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# 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.
156 lines
No EOL
4.1 KiB
C#
156 lines
No EOL
4.1 KiB
C#
#if UNITY_EDITOR
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace UMotionEditor
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{
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public static class VersionCompatibilityUtility
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{
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#if !UNITY_2017_4_OR_NEWER
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#error "This Unity version is not supported by UMotion. Please update to Unity 2017.4 or higher."
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#endif
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//********************************************************************************
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// Public Properties
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//********************************************************************************
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public enum EditorPlatform
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{
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Windows = 0,
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Mac,
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Linux,
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Invalid
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}
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public static EditorPlatform CurrentEditorPlatform
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{
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get
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{
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switch (Application.platform)
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{
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case RuntimePlatform.WindowsEditor:
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return EditorPlatform.Windows;
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case RuntimePlatform.OSXEditor:
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return EditorPlatform.Mac;
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case RuntimePlatform.LinuxEditor:
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return EditorPlatform.Linux;
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default:
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return EditorPlatform.Invalid;
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}
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}
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}
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public static bool Unity2018_1_OrNewer
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{
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get
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{
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#if UNITY_2018_1_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2018_3_OrNewer
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{
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get
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{
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#if UNITY_2018_3_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2019_1_Or_Newer
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{
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get
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{
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#if UNITY_2019_1_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2020_2_OrNewer
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{
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get
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{
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#if UNITY_2020_2_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2021_2_OrNewer
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{
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get
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{
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#if UNITY_2021_2_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2022_2_OrNewer
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{
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get
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{
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#if UNITY_2022_2_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool UsesScriptableRenderPipeline
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{
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get
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{
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#if UNITY_2019_1_OR_NEWER
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return (UnityEngine.Rendering.RenderPipelineManager.currentPipeline != null);
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#else
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#if UNITY_2018_1_OR_NEWER
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return (UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline != null);
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#else
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return false;
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#endif
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#endif
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}
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}
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public static string GetCurrentAssemblyName()
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{
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return Assembly.GetExecutingAssembly().GetName().Name;
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}
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//********************************************************************************
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// Private Properties
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//********************************************************************************
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//********************************************************************************
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// Public Methods
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//********************************************************************************
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//********************************************************************************
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// Private Methods
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//********************************************************************************
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}
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}
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#endif |