Add automatic Rive asset refresh workflow
This commit is contained in:
@@ -19,3 +19,6 @@
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Thumbs.db
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/Builds
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/Logs
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# MCP server config (contains local API tokens)
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.mcp.json
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@@ -55,8 +55,10 @@
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<ItemGroup>
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<Compile Include="Assets\TutorialInfo\Scripts\Editor\ReadmeEditor.cs" />
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<Compile Include="Assets\Scripts\Editor\SetupMainMenuScene.cs" />
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<Compile Include="Assets\Scripts\Editor\RiveAssetAutoRefresh.cs" />
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<Compile Include="Assets\Scripts\Editor\LowPolyTriangleFieldMenu.cs" />
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<Compile Include="Assets\ScriptTemplates\Editor\MoveToAssetsFolder.cs" />
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<Compile Include="Assets\Scripts\Editor\RiveAssetRefreshMenu.cs" />
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<Compile Include="Assets\Scripts\Editor\TriangleWavePanelMenu.cs" />
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</ItemGroup>
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<ItemGroup>
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||||
@@ -84,11 +84,13 @@
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<None Include="Assets\Mirror\Plugins\Mono.Cecil\Mono.CecilX.Mdb.dll" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile-2-Pass.shader" />
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||||
<None Include="Assets\Fonts\Orbitron\OFL.txt" />
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||||
<None Include="Assets\ScriptTemplates\52-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
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<None Include="Assets\Mirror\Plugins\Mono.Cecil\Mono.CecilX.Pdb.dll" />
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<None Include="Assets\Mirror\version.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
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<None Include="Assets\Fonts\Orbitron\README.txt" />
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<None Include="Assets\ScriptTemplates\56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF SSD.shader" />
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<None Include="Assets\ScriptTemplates\51-Mirror__Network Manager With Actions-NewNetworkManagerWithActions.cs.txt" />
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@@ -0,0 +1,93 @@
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||||
Copyright 2018 The Orbitron Project Authors (https://github.com/theleagueof/orbitron), with Reserved Font Name: "Orbitron"
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|
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
https://openfontlicense.org
|
||||
|
||||
|
||||
-----------------------------------------------------------
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||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -0,0 +1,7 @@
|
||||
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fileFormatVersion: 2
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serializedVersion: 4
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fontSize: 16
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characterSpacing: 0
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- Orbitron
|
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@@ -0,0 +1,68 @@
|
||||
Orbitron Variable Font
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||||
======================
|
||||
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||||
This download contains Orbitron as both a variable font and static fonts.
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||||
|
||||
Orbitron is a variable font with this axis:
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||||
wght
|
||||
|
||||
This means all the styles are contained in a single file:
|
||||
Orbitron-VariableFont_wght.ttf
|
||||
|
||||
If your app fully supports variable fonts, you can now pick intermediate styles
|
||||
that aren’t available as static fonts. Not all apps support variable fonts, and
|
||||
in those cases you can use the static font files for Orbitron:
|
||||
static/Orbitron-Regular.ttf
|
||||
static/Orbitron-Medium.ttf
|
||||
static/Orbitron-SemiBold.ttf
|
||||
static/Orbitron-Bold.ttf
|
||||
static/Orbitron-ExtraBold.ttf
|
||||
static/Orbitron-Black.ttf
|
||||
|
||||
Get started
|
||||
-----------
|
||||
|
||||
1. Install the font files you want to use
|
||||
|
||||
2. Use your app's font picker to view the font family and all the
|
||||
available styles
|
||||
|
||||
Learn more about variable fonts
|
||||
-------------------------------
|
||||
|
||||
https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts
|
||||
https://variablefonts.typenetwork.com
|
||||
https://medium.com/variable-fonts
|
||||
|
||||
In desktop apps
|
||||
|
||||
https://theblog.adobe.com/can-variable-fonts-illustrator-cc
|
||||
https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts
|
||||
|
||||
Online
|
||||
|
||||
https://developers.google.com/fonts/docs/getting_started
|
||||
https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide
|
||||
https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts
|
||||
|
||||
Installing fonts
|
||||
|
||||
MacOS: https://support.apple.com/en-us/HT201749
|
||||
Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux
|
||||
Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows
|
||||
|
||||
Android Apps
|
||||
|
||||
https://developers.google.com/fonts/docs/android
|
||||
https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts
|
||||
|
||||
License
|
||||
-------
|
||||
Please read the full license text (OFL.txt) to understand the permissions,
|
||||
restrictions and requirements for usage, redistribution, and modification.
|
||||
|
||||
You can use them in your products & projects – print or digital,
|
||||
commercial or otherwise.
|
||||
|
||||
This isn't legal advice, please consider consulting a lawyer and see the full
|
||||
license for all details.
|
||||
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+222371
-222371
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,74 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class RiveAssetAutoRefresh: AssetPostprocessor
|
||||
{
|
||||
private static bool refreshQueued;
|
||||
|
||||
private static void OnPostprocessAllAssets(
|
||||
string[] importedAssets,
|
||||
string[] deletedAssets,
|
||||
string[] movedAssets,
|
||||
string[] movedFromAssetPaths)
|
||||
{
|
||||
foreach (string assetPath in importedAssets)
|
||||
{
|
||||
if (!assetPath.EndsWith(".riv", StringComparison.OrdinalIgnoreCase))
|
||||
continue;
|
||||
|
||||
QueueSceneReload();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private static void QueueSceneReload()
|
||||
{
|
||||
if (refreshQueued)
|
||||
return;
|
||||
|
||||
refreshQueued = true;
|
||||
|
||||
EditorApplication.delayCall += ReloadSceneAfterImport;
|
||||
}
|
||||
|
||||
private static void ReloadSceneAfterImport()
|
||||
{
|
||||
refreshQueued = false;
|
||||
|
||||
if (EditorApplication.isPlaying)
|
||||
{
|
||||
Debug.Log("A Rive asset changed. Scene reload skipped because Play Mode is active.");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Scene activeScene = SceneManager.GetActiveScene();
|
||||
|
||||
if (!activeScene.IsValid() || string.IsNullOrEmpty(activeScene.path))
|
||||
{
|
||||
Debug.LogWarning("A Rive asset changed, but the active scene has not been saved yet.");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool saved = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
|
||||
|
||||
if (!saved)
|
||||
{
|
||||
Debug.LogWarning("Rive scene refresh cancelled because the scene was not saved.");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EditorSceneManager.OpenScene(
|
||||
activeScene.path,
|
||||
OpenSceneMode.Single);
|
||||
|
||||
Debug.Log("Rive asset changed. THe active scene was reloaded automatically.");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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||||
guid: 69d5148788a7cf54495d98a1a6e11d59
|
||||
@@ -0,0 +1,67 @@
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public static class RiveAssetRefreshMenu
|
||||
{
|
||||
private const string LoginRiveAssetPath = "Assets/UI/Login UI.riv";
|
||||
|
||||
[MenuItem("Tools/Rive/Reimport Login UI")]
|
||||
private static void ReimportLoginUI()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
{
|
||||
Debug.LogWarning("Stop Play Mode before reimporting the Rive asset.");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
Scene activeScene = SceneManager.GetActiveScene();
|
||||
|
||||
if (!activeScene.IsValid() || string.IsNullOrEmpty(activeScene.path))
|
||||
{
|
||||
Debug.LogError("Rive refresh failed: the active scene has not been saved.");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool saved = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
|
||||
|
||||
if (!saved)
|
||||
{
|
||||
Debug.LogWarning("Rive refresh cancelled because the scene was not saved.");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
AssetDatabase.ImportAsset(
|
||||
LoginRiveAssetPath,
|
||||
ImportAssetOptions.ForceUpdate |
|
||||
ImportAssetOptions.ForceSynchronousImport);
|
||||
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
|
||||
string scenePath = activeScene.path;
|
||||
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
return;
|
||||
|
||||
EditorSceneManager.OpenScene(
|
||||
scenePath,
|
||||
OpenSceneMode.Single);
|
||||
|
||||
Debug.Log($"Reimported {LoginRiveAssetPath} and reloaded {scenePath}.");
|
||||
};
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Rive/Reimport Login UI", validate = true)]
|
||||
private static bool ValidateReimportLoginUI()
|
||||
{
|
||||
return AssetDatabase.AssetPathToGUID(LoginRiveAssetPath) != string.Empty;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 867b04f7b3f14254598149f4cb04a1c8
|
||||
@@ -45,6 +45,7 @@ namespace ProceduralEditor
|
||||
SetupPanel(faceMaterial);
|
||||
SetupFog();
|
||||
SetupPostProcessVolume();
|
||||
RemoveLegacyLogo();
|
||||
SetupFadeCanvas();
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(scene);
|
||||
@@ -178,12 +179,46 @@ namespace ProceduralEditor
|
||||
RenderSettings.fog = false;
|
||||
}
|
||||
|
||||
static void RemoveLegacyLogo()
|
||||
{
|
||||
var legacyLogo = GameObject.Find("NetCode Logo");
|
||||
if (legacyLogo != null)
|
||||
Object.DestroyImmediate(legacyLogo);
|
||||
}
|
||||
|
||||
static void SetupFadeCanvas()
|
||||
{
|
||||
var existing = GameObject.Find("Fade Canvas");
|
||||
if (existing != null) Object.DestroyImmediate(existing);
|
||||
if (existing != null)
|
||||
{
|
||||
existing.SetActive(true);
|
||||
existing.transform.localScale = Vector3.one;
|
||||
var existingImage = existing.transform.Find("Fade Image");
|
||||
if (existingImage != null)
|
||||
{
|
||||
existingImage.gameObject.SetActive(true);
|
||||
var existingFadeIn = existingImage.GetComponent<MenuFadeIn>();
|
||||
if (existingFadeIn == null)
|
||||
existingFadeIn = existingImage.gameObject.AddComponent<MenuFadeIn>();
|
||||
|
||||
existingFadeIn.delay = 2.5f;
|
||||
existingFadeIn.duration = 3.5f;
|
||||
existingFadeIn.enabled = true;
|
||||
|
||||
var existingGroup = existingImage.GetComponent<CanvasGroup>();
|
||||
if (existingGroup != null)
|
||||
{
|
||||
existingGroup.alpha = 1f;
|
||||
existingGroup.blocksRaycasts = true;
|
||||
existingGroup.interactable = true;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var canvasGo = new GameObject("Fade Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
canvasGo.transform.localScale = Vector3.one;
|
||||
var canvas = canvasGo.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
// Ensure fade canvas draws on top of other UI canvases
|
||||
@@ -204,11 +239,8 @@ namespace ProceduralEditor
|
||||
rect.offsetMax = Vector2.zero;
|
||||
|
||||
var fadeIn = imageGo.AddComponent<MenuFadeIn>();
|
||||
fadeIn.delay = 0.3f;
|
||||
fadeIn.delay = 2.5f;
|
||||
fadeIn.duration = 3.5f;
|
||||
// Disable automatic fade-on-start so the debug toggle controls opacity predictably.
|
||||
// If you prefer the automatic fade, remove this line.
|
||||
fadeIn.enabled = false;
|
||||
|
||||
// Make sure the image initially is fully opaque so the menu starts covered by the backdrop
|
||||
var initColor = image.color;
|
||||
|
||||
@@ -9,6 +9,20 @@ public class MenuFadeIn : MonoBehaviour
|
||||
|
||||
CanvasGroup _group;
|
||||
Coroutine _fadeRoutine;
|
||||
bool _started;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||
static void ReactivateFadeImages()
|
||||
{
|
||||
var fadeComponents = Resources.FindObjectsOfTypeAll<MenuFadeIn>();
|
||||
foreach (var fadeComponent in fadeComponents)
|
||||
{
|
||||
if (!fadeComponent.gameObject.scene.IsValid())
|
||||
continue;
|
||||
|
||||
fadeComponent.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@@ -16,6 +30,10 @@ public class MenuFadeIn : MonoBehaviour
|
||||
_group = GetComponent<CanvasGroup>();
|
||||
if (_group == null) _group = gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
var canvas = GetComponentInParent<Canvas>();
|
||||
if (canvas != null)
|
||||
canvas.transform.localScale = Vector3.one;
|
||||
|
||||
_group.alpha = 1f;
|
||||
_group.blocksRaycasts = true;
|
||||
Debug.Log("[MenuFadeIn] Awake - CanvasGroup ensured, alpha=1");
|
||||
@@ -23,14 +41,26 @@ public class MenuFadeIn : MonoBehaviour
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Reset state whenever enabled and start the fade
|
||||
if (_group == null) _group = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
if (_started)
|
||||
BeginFade();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
_started = true;
|
||||
BeginFade();
|
||||
}
|
||||
|
||||
void BeginFade()
|
||||
{
|
||||
_group.alpha = 1f;
|
||||
_group.blocksRaycasts = true;
|
||||
|
||||
if (_fadeRoutine != null) StopCoroutine(_fadeRoutine);
|
||||
_fadeRoutine = StartCoroutine(Fade());
|
||||
Debug.Log("[MenuFadeIn] OnEnable - starting fade (delay=" + delay + ", duration=" + duration + ")");
|
||||
Debug.Log("[MenuFadeIn] Starting fade (delay=" + delay + ", duration=" + duration + ")");
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
@@ -57,7 +87,6 @@ public class MenuFadeIn : MonoBehaviour
|
||||
|
||||
_group.alpha = 0f;
|
||||
_group.blocksRaycasts = false;
|
||||
Debug.Log("[MenuFadeIn] Fade finished - disabling GameObject");
|
||||
gameObject.SetActive(false);
|
||||
Debug.Log("[MenuFadeIn] Fade finished");
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b23153ea9b67b79469ee331b0ea7e381
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 043c4b240e8f94f828b8b81fa436f7f0, type: 3}
|
||||
Reference in New Issue
Block a user