floating windows can no longer become larger than the actual screen

This commit is contained in:
minenice55 2024-03-29 22:39:45 -04:00
parent 483a49469f
commit a81b97b4b5
4 changed files with 300 additions and 136 deletions

View file

@ -21,14 +21,16 @@ namespace Rellac.Windows
private void Update()
{
// limit window size
float finalMaxWidth = Mathf.Min(maxWidth, Screen.width);
float finalMaxHeight = Mathf.Min(maxHeight, Screen.height);
RectTransform rectTransform = GetComponent<RectTransform>();
if (maxWidth > 0 && rectTransform.rect.width > maxWidth)
if (maxWidth > 0 && rectTransform.rect.width > finalMaxWidth)
{
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, maxWidth);
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, finalMaxWidth);
}
if (maxHeight > 0 && rectTransform.rect.height > maxHeight)
if (maxHeight > 0 && rectTransform.rect.height > finalMaxHeight)
{
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, maxHeight);
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, finalMaxHeight);
}
// keep in bounds of parent

View file

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View file

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View file

@ -44,7 +44,7 @@ namespace HeavenStudio.StudioDance
if (cond is not null && animator is not null && !cond.isPlaying)
{
animator.Play(currentChoreography.introState);
animator.Play(currentChoreography.introState, -1, 0f);
}
}
@ -64,7 +64,7 @@ namespace HeavenStudio.StudioDance
SetChoreography(debugChoreography);
}
animator.Play(currentChoreography.introState);
animator.Play(currentChoreography.introState, -1, 0f);
}
public void SetStartChoreography()
@ -92,11 +92,11 @@ namespace HeavenStudio.StudioDance
if (!isDance) return;
if (currentBeat % 2 != 0)
{
animator.Play(currentChoreography.poseStateOdd);
animator.Play(currentChoreography.poseStateOdd, -1, 0f);
}
else
{
animator.Play(currentChoreography.poseStateEven);
animator.Play(currentChoreography.poseStateEven, -1, 0f);
}
isDance = false;
return;
@ -134,7 +134,7 @@ namespace HeavenStudio.StudioDance
}
if (stepState is not null or "")
{
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength);
animator.DoScaledAnimation(stepState, cycleStartBeat + beatSum, stepLength, animLayer: -1, clamp: true);
}
}
}