Mate-Engine/Assets/UMotionEditor/Scripts/Application/AssetResourcesFile.cs
shinyflvre 091ae7be88 Public Release X3.0b
# MateEngine X3.0

## Windows and Taskbar Sitting Rewrite

* Avatars sit more naturally on windows and the taskbar. Legs render in front while hair renders behind for a seamless look.
* Transitions between dragging and sitting are smoother.
* Alignment with windows and the taskbar improved. If a model looks off adjust **Y Offset** in settings. Some models may need minor manual tweaks due to different bone rigs.
* You can give headpats while the avatar sits. The avatar closes its eyes and shows sparkling particles. More headpat animations will be added later.
* The avatar no longer jumps off the taskbar when the Windows Start Menu or Search opens.
* You must hold the avatar for at least one second before it will sit to prevent accidental sits during fast moves.

## Feed System (Alpha)

* Avatars can drink. Press the middle mouse button to open the Food Radial menu. Spawn smoothies and bring them to the avatar to feed. This is an early access feature.
* When Spawning a Smoothie it will always spawn a Random smoothie! Keep in mind this feature is new and not perfect but i think it is a nice to have!

## Drag Smoothing

* Dragging the avatar feels smoother and more stable.
* A light smoothing effect was added to make dragging natural without noticeable delay.

## Taskbar Sitting Changes

* The circle menu is disabled while the avatar sits on the taskbar, showing only **Jump Off**.
* This prevents visual overlap from other UI while sitting.
* Moving the menu up while sitting increases cost, so it remains off for taskbar sitting but works normally on window sitting.

## Animation Changes

* Minor rotation adjustments to dragging animations.
* Improved transition timing for intimate animation for smoother flow.

## Minecraft Integration

MateEngine reacts to Minecraft events in real time. The avatar comments on gameplay, warns about danger, and celebrates victories.

### How it works

* Install the **MateSignal Forge mod** in Minecraft and run **MateEngine** on the same device or local network.
* MateSignal forwards in-game events to MateEngine so the avatar can display messages or play animations.
* Intended for singleplayer and private multiplayer use. Avoid competitive or official servers where live alerts could be an unfair advantage.

### Examples of reactions

* Day start: cheerful wake-up
* Night start: reminder to stay safe
* Nearby mobs: instant warnings for creepers, zombies, etc.
* Low health or hunger: worried or encouraging lines
* Crafting: excited comments
* Weather: reactions when rain starts
* Death: sad or comforting messages
* Biome discovery: happy or curious reactions
* Eating: cheering during meals
* Killing mobs: victory reactions

### Requirements

* Minecraft 1.21.10
* Forge Mod Loader
* MateSignal installed and integration enabled in MateEngine

## Dance Player Update

* Added **Lock Mode (Experimental)**. Enables camera tracking for dances that move the avatar far left or right so the window follows their motion.

## Hand Tracking Changes

* Hand tracking is more accurate to the mouse position.
* Reduced activation zone to prevent unwanted tracking on smaller avatars.

## Buy Option

* Added a buy button to the Minecraft Integration and Steam DLC categories. These buttons appear when running the free GitHub build.

## Bug Fixes

* Avatars no longer attach to windows or the taskbar while custom dances are active.
* Fixed avatar disappearing after sitting on minimized windows.
* Fixed incorrect positioning when a window closes.
* Fixed teleport when a window is maximized.

## Internal Changes

* Removed unused code to reduce missing script warnings.
* General cleanup and small performance adjustments.
2025-11-01 10:12:19 +01:00

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C#

#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
using System.IO;
namespace UMotionEditor
{
public class AssetResourcesFile : ScriptableObject
{
//********************************************************************************
// Public Properties
//********************************************************************************
//********************************************************************************
// Private Properties
//********************************************************************************
#pragma warning disable 0649 // Suppress "Field 'field' is never assigned to, and will always have its default value 'value'"
[Serializable]
private struct ResourceDefinition
{
public string Name;
public UnityEngine.Object Reference;
// Added because in Unity 2022.2 (alpha), the FileID of dlls has changed. In order to support all Unity versions, we need two different versions of the reference: One compatible pre 2022.2 and one post 2022.2.
public UnityEngine.Object AlternativeReference;
}
#pragma warning restore 0649
//----------------------
// Inspector
//----------------------
[SerializeField]private List<ResourceDefinition> resourcesList = new List<ResourceDefinition>();
[SerializeField]private List<ResourceDefinition> optionalResourcesList = new List<ResourceDefinition>();
private Dictionary<string, UnityEngine.Object> resourcesDictionary = new Dictionary<string, UnityEngine.Object>();
//----------------------
// Internal
//----------------------
//********************************************************************************
// Public Methods
//********************************************************************************
public static AssetResourcesFile FindAssetResourcesFile()
{
string[] resourceFilesGUID = AssetDatabase.FindAssets("UMotionResources t:AssetResourcesFile");
if (resourceFilesGUID.Length > 1)
{
throw new UnityException("More than one resource file was found. Please remove all UMotion files and install UMotion again.");
}
else if (resourceFilesGUID.Length == 0)
{
throw new UnityException("Resource file not found. Please install UMotion again.");
}
else
{
AssetResourcesFile resourceFile = AssetDatabase.LoadAssetAtPath<AssetResourcesFile>(AssetDatabase.GUIDToAssetPath(resourceFilesGUID[0]));
resourceFile.InitializeDictionary();
return resourceFile;
}
}
public string GetEditorDataPath()
{
string resourcesPath = AssetDatabase.GetAssetPath(this);
string dataPath = Path.GetDirectoryName(resourcesPath);
dataPath = Path.Combine(Path.GetDirectoryName(dataPath), "Data");
return dataPath;
}
public T GetResource<T>(string name, bool required = true) where T : UnityEngine.Object
{
T loadedObject = null;
UnityEngine.Object obj;
if (resourcesDictionary.TryGetValue(name, out obj))
{
loadedObject = obj as T;
}
if (required && (loadedObject == null))
{
throw new Exception(string.Format("Resource \"{0}\" can not be loaded.", name));
}
else
{
return loadedObject;
}
}
//********************************************************************************
// Private Methods
//********************************************************************************
private void InitializeDictionary()
{
resourcesDictionary.Clear();
foreach (ResourceDefinition resourceDef in resourcesList)
{
UnityEngine.Object reference = (resourceDef.Reference == null) ? resourceDef.AlternativeReference : resourceDef.Reference;
if (reference == null)
{
throw new UnityException(string.Format("Required resource \"{0}\" not found. Please reinstall UMotion.", resourceDef.Name));
}
else
{
resourcesDictionary.Add(resourceDef.Name, reference);
}
}
foreach (ResourceDefinition resourceDef in optionalResourcesList)
{
UnityEngine.Object reference = (resourceDef.Reference == null) ? resourceDef.AlternativeReference : resourceDef.Reference;
resourcesDictionary.Add(resourceDef.Name, reference);
}
}
}
}
#endif