Add automatic Rive asset refresh workflow
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@@ -45,6 +45,7 @@ namespace ProceduralEditor
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SetupPanel(faceMaterial);
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SetupFog();
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SetupPostProcessVolume();
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RemoveLegacyLogo();
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SetupFadeCanvas();
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EditorSceneManager.MarkSceneDirty(scene);
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@@ -178,12 +179,46 @@ namespace ProceduralEditor
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RenderSettings.fog = false;
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}
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static void RemoveLegacyLogo()
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{
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var legacyLogo = GameObject.Find("NetCode Logo");
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if (legacyLogo != null)
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Object.DestroyImmediate(legacyLogo);
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}
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static void SetupFadeCanvas()
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{
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var existing = GameObject.Find("Fade Canvas");
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if (existing != null) Object.DestroyImmediate(existing);
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if (existing != null)
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{
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existing.SetActive(true);
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existing.transform.localScale = Vector3.one;
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var existingImage = existing.transform.Find("Fade Image");
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if (existingImage != null)
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{
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existingImage.gameObject.SetActive(true);
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var existingFadeIn = existingImage.GetComponent<MenuFadeIn>();
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if (existingFadeIn == null)
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existingFadeIn = existingImage.gameObject.AddComponent<MenuFadeIn>();
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existingFadeIn.delay = 2.5f;
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existingFadeIn.duration = 3.5f;
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existingFadeIn.enabled = true;
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var existingGroup = existingImage.GetComponent<CanvasGroup>();
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if (existingGroup != null)
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{
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existingGroup.alpha = 1f;
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existingGroup.blocksRaycasts = true;
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existingGroup.interactable = true;
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}
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return;
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}
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}
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var canvasGo = new GameObject("Fade Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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canvasGo.transform.localScale = Vector3.one;
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var canvas = canvasGo.GetComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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// Ensure fade canvas draws on top of other UI canvases
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@@ -204,11 +239,8 @@ namespace ProceduralEditor
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rect.offsetMax = Vector2.zero;
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var fadeIn = imageGo.AddComponent<MenuFadeIn>();
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fadeIn.delay = 0.3f;
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fadeIn.delay = 2.5f;
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fadeIn.duration = 3.5f;
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// Disable automatic fade-on-start so the debug toggle controls opacity predictably.
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// If you prefer the automatic fade, remove this line.
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fadeIn.enabled = false;
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// Make sure the image initially is fully opaque so the menu starts covered by the backdrop
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var initColor = image.color;
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