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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.
102 lines
No EOL
4 KiB
C#
102 lines
No EOL
4 KiB
C#
using System;
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using System.Reflection;
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using UnityEngine;
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using UnityEditor;
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namespace UMotionEditor
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{
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public static class GUICompatibilityUtility
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{
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//********************************************************************************
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// Public Properties
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//********************************************************************************
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public static event System.Action<SceneView> OnSceneGui
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{
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add
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{
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui += value;
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#else
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legacySceneViewGUI += value;
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if (!initialized)
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{
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// Doing this in a static constructor instead caused an exception in Unity 2017.4
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SceneView.onSceneGUIDelegate += delegate(SceneView sceneView) { legacySceneViewGUI(sceneView); };
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initialized = true;
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}
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#endif
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}
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remove
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{
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui -= value;
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#else
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legacySceneViewGUI -= value;
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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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#if !UNITY_2019_1_OR_NEWER
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private static event System.Action<SceneView> legacySceneViewGUI;
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private static bool initialized = false;
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#endif
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//********************************************************************************
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// Public Methods
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//********************************************************************************
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[MenuItem("Window/UMotion Editor/Contact Support", true, 1232)]
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public static bool UMotionSupportMenuItemValidate()
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{
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CheckCurrentAssembly();
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return true;
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}
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[MenuItem("Window/UMotion Editor/Contact Support", false, 1232)]
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public static void UMotionSupportMenuItem()
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{
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Help.BrowseURL("https://support.soxware.com");
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}
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public static Color ColorField(GUIContent label, Color value, bool showEyedropper, bool showAlpha, bool hdr, params GUILayoutOption[] options)
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{
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#if UNITY_2018_1_OR_NEWER
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return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, options);
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#else
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return EditorGUILayout.ColorField(label, value, showEyedropper, showAlpha, hdr, null, options);
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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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private static bool CheckCurrentAssembly()
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{
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string applicationAssemblyName = VersionCompatibilityUtility.GetCurrentAssemblyName();
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string editorAssemblyName = Assembly.GetExecutingAssembly().GetName().Name;
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bool assemblyOk = (applicationAssemblyName == "UMotionSourceApplication") && (editorAssemblyName == "UMotionSourceEditor");
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if (!assemblyOk)
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{
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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);
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EditorUtility.DisplayDialog("UMotion - Invalid Assembly", message, "OK");
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}
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return assemblyOk;
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}
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}
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} |