Merge branch 'claptrap' of https://github.com/Roshibomb/HeavenStudio into claptrap

This commit is contained in:
RaffyTaffy14 2024-02-23 21:09:04 -05:00
commit 8261d85627
6828 changed files with 2169128 additions and 300730 deletions

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@ -60,7 +60,9 @@ body:
id: riq
attributes:
label: RIQ file
description: If relevant, upload a RIQ file where this bug happens
description: |
If relevant, upload a RIQ file where this bug happens.
GitHub doesn't allow .riq files to be uploaded, so you'll have to put it in a .zip
placeholder: Upload a RIQ here
validations:
required: false

View file

@ -15,7 +15,7 @@ jobs:
# Upload artifact (Unity_v20XX.X.XXXX.alf)
- name: Expose as artifact
uses: actions/upload-artifact@v2
uses: actions/upload-artifact@v4
with:
name: ${{ steps.getManualLicenseFile.outputs.filePath }}
path: ${{ steps.getManualLicenseFile.outputs.filePath }}

99
.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,99 @@
name: Build Heaven Studio
on:
push:
branches: [ "master", "release_1_patches" ]
workflow_dispatch: {}
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
- StandaloneOSX
- StandaloneLinux64
steps:
- name: Free Disk Space (Ubuntu)
uses: jlumbroso/free-disk-space@main
with:
# this might remove tools that are actually needed,
# if set to "true" but frees about 6 GB
tool-cache: false
# all of these default to true, but feel free to set to
# "false" if necessary for your workflow
android: true
dotnet: false
haskell: true
large-packages: false
docker-images: false
swap-storage: false
- name: Checkout repository
uses: actions/checkout@v4
# with:
# lfs: true
# Cache reused Library files to speed up compilation
- uses: actions/cache@v4.0.0
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
- name: Build project
uses: game-ci/unity-builder@v4
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
buildMethod: UnityBuilderAction.BuildScript.Build
targetPlatform: ${{ matrix.targetPlatform }}
# clean up stuff we no longer need
- name: Clean up
run: |
rm -rf ./Assets
rm -rf ./Packages
rm -rf ./ProjectSettings
# Required on Mac/Linux to keep executable permissions
- name: Tar files
if: matrix.targetPlatform != 'StandaloneWindows64'
run: tar -cvf ${{ matrix.targetPlatform }}.tar ./build/${{ matrix.targetPlatform }}
- name: Upload Artifact (Windows)
if: matrix.targetPlatform == 'StandaloneWindows64'
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/
- name: Upload Artifact (macOS / Linux)
if: matrix.targetPlatform != 'StandaloneWindows64'
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ${{ matrix.targetPlatform }}.tar
- name: debug thing
run: tree .

25
.github/workflows/cherry-tirage.yml vendored Normal file
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@ -0,0 +1,25 @@
on:
pull_request_target:
branches:
- master
types: ["closed"]
jobs:
cherry_no_future_to_current:
runs-on: ubuntu-latest
name: Cherry pick into current release
if: ${{ !contains(github.event.pull_request.labels.*.name, 'release-2') }}
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Cherry pick into current release
uses: xealth/cherry-pick-action@v1.0.0
with:
branch: release_1_patches
labels: |
cherry-pick
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

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@ -1,54 +0,0 @@
name: Build Linux
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneLinux64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

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@ -1,58 +0,0 @@
name: Build MacOS
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneOSX
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
- name: Tar files
run: tar -cvf ${{ matrix.targetPlatform }}.tar ./build/${{ matrix.targetPlatform }}
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ${{ matrix.targetPlatform }}.tar

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@ -1,54 +0,0 @@
name: Build Windows
on: [push]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

12
.gitignore vendored
View file

@ -1,8 +1,3 @@
# TEMPORARY ------------------------------
/Assets/Test
/Assets/Resources/Music/Unconfirmed
# ----------------------------------------
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
@ -84,3 +79,10 @@ crashlytics-build.properties
# macOS
.DS_Store
# Built AssetBundles
/[Aa]ssets/[Ss]treamingAssets/*/*
/[Aa]ssets/[Ss]treamingAssets/*.manifest
/[Aa]ssets/[Ss]treamingAssets/*.meta
/[Aa]ssets/[Ss]treamingAssets/[Ss]treamingAssets
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset

View file

@ -1,6 +1,7 @@
{
"recommendations": [
"ms-dotnettools.csharp",
"editorconfig.editorconfig"
]
"recommendations": [
"ms-dotnettools.csharp",
"editorconfig.editorconfig",
"visualstudiotoolsforunity.vstuc"
]
}

10
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@ -0,0 +1,10 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

107
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@ -1,54 +1,55 @@
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"files.exclude": {
"**/.DS_Store": true,
"**/.git": true,
"**/.gitmodules": true,
"**/*.booproj": true,
"**/*.pidb": true,
"**/*.suo": true,
"**/*.user": true,
"**/*.userprefs": true,
"**/*.unityproj": true,
"**/*.dll": true,
"**/*.exe": true,
"**/*.pdf": true,
"**/*.mid": true,
"**/*.midi": true,
"**/*.wav": true,
"**/*.gif": true,
"**/*.ico": true,
"**/*.jpg": true,
"**/*.jpeg": true,
"**/*.png": true,
"**/*.psd": true,
"**/*.tga": true,
"**/*.tif": true,
"**/*.tiff": true,
"**/*.3ds": true,
"**/*.3DS": true,
"**/*.fbx": true,
"**/*.FBX": true,
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"**/*.LXO": true,
"**/*.ma": true,
"**/*.MA": true,
"**/*.obj": true,
"**/*.OBJ": true,
"**/*.asset": true,
"**/*.cubemap": true,
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"**/*.mat": true,
"**/*.meta": true,
"**/*.prefab": true,
"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
"obj/": true,
"Obj/": true,
"ProjectSettings/": true,
"temp/": true,
"Temp/": true
}
}
"files.exclude": {
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"**/.git": true,
"**/.gitmodules": true,
"**/*.booproj": true,
"**/*.pidb": true,
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"**/*.unityproj": true,
"**/*.dll": true,
"**/*.exe": true,
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"**/*.mid": true,
"**/*.midi": true,
"**/*.wav": true,
"**/*.gif": true,
"**/*.ico": true,
"**/*.jpg": true,
"**/*.jpeg": true,
"**/*.png": true,
"**/*.psd": true,
"**/*.tga": true,
"**/*.tif": true,
"**/*.tiff": true,
"**/*.3ds": true,
"**/*.3DS": true,
"**/*.fbx": true,
"**/*.FBX": true,
"**/*.lxo": true,
"**/*.LXO": true,
"**/*.ma": true,
"**/*.MA": true,
"**/*.obj": true,
"**/*.OBJ": true,
"**/*.asset": true,
"**/*.cubemap": true,
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"**/*.mat": true,
"**/*.meta": true,
"**/*.prefab": true,
"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
"obj/": true,
"Obj/": true,
"ProjectSettings/": true,
"temp/": true,
"Temp/": true
},
"dotnet.defaultSolution": "HeavenStudio.sln"
}

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using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace UnityBuilderAction
{
public static class BuildScript
{
private static readonly string Eol = Environment.NewLine;
private static readonly string[] Secrets =
{"androidKeystorePass", "androidKeyaliasName", "androidKeyaliasPass"};
[MenuItem("File/Build Windows")]
public static void StartWindows()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out WINDOWS to...", "", appName, "exe");
Build( BuildTarget.StandaloneWindows64, 0, path);
}
[MenuItem("File/Build Linux")]
public static void StartLinux()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out LINUX to...", "", appName, "");
Build( BuildTarget.StandaloneLinux64, 0, path);
}
[MenuItem("File/Build Mac")]
public static void StartMac()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out MAC to...", "", appName, "app");
Build( BuildTarget.StandaloneOSX, 0, path);
}
public static void Build()
{
// Gather values from args
Dictionary<string, string> options = GetValidatedOptions();
// Set version for this build
PlayerSettings.bundleVersion = options["buildVersion"];
PlayerSettings.macOS.buildNumber = options["buildVersion"];
PlayerSettings.Android.bundleVersionCode = int.Parse(options["androidVersionCode"]);
// Apply build target
var buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
switch (buildTarget)
{
case BuildTarget.Android:
{
EditorUserBuildSettings.buildAppBundle = options["customBuildPath"].EndsWith(".aab");
if (options.TryGetValue("androidKeystoreName", out string keystoreName) &&
!string.IsNullOrEmpty(keystoreName))
{
PlayerSettings.Android.useCustomKeystore = true;
PlayerSettings.Android.keystoreName = keystoreName;
}
if (options.TryGetValue("androidKeystorePass", out string keystorePass) &&
!string.IsNullOrEmpty(keystorePass))
PlayerSettings.Android.keystorePass = keystorePass;
if (options.TryGetValue("androidKeyaliasName", out string keyaliasName) &&
!string.IsNullOrEmpty(keyaliasName))
PlayerSettings.Android.keyaliasName = keyaliasName;
if (options.TryGetValue("androidKeyaliasPass", out string keyaliasPass) &&
!string.IsNullOrEmpty(keyaliasPass))
PlayerSettings.Android.keyaliasPass = keyaliasPass;
if (options.TryGetValue("androidTargetSdkVersion", out string androidTargetSdkVersion) &&
!string.IsNullOrEmpty(androidTargetSdkVersion))
{
var targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
try
{
targetSdkVersion =
(AndroidSdkVersions) Enum.Parse(typeof(AndroidSdkVersions), androidTargetSdkVersion);
}
catch
{
UnityEngine.Debug.Log("Failed to parse androidTargetSdkVersion! Fallback to AndroidApiLevelAuto");
}
PlayerSettings.Android.targetSdkVersion = targetSdkVersion;
}
break;
}
case BuildTarget.StandaloneOSX:
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
break;
}
// Determine subtarget
int buildSubtarget = 0;
#if UNITY_2021_2_OR_NEWER
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out StandaloneBuildSubtarget buildSubtargetValue)) {
buildSubtargetValue = default;
}
buildSubtarget = (int) buildSubtargetValue;
#endif
// Custom build
Build(buildTarget, buildSubtarget, options["customBuildPath"]);
}
private static Dictionary<string, string> GetValidatedOptions()
{
ParseCommandLineArguments(out Dictionary<string, string> validatedOptions);
if (!validatedOptions.TryGetValue("projectPath", out string _))
{
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
if (!validatedOptions.TryGetValue("buildTarget", out string buildTarget))
{
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget ?? string.Empty))
{
Console.WriteLine($"{buildTarget} is not a defined {nameof(BuildTarget)}");
EditorApplication.Exit(121);
}
if (!validatedOptions.TryGetValue("customBuildPath", out string _))
{
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
const string defaultCustomBuildName = "TestBuild";
if (!validatedOptions.TryGetValue("customBuildName", out string customBuildName))
{
Console.WriteLine($"Missing argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
else if (customBuildName == "")
{
Console.WriteLine($"Invalid argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
return validatedOptions;
}
private static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
{
providedArguments = new Dictionary<string, string>();
string[] args = Environment.GetCommandLineArgs();
Console.WriteLine(
$"{Eol}" +
$"###########################{Eol}" +
$"# Parsing settings #{Eol}" +
$"###########################{Eol}" +
$"{Eol}"
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++)
{
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
bool secret = Secrets.Contains(flag);
string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
// Assign
Console.WriteLine($"Found flag \"{flag}\" with value {displayValue}.");
providedArguments.Add(flag, value);
}
}
private static void Build(BuildTarget buildTarget, int buildSubtarget, string filePath)
{
string appName = PlayerSettings.productName;
string[] scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
string dataPath = "";
switch ( buildTarget ) {
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
dataPath = $"_Data/";
break;
case BuildTarget.StandaloneOSX:
dataPath = $".app/Contents/Resources/Data/";
break;
case BuildTarget.StandaloneLinux64:
dataPath = $"_Data/";
break;
}
var buildPlayerOptions = new BuildPlayerOptions
{
scenes = scenes,
target = buildTarget,
// targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget),
locationPathName = filePath,
// options = UnityEditor.BuildOptions.Development
#if UNITY_2021_2_OR_NEWER
subtarget = buildSubtarget
#endif
};
string buildDirectory = filePath.Substring(0, filePath.LastIndexOf('/')) + "/";
string assetBundleDirectory = buildDirectory + appName + dataPath + "StreamingAssets";
if (!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.ChunkBasedCompression, buildTarget);
BuildSummary buildSummary = BuildPipeline.BuildPlayer(buildPlayerOptions).summary;
ReportSummary(buildSummary);
if (!Application.isEditor)
ExitWithResult(buildSummary.result);
}
private static void ReportSummary(BuildSummary summary)
{
Console.WriteLine(
$"{Eol}" +
$"###########################{Eol}" +
$"# Build results #{Eol}" +
$"###########################{Eol}" +
$"{Eol}" +
$"Duration: {summary.totalTime.ToString()}{Eol}" +
$"Warnings: {summary.totalWarnings.ToString()}{Eol}" +
$"Errors: {summary.totalErrors.ToString()}{Eol}" +
$"Size: {summary.totalSize.ToString()} bytes{Eol}" +
$"{Eol}"
);
}
private static void ExitWithResult(BuildResult result)
{
switch (result)
{
case BuildResult.Succeeded:
Console.WriteLine("Build succeeded!");
EditorApplication.Exit(0);
break;
case BuildResult.Failed:
Console.WriteLine("Build failed!");
EditorApplication.Exit(101);
break;
case BuildResult.Cancelled:
Console.WriteLine("Build cancelled!");
EditorApplication.Exit(102);
break;
case BuildResult.Unknown:
default:
Console.WriteLine("Build result is unknown!");
EditorApplication.Exit(103);
break;
}
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 886568923d51ab64bac132c52b554e2d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,17 +1,61 @@
using System.IO;
using UnityEditor;
using UnityEngine;
using System.IO;
using SatorImaging.UnitySourceGenerator.Editor;
using HeavenStudio;
public class CreateAssetBundles
{
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles()
[MenuItem("Assets/Build AssetBundles/Current Platform")]
static void BuildAllAssetBundlesCurrPlatform()
{
string assetBundleDirectory = "Assets/StreamingAssets";
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(assetBundleDirectory);
string assetBundleDirectory = "Assets/StreamingAssets";
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
[MenuItem("Assets/Build AssetBundles/Windows")]
static void BuildAllAssetBundlesWindows()
{
string assetBundleDirectory = "Assets/StreamingAssets/Windows";
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
}
[MenuItem("Assets/Build AssetBundles/Linux")]
static void BuildAllAssetBundlesLinux()
{
string assetBundleDirectory = "Assets/StreamingAssets/Linux";
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
}
[MenuItem("Assets/Build AssetBundles/Mac")]
static void BuildAllAssetBundlesMacOS()
{
string assetBundleDirectory = "Assets/StreamingAssets/Mac";
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(assetBundleDirectory);
}
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
}
}

View file

@ -0,0 +1,14 @@
using UnityEngine;
using UnityEditor;
using SatorImaging.UnitySourceGenerator.Editor;
public class CreateMinigameScriptTemplate
{
[MenuItem("Assets/Heaven Studio/Create Minigame Script From Template", priority = 0)]
public static void CreateMinigameScript()
{
ProjectWindowUtil.CreateScriptAssetFromTemplateFile("Assets/Editor/ScriptTemplates/MinigameScriptTemplate.txt", "NewMinigame.cs");
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(HeavenStudio.Minigames));
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 24bc0d119c30f3a41aee57b4e85dbf64
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 12ec433916efb3c4a895be2ac0dd6935
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,52 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class _______________
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("*prefab name*", "*Display Name*", "ffffff", false, false, new List<GameAction>()
{
}
);
}
}
}
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class #SCRIPTNAME# : Minigame
{
}
}

View file

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a701bb5358c08074b991f83428d52446
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -77,7 +77,8 @@ public class SpritesheetScaler : EditorWindow
for (int i = 0; i < ti1.spritesheet.Length; i++)
{
SpriteMetaData d = ti1.spritesheet[i];
Vector2 oldPivot = Rect.NormalizedToPoint(d.rect, d.pivot) * multiplier;
// pivot relative to the origin of the rect in pixels
Vector2 oldPivot = new Vector2(d.pivot.x * d.rect.width, d.pivot.y * d.rect.height);
d.rect = ScaleRect(d.rect, multiplier, inflateX, inflateY);
d.border.x += d.border.x > 0 ? inflateX : 0;
@ -85,10 +86,12 @@ public class SpritesheetScaler : EditorWindow
d.border.z += d.border.z > 0 ? inflateX : 0;
d.border.w += d.border.w > 0 ? inflateY : 0;
if (inflateX > 0 || inflateY > 0)
if (d.alignment != (int)SpriteAlignment.Center && (inflateX > 0 || inflateY > 0))
{
d.alignment = (int)SpriteAlignment.Custom;
d.pivot = Rect.PointToNormalized(d.rect, oldPivot);
oldPivot += new Vector2(inflateX, inflateY);
Vector2 newPivot = oldPivot * multiplier;
d.pivot = new Vector2(newPivot.x / d.rect.width, newPivot.y / d.rect.height);
}
d.border *= multiplier;

View file

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 375dce47d61a68447a1b4813869b10b2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,65 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class BCCAD : IDataModel
{
public BCCAD Read(byte[] bytes)
{
sheetW = BitConverter.ToUInt16(bytes, 4);
sheetH = BitConverter.ToUInt16(bytes, 6);
// int max = (bytes[8] * 2) + 12;
int max = 64 * bytes[8] + 12;
// note this doesn't account for empty sprites, but I'll get there when i get there
for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
{
ISprite spriteParts_ = new ISprite();
int compare = 0;
for (int j = 0; j < bytes[i]; j++)
{
int ind = i + 4 + (64 * j);
ISpritePart part = new ISpritePart();
part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
part.posX = BitConverter.ToInt16(bytes, ind + 8);
part.posY = BitConverter.ToInt16(bytes, ind + 10);
part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
part.rotation = BitConverter.ToSingle(bytes, ind + 16);
part.flipX = bytes[ind + 18] != (byte)0;
part.flipY = bytes[ind + 20] != (byte)0;
// im sure the values between 20 and 28 are important so remind me to come back to these
part.opacity = bytes[ind + 28];
Debug.Log("offset: " + ind + ", val: " + part.regionX);
spriteParts_.parts.Add(part);
compare += 64;
}
sprites.Add(spriteParts_);
i += compare;
}
return new BCCAD()
{
};
}
/// sprites length bytes start = 12
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 3b4f0c7c12cfcc74bbfdc8c1be61d4b0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,55 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using Starpelly;
namespace Bread2Unity
{
public class Bread2Unity : EditorWindow
{
public const string editorFolderName = "bread2unity";
[MenuItem("Tools/bread2unity")]
public static void ShowWindow()
{
EditorWindow.GetWindow<Bread2Unity>("bread2unity");
}
public void OnGUI()
{
Texture logo = (Texture)AssetDatabase.LoadAssetAtPath($"Assets/Editor/{editorFolderName}/logo.png", typeof(Texture));
GUILayout.Box(logo, new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(60) });
GUILayout.Space(30);
GUIStyle desc = EditorStyles.label;
desc.wordWrap = true;
desc.fontStyle = FontStyle.BoldAndItalic;
GUILayout.Box("bread2unity is a tool built with the purpose of converting RH Megamix and Fever animations to unity. And to generally speed up development by a lot." +
"\nCreated by Starpelly.", desc);
GUILayout.Space(120);
if (GUILayout.Button("Test"))
{
string path = EditorUtility.OpenFilePanel("Open BCCAD File", null, "bccad");
if (path.Length != 0)
{
var fileContent = File.ReadAllBytes(path);
new BCCAD().Read(fileContent);
}
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Bread Download", GUILayout.Height(40)))
{
Application.OpenURL("https://github.com/rhmodding/bread");
}
GUILayout.EndHorizontal();
}
}
}

View file

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 0967d3b57ef5e5d46965e261ead79e15
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -1,201 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
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of this License, Derivative Works shall not include works that remain
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"Contribution" shall mean any work of authorship, including
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"Contributor" shall mean Licensor and any individual or Legal Entity
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copyright license to reproduce, prepare Derivative Works of,
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5. Submission of Contributions. Unless You explicitly state otherwise,
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or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
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replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
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Copyright [yyyy] [name of copyright owner]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class IAnimation
{
public List<IAnimationStep> steps;
}
public class IAnimationStep
{
public ushort spriteIndex;
public ushort delay;
public float stretchX;
public float stretchY;
public float rotation;
public byte opacity;
}
}

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@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class IDataModel
{
public List<ISprite> sprites = new List<ISprite>();
public List<IAnimation> animations = new List<IAnimation>();
public int sheetW;
public int sheetH;
}
}

View file

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View file

@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class ISprite
{
public List<ISpritePart> parts = new List<ISpritePart>();
}
public class ISpritePart
{
public ushort regionX;
public ushort regionY;
public ushort regionW;
public ushort regionH;
public short posX;
public short posY;
public float stretchX;
public float stretchY;
public float rotation;
public bool flipX;
public bool flipY;
public byte opacity;
}
}

View file

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@ -1,2 +0,0 @@
# bread2unity
Rhythm Heaven animation to Unity animation converter

View file

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@ -1,18 +1,66 @@
using UnityEngine;
using UnityEngine;
namespace Rellac.Windows
{
/// <summary>
/// Simple script to destroy the target GameObject when window is closed
/// </summary>
public class GUIWindow : MonoBehaviour
{
/// <summary>
/// Close window by destroying this GameObject
/// </summary>
public void CloseWindow()
{
Destroy(gameObject);
}
}
/// <summary>
/// Simple script to destroy the target GameObject when window is closed
/// </summary>
public class GUIWindow : MonoBehaviour
{
[SerializeField] private float maxWidth = 0;
[SerializeField] private float maxHeight = 0;
/// <summary>
/// Close window by destroying this GameObject
/// </summary>
public void CloseWindow()
{
Destroy(gameObject);
}
private void Update()
{
// limit window size
RectTransform rectTransform = GetComponent<RectTransform>();
if (maxWidth > 0 && rectTransform.rect.width > maxWidth)
{
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, maxWidth);
}
if (maxHeight > 0 && rectTransform.rect.height > maxHeight)
{
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, maxHeight);
}
// keep in bounds of parent
RectTransform parent = transform.parent.GetComponent<RectTransform>();
if (parent != null)
{
Vector3[] corners = new Vector3[4];
parent.GetWorldCorners(corners);
Vector3 min = corners[0];
Vector3 max = corners[2];
Vector3[] myCorners = new Vector3[4];
rectTransform.GetWorldCorners(myCorners);
if (myCorners[0].x < min.x)
{
rectTransform.localPosition += new Vector3(min.x - myCorners[0].x, 0, 0);
}
if (myCorners[2].x > max.x)
{
rectTransform.localPosition -= new Vector3(myCorners[2].x - max.x, 0, 0);
}
if (myCorners[0].y < min.y)
{
rectTransform.localPosition += new Vector3(0, min.y - myCorners[0].y, 0);
}
if (myCorners[2].y > max.y)
{
rectTransform.localPosition -= new Vector3(0, myCorners[2].y - max.y, 0);
}
}
}
}
}

View file

@ -56,8 +56,8 @@ namespace Rellac.Windows
//register to pointer events
onPointerDown.AddListener(SetIsGrabbed);
onPointerDown.AddListener(parentWindow.SetAsLastSibling);
// onPointerEnter.AddListener(ShowCursor);
// onPointerExit.AddListener(ResetCursor);
onPointerEnter.AddListener(ShowCursor);
onPointerExit.AddListener(ResetCursor);
// find what direction we're pulling with this handle
switch (axis)
@ -129,8 +129,9 @@ namespace Rellac.Windows
}
Vector2 scaleOffset = (Vector2.one - (Vector2)transform.lossyScale) + Vector2.one;
Vector2 parentScale = parentWindow.transform.parent.GetComponent<RectTransform>().rect.size;
Vector2 mouseDelta = Vector2.Scale((Vector2)Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition()) - initialMousePos, scaleOffset*parentScale);
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
Vector2 mouseDelta = Vector2.Scale((Vector2)anchoredPosition - initialMousePos, scaleOffset) * 0.5f;
Vector2 size = initialSize;
switch (direction)
@ -199,7 +200,9 @@ namespace Rellac.Windows
if (isLocked) return;
isGrabbed = true;
initialMousePos = Camera.main.ScreenToWorldPoint(GUIWindowUtils.MousePosition());
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
initialMousePos = anchoredPosition;
initialSize = parentWindow.sizeDelta;
initialPivot = parentWindow.pivot;

View file

@ -60,7 +60,9 @@ namespace Rellac.Windows
public static Vector3 MousePosition()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 anchoredPosition = Input.mousePosition;
anchoredPosition.z = 0;
var mousePos = Camera.main.ScreenToWorldPoint(anchoredPosition);
return new Vector3(mousePos.x, mousePos.y, 0);
}
}

View file

@ -19,7 +19,7 @@ Material:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 2800000, guid: 89e1b1c005d29cf4598ea861deb35a80, type: 3}
m_Texture: {fileID: 2800000, guid: 8b8c8a10edf94ddc8cc4cc4fcd5696a9, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:

View file

@ -2,7 +2,6 @@ using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Starpelly;
public class ColorPreview : MonoBehaviour
{
@ -21,18 +20,18 @@ public class ColorPreview : MonoBehaviour
public void ChangeColor(Color c)
{
colorPicker.color = c;
hex.text = c.Color2Hex();
hex.text = Color2Hex(c);
}
public void OnColorChanged(Color c)
{
previewGraphic.color = c;
hex.text = c.Color2Hex();
hex.text = Color2Hex(c);
}
public void SetColorFromHex(string hex)
{
colorPicker.color = Starpelly.Colors.Hex2RGB(hex);
colorPicker.color = Hex2RGB(hex);
}
private void OnDestroy()
@ -45,4 +44,38 @@ public class ColorPreview : MonoBehaviour
{
SetColorFromHex(hex.text);
}
static string Color2Hex(Color color)
{
Color32 col = (Color32)color;
string hex = col.r.ToString("X2") + col.g.ToString("X2") + col.b.ToString("X2");
return hex;
}
/// <summary>
/// Converts a Hexadecimal Color to an RGB Color.
/// </summary>
static Color Hex2RGB(string hex)
{
if (hex is null or "") return Color.black;
try
{
hex = hex.Replace("0x", "");//in case the string is formatted 0xFFFFFF
hex = hex.Replace("#", "");//in case the string is formatted #FFFFFF
byte a = 255;//assume fully visible unless specified in hex
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
//Only use alpha if the string has enough characters
if (hex.Length >= 8)
{
a = byte.Parse(hex.Substring(6, 2), System.Globalization.NumberStyles.HexNumber);
}
return new Color32(r, g, b, a);
}
catch
{
return Color.black;
}
}
}

View file

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@ -1,12 +0,0 @@
using System;
namespace Discord
{
public partial class ActivityManager
{
public void RegisterCommand()
{
RegisterCommand(null);
}
}
}

View file

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View file

@ -1,9 +0,0 @@
using System;
namespace Discord
{
static class Constants
{
public const string DllName = "discord_game_sdk";
}
}

View file

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@ -1,53 +0,0 @@
using System;
using System.Runtime.InteropServices;
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
#endif
namespace Discord
{
public partial struct ImageHandle
{
static public ImageHandle User(Int64 id)
{
return User(id, 128);
}
static public ImageHandle User(Int64 id, UInt32 size)
{
return new ImageHandle
{
Type = ImageType.User,
Id = id,
Size = size,
};
}
}
public partial class ImageManager
{
public void Fetch(ImageHandle handle, FetchHandler callback)
{
Fetch(handle, false, callback);
}
public byte[] GetData(ImageHandle handle)
{
var dimensions = GetDimensions(handle);
var data = new byte[dimensions.Width * dimensions.Height * 4];
GetData(handle, data);
return data;
}
#if UNITY_EDITOR || UNITY_STANDALONE
public Texture2D GetTexture(ImageHandle handle)
{
var dimensions = GetDimensions(handle);
var texture = new Texture2D((int)dimensions.Width, (int)dimensions.Height, TextureFormat.RGBA32, false, true);
texture.LoadRawTextureData(GetData(handle));
texture.Apply();
return texture;
}
#endif
}
}

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@ -1,26 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class LobbyManager
{
public IEnumerable<User> GetMemberUsers(Int64 lobbyID)
{
var memberCount = MemberCount(lobbyID);
var members = new List<User>();
for (var i = 0; i < memberCount; i++)
{
members.Add(GetMemberUser(lobbyID, GetMemberUserId(lobbyID, i)));
}
return members;
}
public void SendLobbyMessage(Int64 lobbyID, string data, SendLobbyMessageHandler handler)
{
SendLobbyMessage(lobbyID, Encoding.UTF8.GetBytes(data), handler);
}
}
}

View file

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@ -1,20 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class StorageManager
{
public IEnumerable<FileStat> Files()
{
var fileCount = Count();
var files = new List<FileStat>();
for (var i = 0; i < fileCount; i++)
{
files.Add(StatAt(i));
}
return files;
}
}
}

View file

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@ -1,32 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class StoreManager
{
public IEnumerable<Entitlement> GetEntitlements()
{
var count = CountEntitlements();
var entitlements = new List<Entitlement>();
for (var i = 0; i < count; i++)
{
entitlements.Add(GetEntitlementAt(i));
}
return entitlements;
}
public IEnumerable<Sku> GetSkus()
{
var count = CountSkus();
var skus = new List<Sku>();
for (var i = 0; i < count; i++)
{
skus.Add(GetSkuAt(i));
}
return skus;
}
}
}

View file

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iconMap: {}
executionOrder: {}
defineConstraints: []
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isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
Any:
second:
enabled: 1
settings: {}
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second:
enabled: 0
settings:
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DefaultValueInitialized: true
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second:
enabled: 0
settings:
CPU: None
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second:
enabled: 0
settings:
CPU: x86
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second:
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settings:
CPU: AnyCPU
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second:
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