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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.
105 lines
3 KiB
C#
105 lines
3 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.Reflection;
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namespace UMotionEditor
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{
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public static class AnimationCurveUtilityRecent
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{
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//********************************************************************************
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// Public Properties
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//********************************************************************************
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public static bool WeightedTangentsImplemented
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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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//********************************************************************************
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// Private Properties
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//********************************************************************************
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//----------------------
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// Inspector
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//----------------------
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//----------------------
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// Internal
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//----------------------
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//********************************************************************************
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// Public Methods
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//********************************************************************************
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public static void SetKeyWeightedMode(ref Keyframe key, int weightedMode)
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{
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#if UNITY_2018_1_OR_NEWER
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key.weightedMode = (WeightedMode)weightedMode;
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#endif
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}
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public static int GetKeyWeightedMode(Keyframe key)
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{
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#if UNITY_2018_1_OR_NEWER
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return (int)key.weightedMode;
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#else
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return 0;
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#endif
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}
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public static void SetKeyLeftWeight(ref Keyframe key, float weight)
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{
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#if UNITY_2018_1_OR_NEWER
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key.inWeight = weight;
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#endif
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}
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public static float GetKeyLeftWeight(Keyframe key)
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{
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#if UNITY_2018_1_OR_NEWER
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return key.inWeight;
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#else
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return 1f / 3f;
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#endif
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}
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public static void SetKeyRightWeight(ref Keyframe key, float weight)
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{
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#if UNITY_2018_1_OR_NEWER
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key.outWeight = weight;
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#endif
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}
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public static float GetKeyRightWeight(Keyframe key)
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{
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#if UNITY_2018_1_OR_NEWER
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return key.outWeight;
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#else
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return 1f / 3f;
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#endif
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}
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public static void InitializeKeyframe(int frame, float value, float inTangent, float outTangent, int weightedMode, float leftWeight, float rightWeight, out Keyframe key)
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{
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key = new Keyframe(frame, value, inTangent, outTangent);
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#if UNITY_2018_1_OR_NEWER
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key.weightedMode = (WeightedMode)weightedMode;
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key.inWeight = leftWeight;
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key.outWeight = rightWeight;
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#endif
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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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