Fixed window resetting position when pushing play after deselecting window with window dancing off and added window shaking back (although the shake code is kinda weird)
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parent
07c844cd94
commit
88f10726df
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@ -858,12 +858,12 @@ namespace HeavenStudio
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}
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),
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//Non functional until further notice
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/*new GameAction("shake window", "Shake Window", 1f, true, new List<Param>()
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new GameAction("shake window", "Shake Window", 1f, true, new List<Param>()
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{
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new Param("valA", new EntityTypes.Float(0, 10, 0), "Horizontal Intensity"),
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new Param("valB", new EntityTypes.Float(0, 10, 1), "Vertical Intensity")
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new Param("valB", new EntityTypes.Float(0, 10, 0), "Vertical Intensity")
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}
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),*/
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),
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new GameAction("display textbox", "Display Textbox", 1f, true, new List<Param>()
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{
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@ -49,8 +49,11 @@ namespace HeavenStudio
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#if UNITY_EDITOR
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return;
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#else
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if(Application.isEditor || !Editor.Editor.instance.fullscreen || !Conductor.instance.isPlaying) return;
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if(PersistentDataManager.gameSettings.windowDanceEnable)
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if(Application.isEditor || !Conductor.instance.isPlaying) return;
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if(!Editor.Editor.instance.fullscreen && PersistentDataManager.gameSettings.windowDanceEnable)
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{
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GlobalGameManager.ChangeScreenSize();
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}else if(PersistentDataManager.gameSettings.windowDanceEnable)
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{
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controls.windowSize = (new Vector2(resX, resY));
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controls.windowPosition = (new Vector2(x, y));
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@ -85,7 +88,6 @@ namespace HeavenStudio
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panEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "pan window" });
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scaleEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "scale window" });
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shakeEvents = EventCaller.GetAllInGameManagerList("vfx", new string[] { "shake window" });
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panLast = defaultPan;
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@ -93,7 +95,7 @@ namespace HeavenStudio
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UpdateScale();
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UpdatePan();
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//SetShakeIntensity();
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SetShakeIntensity();
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}
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// Update is called once per frame
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@ -106,8 +108,8 @@ namespace HeavenStudio
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//prob isnt
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UpdateScale();
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UpdatePan();
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//SetShakeIntensity();
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SetPosition(Convert.ToInt16(pan.x), Convert.ToInt16(pan.y), Convert.ToInt16(scale.x), Convert.ToInt16(scale.y));
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SetShakeIntensity();
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SetPosition(Convert.ToInt16(pan.x + shakeResult.x), Convert.ToInt16(pan.y + shakeResult.y), Convert.ToInt16(scale.x), Convert.ToInt16(scale.y));
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}
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private void UpdatePan()
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@ -191,7 +193,7 @@ namespace HeavenStudio
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}
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}
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/*
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private void SetShakeIntensity()
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{
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foreach (var e in shakeEvents)
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@ -205,26 +207,21 @@ namespace HeavenStudio
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}
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if (prog > 1f)
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{
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shakeResult = new Vector3(0, 0, 0);
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shakeResult = new Vector3(0, 0);
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Debug.Log(shakeResult);
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}
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}
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}*/
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}
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public void Reset()
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{
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pan = defaultPan;
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scale = defaultScale;
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shakeResult = defaultShake;
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#if UNITY_EDITOR
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return;
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#else
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if(Application.isEditor || !Editor.Editor.instance.fullscreen || !Conductor.instance.isPlaying) return;
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if(PersistentDataManager.gameSettings.windowDanceEnable)
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{
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GlobalGameManager.ChangeScreenSize();
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}
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#endif
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}
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}
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}
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