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.
- package/.attestation.p7m +0 -0
- package/BulletDifficulty.cs +36 -36
- package/BulletDifficulty.cs.meta +11 -11
- package/BulletDifficultyEditor.cs +380 -380
- package/BulletDifficultyEditor.cs.meta +11 -11
- package/DREditor.Minigames.asmdef +36 -36
- package/DREditor.Minigames.asmdef.meta +7 -7
- package/DifficultyEditorBase.cs +60 -60
- package/DifficultyEditorBase.cs.meta +11 -11
- package/IShatterGraphic.cs +32 -32
- package/IShatterGraphic.cs.meta +11 -11
- package/IShatterText.cs +33 -33
- package/IShatterText.cs.meta +11 -11
- package/InitializeTrialOffsets.cs +51 -51
- package/InitializeTrialOffsets.cs.meta +11 -11
- package/MinigameBuilderBase.cs +28 -28
- package/MinigameBuilderBase.cs.meta +11 -11
- package/MinigameControlsUIHandler.cs +94 -94
- package/MinigameControlsUIHandler.cs.meta +11 -11
- package/MinigameManagerBase.cs +197 -197
- package/MinigameManagerBase.cs.meta +11 -11
- package/QuestionToggle.cs +154 -154
- package/QuestionToggle.cs.meta +11 -11
- package/RestoreControlsUIPostDialogue.cs +100 -100
- package/RestoreControlsUIPostDialogue.cs.meta +1 -1
- package/{Samples → Samples~}/Bullet Shatter Mesh Generator.asset +23 -23
- package/{Samples → Samples~}/Bullet Shatter Mesh Generator.asset.meta +8 -8
- package/{Samples → Samples~}/HasStamina.asset +21 -21
- package/{Samples → Samples~}/HasStamina.asset.meta +8 -8
- package/{Samples → Samples~}/IsDrainingStamina.asset +21 -21
- package/{Samples → Samples~}/IsDrainingStamina.asset.meta +8 -8
- package/{Samples → Samples~}/MinigameInputAllowed.asset +21 -21
- package/{Samples → Samples~}/MinigameInputAllowed.asset.meta +8 -8
- package/{Samples → Samples~}/Minigame_Controls_UI_Handler.prefab +53 -53
- package/{Samples → Samples~}/Minigame_Controls_UI_Handler.prefab.meta +7 -7
- package/{Samples → Samples~}/Quad Shatter.asset +31 -31
- package/{Samples → Samples~}/Quad Shatter.asset.meta +8 -8
- package/{Samples → Samples~}/ShatterCameraEnabled.asset +21 -21
- package/{Samples → Samples~}/ShatterCameraEnabled.asset.meta +8 -8
- package/{Samples → Samples~}/Shatter_Graphic.prefab +98 -98
- package/{Samples → Samples~}/Shatter_Graphic.prefab.meta +7 -7
- package/{Samples → Samples~}/Stamina_Handler.prefab +59 -59
- package/{Samples → Samples~}/Stamina_Handler.prefab.meta +7 -7
- package/{Samples → Samples~}/TBS_Manager_Shell.prefab +60 -60
- package/{Samples → Samples~}/TBS_Manager_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/TBS_Manager_Template.prefab +504 -504
- package/{Samples → Samples~}/TBS_Manager_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Shell.prefab +289 -289
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Template.prefab +449 -449
- package/{Samples → Samples~}/Trial_UI_Shatter_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Triangle Shatter.asset +31 -31
- package/{Samples → Samples~}/Triangle Shatter.asset.meta +8 -8
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Shell.prefab +221 -221
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Template.prefab +525 -525
- package/{Samples → Samples~}/Truth_Bullet_Menu_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Shell.prefab +38 -38
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Shell.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Template.prefab +1159 -1159
- package/{Samples → Samples~}/Truth_Bullet_Menu_Holder_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Minigame_Canvas_Template.prefab +494 -494
- package/{Samples → Samples~}/Truth_Bullet_Minigame_Canvas_Template.prefab.meta +7 -7
- package/{Samples → Samples~}/Truth_Bullet_Option_ETemplate.prefab +294 -294
- package/{Samples → Samples~}/Truth_Bullet_Option_ETemplate.prefab.meta +7 -7
- package/Shattering/BreakTex.renderTexture +39 -39
- package/Shattering/BreakTex.renderTexture.meta +8 -8
- package/Shattering/BulletShatter.cs +176 -176
- package/Shattering/BulletShatter.cs.meta +11 -11
- package/Shattering/IShatterableCanvas.cs +20 -20
- package/Shattering/IShatterableCanvas.cs.meta +11 -11
- package/Shattering/MeshGenerator.cs +178 -178
- package/Shattering/MeshGenerator.cs.meta +11 -11
- package/Shattering/RenderCanvasOnShatter.cs +47 -47
- package/Shattering/RenderCanvasOnShatter.cs.meta +11 -11
- package/Shattering/ShatterCameraRender.cs +79 -79
- package/Shattering/ShatterCameraRender.cs.meta +11 -11
- package/Shattering/ShatterGraphic.cs +135 -135
- package/Shattering/ShatterGraphic.cs.meta +11 -11
- package/Shattering/ShatterMeshGraphic.cs +304 -304
- package/Shattering/ShatterMeshGraphic.cs.meta +11 -11
- package/Shattering/ShatterProcess.cs +282 -282
- package/Shattering/ShatterProcess.cs.meta +11 -11
- package/Shattering/ShatterProcessBase.cs +51 -51
- package/Shattering/ShatterProcessBase.cs.meta +11 -11
- package/Shattering/ShatterQuad.cs +56 -56
- package/Shattering/ShatterQuad.cs.meta +11 -11
- package/Shattering/ShatterQuadProcess.cs +65 -65
- package/Shattering/ShatterQuadProcess.cs.meta +11 -11
- package/Shattering/ShatterShape.cs +84 -84
- package/Shattering/ShatterShape.cs.meta +11 -11
- package/Shattering/ShatterTri.cs +27 -27
- package/Shattering/ShatterTri.cs.meta +11 -11
- package/Shattering/ShatterTriProcess.cs +179 -179
- package/Shattering/ShatterTriProcess.cs.meta +11 -11
- package/Shattering/ShatterWithUI.cs +68 -68
- package/Shattering/ShatterWithUI.cs.meta +11 -11
- package/Shattering/SplitShatter.cs +114 -114
- package/Shattering/SplitShatter.cs.meta +11 -11
- package/Shattering/TMPTextShatter.cs +243 -243
- package/Shattering/TMPTextShatter.cs.meta +11 -11
- package/Shattering/UIBreakVisibility.cs +172 -172
- package/Shattering/UIBreakVisibility.cs.meta +11 -11
- package/Shattering.meta +8 -8
- package/ShuffleUtility.cs +32 -32
- package/ShuffleUtility.cs.meta +11 -11
- package/SimpleRandom.cs +32 -32
- package/SimpleRandom.cs.meta +11 -11
- package/Stats/ColorHealthBar.cs +56 -56
- package/Stats/ColorHealthBar.cs.meta +11 -11
- package/Stats/ColorHealthModifier.cs +138 -138
- package/Stats/ColorHealthModifier.cs.meta +11 -11
- package/Stats/GaugeHandler.cs +72 -72
- package/Stats/GaugeHandler.cs.meta +1 -1
- package/Stats/HealthBarModifier.cs +89 -89
- package/Stats/HealthBarModifier.cs.meta +11 -11
- package/Stats/HealthStat.cs +77 -77
- package/Stats/HealthStat.cs.meta +11 -11
- package/Stats/HealthStatBase.cs +26 -26
- package/Stats/HealthStatBase.cs.meta +11 -11
- package/Stats/IGauge.cs +36 -36
- package/Stats/IGauge.cs.meta +1 -1
- package/Stats/InfluenceGauge.cs +107 -107
- package/Stats/InfluenceGauge.cs.meta +11 -11
- package/Stats/InfluenceGaugeBase.cs +42 -42
- package/Stats/InfluenceGaugeBase.cs.meta +11 -11
- package/Stats/SimpleGauge.cs +46 -46
- package/Stats/SimpleGauge.cs.meta +1 -1
- package/Stats/StaminaHandler.cs +153 -153
- package/Stats/StaminaHandler.cs.meta +11 -11
- package/Stats/TrialStats.cs +140 -140
- package/Stats/TrialStats.cs.meta +11 -11
- package/Stats/TrialStatsBase.cs +36 -36
- package/Stats/TrialStatsBase.cs.meta +11 -11
- package/Stats.meta +8 -8
- package/TBS/TBSelectBuilder.cs +59 -59
- package/TBS/TBSelectBuilder.cs.meta +11 -11
- package/TBS/TBSelectBuilderEditor.cs +166 -166
- package/TBS/TBSelectBuilderEditor.cs.meta +11 -11
- package/TBS/TBSelectManager.cs +315 -315
- package/TBS/TBSelectManager.cs.meta +11 -11
- package/TBS/TBSelection.cs +46 -46
- package/TBS/TBSelection.cs.meta +11 -11
- package/TBS/TrialTruthBulletMenu.cs +24 -24
- package/TBS/TrialTruthBulletMenu.cs.meta +11 -11
- package/TBS.meta +8 -8
- package/ThreadSafeSimpleRandom.cs +29 -29
- package/ThreadSafeSimpleRandom.cs.meta +11 -11
- package/TimedDifficultyEditor.cs +56 -56
- package/TimedDifficultyEditor.cs.meta +11 -11
- package/TimedMinigameEditor.cs +31 -31
- package/TimedMinigameEditor.cs.meta +11 -11
- package/TimerBase.cs +189 -189
- package/TimerBase.cs.meta +11 -11
- package/TimerDifficulty.cs +45 -45
- package/TimerDifficulty.cs.meta +11 -11
- package/TrialDialogueMinigame.cs +276 -276
- package/TrialDialogueMinigame.cs.meta +11 -11
- package/TrialDiscussion.cs +68 -68
- package/TrialDiscussion.cs.meta +11 -11
- package/TrialTimer.cs +113 -113
- package/TrialTimer.cs.meta +11 -11
- package/TrialTimerBase.cs +129 -129
- package/TrialTimerBase.cs.meta +11 -11
- package/package.json +56 -51
- package/package.json.meta +7 -7
- package/Samples.meta +0 -8
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// Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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using System;
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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public virtual void Ready() => ready = true;
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public abstract ShatterShape[] GetShapes();
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public abstract void Shatter(MonoBehaviour runner, Vector3 hitPoint, Mesh mesh);
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/// <param name="updateCallback"></param>
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public abstract IEnumerator UpdateShatter(Action<Vector3[], Color[]> updateCallback);
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}
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// Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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// Original Author: LeoTheDev
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using System;
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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public abstract class ShatterProcessBase : ScriptableObject
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protected bool ready;
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public virtual void Ready() => ready = true;
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public virtual void Unready() => ready = false;
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public abstract ShatterShape[] GetShapes();
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public abstract void Shatter(MonoBehaviour runner, Vector3 hitPoint, Mesh mesh);
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public abstract IEnumerator UpdateShatter(Action<Vector3[], Color[]> updateCallback);
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}
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guid: 4853c5a1fb1d2c44ebf5b695ca8db2b8
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MonoImporter:
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// Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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{
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[System.Serializable]
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public class ShatterQuad : ShatterShape
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{
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public ShatterQuad() : base(4) { }
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public ShatterQuad(int vertIdx, Vector3[] newVertices) : base(4)
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try
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Center = (newVertices[vertIdx] + newVertices[vertIdx + 1] + newVertices[vertIdx + 2] + newVertices[vertIdx + 3]) / 4;
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// Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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// Original Author: LeoTheDev
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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{
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public class ShatterQuad : ShatterShape
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public ShatterQuad() : base(4) { }
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Center = (newVertices[vertIdx] + newVertices[vertIdx + 1] + newVertices[vertIdx + 2] + newVertices[vertIdx + 3]) / 4;
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vertexes[0] = vertIdx;
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{
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// Completely Reworked Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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// Original Author: LeoTheDev
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using System.Collections.Generic;
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using UnityEngine;
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namespace DREditor.Minigames.Shattering
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{
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/// <summary>
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///
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/// </summary>
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[System.Serializable]
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[CreateAssetMenu(menuName = "DREditor/Minigames/Shattering/Quad Shatter", fileName = "Quad Shatter")]
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public class ShatterQuadProcess : ShatterProcess<ShatterQuad>
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{
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/// <inheritdoc/>
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protected override void ShapeAngulate(Mesh mesh)
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{
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InitializeArrays(mesh);
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InitializeShapes();
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ClearEmptyVerticies();
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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}
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/// <inheritdoc/>
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protected override void InitializeArrays(Mesh mesh)
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{
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int triCount = mesh.triangles.Length / 3 - 2;
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vertexColors = mesh.colors;
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shapes = new ShatterQuad[triCount];
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newVertices = mesh.vertices;
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base.InitializeArrays(mesh);
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}
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/// <summary>
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///
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/// </summary>
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protected virtual void InitializeShapes()
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{
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for (int i = 0; i < shapes.Length; i++)
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shapes[i] = new(i * 4, newVertices);
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}
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/// <summary>
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///
|
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/// </summary>
|
|
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|
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protected virtual void ClearEmptyVerticies()
|
|
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|
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{
|
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|
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List<ShatterQuad> newShapes = new();
|
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|
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for (int i = 0; i < shapes.Length; i++)
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if (!shapes[i].IsEmpty())
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newShapes.Add(shapes[i]);
|
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|
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|
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shapes = newShapes.ToArray();
|
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|
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}
|
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|
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}
|
|
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);
|
|
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|
+
|
|
20
|
+
InitializeShapes();
|
|
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|
+
|
|
22
|
+
ClearEmptyVerticies();
|
|
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|
+
|
|
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|
+
mesh.RecalculateBounds();
|
|
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|
+
|
|
26
|
+
mesh.RecalculateNormals();
|
|
27
|
+
}
|
|
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|
+
|
|
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];
|
|
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|
+
|
|
38
|
+
newVertices = mesh.vertices;
|
|
39
|
+
|
|
40
|
+
base.InitializeArrays(mesh);
|
|
41
|
+
}
|
|
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|
+
|
|
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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externalObjects: {}
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guid: 75a7b01bcc8f6ea4a8fefd4f18c80bc3
|
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|
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MonoImporter:
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|
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externalObjects: {}
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serializedVersion: 2
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|
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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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 @@
|
|
|
1
|
-
fileFormatVersion: 2
|
|
2
|
-
guid: 161a2e34b5046e348bf581f5ee3ab32d
|
|
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: 161a2e34b5046e348bf581f5ee3ab32d
|
|
3
|
+
MonoImporter:
|
|
4
|
+
externalObjects: {}
|
|
5
|
+
serializedVersion: 2
|
|
6
|
+
defaultReferences: []
|
|
7
|
+
executionOrder: 0
|
|
8
|
+
icon: {instanceID: 0}
|
|
9
|
+
userData:
|
|
10
|
+
assetBundleName:
|
|
11
|
+
assetBundleVariant:
|
package/Shattering/ShatterTri.cs
CHANGED
|
@@ -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
|
}
|