net.dreditor.minigames 0.1.6 → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (167) hide show
  1. package/.attestation.p7m +0 -0
  2. package/BulletDifficulty.cs +36 -36
  3. package/BulletDifficulty.cs.meta +11 -11
  4. package/BulletDifficultyEditor.cs +380 -380
  5. package/BulletDifficultyEditor.cs.meta +11 -11
  6. package/DREditor.Minigames.asmdef +36 -36
  7. package/DREditor.Minigames.asmdef.meta +7 -7
  8. package/DifficultyEditorBase.cs +60 -60
  9. package/DifficultyEditorBase.cs.meta +11 -11
  10. package/IShatterGraphic.cs +32 -32
  11. package/IShatterGraphic.cs.meta +11 -11
  12. package/IShatterText.cs +33 -33
  13. package/IShatterText.cs.meta +11 -11
  14. package/InitializeTrialOffsets.cs +51 -51
  15. package/InitializeTrialOffsets.cs.meta +11 -11
  16. package/MinigameBuilderBase.cs +28 -28
  17. package/MinigameBuilderBase.cs.meta +11 -11
  18. package/MinigameControlsUIHandler.cs +94 -94
  19. package/MinigameControlsUIHandler.cs.meta +11 -11
  20. package/MinigameManagerBase.cs +197 -197
  21. package/MinigameManagerBase.cs.meta +11 -11
  22. package/QuestionToggle.cs +154 -154
  23. package/QuestionToggle.cs.meta +11 -11
  24. package/RestoreControlsUIPostDialogue.cs +100 -100
  25. package/RestoreControlsUIPostDialogue.cs.meta +1 -1
  26. package/{Samples → Samples~}/Bullet Shatter Mesh Generator.asset +23 -23
  27. package/{Samples → Samples~}/Bullet Shatter Mesh Generator.asset.meta +8 -8
  28. package/{Samples → Samples~}/HasStamina.asset +21 -21
  29. package/{Samples → Samples~}/HasStamina.asset.meta +8 -8
  30. package/{Samples → Samples~}/IsDrainingStamina.asset +21 -21
  31. package/{Samples → Samples~}/IsDrainingStamina.asset.meta +8 -8
  32. package/{Samples → Samples~}/MinigameInputAllowed.asset +21 -21
  33. package/{Samples → Samples~}/MinigameInputAllowed.asset.meta +8 -8
  34. package/{Samples → Samples~}/Minigame_Controls_UI_Handler.prefab +53 -53
  35. package/{Samples → Samples~}/Minigame_Controls_UI_Handler.prefab.meta +7 -7
  36. package/{Samples → Samples~}/Quad Shatter.asset +31 -31
  37. package/{Samples → Samples~}/Quad Shatter.asset.meta +8 -8
  38. package/{Samples → Samples~}/ShatterCameraEnabled.asset +21 -21
  39. package/{Samples → Samples~}/ShatterCameraEnabled.asset.meta +8 -8
  40. package/{Samples → Samples~}/Shatter_Graphic.prefab +98 -98
  41. package/{Samples → Samples~}/Shatter_Graphic.prefab.meta +7 -7
  42. package/{Samples → Samples~}/Stamina_Handler.prefab +59 -59
  43. package/{Samples → Samples~}/Stamina_Handler.prefab.meta +7 -7
  44. package/{Samples → Samples~}/TBS_Manager_Shell.prefab +60 -60
  45. package/{Samples → Samples~}/TBS_Manager_Shell.prefab.meta +7 -7
  46. package/{Samples → Samples~}/TBS_Manager_Template.prefab +504 -504
  47. package/{Samples → Samples~}/TBS_Manager_Template.prefab.meta +7 -7
  48. package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Shell.prefab +289 -289
  49. package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Shell.prefab.meta +7 -7
  50. package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Template.prefab +449 -449
  51. package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Template.prefab.meta +7 -7
  52. package/{Samples → Samples~}/Triangle Shatter.asset +31 -31
  53. package/{Samples → Samples~}/Triangle Shatter.asset.meta +8 -8
  54. package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Shell.prefab +221 -221
  55. package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Shell.prefab.meta +7 -7
  56. package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Template.prefab +525 -525
  57. package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Template.prefab.meta +7 -7
  58. package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Shell.prefab +38 -38
  59. package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Shell.prefab.meta +7 -7
  60. package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Template.prefab +1159 -1159
  61. package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Template.prefab.meta +7 -7
  62. package/{Samples → Samples~}/Truth_Bullet_Minigame_Canvas_Template.prefab +494 -494
  63. package/{Samples → Samples~}/Truth_Bullet_Minigame_Canvas_Template.prefab.meta +7 -7
  64. package/{Samples → Samples~}/Truth_Bullet_Option_ETemplate.prefab +294 -294
  65. package/{Samples → Samples~}/Truth_Bullet_Option_ETemplate.prefab.meta +7 -7
  66. package/Shattering/BreakTex.renderTexture +39 -39
  67. package/Shattering/BreakTex.renderTexture.meta +8 -8
  68. package/Shattering/BulletShatter.cs +176 -176
  69. package/Shattering/BulletShatter.cs.meta +11 -11
  70. package/Shattering/IShatterableCanvas.cs +20 -20
  71. package/Shattering/IShatterableCanvas.cs.meta +11 -11
  72. package/Shattering/MeshGenerator.cs +178 -178
  73. package/Shattering/MeshGenerator.cs.meta +11 -11
  74. package/Shattering/RenderCanvasOnShatter.cs +47 -47
  75. package/Shattering/RenderCanvasOnShatter.cs.meta +11 -11
  76. package/Shattering/ShatterCameraRender.cs +79 -79
  77. package/Shattering/ShatterCameraRender.cs.meta +11 -11
  78. package/Shattering/ShatterGraphic.cs +135 -135
  79. package/Shattering/ShatterGraphic.cs.meta +11 -11
  80. package/Shattering/ShatterMeshGraphic.cs +304 -304
  81. package/Shattering/ShatterMeshGraphic.cs.meta +11 -11
  82. package/Shattering/ShatterProcess.cs +282 -282
  83. package/Shattering/ShatterProcess.cs.meta +11 -11
  84. package/Shattering/ShatterProcessBase.cs +51 -51
  85. package/Shattering/ShatterProcessBase.cs.meta +11 -11
  86. package/Shattering/ShatterQuad.cs +56 -56
  87. package/Shattering/ShatterQuad.cs.meta +11 -11
  88. package/Shattering/ShatterQuadProcess.cs +65 -65
  89. package/Shattering/ShatterQuadProcess.cs.meta +11 -11
  90. package/Shattering/ShatterShape.cs +84 -84
  91. package/Shattering/ShatterShape.cs.meta +11 -11
  92. package/Shattering/ShatterTri.cs +27 -27
  93. package/Shattering/ShatterTri.cs.meta +11 -11
  94. package/Shattering/ShatterTriProcess.cs +179 -179
  95. package/Shattering/ShatterTriProcess.cs.meta +11 -11
  96. package/Shattering/ShatterWithUI.cs +68 -68
  97. package/Shattering/ShatterWithUI.cs.meta +11 -11
  98. package/Shattering/SplitShatter.cs +114 -114
  99. package/Shattering/SplitShatter.cs.meta +11 -11
  100. package/Shattering/TMPTextShatter.cs +243 -243
  101. package/Shattering/TMPTextShatter.cs.meta +11 -11
  102. package/Shattering/UIBreakVisibility.cs +172 -172
  103. package/Shattering/UIBreakVisibility.cs.meta +11 -11
  104. package/Shattering.meta +8 -8
  105. package/ShuffleUtility.cs +32 -32
  106. package/ShuffleUtility.cs.meta +11 -11
  107. package/SimpleRandom.cs +32 -32
  108. package/SimpleRandom.cs.meta +11 -11
  109. package/Stats/ColorHealthBar.cs +56 -56
  110. package/Stats/ColorHealthBar.cs.meta +11 -11
  111. package/Stats/ColorHealthModifier.cs +138 -138
  112. package/Stats/ColorHealthModifier.cs.meta +11 -11
  113. package/Stats/GaugeHandler.cs +72 -72
  114. package/Stats/GaugeHandler.cs.meta +1 -1
  115. package/Stats/HealthBarModifier.cs +89 -89
  116. package/Stats/HealthBarModifier.cs.meta +11 -11
  117. package/Stats/HealthStat.cs +77 -77
  118. package/Stats/HealthStat.cs.meta +11 -11
  119. package/Stats/HealthStatBase.cs +26 -26
  120. package/Stats/HealthStatBase.cs.meta +11 -11
  121. package/Stats/IGauge.cs +36 -36
  122. package/Stats/IGauge.cs.meta +1 -1
  123. package/Stats/InfluenceGauge.cs +107 -107
  124. package/Stats/InfluenceGauge.cs.meta +11 -11
  125. package/Stats/InfluenceGaugeBase.cs +42 -42
  126. package/Stats/InfluenceGaugeBase.cs.meta +11 -11
  127. package/Stats/SimpleGauge.cs +46 -46
  128. package/Stats/SimpleGauge.cs.meta +1 -1
  129. package/Stats/StaminaHandler.cs +153 -153
  130. package/Stats/StaminaHandler.cs.meta +11 -11
  131. package/Stats/TrialStats.cs +140 -140
  132. package/Stats/TrialStats.cs.meta +11 -11
  133. package/Stats/TrialStatsBase.cs +36 -36
  134. package/Stats/TrialStatsBase.cs.meta +11 -11
  135. package/Stats.meta +8 -8
  136. package/TBS/TBSelectBuilder.cs +59 -59
  137. package/TBS/TBSelectBuilder.cs.meta +11 -11
  138. package/TBS/TBSelectBuilderEditor.cs +166 -166
  139. package/TBS/TBSelectBuilderEditor.cs.meta +11 -11
  140. package/TBS/TBSelectManager.cs +315 -315
  141. package/TBS/TBSelectManager.cs.meta +11 -11
  142. package/TBS/TBSelection.cs +46 -46
  143. package/TBS/TBSelection.cs.meta +11 -11
  144. package/TBS/TrialTruthBulletMenu.cs +24 -24
  145. package/TBS/TrialTruthBulletMenu.cs.meta +11 -11
  146. package/TBS.meta +8 -8
  147. package/ThreadSafeSimpleRandom.cs +29 -29
  148. package/ThreadSafeSimpleRandom.cs.meta +11 -11
  149. package/TimedDifficultyEditor.cs +56 -56
  150. package/TimedDifficultyEditor.cs.meta +11 -11
  151. package/TimedMinigameEditor.cs +31 -31
  152. package/TimedMinigameEditor.cs.meta +11 -11
  153. package/TimerBase.cs +189 -189
  154. package/TimerBase.cs.meta +11 -11
  155. package/TimerDifficulty.cs +45 -45
  156. package/TimerDifficulty.cs.meta +11 -11
  157. package/TrialDialogueMinigame.cs +276 -276
  158. package/TrialDialogueMinigame.cs.meta +11 -11
  159. package/TrialDiscussion.cs +68 -68
  160. package/TrialDiscussion.cs.meta +11 -11
  161. package/TrialTimer.cs +113 -113
  162. package/TrialTimer.cs.meta +11 -11
  163. package/TrialTimerBase.cs +129 -129
  164. package/TrialTimerBase.cs.meta +11 -11
  165. package/package.json +56 -51
  166. package/package.json.meta +7 -7
  167. package/Samples.meta +0 -8
@@ -1,52 +1,52 @@
1
- // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- // Original Author: LeoTheDev
3
- using System;
4
- using System.Collections;
5
- using UnityEngine;
6
-
7
- namespace DREditor.Minigames.Shattering
8
- {
9
- /// <summary>
10
- ///
11
- /// </summary>
12
- public abstract class ShatterProcessBase : ScriptableObject
13
- {
14
- /// <summary>
15
- ///
16
- /// </summary>
17
- protected bool ready;
18
-
19
-
20
- /// <summary>
21
- ///
22
- /// </summary>
23
- public virtual void Ready() => ready = true;
24
-
25
- /// <summary>
26
- ///
27
- /// </summary>
28
- public virtual void Unready() => ready = false;
29
-
30
-
31
- /// <summary>
32
- ///
33
- /// </summary>
34
- /// <returns></returns>
35
- public abstract ShatterShape[] GetShapes();
36
-
37
- /// <summary>
38
- ///
39
- /// </summary>
40
- /// <param name="runner"></param>
41
- /// <param name="hitPoint"></param>
42
- /// <param name="mesh"></param>
43
- public abstract void Shatter(MonoBehaviour runner, Vector3 hitPoint, Mesh mesh);
44
-
45
- /// <summary>
46
- ///
47
- /// </summary>
48
- /// <param name="updateCallback"></param>
49
- /// <returns></returns>
50
- public abstract IEnumerator UpdateShatter(Action<Vector3[], Color[]> updateCallback);
51
- }
1
+ // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ // Original Author: LeoTheDev
3
+ using System;
4
+ using System.Collections;
5
+ using UnityEngine;
6
+
7
+ namespace DREditor.Minigames.Shattering
8
+ {
9
+ /// <summary>
10
+ ///
11
+ /// </summary>
12
+ public abstract class ShatterProcessBase : ScriptableObject
13
+ {
14
+ /// <summary>
15
+ ///
16
+ /// </summary>
17
+ protected bool ready;
18
+
19
+
20
+ /// <summary>
21
+ ///
22
+ /// </summary>
23
+ public virtual void Ready() => ready = true;
24
+
25
+ /// <summary>
26
+ ///
27
+ /// </summary>
28
+ public virtual void Unready() => ready = false;
29
+
30
+
31
+ /// <summary>
32
+ ///
33
+ /// </summary>
34
+ /// <returns></returns>
35
+ public abstract ShatterShape[] GetShapes();
36
+
37
+ /// <summary>
38
+ ///
39
+ /// </summary>
40
+ /// <param name="runner"></param>
41
+ /// <param name="hitPoint"></param>
42
+ /// <param name="mesh"></param>
43
+ public abstract void Shatter(MonoBehaviour runner, Vector3 hitPoint, Mesh mesh);
44
+
45
+ /// <summary>
46
+ ///
47
+ /// </summary>
48
+ /// <param name="updateCallback"></param>
49
+ /// <returns></returns>
50
+ public abstract IEnumerator UpdateShatter(Action<Vector3[], Color[]> updateCallback);
51
+ }
52
52
  }
@@ -1,11 +1,11 @@
1
- fileFormatVersion: 2
2
- guid: 4853c5a1fb1d2c44ebf5b695ca8db2b8
3
- MonoImporter:
4
- externalObjects: {}
5
- serializedVersion: 2
6
- defaultReferences: []
7
- executionOrder: 0
8
- icon: {instanceID: 0}
9
- userData:
10
- assetBundleName:
11
- assetBundleVariant:
1
+ fileFormatVersion: 2
2
+ guid: 4853c5a1fb1d2c44ebf5b695ca8db2b8
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
@@ -1,57 +1,57 @@
1
- // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- // Original Author: LeoTheDev
3
- using UnityEngine;
4
-
5
- namespace DREditor.Minigames.Shattering
6
- {
7
- /// <summary>
8
- ///
9
- /// </summary>
10
- [System.Serializable]
11
- public class ShatterQuad : ShatterShape
12
- {
13
- public ShatterQuad() : base(4) { }
14
-
15
- public ShatterQuad(int vertIdx, Vector3[] newVertices) : base(4)
16
- {
17
- try
18
- {
19
- // Center in object space.
20
- Center = (newVertices[vertIdx] + newVertices[vertIdx + 1] + newVertices[vertIdx + 2] + newVertices[vertIdx + 3]) / 4;
21
-
22
- vertexes[0] = vertIdx;
23
-
24
- vertexes[1] = vertIdx + 1;
25
-
26
- vertexes[2] = vertIdx + 2;
27
-
28
- vertexes[3] = vertIdx + 3;
29
- }
30
- catch
31
- {
32
- Center = Vector3.zero;
33
-
34
- vertexes[0] = 0;
35
-
36
- vertexes[1] = 0;
37
-
38
- vertexes[2] = 0;
39
-
40
- vertexes[3] = 0;
41
- }
42
- }
43
-
44
- /// <summary>
45
- ///
46
- /// </summary>
47
- /// <returns></returns>
48
- public virtual bool IsEmpty()
49
- {
50
- foreach (int vertex in vertexes)
51
- if (vertex != 0)
52
- return false;
53
-
54
- return true;
55
- }
56
- }
1
+ // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ // Original Author: LeoTheDev
3
+ using UnityEngine;
4
+
5
+ namespace DREditor.Minigames.Shattering
6
+ {
7
+ /// <summary>
8
+ ///
9
+ /// </summary>
10
+ [System.Serializable]
11
+ public class ShatterQuad : ShatterShape
12
+ {
13
+ public ShatterQuad() : base(4) { }
14
+
15
+ public ShatterQuad(int vertIdx, Vector3[] newVertices) : base(4)
16
+ {
17
+ try
18
+ {
19
+ // Center in object space.
20
+ Center = (newVertices[vertIdx] + newVertices[vertIdx + 1] + newVertices[vertIdx + 2] + newVertices[vertIdx + 3]) / 4;
21
+
22
+ vertexes[0] = vertIdx;
23
+
24
+ vertexes[1] = vertIdx + 1;
25
+
26
+ vertexes[2] = vertIdx + 2;
27
+
28
+ vertexes[3] = vertIdx + 3;
29
+ }
30
+ catch
31
+ {
32
+ Center = Vector3.zero;
33
+
34
+ vertexes[0] = 0;
35
+
36
+ vertexes[1] = 0;
37
+
38
+ vertexes[2] = 0;
39
+
40
+ vertexes[3] = 0;
41
+ }
42
+ }
43
+
44
+ /// <summary>
45
+ ///
46
+ /// </summary>
47
+ /// <returns></returns>
48
+ public virtual bool IsEmpty()
49
+ {
50
+ foreach (int vertex in vertexes)
51
+ if (vertex != 0)
52
+ return false;
53
+
54
+ return true;
55
+ }
56
+ }
57
57
  }
@@ -1,11 +1,11 @@
1
- fileFormatVersion: 2
2
- guid: 2e36dd2d57bc4154aa69af69cd6a945f
3
- MonoImporter:
4
- externalObjects: {}
5
- serializedVersion: 2
6
- defaultReferences: []
7
- executionOrder: 0
8
- icon: {instanceID: 0}
9
- userData:
10
- assetBundleName:
11
- assetBundleVariant:
1
+ fileFormatVersion: 2
2
+ guid: 2e36dd2d57bc4154aa69af69cd6a945f
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
@@ -1,66 +1,66 @@
1
- // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- // Original Author: LeoTheDev
3
- using System.Collections.Generic;
4
- using UnityEngine;
5
-
6
- namespace DREditor.Minigames.Shattering
7
- {
8
- /// <summary>
9
- ///
10
- /// </summary>
11
- [System.Serializable]
12
- [CreateAssetMenu(menuName = "DREditor/Minigames/Shattering/Quad Shatter", fileName = "Quad Shatter")]
13
- public class ShatterQuadProcess : ShatterProcess<ShatterQuad>
14
- {
15
- /// <inheritdoc/>
16
- protected override void ShapeAngulate(Mesh mesh)
17
- {
18
- InitializeArrays(mesh);
19
-
20
- InitializeShapes();
21
-
22
- ClearEmptyVerticies();
23
-
24
- mesh.RecalculateBounds();
25
-
26
- mesh.RecalculateNormals();
27
- }
28
-
29
- /// <inheritdoc/>
30
- protected override void InitializeArrays(Mesh mesh)
31
- {
32
- int triCount = mesh.triangles.Length / 3 - 2;
33
-
34
- vertexColors = mesh.colors;
35
-
36
- shapes = new ShatterQuad[triCount];
37
-
38
- newVertices = mesh.vertices;
39
-
40
- base.InitializeArrays(mesh);
41
- }
42
-
43
- /// <summary>
44
- ///
45
- /// </summary>
46
- protected virtual void InitializeShapes()
47
- {
48
- for (int i = 0; i < shapes.Length; i++)
49
- shapes[i] = new(i * 4, newVertices);
50
- }
51
-
52
- /// <summary>
53
- ///
54
- /// </summary>
55
- protected virtual void ClearEmptyVerticies()
56
- {
57
- List<ShatterQuad> newShapes = new();
58
-
59
- for (int i = 0; i < shapes.Length; i++)
60
- if (!shapes[i].IsEmpty())
61
- newShapes.Add(shapes[i]);
62
-
63
- shapes = newShapes.ToArray();
64
- }
65
- }
1
+ // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ // Original Author: LeoTheDev
3
+ using System.Collections.Generic;
4
+ using UnityEngine;
5
+
6
+ namespace DREditor.Minigames.Shattering
7
+ {
8
+ /// <summary>
9
+ ///
10
+ /// </summary>
11
+ [System.Serializable]
12
+ [CreateAssetMenu(menuName = "DREditor/Minigames/Shattering/Quad Shatter", fileName = "Quad Shatter")]
13
+ public class ShatterQuadProcess : ShatterProcess<ShatterQuad>
14
+ {
15
+ /// <inheritdoc/>
16
+ protected override void ShapeAngulate(Mesh mesh)
17
+ {
18
+ InitializeArrays(mesh);
19
+
20
+ InitializeShapes();
21
+
22
+ ClearEmptyVerticies();
23
+
24
+ mesh.RecalculateBounds();
25
+
26
+ mesh.RecalculateNormals();
27
+ }
28
+
29
+ /// <inheritdoc/>
30
+ protected override void InitializeArrays(Mesh mesh)
31
+ {
32
+ int triCount = mesh.triangles.Length / 3 - 2;
33
+
34
+ vertexColors = mesh.colors;
35
+
36
+ shapes = new ShatterQuad[triCount];
37
+
38
+ newVertices = mesh.vertices;
39
+
40
+ base.InitializeArrays(mesh);
41
+ }
42
+
43
+ /// <summary>
44
+ ///
45
+ /// </summary>
46
+ protected virtual void InitializeShapes()
47
+ {
48
+ for (int i = 0; i < shapes.Length; i++)
49
+ shapes[i] = new(i * 4, newVertices);
50
+ }
51
+
52
+ /// <summary>
53
+ ///
54
+ /// </summary>
55
+ protected virtual void ClearEmptyVerticies()
56
+ {
57
+ List<ShatterQuad> newShapes = new();
58
+
59
+ for (int i = 0; i < shapes.Length; i++)
60
+ if (!shapes[i].IsEmpty())
61
+ newShapes.Add(shapes[i]);
62
+
63
+ shapes = newShapes.ToArray();
64
+ }
65
+ }
66
66
  }
@@ -1,11 +1,11 @@
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@@ -1,85 +1,85 @@
1
- // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- // Original Author: LeoTheDev
3
- using UnityEngine;
4
-
5
- namespace DREditor.Minigames.Shattering
6
- {
7
- /// <summary>
8
- ///
9
- /// </summary>
10
- [System.Serializable]
11
- public class ShatterShape
12
- {
13
- /// <summary>
14
- ///
15
- /// </summary>
16
- protected Vector3 center;
17
-
18
- /// <summary>
19
- ///
20
- /// </summary>
21
- public Vector3 Center { get => center; set => center = value; }
22
-
23
- /// <summary>
24
- ///
25
- /// </summary>
26
- public readonly int[] vertexes;
27
-
28
-
29
- public ShatterShape(int vertexCount) => vertexes = new int[vertexCount];
30
-
31
-
32
- /// <summary>
33
- ///
34
- /// </summary>
35
- /// <param name="Offset"></param>
36
- /// <param name="verts"></param>
37
- /// <param name="frozenZ"></param>
38
- public virtual void Move(Vector3 Offset, Vector3[] verts, bool frozenZ)
39
- {
40
- Center += Offset;
41
-
42
- for (int i = 0; i < vertexes.Length; i++)
43
- {
44
- if (frozenZ)
45
- {
46
- float z = verts[vertexes[i]].z;
47
-
48
- verts[vertexes[i]] += Offset;
49
-
50
- verts[vertexes[i]].z = z;
51
- }
52
- else
53
- verts[vertexes[i]] += Offset;
54
- }
55
- }
56
-
57
- /// <summary>
58
- ///
59
- /// </summary>
60
- /// <param name="offset"></param>
61
- /// <param name="verts"></param>
62
- public virtual void Rotate(Vector3 offset, Vector3[] verts)
63
- {
64
- for (int i = 0; i < vertexes.Length; i++)
65
- verts[vertexes[i]] = RotateVertex(verts[vertexes[i]], offset);
66
- }
67
-
68
- /// <summary>
69
- ///
70
- /// </summary>
71
- /// <param name="original"></param>
72
- /// <param name="rotationOffset"></param>
73
- /// <returns></returns>
74
- protected virtual Vector3 RotateVertex(Vector3 original, Vector3 rotationOffset)
75
- {
76
- Vector3 dir = original - Center;
77
-
78
- dir = Quaternion.Euler(rotationOffset) * dir;
79
-
80
- original = dir + Center;
81
-
82
- return original;
83
- }
84
- }
1
+ // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ // Original Author: LeoTheDev
3
+ using UnityEngine;
4
+
5
+ namespace DREditor.Minigames.Shattering
6
+ {
7
+ /// <summary>
8
+ ///
9
+ /// </summary>
10
+ [System.Serializable]
11
+ public class ShatterShape
12
+ {
13
+ /// <summary>
14
+ ///
15
+ /// </summary>
16
+ protected Vector3 center;
17
+
18
+ /// <summary>
19
+ ///
20
+ /// </summary>
21
+ public Vector3 Center { get => center; set => center = value; }
22
+
23
+ /// <summary>
24
+ ///
25
+ /// </summary>
26
+ public readonly int[] vertexes;
27
+
28
+
29
+ public ShatterShape(int vertexCount) => vertexes = new int[vertexCount];
30
+
31
+
32
+ /// <summary>
33
+ ///
34
+ /// </summary>
35
+ /// <param name="Offset"></param>
36
+ /// <param name="verts"></param>
37
+ /// <param name="frozenZ"></param>
38
+ public virtual void Move(Vector3 Offset, Vector3[] verts, bool frozenZ)
39
+ {
40
+ Center += Offset;
41
+
42
+ for (int i = 0; i < vertexes.Length; i++)
43
+ {
44
+ if (frozenZ)
45
+ {
46
+ float z = verts[vertexes[i]].z;
47
+
48
+ verts[vertexes[i]] += Offset;
49
+
50
+ verts[vertexes[i]].z = z;
51
+ }
52
+ else
53
+ verts[vertexes[i]] += Offset;
54
+ }
55
+ }
56
+
57
+ /// <summary>
58
+ ///
59
+ /// </summary>
60
+ /// <param name="offset"></param>
61
+ /// <param name="verts"></param>
62
+ public virtual void Rotate(Vector3 offset, Vector3[] verts)
63
+ {
64
+ for (int i = 0; i < vertexes.Length; i++)
65
+ verts[vertexes[i]] = RotateVertex(verts[vertexes[i]], offset);
66
+ }
67
+
68
+ /// <summary>
69
+ ///
70
+ /// </summary>
71
+ /// <param name="original"></param>
72
+ /// <param name="rotationOffset"></param>
73
+ /// <returns></returns>
74
+ protected virtual Vector3 RotateVertex(Vector3 original, Vector3 rotationOffset)
75
+ {
76
+ Vector3 dir = original - Center;
77
+
78
+ dir = Quaternion.Euler(rotationOffset) * dir;
79
+
80
+ original = dir + Center;
81
+
82
+ return original;
83
+ }
84
+ }
85
85
  }
@@ -1,11 +1,11 @@
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@@ -1,28 +1,28 @@
1
- // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- // Original Author: LeoTheDev
3
- using UnityEngine;
4
-
5
- namespace DREditor.Minigames.Shattering
6
- {
7
- /// <summary>
8
- ///
9
- /// </summary>
10
- [System.Serializable]
11
- public class ShatterTri : ShatterShape
12
- {
13
- public ShatterTri() : base(3) { }
14
-
15
- public ShatterTri(int vertIdx, Vector3[] newVertices, int[] pos) : base(3)
16
- {
17
- // Center in object space.
18
- Center = (newVertices[vertIdx + pos[0]] + newVertices[vertIdx + pos[1]] + newVertices[vertIdx + pos[2]]) / 3;
19
-
20
- // Triangle order (clockwise).
21
- vertexes[0] = vertIdx + pos[0];
22
-
23
- vertexes[1] = vertIdx + pos[1];
24
-
25
- vertexes[2] = vertIdx + pos[2];
26
- }
27
- }
1
+ // Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ // Original Author: LeoTheDev
3
+ using UnityEngine;
4
+
5
+ namespace DREditor.Minigames.Shattering
6
+ {
7
+ /// <summary>
8
+ ///
9
+ /// </summary>
10
+ [System.Serializable]
11
+ public class ShatterTri : ShatterShape
12
+ {
13
+ public ShatterTri() : base(3) { }
14
+
15
+ public ShatterTri(int vertIdx, Vector3[] newVertices, int[] pos) : base(3)
16
+ {
17
+ // Center in object space.
18
+ Center = (newVertices[vertIdx + pos[0]] + newVertices[vertIdx + pos[1]] + newVertices[vertIdx + pos[2]]) / 3;
19
+
20
+ // Triangle order (clockwise).
21
+ vertexes[0] = vertIdx + pos[0];
22
+
23
+ vertexes[1] = vertIdx + pos[1];
24
+
25
+ vertexes[2] = vertIdx + pos[2];
26
+ }
27
+ }
28
28
  }