Mate-Engine/Assets/UMotionEditor/Scripts/Editor/GUICompatibilityUtility.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

102 lines
No EOL
4 KiB
C#

using System;
using System.Reflection;
using UnityEngine;
using UnityEditor;
namespace UMotionEditor
{
public static class GUICompatibilityUtility
{
//********************************************************************************
// Public Properties
//********************************************************************************
public static event System.Action<SceneView> OnSceneGui
{
add
{
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui += value;
#else
legacySceneViewGUI += value;
if (!initialized)
{
// Doing this in a static constructor instead caused an exception in Unity 2017.4
SceneView.onSceneGUIDelegate += delegate(SceneView sceneView) { legacySceneViewGUI(sceneView); };
initialized = true;
}
#endif
}
remove
{
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= value;
#else
legacySceneViewGUI -= value;
#endif
}
}
//********************************************************************************
// Private Properties
//********************************************************************************
//----------------------
// Inspector
//----------------------
//----------------------
// Internal
//----------------------
#if !UNITY_2019_1_OR_NEWER
private static event System.Action<SceneView> legacySceneViewGUI;
private static bool initialized = false;
#endif
//********************************************************************************
// Public Methods
//********************************************************************************
[MenuItem("Window/UMotion Editor/Contact Support", true, 1232)]
public static bool UMotionSupportMenuItemValidate()
{
CheckCurrentAssembly();
return true;
}
[MenuItem("Window/UMotion Editor/Contact Support", false, 1232)]
public static void UMotionSupportMenuItem()
{
Help.BrowseURL("https://support.soxware.com");
}
public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, params GUILayoutOption[] options)
{
#if UNITY_2018_1_OR_NEWER
return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, options);
#else
return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, null, options);
#endif
}
//********************************************************************************
// Private Methods
//********************************************************************************
private static bool CheckCurrentAssembly()
{
string applicationAssemblyName = VersionCompatibilityUtility.GetCurrentAssemblyName();
string editorAssemblyName = Assembly.GetExecutingAssembly().GetName().Name;
bool assemblyOk = (applicationAssemblyName == "UMotionSourceApplication") && (editorAssemblyName == "UMotionSourceEditor");
if (!assemblyOk)
{
string message = string.Format("The UMotion script files are not compiled to the correct assembly:\r\n\r\n\"{0}\"\r\n(should be \"UMotionSourceApplication\")\r\n\r\n\"{1}\"\r\n(should be \"UMotionSourceEditor\")\r\n\r\nMake sure that you haven't deleted or re-named the assembly definition files inside the UMotion folder.", applicationAssemblyName, editorAssemblyName);
EditorUtility.DisplayDialog("UMotion - Invalid Assembly", message, "OK");
}
return assemblyOk;
}
}
}