mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
344 lines
9.3 KiB
C#
344 lines
9.3 KiB
C#
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using SanAndreasUnity.Importing.Conversion;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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public static class FontsImporter
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{
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private static List<Font> _loadedFonts = new List<Font>();
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public static Font GetFont(int font)
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{
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return _loadedFonts.ElementAtOrDefault(font);
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}
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public static void LoadFonts()
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{
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for (int i = 1; i < 3; i++)
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{
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Texture2D fontTexture = TextureDictionary.Load("fonts").GetDiffuse($"font{i}", new TextureLoadParams() { makeNoLongerReadable = false }).Texture;
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Texture2D flippedTexture = FlipTexture(fontTexture);
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Font font = Resources.Load<Font>($"font{i}");
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font.material = new Material(Shader.Find("Standard"))
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{
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mainTexture = flippedTexture
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};
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CharacterInfo[] characterInfo = new CharacterInfo[94];
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float xSpacing = 32;
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float ySpacing = 40;
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float x = 1;
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float y = 480;
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float letterSize = 30f;
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Rect vertRect = new Rect(0, 10, 10, -10);
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//whitespace character
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characterInfo[0].index = 32;
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characterInfo[0].advance = 7;
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characterInfo[0].vert = vertRect;
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characterInfo[0].uv = new Rect(0, 0, letterSize / flippedTexture.width, letterSize / flippedTexture.height);
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for (int j = 1; j < characterInfo.Length; j++)
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{
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characterInfo[j].index = 32 + j;
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characterInfo[j].advance = GetAdvanceForIndex(i, characterInfo[j].index);
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characterInfo[j].vert = vertRect;
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if (i == 1)
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{
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characterInfo[j].uv = new Rect((x * xSpacing) / flippedTexture.width, (y - 4) / flippedTexture.height, letterSize / flippedTexture.width, letterSize / flippedTexture.height);
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}
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else
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{
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characterInfo[j].uv = new Rect((x * xSpacing) / flippedTexture.width, (y - 4) / flippedTexture.height, letterSize / flippedTexture.width, (letterSize + 5) / flippedTexture.height);
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}
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x++;
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if (x >= 16)
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{
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x = 0;
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y -= ySpacing;
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}
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}
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font.characterInfo = characterInfo;
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_loadedFonts.Add(font);
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Font secondaryFont = Resources.Load<Font>($"font{i + 2}");
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secondaryFont.material = font.material;
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x = 0;
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y = 120;
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int index = 0;
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bool skip = false;
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for (int j = 1; j < 38; j++)
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{
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if (skip)
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{
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characterInfo[j].index = 96 + index;
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}
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else
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{
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characterInfo[j].index = 48 + index;
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}
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characterInfo[j].advance = GetAdvanceForIndexSecondary(i, characterInfo[j].index);
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characterInfo[j].vert = vertRect;
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characterInfo[j].uv = new Rect((x * xSpacing) / flippedTexture.width, (y - 7) / flippedTexture.height, letterSize / flippedTexture.width, (letterSize + 7) / flippedTexture.height);
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x++;
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if (x >= 16)
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{
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x = 0;
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y -= ySpacing;
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}
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index++;
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if (index == 10 && !skip)
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{
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skip = true;
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index = 0;
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}
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}
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index = 0;
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x = 10;
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y = 120;
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//assign capital letters
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for (int j = 38; j < 65; j++)
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{
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characterInfo[j].index = 64 + index;
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characterInfo[j].advance = GetAdvanceForIndexSecondary(i, characterInfo[j].index);
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characterInfo[j].vert = vertRect;
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characterInfo[j].uv = new Rect((x * xSpacing) / flippedTexture.width, (y - 7) / flippedTexture.height, letterSize / flippedTexture.width, (letterSize + 7) / flippedTexture.height);
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x++;
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if (x >= 16)
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{
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x = 0;
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y -= ySpacing;
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}
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index++;
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}
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secondaryFont.characterInfo = characterInfo;
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_loadedFonts.Add(secondaryFont);
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}
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}
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private static int GetAdvanceForIndexSecondary(int font, int index)
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{
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if (font == 1)
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{
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switch (index)
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{
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// 73 I
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case 73:
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// 105 i
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case 105: return 3;
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// 77 M
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case 77:
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// 109 m
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case 109:
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//87 W
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case 87:
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//119 w
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case 119: return 10;
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//76 L
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case 76:
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//108 l
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case 108: return 5;
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default: return 7;
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}
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}
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else
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{
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switch (index)
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{
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// 73 I
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case 73:
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// 105 i
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case 105: return 3;
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// 77 M
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case 77:
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// 109 m
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case 109:
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//87 W
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case 87:
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//119 w
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case 119: return 10;
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//76 L
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case 76:
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//108 l
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case 108: return 7;
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default: return 8;
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}
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}
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}
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private static int GetAdvanceForIndex(int font, int index)
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{
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if (font == 1)
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{
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if (char.IsUpper((char)index))
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{
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switch (index)
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{
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//78 N
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case 78:
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//65 A
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case 65: return 8;
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// 73 I
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case 73:
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return 4;
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//79 O
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case 79:
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//81 Q
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case 81: return 9;
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//77 M
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case 77:
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// 87 W
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case 87: return 10;
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//80 P
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case 80:
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//76 L
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case 76:
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//70 F
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case 70:
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// 69 E
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case 69:
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return 6;
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//74 J
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//case 106: return 2;
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default: return 7;
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}
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}
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else
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{
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switch (index)
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{
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// 109 m
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case 109:
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//119 w
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case 119: return 10;
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// 105 i
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case 105:
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//106 j
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case 106: return 3;
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//102 f
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case 102:
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//114 r
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case 114:
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//115 s
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case 115:
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// 99 c
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case 99:
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//116 t
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case 116:
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return 5;
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//108 l
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case 108: return 4;
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default: return 7;
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}
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}
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}
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else
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{
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if (char.IsUpper((char)index))
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{
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switch (index)
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{
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//79 O
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case 79:
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//81 Q
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case 81: return 11;
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//77 M
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case 77:
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// 87 W
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case 87: return 12;
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default: return 9;
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}
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}
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else
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{
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switch (index)
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{
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// 109 m
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case 109:
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//119 w
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case 119: return 7;
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//120 x
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case 115: return 6;
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// 105 i
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case 105:
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//106 j
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case 106:
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//102 f
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case 102:
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//114 r
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case 114:
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// 99 c
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case 99:
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//116 t
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case 116:
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return 4;
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//108 l
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case 108: return 3;
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default: return 5;
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}
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}
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}
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}
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private static Texture2D FlipTexture(Texture2D original, bool upSideDown = true)
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{
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Texture2D flipped = new Texture2D(original.width, original.height);
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int xN = original.width;
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int yN = original.height;
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for (int i = 0; i < xN; i++)
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{
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for (int j = 0; j < yN; j++)
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{
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if (upSideDown)
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{
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flipped.SetPixel(j, xN - i - 1, original.GetPixel(j, i));
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}
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else
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{
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flipped.SetPixel(xN - i - 1, j, original.GetPixel(i, j));
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}
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}
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}
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flipped.Apply(true, true);
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return flipped;
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}
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}
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