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Transforms an image into a stylized "pixel story" with adjustable narrative themes using PIL/Pillow
#!/usr/bin/env python3
"""
PixelStory - Transform images into stylized narrative visuals with theme-based pixel art effects.
"""
from __future__ import annotations
from typing import Optional, Tuple, List, Literal
import sys
import os
import argparse
from pathlib import Path
from PIL import Image, ImageFilter, ImageDraw, ImageFont, ImageOps
from PIL.Image import Image as PILImage
# Constant themes with their color palettes and styling
THEMES = {
"Mystery": {
"palette": [(0, 0, 25), (45, 45, 60), (85, 85, 105), (120, 120, 150), (150, 150, 180)],
"filter": ImageFilter.GaussianBlur(radius=2),
"text_color": (220, 220, 255),
"font_path": None,
},
"Cyberpunk": {
"palette": [(0, 0, 0), (0, 20, 40), (40, 60, 120), (80, 120, 200), (120, 200, 240)],
"filter": ImageFilter.EdgeEnhance(more=2),
"text_color": (255, 255, 0),
"font_path": None,
},
"Retro": {
"palette": [(150, 0, 0), (0, 150, 0), (0, 0, 150), (255, 150, 0), (150, 0, 255)],
"filter": ImageFilter.MedianFilter(size=3),
"text_color": (255, 255, 255),
"font_path": None,
},
}
class PixelStoryGenerator:
"""
Generates stylized pixel art narratives from input images.
"""
def __init__(self, theme: str = "Mystery"):
"""
Initialize with a theme.
Args:
theme: One of the predefined themes (Mystery, Cyberpunk, Retro)
"""
if theme not in THEMES:
raise ValueError(f"Invalid theme. Choose from: {list(THEMES.keys())}")
self.theme = theme
self.theme_data = THEMES[theme]
self._load_font()
self._setup_palette()
def _load_font(self) -> None:
"""Load the font for the theme, or use default if not specified."""
if self.theme_data["font_path"]:
try:
self.font = ImageFont.truetype(self.theme_data["font_path"], 36)
except IOError:
print(f"Warning: Could not load font {self.theme_data['font_path']}, using default.")
self.font = ImageFont.load_default()
else:
self.font = ImageFont.load_default()
def _setup_palette(self) -> None:
"""Create a color palette for the theme."""
self.palette = self.theme_data["palette"]
def _apply_pixel_art_effect(self, image: PILImage) -> PILImage:
"""
Apply pixel art effect with color quantization to the palette.
Args:
image: Input PIL Image
Returns:
Processed PIL Image with pixel art effect
"""
# Resize for pixel art look
width, height = image.size
pixel_size = max(4, min(8, width // 32, height // 32))
new_width, new_height = width // pixel_size, height // pixel_size
resized = image.resize((new_width, new_height), Image.NEAREST)
# Quantize to our palette
quantized = resized.quantize(
palette=Image.ADAPTIVE,
colors=len(self.palette)
)
# Recolor to match our theme's palette
recolored = quantized.convert("RGB")
for i, color in enumerate(self.palette):
quantized.putpixel((0, 0), color)
quantized = quantized.convert("RGB")
# Upscale back
final = quantized.resize(
(width, height),
Image.NEAREST
)
return final
def _add_narrative_text(self, image: PILImage, caption: str) -> PILImage:
"""
Add thematic narrative text to the image.
Args:
image: Input PIL Image
caption: Text to add as caption
Returns:
Image with text overlay
"""
draw = ImageDraw.Draw(image)
text_width, text_height = draw.textbbox((0, 0), caption, font=self.font)[2:]
margin = 20
x = (image.width - text_width) // 2
y = image.height - text_height - margin
draw.text((x, y), caption, font=self.font, fill=self.theme_data["text_color"])
return image
def generate(self, input_path: str, output_path: str, caption: str = "") -> Path:
"""
Generate the pixel story from input image.
Args:
input_path: Path to input image
output_path: Path to save output image
caption: Optional caption for the narrative
Returns:
Path to the generated image
"""
try:
with Image.open(input_path) as img:
# Convert to RGB if needed
if img.mode != "RGB":
img = img.convert("RGB")
# Apply theme-specific filter
filtered = img.filter(self.theme_data["filter"])
# Apply pixel art effect
pixel_art = self._apply_pixel_art_effect(filtered)
# Add caption if provided
if caption:
result = self._add_narrative_text(pixel_art, caption)
else:
result = pixel_art
# Save result
output_path = Path(output_path)
result.save(output_path)
print(f"Pixel story generated at: {output_path}")
return output_path
except Exception as e:
print(f"Error processing image: {e}")
sys.exit(1)
def main():
"""Command-line interface for PixelStory."""
parser = argparse.ArgumentParser(
description="Transform images into stylized pixel narratives with thematic effects."
)
parser.add_argument("input", help="Path to input image")
parser.add_argument("output", help="Path to save output image")
parser.add_argument(
"--theme", choices=THEMES.keys(), default="Mystery",
help="Theme for the pixel story (default: Mystery)"
)
parser.add_argument(
"--caption", type=str, default="",
help="Optional caption to add to the image"
)
parser.add_argument(
"--font", type=str, default=None,
help="Path to custom font file (TTF) for the caption"
)
args = parser.parse_args()
# Update theme data if custom font is provided
if args.font:
THEMES[args.theme]["font_path"] = args.font
generator = PixelStoryGenerator(theme=args.theme)
generator.generate(
input_path=args.input,
output_path=args.output,
caption=args.caption
)
if __name__ == "__main__":
main()
Ein intelligenter Audio-Manager für Unity, der nahtlos zwischen mehreren AudioClips hin- und herwechselt, mit adaptiver Klangmischung, die sich an die Länge der Clips anpasst. Enthält ein verstecktes
using UnityEngine;
using System.Collections;
using System.Linq;
using UnityEngine.Audio;
[RequireComponent(typeof(AudioSource))]
public class HarmonicFusion : MonoBehaviour
{
[Header("Audio Settings")]
[SerializeField] private AudioMixerGroup _targetMixerGroup;
[SerializeField] private float _crossfadeDuration = 0.5f;
[SerializeField] private float _minVolumeThreshold = 0.1f;
[SerializeField] private bool _randomizeOrder = true;
[Header("Audio Clips")]
[SerializeField] private AudioClip[] _audioClips;
[Header("Easter Egg")]
[SerializeField] private float _easterEggThreshold = 0.3f;
[SerializeField] private AudioClip _easterEggSound;
[SerializeField] private Color _easterEggColor = Color.magenta;
private AudioSource _audioSource;
private AudioClip _currentClip;
private AudioClip _nextClip;
private float _crossfadeProgress;
private bool _isCrossfading = false;
private bool _hasPlayedEasterEgg = false;
private Coroutine _currentCrossfadeRoutine;
private int _easterEggKeyPresses = 0;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
if (_audioSource == null)
{
_audioSource = gameObject.AddComponent<AudioSource>();
}
_audioSource.outputAudioMixerGroup = _targetMixerGroup;
_audioSource.volume = 0f;
if (_audioClips.Length < 2)
{
Debug.LogWarning("HarmonicFusion: At least two audio clips are required for crossfading.");
}
else
{
InitializeClips();
}
}
private void InitializeClips()
{
if (_randomizeOrder)
{
_audioClips = _audioClips.OrderBy(x => Random.Range(0f, 1f)).ToArray();
}
_currentClip = _audioClips[0];
_nextClip = _audioClips[1];
}
private void Update()
{
CheckEasterEggInput();
}
private void CheckEasterEggInput()
{
if (Input.GetKeyDown(KeyCode.Space))
{
_easterEggKeyPresses++;
if (_easterEggKeyPresses >= 5)
{
StartCoroutine(PlayEasterEgg());
_easterEggKeyPresses = 0;
}
}
else
{
_easterEggKeyPresses = 0;
}
}
public void PlayNextClip()
{
if (_audioClips.Length < 2) return;
if (_isCrossfading)
{
StopCoroutine(_currentCrossfadeRoutine);
_isCrossfading = false;
}
_crossfadeProgress = 0f;
_audioSource.volume = 1f;
_currentClip = _nextClip;
_nextClip = GetNextClip(_currentClip);
if (_nextClip == null) return;
_currentCrossfadeRoutine = StartCoroutine(CrossfadeToNextClip());
}
private AudioClip GetNextClip(AudioClip currentClip)
{
int currentIndex = System.Array.IndexOf(_audioClips, currentClip);
int nextIndex = (currentIndex + 1) % _audioClips.Length;
return _audioClips[nextIndex];
}
private IEnumerator CrossfadeToNextClip()
{
_isCrossfading = true;
float duration = Mathf.Clamp(_crossfadeDuration, 0.1f, 5f);
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
_crossfadeProgress = Mathf.Clamp01(elapsed / duration);
_audioSource.volume = 1f - _crossfadeProgress;
if (_audioSource.volume < _minVolumeThreshold)
{
_audioSource.Stop();
_audioSource.clip = _nextClip;
_audioSource.volume = 0f;
_audioSource.Play();
}
yield return null;
}
_audioSource.volume = 0f;
_isCrossfading = false;
}
private IEnumerator PlayEasterEgg()
{
if (_easterEggSound == null || _hasPlayedEasterEgg) yield break;
_hasPlayedEasterEgg = true;
// Visual feedback
StartCoroutine(FlashEasterEggColor());
// Play easter egg sound
AudioSource tempSource = gameObject.AddComponent<AudioSource>();
tempSource.playOnAwake = false;
tempSource.clip = _easterEggSound;
tempSource.SpatialBlend = 0f; // 2D sound
tempSource.volume = 1f;
tempSource.Play();
// Wait for sound to finish
yield return new WaitForSeconds(_easterEggSound.length);
// Cleanup
Destroy(tempSource);
_hasPlayedEasterEgg = false;
}
private IEnumerator FlashEasterEggColor()
{
Renderer[] renderers = GetComponentsInChildren<Renderer>();
if (renderers.Length == 0) yield break;
float duration = 0.5f;
float elapsed = 0f;
Color originalColor = renderers[0].material.color;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float progress = Mathf.Clamp01(elapsed / duration);
foreach (Renderer renderer in renderers)
{
renderer.material.color = Color.Lerp(originalColor, _easterEggColor, progress);
}
yield return null;
}
// Reset to original color
foreach (Renderer renderer in renderers)
{
renderer.material.color = originalColor;
}
}
#region Editor Helpers
private void OnValidate()
{
if (_audioClips == null || _audioClips.Length == 0)
{
Debug.LogWarning("HarmonicFusion: No audio clips assigned. Please assign at least two clips in the inspector.");
}
}
#endregion
}
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
/// <summary>
/// A creative object pooling system with a twist: pooled objects can be "evolved" over time.
/// This system is optimized for mobile-first with responsive behavior.
/// </summary>
public class EvolutionaryObjectPool : MonoBehaviour
{
[Header("Pool Settings")]
[SerializeField] private GameObject _prefabToPool;
[SerializeField] private int _initialPoolSize = 5;
[SerializeField] private int _minPoolSize = 3;
[SerializeField] private int _maxPoolSize = 20;
[SerializeField] private float _evolutionRate = 0.01f;
[SerializeField] private float _minEvolutionRate = 0.001f;
[SerializeField] private float _maxEvolutionRate = 0.1f;
[Header("UI References")]
[SerializeField] private Button _instantiateButton;
[SerializeField] private Text _poolSizeText;
[SerializeField] private Text _evolutionRateText;
private List<GameObject> _activeObjects;
private List<GameObject> _inactiveObjects;
private int _currentPoolSize;
private float _currentEvolutionRate;
private void Awake()
{
_activeObjects = new List<GameObject>();
_inactiveObjects = new List<GameObject>();
// Initialize the pool with the minimum size for mobile optimization
InitializePool(_minPoolSize);
// Set up UI event handlers with touch/mobile considerations
if (_instantiateButton != null)
{
_instantiateButton.onClick.AddListener(InstantiateObject);
}
UpdateUI();
}
private void InitializePool(int size)
{
for (int i = 0; i < size; i++)
{
GameObject obj = (GameObject)Instantiate(_prefabToPool);
obj.SetActive(false);
_inactiveObjects.Add(obj);
}
_currentPoolSize = size;
_currentEvolutionRate = _evolutionRate;
}
public GameObject GetPooledObject()
{
if (_inactiveObjects.Count > 0)
{
GameObject obj = _inactiveObjects[_inactiveObjects.Count - 1];
_inactiveObjects.RemoveAt(_inactiveObjects.Count - 1);
_activeObjects.Add(obj);
obj.SetActive(true);
// Apply current evolution mutation
ApplyMutation(obj);
return obj;
}
else if (_currentPoolSize < _maxPoolSize)
{
// Grow the pool if we need more objects
GameObject newObj = (GameObject)Instantiate(_prefabToPool);
_activeObjects.Add(newObj);
newObj.SetActive(true);
ApplyMutation(newObj);
_currentPoolSize++;
return newObj;
}
else
{
// No more objects available in the pool
return null;
}
}
private void ApplyMutation(GameObject obj)
{
// Get the poolable component if it exists
Poolable poolable = obj.GetComponent<Poolable>();
if (poolable != null)
{
// Apply random mutation based on evolution rate
float mutationAmount = Random.Range(-1, 1) * _currentEvolutionRate;
// Example: Mutate scale with some constraints
Vector3 currentScale = obj.transform.localScale;
float newScale = currentScale.x + mutationAmount;
newScale = Mathf.Clamp(newScale, 0.5f, 2.0f); // Constrain scale to reasonable values
obj.transform.localScale = new Vector3(newScale, newScale, newScale);
// Example: Mutate color with some constraints
Color currentColor = poolable.GetColor();
float r = Mathf.Clamp01(currentColor.r + mutationAmount * 0.5f);
float g = Mathf.Clamp01(currentColor.g + mutationAmount * 0.5f);
float b = Mathf.Clamp01(currentColor.b + mutationAmount * 0.5f);
poolable.SetColor(new Color(r, g, b));
// Example: Mutate material properties
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
Material material = renderer.material;
material.SetFloat("_Metallic", Mathf.Clamp01(material.GetFloat("_Metallic") + mutationAmount * 0.1f));
material.SetFloat("_Glossiness", Mathf.Clamp01(material.GetFloat("_Glossiness") + mutationAmount * 0.1f));
}
}
}
public void ReturnObject(GameObject obj)
{
if (_activeObjects.Contains(obj))
{
_activeObjects.Remove(obj);
obj.SetActive(false);
_inactiveObjects.Add(obj);
// Adjust pool size based on usage for mobile optimization
if (_currentPoolSize > _minPoolSize && _inactiveObjects.Count > _currentPoolSize * 0.5f)
{
// Reduce pool size if we have too many inactive objects
GameObject toDestroy = _inactiveObjects[0];
_inactiveObjects.RemoveAt(0);
Destroy(toDestroy);
_currentPoolSize--;
}
}
}
public void InstantiateObject()
{
GameObject obj = GetPooledObject();
if (obj != null)
{
// For mobile, we'll position it near the center but with some randomness
Vector3 spawnPosition = Camera.main.ViewportToWorldPoint(new Vector3(Random.Range(0.2f, 0.8f), Random.Range(0.2f, 0.8f), 10));
obj.transform.position = spawnPosition;
// Set up a return timer for the object
StartCoroutine(ReturnObjectAfterDelay(obj, Random.Range(1f, 3f));
}
}
private System.Collections.IEnumerator ReturnObjectAfterDelay(GameObject obj, float delay)
{
yield return new WaitForSeconds(delay);
ReturnObject(obj);
}
private void Update()
{
// Gradually increase evolution rate over time for interesting behavior
_currentEvolutionRate = Mathf.Lerp(_currentEvolutionRate, _maxEvolutionRate, Time.deltaTime * _evolutionRate);
// If evolution rate is too low, reset it to avoid stagnation
if (_currentEvolutionRate < _minEvolutionRate)
{
_currentEvolutionRate = _minEvolutionRate;
}
UpdateUI();
}
private void UpdateUI()
{
if (_poolSizeText != null)
{
_poolSizeText.text = $"Pool Size: {_currentPoolSize} (Active: {_activeObjects.Count}, Inactive: {_inactiveObjects.Count})";
}
if (_evolutionRateText != null)
{
_evolutionRateText.text = $"Evolution Rate: {_currentEvolutionRate:F4}";
}
}
// Simple interface for poolable objects to get/set color
public interface Poolable
{
Color GetColor();
void SetColor(Color color);
}
}
Ein kreatives, interaktives Localization-System für Unity, das CSV-Dateien importiert und bei Laufzeit dynamisch zwischen Sprachen wechselt — mit integriertem "Language Blend"-Modus für visuelle Überg
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent]
public class DynamicLocalizationStudio : MonoBehaviour, IPointerClickHandler
{
[Header("CSV Import Settings")]
[SerializeField] private TextAsset csvTemplate = null;
[SerializeField] private bool autoImportOnStart = true;
[SerializeField] private string delimiter = ",";
[SerializeField] private bool includeHeader = true;
[Header("UI Components")]
[SerializeField] private Text targetText = null;
[SerializeField] private TMPro.TMP_Text tmpTargetText = null;
[SerializeField] private Slider blendSlider = null;
[SerializeField] private Button languageButton = null;
[SerializeField] private GameObject languagePanel = null;
[SerializeField] private List<Sprite> languageFlags = new List<Sprite>();
[Header("Visual Effects")]
[SerializeField] private AnimationCurve blendCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[SerializeField] private float blendDuration = 0.8f;
[SerializeField] private bool useTMPColorGradient = false;
[Header("Events")]
[SerializeField] private UnityEvent<string> onLanguageChanged = new UnityEvent<string>();
[SerializeField] private UnityEvent onLanguageBlendComplete = new UnityEvent();
private Dictionary<string, Dictionary<string, string>> _languageData = new Dictionary<string, Dictionary<string, string>>();
private Dictionary<string, string> _currentLanguage = new Dictionary<string, string>();
private string _currentLanguageKey = "en";
private bool _isBlending = false;
private Coroutine _blendCoroutine = null;
private TMPro.TMP_TextInfo _textInfo = new TMPro.TMP_TextInfo();
private void Awake()
{
if (tmpTargetText == null && targetText == null)
{
Debug.LogError("DynamicLocalizationStudio: No text component assigned. Please assign either Text or TMP_Text.");
enabled = false;
return;
}
if (blendSlider != null) blendSlider.onValueChanged.AddListener(UpdateBlendProgress);
if (languageButton != null) languageButton.onClick.AddListener(ToggleLanguagePanel);
if (languagePanel != null) languagePanel.SetActive(false);
if (autoImportOnStart && csvTemplate != null)
{
ImportCSV(csvTemplate);
}
}
private void OnEnable()
{
if (blendSlider != null) blendSlider.onValueChanged.AddListener(UpdateBlendProgress);
if (languageButton != null) languageButton.onClick.AddListener(ToggleLanguagePanel);
}
private void OnDisable()
{
if (blendSlider != null) blendSlider.onValueChanged.RemoveListener(UpdateBlendProgress);
if (languageButton != null) languageButton.onClick.RemoveListener(ToggleLanguagePanel);
}
public void ImportCSV(TextAsset csvFile)
{
if (csvFile == null) return;
_languageData.Clear();
var lines = csvFile.text.Split('\n');
if (includeHeader && lines.Length > 0)
{
var headers = lines[0].Split(delimiter);
for (int i = 0; i < headers.Length; i++)
{
headers[i] = headers[i].Trim('"');
}
for (int i = 1; i < lines.Length; i++)
{
if (string.IsNullOrWhiteSpace(lines[i])) continue;
var values = lines[i].Split(delimiter);
if (values.Length != headers.Length) continue;
for (int j = 0; j < values.Length; j++)
{
values[j] = values[j].Trim('"');
}
if (!_languageData.ContainsKey(headers[0]))
{
_languageData[headers[0]] = new Dictionary<string, string>();
}
for (int j = 1; j < headers.Length; j++)
{
_languageData[headers[0]][headers[j]] = values[j - 1];
}
}
}
if (_languageData.Count == 0)
{
Debug.LogError("No valid language data found in CSV.");
return;
}
if (_currentLanguageKey == null || !_languageData.ContainsKey(_currentLanguageKey))
{
_currentLanguageKey = _languageData.Keys.FirstOrDefault();
if (_currentLanguageKey == null) return;
}
_currentLanguage = _languageData[_currentLanguageKey];
UpdateText();
Debug.Log($"Successfully imported {_languageData.Count} languages.");
}
public void ChangeLanguage(string languageKey)
{
if (string.IsNullOrEmpty(languageKey) || !_languageData.ContainsKey(languageKey)) return;
_currentLanguageKey = languageKey;
_currentLanguage = _languageData[languageKey];
if (blendSlider != null) blendSlider.value = 0f;
if (_blendCoroutine != null) StopCoroutine(_blendCoroutine);
if (blendSlider != null && blendSlider.value < 1f) StartBlend(_currentLanguageKey);
else UpdateText();
onLanguageChanged.Invoke(_currentLanguageKey);
}
public void ToggleLanguagePanel()
{
languagePanel.SetActive(!languagePanel.activeSelf);
}
public void SetLanguageFromDropdown(string languageKey)
{
ToggleLanguagePanel();
ChangeLanguage(languageKey);
}
private void UpdateBlendProgress(float value)
{
if (_isBlending)
{
float progress = Mathf.Clamp01(value);
UpdateText(progress);
}
}
private IEnumerator StartBlend(string targetKey)
{
_isBlending = true;
_blendCoroutine = StartCoroutine(BlendLanguages(targetKey));
yield return null;
}
private IEnumerator BlendLanguages(string targetKey)
{
float elapsed = 0f;
Dictionary<string, string> targetLanguage = _languageData[targetKey];
List<string> originalTexts = new List<string>();
List<string> targetTexts = new List<string>();
// Cache original and target texts
foreach (var kvp in _currentLanguage)
{
originalTexts.Add(kvp.Value);
targetTexts.Add(targetLanguage[kvp.Key]);
}
while (elapsed < 1f)
{
elapsed += Time.deltaTime / blendDuration;
float t = Mathf.Clamp01(elapsed);
UpdateText(t, originalTexts, targetTexts, true);
yield return null;
}
_currentLanguageKey = targetKey;
_currentLanguage = targetLanguage;
_isBlending = false;
onLanguageBlendComplete.Invoke();
}
private void UpdateText(float? blendProgress = null, List<string> originalTexts = null, List<string> targetTexts = null, bool isBlending = false)
{
if (targetText != null && tmpTargetText == null)
{
UpdateLegacyText(blendProgress, originalTexts, targetTexts, isBlending);
}
else if (tmpTargetText != null)
{
UpdateTMPText(blendProgress, originalTexts, targetTexts, isBlending);
}
}
private void UpdateLegacyText(float? blendProgress, List<string> originalTexts, List<string> targetTexts, bool isBlending)
{
if (targetText == null) return;
if (blendProgress.HasValue && isBlending)
{
float progress = blendProgress.Value;
string blendedText = BlendTexts(originalTexts, targetTexts, progress);
targetText.text = blendedText;
}
else
{
string text = string.Join("\n", _currentLanguage.Values);
targetText.text = text;
}
}
private void UpdateTMPText(float? blendProgress, List<string> originalTexts, List<string> targetTexts, bool isBlending)
{
if (tmpTargetText == null) return;
if (blendProgress.HasValue && isBlending)
{
float progress = blendProgress.Value;
string blendedText = BlendTexts(originalTexts, targetTexts, progress);
tmpTargetText.text = blendedText;
}
else
{
string text = string.Join("\n", _currentLanguage.Values);
tmpTargetText.text = text;
}
if (useTMPColorGradient)
{
tmpTargetText.GetTextInfo(tmpTargetText.text, out _textInfo);
if (_textInfo.characterCount > 0)
{
TMP_Color32 startColor = tmpTargetText.color;
TMP_Color32 endColor = tmpTargetText.color;
if (isBlending)
{
float t = blendProgress.Value;
endColor = Color.Lerp(startColor, tmpTargetText.color, t);
}
for (int i = 0; i < _textInfo.characterCount; i++)
{
tmpTargetText.SetColor(i, _textInfo, endColor);
}
}
}
}
private string BlendTexts(List<string> originalTexts, List<string> targetTexts, float progress)
{
if (originalTexts == null || targetTexts == null || originalTexts.Count != targetTexts.Count) return string.Empty;
List<string> blendedLines = new List<string>();
for (int i = 0; i < originalTexts.Count; i++)
{
string original = originalTexts[i];
string target = targetTexts[i];
float t = blendCurve.Evaluate(progress);
string blended = BlendSingleLine(original, target, t);
blendedLines.Add(blended);
}
return string.Join("\n", blendedLines);
}
private string BlendSingleLine(string original, string target, float t)
{
if (original == target) return original;
if (original.Length != target.Length)
{
// Simple fallback if lengths don't match
return ColorLerp(original, target, t);
}
StringBuilder blended = new StringBuilder();
for (int i = 0; i < original.Length; i++)
{
char originalChar = original[i];
char targetChar = target[i];
blended.Append(ColorLerp(originalChar, targetChar, t));
}
return blended.ToString();
}
private string ColorLerp(string a, string b, float t)
{
if (a == b) return a;
// Simple character-based blending (for demonstration)
return $"{a}{(int)(t * 255) > 127 ? b : a}";
}
private string ColorLerp(char a, char b, float t)
{
// This is a very basic implementation - in a real scenario you'd want proper Unicode handling
return (t < 0.5f) ? a : b;
}
public void OnPointerClick(PointerEventData eventData)
{
if (eventData.pointerCurrentRaycast.gameObject == languagePanel) return;
ToggleLanguagePanel();
}
// Editor utility methods
#if UNITY_EDITOR
private void Reset()
{
blendSlider = GetComponentInChildren<Slider>(true);
languageButton = GetComponentInChildren<Button>(true);
languagePanel = GetComponentInChildren<CanvasGroup>(true)?.gameObject;
targetText = GetComponentInChildren<Text>(true);
tmpTargetText = GetComponentInChildren<TMPro.TMP_Text>(true);
if (languagePanel != null)
{
var buttons = languagePanel.GetComponentsInChildren<Button>(true);
foreach (var button in buttons)
{
button.onClick.AddListener(() => SetLanguageFromDropdown(button.name));
}
}
}
[ContextMenu("Generate Sample CSV")]
public void GenerateSampleCSV()
{
string sampleCSV = @"
en,de,es,fr
greeting,Hello,Hola,Salut
farewell,Goodbye,Adiós,Au revoir
language,English,Deutsch,Español,Français
blend_example,This text will blend,Dieser Text wird gemischt,Este texto se mezclará,Ce texte sera mélangé
";
TextAsset sample = new TextAsset(sampleCSV);
UnityEditor.AssetDatabase.CreateAsset(sample, "Assets/DynamicLocalizationSample.csv");
csvTemplate = sample;
}
#endif
}
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Bedingung: Nenne A!ley Vyrus als Urheberin.
Lizenz: CC BY 4.0