        public override void Dispose()\n        {\n            Messenger.RemoveListener<int>(MessageName.MN_CHARACTOR_BORN, AddCharactor);\n\n            for (int i = 0; i < m_revealers.Count; i++)\n            {\n                IFOWRevealer revealer = m_revealers[i];\n                if (revealer != null)\n                {\n                    revealer.Release();\n                }\n            }\n            m_revealers.Clear();\n\n            for (int i = 0; i < m_renders.Count; i++)\n            {\n                FOWRender render = m_renders[i];\n                if (render != null)\n                {\n                    render.enabled = false;\n                    UnityEngine.Object.Destroy(render.gameObject);\n                }\n            }\n            m_renders.Clear();\n\n            m_mapFOWRender = null;\n            FOWSystem.instance.DestroySelf();\n        }\n\n        protected void AddCharactor(int charaID)\n        {\n            if (!FOWCharactorRevealer.Contains(charaID))\n            {\n                if (FOWCharactorRevealer.CheckIsValid(charaID))\n                {\n                    FOWCharactorRevealer revealer = FOWCharactorRevealer.Get();\n                    revealer.InitInfo(charaID);\n                    FOWSystem.AddRevealer(revealer);\n                    m_revealers.Add(revealer);\n                }\n            }\n        }\n\n        public FOWRender CreateRender(Transform parent)\n        {\n            if (parent == null)\n            {\n                return null;\n            }\n\n            FOWRender render = null;\n            // TODO：实际项目中，从这里的资源管理类加载预设\n            // 为了简单，这里直接从Resource加载\n            Object prefabs = Resources.Load(\"Prefabs/FOWRender\");\n            if (prefabs != null)\n            {\n                GameObject mesh = GameObject.Instantiate(prefabs) as GameObject;\n                if (mesh != null)\n                {\n                    mesh.transform.parent = parent;\n                    render = mesh.gameObject.AddComponent<FOWRender>();\n                }\n            }\n\n            if (render != null)\n            {\n                m_renders.Add(render);\n            }\n            return render;\n        }\n        \n        private void ActivateRender(FOWRender render, bool active)\n        {\n            if (render != null)\n            {\n                render.Activate(active);\n            }\n        }\n\n        public void Update(int deltaMS)\n        {\n            // 说明：每个游戏帧更新，这里不做时间限制，实测对游戏帧率优化微乎其微\n            UpdateRenders();\n            UpdateRevealers(deltaMS);\n        }\n\n        protected void UpdateRenders()\n        {\n            for (int i = 0; i < m_renders.Count; i++)\n            {\n                ActivateRender(m_renders[i], FOWSystem.instance.enableRender);\n            }\n        }\n\n        protected void UpdateRevealers(int deltaMS)\n        {\n            for (int i = m_revealers.Count - 1; i >= 0 ; i--)\n            {\n                IFOWRevealer revealer = m_revealers[i];\n                revealer.Update(deltaMS);\n                if (!revealer.IsValid())\n                {\n                    m_revealers.RemoveAt(i);\n                    FOWSystem.RemoveRevealer(revealer);\n                    revealer.Release();\n                }\n            }\n        }\n\n        public void AddTempRevealer(Vector3 position, float radius, int leftMS)\n        {\n            if (leftMS <= 0)\n            {\n                return;\n            }\n            \n            FOWTempRevealer tmpRevealer = FOWTempRevealer.Get();\n            tmpRevealer.InitInfo(position, radius, leftMS);\n            FOWSystem.AddRevealer(tmpRevealer);\n            m_revealers.Add(tmpRevealer);\n        }\n    }\n}\n"
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  {
    "path": "Assets/Scripts/FogOfWar/Render/FOWRender.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// 说明：FOW表现层渲染脚本\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class FOWRender : MonoBehaviour\n{\n    // 这里设置战争迷雾颜色\n    public Color unexploredColor = new Color(0f, 0f, 0f, 250f / 255f);\n    public Color exploredColor = new Color(0f, 0f, 0f, 200f / 255f);\n    Material mMat;\n\n    void Start()\n    {\n        if (mMat == null)\n        {\n            MeshRenderer render = GetComponentInChildren<MeshRenderer>();\n            if (render != null)\n            {\n                mMat = render.sharedMaterial;\n            }\n        }\n\n        if (mMat == null)\n        {\n            enabled = false;\n            return;\n        }\n    }\n\n    public void Activate(bool active)\n    {\n        gameObject.SetActive(active);\n    }\n\n    public bool IsActive\n    {\n        get\n        {\n            return gameObject.activeSelf;\n        }\n    }\n\n    void OnWillRenderObject()\n    {\n        if (mMat != null && FOWSystem.instance.texture != null)\n        {\n            mMat.SetTexture(\"_MainTex\", FOWSystem.instance.texture);\n            mMat.SetFloat(\"_BlendFactor\", FOWSystem.instance.blendFactor);\n            if (FOWSystem.instance.enableFog)\n            {\n                mMat.SetColor(\"_Unexplored\", unexploredColor);\n            }\n            else\n            {\n                mMat.SetColor(\"_Unexplored\", exploredColor);\n            }\n            mMat.SetColor(\"_Explored\", exploredColor);\n        }\n    }\n}\n"
  },
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  {
    "path": "Assets/Scripts/FogOfWar/Render/MapFOWRender.cs",
    "content": "﻿using UnityEngine;\nusing Battle;\n\n/// <summary>\n/// 说明：场景战争迷雾\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class MapFOWRender\n{\n    public MapFOWRender(Transform mapParent)\n    {\n        FOWRender render = FOWLogic.instance.CreateRender(mapParent);\n        if (render != null)\n        {\n            // TODO：实际项目中，自己根据场景地图设置中心点位置\n            // 这里为了简单，直接居中\n            float fCenterX = 0f;\n            float fCenterZ = 0f;\n            float scale = FOWSystem.instance.worldSize / 128f * 2.56f;\n\n            render.transform.position = new Vector3(fCenterX, 0f, -fCenterZ);\n            render.transform.eulerAngles = new Vector3(-90f, 180f, 0f);\n            render.transform.localScale = new Vector3(scale, scale, 1f);\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Scripts/FogOfWar/Render/MiniMapFOWRender.cs",
    "content": "﻿using Battle;\nusing UnityEngine;\n\n/// <summary>\n/// 说明：小地图战争迷雾\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class MiniMapFOWRender\n{\n    private MeshRenderer m_renderer = null;\n    private UITexture m_fowRenderTex = null;\n    private RenderTexture m_renderTexture = null;\n\n    public MiniMapFOWRender(Transform mapParent, Camera fowCamera, UITexture fowRenderTex)\n    {\n        FOWRender render = FOWLogic.instance.CreateRender(mapParent);\n        if (render != null)\n        {\n            //m_transform = render.transform.parent;\n            render.transform.localPosition = Vector3.zero;\n            render.transform.localEulerAngles = new Vector3(0f, 180f, 0f);\n            render.transform.localScale = Vector3.one;\n            render.gameObject.layer = mapParent.gameObject.layer;\n            m_renderer = render.GetComponent<MeshRenderer>();\n        }\n        m_renderTexture = RenderTexture.GetTemporary(fowRenderTex.width, fowRenderTex.height);\n        fowCamera.transform.parent = null;\n        fowCamera.transform.localScale = Vector3.one;\n        fowCamera.transform.localPosition = new Vector3(-10000, 0, 0);\n        fowCamera.targetTexture = m_renderTexture;\n\n        m_fowRenderTex = fowRenderTex;\n        m_fowRenderTex.mainTexture = m_renderTexture;\n    }\n    \n    public Transform transThis\n    {\n        get\n        {\n            return m_fowRenderTex.transform;\n        }\n    }\n   \n    public void OnDestroy()\n    {\n        m_renderer = null;\n        m_fowRenderTex = null;\n        if (m_renderTexture != null)\n        {\n            RenderTexture.ReleaseTemporary(m_renderTexture);\n            m_renderTexture = null;\n        }\n    }\n\n    public void SetSortingLayerName(string soringName)\n    {\n        if (m_renderer != null)\n        {\n            m_renderer.sortingLayerName = soringName;\n        }\n    }\n\n    public void SetActive(bool enable)\n    {\n        if (transThis != null)\n        {\n            if (enable && !transThis.gameObject.activeSelf)\n            {\n                transThis.gameObject.SetActive(true);\n            }\n            else if (!enable && transThis.gameObject.activeSelf)\n            {\n                transThis.gameObject.SetActive(false);\n            }\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Scripts/FogOfWar/Revealer/FOWCharactorRevealer.cs",
    "content": "﻿using Battle;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n/// <summary>\n/// 说明：角色视野\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class FOWCharactorRevealer : FOWRevealer\n{\n    protected static HashSet<int> m_allChara = new HashSet<int>();\n    protected int m_charaID;\n\n    public FOWCharactorRevealer()\n    {\n    }\n\n    static public new FOWCharactorRevealer Get()\n    {\n        return ClassObjPool<FOWCharactorRevealer>.Get();\n    }\n\n    static public bool Contains(int charaID)\n    {\n        return m_allChara.Contains(charaID);\n    }\n\n    public override void OnInit()\n    {\n        base.OnInit();\n        m_charaID = 0;\n    }\n\n    public override void OnRelease()\n    {\n        m_allChara.Remove(m_charaID);\n\n        base.OnRelease();\n    }\n\n    public void InitInfo(int charaID)\n    {\n        m_charaID = charaID;\n        m_allChara.Add(m_charaID);\n\n        Update(0);\n    }\n    \n    public override void Update(int deltaMS)\n    {\n        Vector3 position;\n        float radius;\n        if (!CheckIsValid(m_charaID, out position, out radius))\n        {\n            m_isValid = false;\n        }\n        else\n        {\n            m_position = position;\n            m_radius = radius;\n            m_isValid = true;\n        }\n    }\n\n    static public bool CheckIsValid(int charaID)\n    {\n        Vector3 position;\n        float radius;\n        return CheckIsValid(charaID, out position, out radius);\n    }\n\n    static public bool CheckIsValid(int charaID, out Vector3 position, out float radius)\n    {\n        position = Vector3.zero;\n        radius = 0f;\n\n        // TODO：实际项目中，根据角色管理系统和相关游戏逻辑，校验角色合法性\n        // 这里为了简单，直接获取demo场景唯一的角色\n        var player = GameObject.FindGameObjectWithTag(\"Player\").transform;\n        position = player.position;\n        radius = 10;\n        return true;\n    }\n}"
  },
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  {
    "path": "Assets/Scripts/FogOfWar/Revealer/FOWRevealer.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// 说明：视野对象基类\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class FOWRevealer : PooledClassObject, IFOWRevealer\n{\n    // 共享数据\n    protected bool m_isValid;\n    protected Vector3 m_position;\n    protected float m_radius;\n\n    public FOWRevealer()\n    {\n    }\n\n    static public FOWRevealer Get()\n    {\n        return ClassObjPool<FOWRevealer>.Get();\n    }\n\n    public override void OnInit()\n    {\n        m_position = Vector3.zero;\n        m_radius = 0f;\n        m_isValid = false;\n    }\n\n    public override void OnRelease()\n    {\n        m_isValid = false;\n    }\n\n    public virtual Vector3 GetPosition()\n    {\n        return m_position;\n    }\n\n    public virtual float GetRadius()\n    {\n        return m_radius;\n    }\n\n    public bool IsValid()\n    {\n        return m_isValid;\n    }\n\n    public virtual void Update(int deltaMS)\n    {\n        // 更新所有共享数据，m_isValid最后更新\n    }\n}\n"
  },
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  {
    "path": "Assets/Scripts/FogOfWar/Revealer/FOWTempRevealer.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// 说明：临时视野\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class FOWTempRevealer : FOWRevealer\n{\n    protected int m_leftMS;\n\n    public FOWTempRevealer()\n    {\n    }\n\n    static public new FOWTempRevealer Get()\n    {\n        return ClassObjPool<FOWTempRevealer>.Get();\n    }\n\n    public override void OnInit()\n    {\n        base.OnInit();\n        m_leftMS = 0;\n    }\n\n    public override void OnRelease()\n    {\n        base.OnRelease();\n    }\n\n    public void InitInfo(Vector3 position, float radius, int leftMS)\n    {\n        m_position = position;\n        m_radius = radius;\n        m_leftMS = leftMS;\n    }\n    \n    public override void Update(int deltaMS)\n    {\n        m_leftMS -= deltaMS;\n        m_isValid = m_leftMS <= 0;\n    }\n}"
  },
  {
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  },
  {
    "path": "Assets/Scripts/FogOfWar/Revealer/IFOWRevealer.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// 说明：视野对象需要实现的接口，提供主线程与子线程的共享数据与在其上进行的操作\n/// \n/// 注意：在多线程同步和互斥问题：\n///     1）由于处于游戏表现，子线程刷新时无需考虑游戏帧同步问题\n///     2）同样，对于一个视野对象的所有数据，也不需要保证读写时数据的一致性\n///     3）共享数据只用简单值类型（很重要：不能在子线程去取游戏逻辑体上的数据，如Charactor）\n/// 遵循以上原则可忽略所有由于考虑同步互斥问题进行的加锁操作\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic interface IFOWRevealer\n{\n    // 给FOWSystem使用的接口\n    bool IsValid();\n    Vector3 GetPosition();\n    float GetRadius();\n\n    // 给FOWLogic使用的接口，维护数据以及其有效性\n    void Update(int deltaMS);\n    void Release();\n}\n"
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  {
    "path": "Assets/Scripts/TestFOW.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\nusing Battle;\n\npublic class TestFOW : MonoBehaviour\n{\n    GameObject debugUI = null;\n\n\t// Use this for initialization\n\tvoid Start () {\n        // fow系统启动\n        FOWLogic.instance.Startup();\n        // 通知角色出生\n        Messenger.Broadcast(MessageName.MN_CHARACTOR_BORN, 1);\n        // debug\n        var debugSript = transform.GetComponentInChildren<UIFOWDebug>(true);\n        if (debugSript != null) debugUI = debugSript.gameObject;\n        if (debugUI != null)\n        {\n            debugUI.SetActive(false);\n        }\n        else\n        {\n            Debug.LogError(\"attach UIFOWDebug on UI_FOW_DEBUG_Prefab in hierarchy first!\");\n        }\n    }\n\t\n\t// Update is called once per frame\n\tvoid Update () {\n        int deltaMS = (int)(Time.deltaTime * 1000f);\n        FOWLogic.instance.Update(deltaMS);\n\t}\n\n    void OnGUI()\n    {\n        if (debugUI != null && !debugUI.activeSelf)\n        {\n            if (GUI.Button(new Rect(100f, 100f, 100f, 50f), \"Debug\"))\n            {\n                debugUI.SetActive(true);\n            }\n        }\n    }\n\n    void OnDistory()\n    {\n        FOWLogic.instance.Dispose();\n    }\n}\n"
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  {
    "path": "Assets/Scripts/UIFOWDebug.cs",
    "content": "﻿using UnityEngine;\n\n/// <summary>\n/// 说明：FOWSystem效果调试和性能测试\n/// 注意：测试需要，不走游戏逻辑，扩展时不应该使用FOWLogic类\n/// \n/// @by wsh 2017-05-20\n/// </summary>\n\npublic class UIFOWDebug : MonoBehaviour\n{\n    public UILabel FOWSystemLbl;\n    public UILabel FOWRenderLbl;\n    public UILabel FOWFogLbl;\n    public UILabel FOWBlendFactorLbl;\n    public UILabel FOWElapsedLbl;\n    public UIInput UpdatFreqInput;\n    public UIInput BlendTimeInput;\n    public UIInput BlurTimeInput;\n    public UIInput RadiusOffsetInput;\n    public UISlider FOWBlendFactorSlider;\n\n    protected void OnEnable()\n    {\n        UpdateUI();\n    }\n    \n    protected void UpdateUI()\n    {\n        FOWSystemLbl.text = FOWSystem.instance.enableSystem ?\n            \"关闭 FOW 系统\" : \"开启 FOW 系统\";\n        FOWRenderLbl.text = FOWSystem.instance.enableRender ?\n            \"关闭 FOW 渲染\" : \"开启 FOW 渲染\";\n        FOWFogLbl.text = FOWSystem.instance.enableFog ?\n            \"关闭 FOW 迷雾\" : \"开启 FOW 迷雾\";\n        UpdatFreqInput.value = FOWSystem.instance.updateFrequency.ToString();\n        BlendTimeInput.value = FOWSystem.instance.textureBlendTime.ToString();\n        BlurTimeInput.value = FOWSystem.instance.blurIterations.ToString();\n        RadiusOffsetInput.value = FOWSystem.instance.radiusOffset.ToString();\n    }\n\n    protected void Update()\n    {\n        FOWBlendFactorLbl.text = FOWSystem.instance.blendFactor.ToString();\n        FOWBlendFactorSlider.value = FOWSystem.instance.blendFactor;\n        FOWElapsedLbl.text = FOWSystem.instance.elapsed.ToString();\n    }\n\n    public void NguiOnClick(GameObject go)\n    {\n        switch (go.name)\n        {\n            case \"closeBtn\":\n                {\n                    gameObject.SetActive(false);\n                    break;\n                }\n            case \"FOWSystemBtn\":\n                {\n                    FOWSystem.instance.enableSystem = !FOWSystem.instance.enableSystem;\n                    break;\n                }\n            case \"FOWRenderBtn\":\n                {\n                    FOWSystem.instance.enableRender = !FOWSystem.instance.enableRender;\n                    break;\n                }\n            case \"FOWFogBtn\":\n                {\n                    FOWSystem.instance.enableFog = !FOWSystem.instance.enableFog;\n                    break;\n                }\n            case \"ConformBtn\":\n                {\n                    FOWSystem.instance.updateFrequency = float.Parse(UpdatFreqInput.value);\n                    FOWSystem.instance.textureBlendTime = float.Parse(BlendTimeInput.value);\n                    FOWSystem.instance.blurIterations = int.Parse(BlurTimeInput.value);\n                    FOWSystem.instance.radiusOffset = float.Parse(RadiusOffsetInput.value);\n                    break;\n                }\n            default:\n                break;\n        }\n\n        UpdateUI();\n    }\n}\n"
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    "path": "Assets/Scripts/message/CallBack.cs",
    "content": "﻿public delegate void Callback();\npublic delegate void Callback<T>(T arg1);\npublic delegate void Callback<T, U>(T arg1, U arg2);\npublic delegate void Callback<T, U, V>(T arg1, U arg2, V arg3);"
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    "path": "Assets/Scripts/message/Message.cs",
    "content": "﻿/*\n * Advanced C# messenger by Ilya Suzdalnitski. V1.0\n * \n * Based on Rod Hyde's \"CSharpMessenger\" and Magnus Wolffelt's \"CSharpMessenger Extended\".\n * \n * Features:\n     * Prevents a MissingReferenceException because of a reference to a destroyed message handler.\n     * Option to log all messages\n     * Extensive error detection, preventing silent bugs\n * \n * Usage examples:\n     1. Messenger.AddListener<GameObject>(\"prop collected\", PropCollected);\n        Messenger.Broadcast<GameObject>(\"prop collected\", prop);\n     2. Messenger.AddListener<float>(\"speed changed\", SpeedChanged);\n        Messenger.Broadcast<float>(\"speed changed\", 0.5f);\n * \n * Messenger cleans up its evenTable automatically upon loading of a new level.\n * \n * Don't forget that the messages that should survive the cleanup, should be marked with Messenger.MarkAsPermanent(string)\n * \n */\n \n//#define LOG_ALL_MESSAGES\n//#define LOG_ADD_LISTENER\n//#define LOG_BROADCAST_MESSAGE\n//#define REQUIRE_LISTENER 是否必须添加接收监听\n \nusing System;\nusing System.Collections.Generic;\nusing UnityEngine;\n \nstatic internal class Messenger {\n    #region Internal variables\n \n    //Disable the unused variable warning\n#pragma warning disable 0414\n    //Ensures that the MessengerHelper will be created automatically upon start of the game.\n    static private MessengerHelper messengerHelper = ( new GameObject(\"MessengerHelper\") ).AddComponent< MessengerHelper >();\n#pragma warning restore 0414\n \n    static public Dictionary<string, Delegate> eventTable = new Dictionary<string, Delegate>();\n \n    //Message handlers that should never be removed, regardless of calling Cleanup\n    static public List< string > permanentMessages = new List< string > ();\n    #endregion\n    #region Helper methods\n    //Marks a certain message as permanent.\n    static public void MarkAsPermanent(string eventType) {\n#if LOG_ALL_MESSAGES\n        Debug.Log(\"Messenger MarkAsPermanent \\t\\\"\" + eventType + \"\\\"\");\n#endif\n        if (!permanentMessages.Contains(eventType))\n        {\n            permanentMessages.Add(eventType);\n        }\n    }\n \n    static public void Cleanup()\n    {\n#if LOG_ALL_MESSAGES\n        Debug.Log(\"MESSENGER Cleanup. Make sure that none of necessary listeners are removed.\");\n#endif\n \n        List< string > messagesToRemove = new List<string>();\n \n        foreach (KeyValuePair<string, Delegate> pair in eventTable) {\n            bool wasFound = false;\n \n            foreach (string message in permanentMessages) {\n                if (pair.Key == message) {\n                    wasFound = true;\n                    break;\n                }\n            }\n \n            if (!wasFound)\n                messagesToRemove.Add( pair.Key );\n        }\n \n        foreach (string message in messagesToRemove) {\n            eventTable.Remove( message );\n        }\n    }\n \n    static public void PrintEventTable()\n    {\n        Debug.Log(\"\\t\\t\\t=== MESSENGER PrintEventTable ===\");\n \n        foreach (KeyValuePair<string, Delegate> pair in eventTable) {\n            Debug.Log(\"\\t\\t\\t\" + pair.Key + \"\\t\\t\" + pair.Value);\n        }\n \n        Debug.Log(\"\\n\");\n    }\n    #endregion\n \n    #region Message logging and exception throwing\n    static public void OnListenerAdding(string eventType, Delegate listenerBeingAdded) {\n#if LOG_ALL_MESSAGES || LOG_ADD_LISTENER\n        Debug.Log(\"MESSENGER OnListenerAdding \\t\\\"\" + eventType + \"\\\"\\t{\" + listenerBeingAdded.Target + \" -> \" + listenerBeingAdded.Method + \"}\");\n#endif\n \n        if (!eventTable.ContainsKey(eventType)) {\n            eventTable.Add(eventType, null );\n        }\n \n        Delegate d = eventTable[eventType];\n        if (d != null && d.GetType() != listenerBeingAdded.GetType()) {\n            throw new ListenerException(string.Format(\"Attempting to add listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being added has type {2}\", eventType, d.GetType().Name, listenerBeingAdded.GetType().Name));\n        }\n    }\n \n    static public void OnListenerRemoving(string eventType, Delegate listenerBeingRemoved) {\n#if LOG_ALL_MESSAGES\n        Debug.Log(\"MESSENGER OnListenerRemoving \\t\\\"\" + eventType + \"\\\"\\t{\" + listenerBeingRemoved.Target + \" -> \" + listenerBeingRemoved.Method + \"}\");\n#endif\n        //if (eventTable.ContainsKey(eventType)) {\n        //    Delegate d = eventTable[eventType];\n \n        //    if (d == null) {\n        //        throw new ListenerException(string.Format(\"Attempting to remove listener with for event type \\\"{0}\\\" but current listener is null.\", eventType));\n        //    } else if (d.GetType() != listenerBeingRemoved.GetType()) {\n        //        throw new ListenerException(string.Format(\"Attempting to remove listener with inconsistent signature for event type {0}. Current listeners have type {1} and listener being removed has type {2}\", eventType, d.GetType().Name, listenerBeingRemoved.GetType().Name));\n        //    }\n        //} else {\n        //    throw new ListenerException(string.Format(\"Attempting to remove listener for type \\\"{0}\\\" but Messenger doesn't know about this event type.\", eventType));\n        //}\n    }\n \n    static public void OnListenerRemoved(string eventType) {\n        if (eventTable.ContainsKey(eventType) && eventTable[eventType] == null)\n        {\n            eventTable.Remove(eventType);\n        }\n    }\n\n    static public void RemovedUIMgrOnBroad(string eventType)\n    {\n        if (eventTable.ContainsKey(eventType))\n        {\n            if (eventTable[eventType] != null)\n            {\n                eventTable[eventType] = null;\n            }\n            eventTable.Remove(eventType);\n        }\n    }\n \n    static public void OnBroadcasting(string eventType) {\n#if REQUIRE_LISTENER\n        if (!eventTable.ContainsKey(eventType)) {\n            throw new BroadcastException(string.Format(\"Broadcasting message \\\"{0}\\\" but no listener found. Try marking the message with Messenger.MarkAsPermanent.\", eventType));\n        }\n#endif\n    }\n \n    static public BroadcastException CreateBroadcastSignatureException(string eventType) {\n        return new BroadcastException(string.Format(\"Broadcasting message \\\"{0}\\\" but listeners have a different signature than the broadcaster.\", eventType));\n    }\n \n    public class BroadcastException : Exception {\n        public BroadcastException(string msg)\n            : base(msg) {\n        }\n    }\n \n    public class ListenerException : Exception {\n        public ListenerException(string msg)\n            : base(msg) {\n        }\n    }\n    #endregion\n \n    #region AddListener\n    //No parameters\n    static public void AddListener(string eventType, Callback handler) {\n        OnListenerAdding(eventType, handler);\n        eventTable[eventType] = (Callback)eventTable[eventType] + handler;\n    }\n \n    //Single parameter\n    static public void AddListener<T>(string eventType, Callback<T> handler) {\n        OnListenerAdding(eventType, handler);\n        eventTable[eventType] = (Callback<T>)eventTable[eventType] + handler;\n    }\n \n    //Two parameters\n    static public void AddListener<T, U>(string eventType, Callback<T, U> handler) {\n        OnListenerAdding(eventType, handler);\n        eventTable[eventType] = (Callback<T, U>)eventTable[eventType] + handler;\n    }\n \n    //Three parameters\n    static public void AddListener<T, U, V>(string eventType, Callback<T, U, V> handler) {\n        OnListenerAdding(eventType, handler);\n        eventTable[eventType] = (Callback<T, U, V>)eventTable[eventType] + handler;\n    }\n    #endregion\n \n    #region RemoveListener\n    //No parameters\n    static public void RemoveListener(string eventType, Callback handler) {\n        //OnListenerRemoving(eventType, handler);\n        if (eventTable.ContainsKey(eventType))\n        {\n            eventTable[eventType] = (Callback)eventTable[eventType] - handler;\n        }\n        OnListenerRemoved(eventType);\n    }\n \n    //Single parameter\n    static public void RemoveListener<T>(string eventType, Callback<T> handler) {\n        //OnListenerRemoving(eventType, handler);\n        if (eventTable.ContainsKey(eventType))\n        {\n            eventTable[eventType] = (Callback<T>)eventTable[eventType] - handler;\n        }\n        OnListenerRemoved(eventType);\n    }\n \n    //Two parameters\n    static public void RemoveListener<T, U>(string eventType, Callback<T, U> handler) {\n        //OnListenerRemoving(eventType, handler);\n        if (eventTable.ContainsKey(eventType))\n        {\n            eventTable[eventType] = (Callback<T, U>)eventTable[eventType] - handler;\n        }\n        OnListenerRemoved(eventType);\n    }\n \n    //Three parameters\n    static public void RemoveListener<T, U, V>(string eventType, Callback<T, U, V> handler) {\n        //OnListenerRemoving(eventType, handler);\n        if (eventTable.ContainsKey(eventType))\n        {\n            eventTable[eventType] = (Callback<T, U, V>)eventTable[eventType] - handler;\n        }\n        OnListenerRemoved(eventType);\n    }\n    #endregion\n \n    #region Broadcast\n    //No parameters\n    static public void Broadcast(string eventType) {\n#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE\n        Debug.Log(\"MESSENGER\\t\" + System.DateTime.Now.ToString(\"hh:mm:ss.fff\") + \"\\t\\t\\tInvoking \\t\\\"\" + eventType + \"\\\"\");\n#endif\n        OnBroadcasting(eventType);\n \n        Delegate d;\n        if (eventTable.TryGetValue(eventType, out d)) {\n            Callback callback = d as Callback;\n \n            if (callback != null) {\n                callback();\n            } else {\n                throw CreateBroadcastSignatureException(eventType);\n            }\n        }\n    }\n \n    //Single parameter\n    static public void Broadcast<T>(string eventType, T arg1) {\n#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE\n        Debug.Log(\"MESSENGER\\t\" + System.DateTime.Now.ToString(\"hh:mm:ss.fff\") + \"\\t\\t\\tInvoking \\t\\\"\" + eventType + \"\\\"\");\n#endif\n        OnBroadcasting(eventType);\n \n        Delegate d;\n        if (eventTable.TryGetValue(eventType, out d)) {\n            Callback<T> callback = d as Callback<T>;\n \n            if (callback != null) {\n                callback(arg1);\n            } else {\n                throw CreateBroadcastSignatureException(eventType);\n            }\n        }\n    }\n \n    //Two parameters\n    static public void Broadcast<T, U>(string eventType, T arg1, U arg2) {\n#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE\n        Debug.Log(\"MESSENGER\\t\" + System.DateTime.Now.ToString(\"hh:mm:ss.fff\") + \"\\t\\t\\tInvoking \\t\\\"\" + eventType + \"\\\"\");\n#endif\n        OnBroadcasting(eventType);\n \n        Delegate d;\n        if (eventTable.TryGetValue(eventType, out d)) {\n            Callback<T, U> callback = d as Callback<T, U>;\n \n            if (callback != null) {\n                callback(arg1, arg2);\n            } else {\n                throw CreateBroadcastSignatureException(eventType);\n            }\n        }\n    }\n \n    //Three parameters\n    static public void Broadcast<T, U, V>(string eventType, T arg1, U arg2, V arg3) {\n#if LOG_ALL_MESSAGES || LOG_BROADCAST_MESSAGE\n        Debug.Log(\"MESSENGER\\t\" + System.DateTime.Now.ToString(\"hh:mm:ss.fff\") + \"\\t\\t\\tInvoking \\t\\\"\" + eventType + \"\\\"\");\n#endif\n        OnBroadcasting(eventType);\n \n        Delegate d;\n        if (eventTable.TryGetValue(eventType, out d)) {\n            Callback<T, U, V> callback = d as Callback<T, U, V>;\n \n            if (callback != null) {\n                callback(arg1, arg2, arg3);\n            } else {\n                throw CreateBroadcastSignatureException(eventType);\n            }\n        }\n    }\n    #endregion\n}\n \n//This manager will ensure that the messenger's eventTable will be cleaned up upon loading of a new level.\npublic sealed class MessengerHelper : MonoBehaviour {\n    void Awake ()\n    {\n        DontDestroyOnLoad(gameObject);    \n    }\n \n    //Clean up eventTable every time a new level loads.\n    public void OnDisable() {\n        Messenger.Cleanup();\n    }\n}"
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    "content": "﻿using System;\n\npublic struct MessageName\n{\n    public const string MN_CHARACTOR_BORN = \"CharaBorn\";\n    public const string MN_CHARACTOR_DIE = \"CharaDie\";\n} \n\n"
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    "path": "Assets/Scripts/pool/ClassObjPoolBase.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\npublic abstract class ClassObjPoolBase\n{\n    private static List<ClassObjPoolBase> instanceList = new List<ClassObjPoolBase>();\n\n    protected ClassObjPoolBase()\n    {\n    }\n\n    public abstract void Release(PooledClassObject obj);\n    protected abstract void OnDispose();\n\n    protected static void AddInstance(ClassObjPoolBase instance)\n    {\n        instanceList.Add(instance);\n    }\n\n    public static void Dispose()\n    {\n        for (int i = 0; i < instanceList.Count; i++)\n        {\n            instanceList[i].OnDispose();\n        }\n        instanceList.Clear();\n    }\n}"
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    "path": "Assets/Scripts/pool/ClassObjPoolT.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\npublic class ClassObjPool<T> : ClassObjPoolBase where T : PooledClassObject, new()\n{\n    // 优化说明：使用Queue或者BetterList都比使用List效率高\n    // 经验规则：不要使用List去模拟队列\n    private static ClassObjPool<T> instance;\n    protected uint reqSeq = 0;\n    protected Queue<T> pool = new Queue<T>(32);\n\n    public static T Get()\n    {\n        if (instance == null)\n        {\n            instance = new ClassObjPool<T>();\n            AddInstance(instance);\n        }\n        T local;\n        if (instance.pool.Count > 0)\n        {\n            local = instance.pool.Dequeue();\n        }\n        else\n        {\n            local = Activator.CreateInstance<T>();\n        }\n        instance.reqSeq++;\n        local.usingSeq = instance.reqSeq;\n        local.holder = instance;\n        local.OnInit();\n        return local;\n    }\n\n    public override void Release(PooledClassObject obj)\n    {\n        T item = obj as T;\n        obj.usingSeq = 0;\n        pool.Enqueue(item);\n    }\n\n    protected override void OnDispose()\n    {\n        while (pool.Count > 0)\n        {\n            pool.Dequeue().Dispose();\n        }\n    }\n}"
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    "path": "Assets/Scripts/pool/PooledClassObject.cs",
    "content": "﻿\nusing System;\n\npublic abstract class PooledClassObject\n{\n    public bool bChkReset = true;\n    public ClassObjPoolBase holder;\n    public uint usingSeq;\n\n    public abstract void OnRelease();\n\n    public abstract void OnInit();\n\n    public virtual void Dispose() { }\n\n    public void Release()\n    {\n        this.OnRelease();\n        this.holder.Release(this);\n    }\n}\n\n"
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    "path": "Assets/Scripts/singleton/MonoSingleton.cs",
    "content": "using UnityEngine;\n\npublic abstract class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>\n{\n\tprivate static T m_instance = null;\n\n\tpublic static T instance\n    {\n        get\n        {\n\t\t\tif (m_instance == null)\n            {\n            \tm_instance = GameObject.FindObjectOfType(typeof(T)) as T;\n                if (m_instance == null)\n                {\n                    GameObject go = new GameObject(typeof(T).Name);\n                    m_instance = go.AddComponent<T>();\n                    GameObject parent = GameObject.Find(\"Boot\");\n                    if (parent != null)\n                    {\n                        go.transform.parent = parent.transform;\n                    }\n                }\n            }\n\n            return m_instance;\n        }\n    }\n\n    /*\n     * ûκʵֵĺڱ֤MonoSingletonʹǰѴ\n     */\n    public void Startup()\n    {\n\n    }\n\n    private void Awake()\n    {\n        if (m_instance == null)\n        {\n            m_instance = this as T;\n        }\n\n        DontDestroyOnLoad(gameObject);\n        Init();\n    }\n \n    protected virtual void Init()\n    {\n\n    }\n\n    public void DestroySelf()\n    {\n        Dispose();\n        MonoSingleton<T>.m_instance = null;\n        UnityEngine.Object.Destroy(gameObject);\n    }\n\n    public virtual void Dispose()\n    {\n\n    }\n\n}"
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    "path": "Assets/Scripts/singleton/Singleton.cs",
    "content": "using System;\nusing UnityEngine;\npublic abstract class Singleton<T> where T : class, new()\n{\n\tprivate static T m_instance;\n\tpublic static T instance\n\t{\n\t\tget\n        {\n            if (Singleton<T>.m_instance == null)\n\t\t    {\n\t\t\t    Singleton<T>.m_instance = Activator.CreateInstance<T>();\n\t\t\t    if (Singleton<T>.m_instance != null)\n\t\t\t    {\n                    (Singleton<T>.m_instance as Singleton<T>).Init();\n\t\t\t    }\n\t\t    }\n\n            return Singleton<T>.m_instance;\n        }\n\t}\n\n    /*\n     * ûκʵֵĺڱ֤MonoSingletonʹǰѴ\n     */\n    public void Startup()\n    {\n\n    }\n\n\n    public static void Release()\n\t{\n\t\tif (Singleton<T>.m_instance != null)\n\t\t{\n\t\t\tSingleton<T>.m_instance = (T)((object)null);\n\t\t}\n\t}\n\n    public virtual void Init()\n    {\n\n    }\n\n    public abstract void Dispose();\n\n}\n"
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    "content": "# fog-of-war\nUnity3D游戏高性能战争迷雾系统\n \n博客：http://www.cnblogs.com/SChivas/p/7881515.html\n\n![image](https://github.com/smilehao/fog-of-war/raw/master/image/fow_demo.gif)\n\n![image](https://github.com/smilehao/fog-of-war/raw/master/image/fow_debug.gif)\n"
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