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index 43601b2d..d875b26e 100644
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dragSmoothing: 16
releaseSmoothing: 4
flickThreshold: 50
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+ innerOffset: 400
+ outerOffset: 600
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+ m_AnchorMin: {x: 0.5, y: 0.5}
+ m_AnchorMax: {x: 0.5, y: 0.5}
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tickRepeatPeriodOverride: 0
expandTickRepeatRect: 1
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mainCanvasGroup: {fileID: 1647879291}
backButton: {fileID: 1979587997}
enterStoryButton: {fileID: 951226830}
- backgroundFrames: {fileID: 2007806592}
+ backgroundFrames: {fileID: 367706816}
framePositionOffset: -1
songListController: {fileID: 886518565}
playSongUI: {fileID: 2067971169}
@@ -26082,9 +26076,8 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children:
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- - {fileID: 2007806588}
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m_AnchorMin: {x: 0.5, y: 0}
m_AnchorMax: {x: 0.5, y: 0}
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@@ -29996,8 +29866,8 @@ ParticleSystem:
ringBufferLoopRange: {x: 0, y: 1}
emitterVelocityMode: 1
looping: 1
- prewarm: 0
- playOnAwake: 0
+ prewarm: 1
+ playOnAwake: 1
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startDelay:
@@ -30063,7 +29933,7 @@ ParticleSystem:
startLifetime:
serializedVersion: 2
minMaxState: 0
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+ scalar: 10
minScalar: 5
maxCurve:
serializedVersion: 2
@@ -30116,7 +29986,7 @@ ParticleSystem:
startSpeed:
serializedVersion: 2
minMaxState: 0
- scalar: 5
+ scalar: 20
minScalar: 5
maxCurve:
serializedVersion: 2
@@ -30698,7 +30568,7 @@ ParticleSystem:
sphericalDirectionAmount: 0
randomPositionAmount: 0
radius:
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+ value: 106.59
mode: 0
spread: 0
speed:
@@ -30817,7 +30687,7 @@ ParticleSystem:
rateOverTime:
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+ scalar: 1
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diff --git a/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs b/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs
index 119c4363..22635ca6 100644
--- a/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs
+++ b/Assets/Scripts/UI/ChapterSelection/ChapterSelectionUI.cs
@@ -189,7 +189,7 @@ namespace Ichni.UI
expandSequence.Join(upperTip.DOFade(1f, 0.3f).SetEase(Ease.OutExpo));
expandSequence.OnStart(() => isDuringAnimation = true);
- expandSequence.OnComplete(() =>
+ expandSequence.OnStart(() =>
{
isDuringAnimation = false;
expansionRipple.material.SetFloat("_RippleTime", 0f);
diff --git a/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs b/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs
new file mode 100644
index 00000000..b5ee3416
--- /dev/null
+++ b/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs
@@ -0,0 +1,167 @@
+using System.Collections.Generic;
+using Ichni.Menu;
+using UnityEngine;
+
+public class SongDotAnimationUI : MonoBehaviour
+{
+ [Header("引用")]
+ public SongListControllerUI controllerUI;
+
+ [Header("预制体")]
+ public GameObject DotPfab;
+
+ [Header("布局参数")]
+ [SerializeField] private float innerOffset = 400f;
+ [SerializeField] private float outerOffset = 600f;
+ [SerializeField] [Min(1f)] private float visibleSongRadius = 2f;
+ [SerializeField] [Min(1)] private int visibleDotCount = 5;
+ [SerializeField] [Range(0f, 1f)] private float outerScale = 0f;
+ [SerializeField] [Range(0f, 1f)] private float midScale = 0.2f;
+ [SerializeField] [Range(0f, 1f)] private float outerAlpha = 0f;
+ [SerializeField] [Range(0f, 1f)] private float midAlpha = 0.45f;
+
+ private readonly List dots = new();
+ private readonly List dotCanvasGroups = new();
+ private int displayedCount = -1;
+
+ public int Count => controllerUI != null ? controllerUI.SongCount : 0;
+ public float ScrollProgress => controllerUI != null ? controllerUI.ScrollProgress : 0f;
+
+ void Start()
+ {
+ RebuildDotsIfNeeded();
+ }
+
+ void LateUpdate()
+ {
+ RebuildDotsIfNeeded();
+
+ if (controllerUI == null || dots.Count == 0)
+ {
+ return;
+ }
+
+ float centerIndex = controllerUI.ContinuousSongIndex;
+ int firstVisibleSongIndex = Mathf.FloorToInt(centerIndex) - visibleDotCount / 2;
+ for (int i = 0; i < dots.Count; i++)
+ {
+ RectTransform dot = dots[i];
+ int songIndex = firstVisibleSongIndex + i;
+ if (songIndex < 0 || songIndex >= Count)
+ {
+ SetDotVisible(i, false);
+ continue;
+ }
+
+ float relativeIndex = songIndex - centerIndex;
+ float absoluteRelativeIndex = Mathf.Abs(relativeIndex);
+ bool isVisible = absoluteRelativeIndex <= visibleSongRadius;
+
+ SetDotVisible(i, isVisible);
+ if (!isVisible)
+ {
+ continue;
+ }
+
+ float y = GetDotY(relativeIndex);
+ dots[i].anchoredPosition = new Vector2(0f, y);
+
+ float scale = GetDotScale(absoluteRelativeIndex);
+ dots[i].localScale = Vector3.one * Mathf.Clamp01(scale);
+
+ if (i < dotCanvasGroups.Count && dotCanvasGroups[i] != null)
+ {
+ dotCanvasGroups[i].alpha = GetDotAlpha(absoluteRelativeIndex);
+ }
+ }
+ }
+
+ private void RebuildDotsIfNeeded()
+ {
+ int targetCount = Mathf.Min(Count, visibleDotCount);
+ if (displayedCount == targetCount)
+ {
+ return;
+ }
+
+ for (int i = dots.Count - 1; i >= 0; i--)
+ {
+ if (dots[i] != null)
+ {
+ Destroy(dots[i].gameObject);
+ }
+ }
+
+ dots.Clear();
+ dotCanvasGroups.Clear();
+
+ if (DotPfab == null)
+ {
+ displayedCount = -1;
+ return;
+ }
+
+ for (int i = 0; i < targetCount; i++)
+ {
+ GameObject go = Instantiate(DotPfab, transform);
+ dots.Add(go.GetComponent());
+
+ CanvasGroup canvasGroup = go.GetComponent();
+ if (canvasGroup == null)
+ {
+ canvasGroup = go.AddComponent();
+ }
+
+ dotCanvasGroups.Add(canvasGroup);
+ }
+
+ displayedCount = targetCount;
+ }
+
+ private void SetDotVisible(int dotIndex, bool isVisible)
+ {
+ RectTransform dot = dots[dotIndex];
+ if (dot.gameObject.activeSelf != isVisible)
+ {
+ dot.gameObject.SetActive(isVisible);
+ }
+ }
+
+ private float GetDotY(float relativeIndex)
+ {
+ float absRelativeIndex = Mathf.Abs(relativeIndex);
+ if (absRelativeIndex <= 1f)
+ {
+ return -relativeIndex * innerOffset;
+ }
+
+ float scaleRange = Mathf.Max(visibleSongRadius - 1f, 0.0001f);
+ float outerT = Mathf.Clamp01((absRelativeIndex - 1f) / scaleRange);
+ float distance = Mathf.Lerp(innerOffset, outerOffset, outerT);
+ return -Mathf.Sign(relativeIndex) * distance;
+ }
+
+ private float GetDotScale(float absoluteRelativeIndex)
+ {
+ if (absoluteRelativeIndex <= 1f)
+ {
+ return Mathf.Lerp(1f, midScale, absoluteRelativeIndex);
+ }
+
+ float scaleRange = Mathf.Max(visibleSongRadius - 1f, 0.0001f);
+ float outerT = Mathf.Clamp01((absoluteRelativeIndex - 1f) / scaleRange);
+ return Mathf.Lerp(midScale, outerScale, outerT);
+ }
+
+ private float GetDotAlpha(float absoluteRelativeIndex)
+ {
+ if (absoluteRelativeIndex <= 1f)
+ {
+ return Mathf.Lerp(1f, midAlpha, absoluteRelativeIndex);
+ }
+
+ float scaleRange = Mathf.Max(visibleSongRadius - 1f, 0.0001f);
+ float outerT = Mathf.Clamp01((absoluteRelativeIndex - 1f) / scaleRange);
+ return Mathf.Lerp(midAlpha, outerAlpha, outerT);
+ }
+}
diff --git a/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs.meta b/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs.meta
new file mode 100644
index 00000000..22d03a08
--- /dev/null
+++ b/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: b6ebaa592d5a7fc4594d65a24bd0ec76
\ No newline at end of file
diff --git a/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs b/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs
index 030558f0..615f2dbf 100644
--- a/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs
+++ b/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs
@@ -10,34 +10,41 @@ using SLSUtilities.WwiseAssistance;
namespace Ichni.Menu
{
-// 一个完全自定义的列表控制器,实现了拖拽、惯性、边界和吸附
+ // 一个完全自定义的列表控制器,实现了拖拽、惯性、边界和吸附
public partial class SongListControllerUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
- [Title("核心组件")]
+ [Title("核心组件")]
[SerializeField] public RectTransform content;
[SerializeField] public RectTransform viewport;
- [Title("预制体")]
- [SerializeField]
+ [Title("预制体")]
+ [SerializeField]
private GameObject songItemPrefab;
- [Title("对齐与动画")]
+ [Title("对齐与动画")]
[SerializeField] public RectTransform centerPoint;
[SerializeField] private float snapSpeed = 10f;
[SerializeField] private float decelerationRate = 0.15f;
- [Title("平滑度优化")]
- [SerializeField] [Range(1f, 20f)]
+ [Title("平滑度优化")]
+ [SerializeField]
+ [Range(1f, 20f)]
private float dragSmoothing = 16f; // 拖拽平滑度的阻尼值,可在Inspector中调节
- [SerializeField][Range(1f, 20f)]
+ [SerializeField]
+ [Range(1f, 20f)]
private float releaseSmoothing = 4f; // 松手后平滑度的阻尼值,可在Inspector中调节
-
+
[Title("甩动判定")]
[Tooltip("当松手时的速度大于此值,才会被判定为一次“甩动”并产生惯性")]
[SerializeField] private float flickThreshold = 50f;
-
+ [Title("吸附判定")]
+ [Tooltip("当甩动惯性低于这玩意的时候就吸附")]
+ [SerializeField] private float SnapThreshold = 10f;
+ [Tooltip("吸附选项时按当前速度预判的时间,值越大越容易顺着滑动方向吸附到下一首")]
+ [SerializeField] [Min(0f)] private float snapVelocityProjectionTime = 0.12f;
public SongSelectionTab selectedTab;
+
// 内部变量
public List songItems = new List();
private Vector2 velocity;
@@ -47,6 +54,7 @@ namespace Ichni.Menu
private Vector2 targetPosition; // 【新增】内容的目标位置
private float targetX = 1500f;
public bool isDuringSnap = false;
+ private bool isSnapRequested = false;
public RectTransform closestTab;
// 仅供 Story SongBlock 在“下一次初始化列表”时指定初始歌曲;不写入章节缓存,
@@ -82,7 +90,7 @@ namespace Ichni.Menu
_initialSongSelectionOverride = null;
return;
}
-
+
Canvas.ForceUpdateCanvases();
topBound = (songItems.Count * 144f + (songItems.Count - 1) * 60f) - 72f; //topBound中,144为tab高度,60为tab间距,72为tab高度的一半
bottomBound = 72f; //bottomBound中,72为tab高度的一半
@@ -146,14 +154,14 @@ namespace Ichni.Menu
_initialSongSelectionOverride = null;
}
-
+
StartCoroutine(SnapToItem(songItems[songIndex], true));
closestTab = songItems[songIndex];
-
+
targetPosition = content.anchoredPosition;
targetX = -1500f;
}
-
+
private void Update()
{
RectTransform closestItem = closestTab;
@@ -167,7 +175,7 @@ namespace Ichni.Menu
closestItem = item;
}
}
-
+
if (closestItem != null && closestTab != closestItem)
{
closestTab = closestItem;
@@ -181,21 +189,20 @@ namespace Ichni.Menu
// 如果不在拖拽,则处理惯性
// 注意:我们只在 isDragging 为 false 时处理惯性,
// OnEndDrag中已经对速度进行了判断,所以这里的逻辑依然适用
- if (!isDragging && Mathf.Abs(velocity.y) > 0.1f)
+ if (!isDragging && !isDuringSnap && Mathf.Abs(velocity.y) > 0.1f)
{
// 将速度施加于目标位置
targetPosition.y += velocity.y * Time.deltaTime;
// 速度衰减
velocity *= (1 - decelerationRate);
- // 当速度足够小时,停止惯性并触发吸附
- if (Mathf.Abs(velocity.y) <= 0.1f)
+ // 惯性速度回落到吸附范围后,就请求吸附到最近歌曲。
+ if (!isSnapRequested && Mathf.Abs(velocity.y) <= SnapThreshold)
{
- velocity = Vector2.zero;
StartCoroutine(SnapToClosest());
}
}
-
+
// 无论何时,都将Content的实际位置平滑地Lerp到目标位置
float damping = isDragging ? dragSmoothing : releaseSmoothing;
Vector2 finalPosition = Vector2.Lerp(content.anchoredPosition, targetPosition, Time.deltaTime * damping);
@@ -204,15 +211,17 @@ namespace Ichni.Menu
// 每次更新后都施加边界限制
ClampContentPosition();
}
-
+
public void OnBeginDrag(PointerEventData eventData)
{
isDragging = true;
velocity = Vector2.zero;
StopAllCoroutines();
+ isSnapRequested = false;
+ isDuringSnap = false;
// 开始拖拽时,将目标位置与当前位置同步
targetPosition = content.anchoredPosition;
-
+
selectedTab?.SetSelection(false);
selectedTab = null; // 清除当前选中的Tab
@@ -228,7 +237,7 @@ namespace Ichni.Menu
// 【核心修正 #1】计算速度时,只使用Y轴分量
velocity = new Vector2(0, eventData.delta.y / Time.deltaTime);
}
-
+
public void OnEndDrag(PointerEventData eventData)
{
isDragging = false;
@@ -244,7 +253,6 @@ namespace Ichni.Menu
else
{
// 速度很小,是“慢速拖拽”,立即开始吸附
- velocity = Vector2.zero; // 清除残余速度
StartCoroutine(SnapToClosest());
}
}
@@ -255,7 +263,7 @@ namespace Ichni.Menu
targetPosition.y = Mathf.Clamp(targetPosition.y, bottomBound, topBound);
}
}
-
+
public partial class SongListControllerUI
{
public void ClearSongTabs()
@@ -276,8 +284,9 @@ namespace Ichni.Menu
SnapCoroutine = null;
targetPosition = content.anchoredPosition;
isDuringSnap = false;
+ isSnapRequested = false;
}
-
+
public void GenerateSongTabs()
{
ChapterSelectionUnit chapterUnit = ChapterSelectionManager.instance.currentChapter;
@@ -315,7 +324,7 @@ namespace Ichni.Menu
}
}
}
-
+
public void GoToNextTab()
{
if (closestTab != null)
@@ -332,18 +341,79 @@ namespace Ichni.Menu
public partial class SongListControllerUI
{
+ ///
+ /// 列表滚动进度,0 = 第一首,1 = 最后一首。
+ /// 基于 content.anchoredPosition.y 在 bottomBound ~ topBound 区间归一化。
+ ///
+ public float ScrollProgress =>
+ songItems.Count <= 1
+ ? 0f
+ : Mathf.InverseLerp(bottomBound, topBound, content.anchoredPosition.y);
+
+ ///
+ /// 当前列表的连续歌曲索引,0 = 第一首,1 = 第二首。
+ /// 拖动或吸附动画中会返回小数,供外部 UI 跟随歌曲滑动。
+ ///
+ public float ContinuousSongIndex
+ {
+ get
+ {
+ if (songItems.Count <= 1)
+ {
+ return 0f;
+ }
+
+ return Mathf.Clamp(ScrollProgress * (songItems.Count - 1), 0f, songItems.Count - 1);
+ }
+ }
+
+ ///
+ /// 当前列表中的歌曲总数。
+ ///
+ public int SongCount => songItems.Count;
+
private IEnumerator SnapCoroutine;
-
+
// SnapToClosest 和 SnapToItem 这两个协程也需要微调,以确保它们能正确地与新的平滑系统协作
private IEnumerator SnapToClosest()
{
+ if (isSnapRequested)
+ {
+ yield break;
+ }
+
+ isSnapRequested = true;
+
// ... (寻找最近项的逻辑不变) ...
yield return new WaitForEndOfFrame();
+
+ float projectedContentY = Mathf.Clamp(
+ targetPosition.y + velocity.y * snapVelocityProjectionTime,
+ bottomBound,
+ topBound);
+ RectTransform closestItem = FindClosestItemToContentY(projectedContentY);
+
+ velocity = Vector2.zero;
+
+ if (closestItem != null)
+ {
+ yield return SnapToItem(closestItem, false);
+ }
+
+ isSnapRequested = false;
+ }
+
+ private RectTransform FindClosestItemToContentY(float contentY)
+ {
float minDistance = float.MaxValue;
RectTransform closestItem = null;
foreach (RectTransform item in songItems)
{
- float distance = Mathf.Abs(item.position.y - centerPoint.position.y);
+ Vector3 itemLocalPos = viewport.InverseTransformPoint(item.position);
+ Vector3 centerLocalPos = viewport.InverseTransformPoint(centerPoint.position);
+ float localOffsetY = centerLocalPos.y - itemLocalPos.y;
+ float itemTargetY = Mathf.Clamp(content.anchoredPosition.y + localOffsetY, bottomBound, topBound);
+ float distance = Mathf.Abs(itemTargetY - contentY);
if (distance < minDistance)
{
minDistance = distance;
@@ -351,24 +421,22 @@ namespace Ichni.Menu
}
}
- if (closestItem != null)
- {
- yield return SnapToItem(closestItem, false);
- }
+ return closestItem;
}
-
+
public IEnumerator SnapToTab(SongSelectionTab tab)
{
selectedTab?.SetSelection(false);
selectedTab = null; // 清除当前选中的Tab
+ isSnapRequested = false;
if (isDuringSnap && SnapCoroutine != null)
{
StopCoroutine(SnapCoroutine);
}
-
+
SnapCoroutine = SnapToItem(tab.GetComponent(), false);
-
+
yield return StartCoroutine(SnapCoroutine);
}
@@ -378,20 +446,20 @@ namespace Ichni.Menu
{
yield return new WaitForEndOfFrame();
}
-
+
Debug.Log("开始对齐到: " + targetItem.name);
-
+
selectedTab = targetItem.GetComponent();
selectedTab.SetSelection(true);
-
+
SongItemData connectedSong = selectedTab.connectedSong;
MenuManager.instance.songSelectionUIPage.selectedSong = connectedSong;
MenuManager.instance.songSelectionUIPage.selectedSave = GameSaveManager.instance.SongSaveModule.GetSongStatusSave(connectedSong.songName);
-
+
Vector3 closestItemLocalPos = viewport.InverseTransformPoint(targetItem.position);
Vector3 centerPointLocalPos = viewport.InverseTransformPoint(centerPoint.position);
float localOffsetY = centerPointLocalPos.y - closestItemLocalPos.y;
-
+
Vector2 finalTargetPosition = content.anchoredPosition + new Vector2(0, localOffsetY);
finalTargetPosition.y = Mathf.Clamp(finalTargetPosition.y, bottomBound, topBound);
@@ -419,11 +487,11 @@ namespace Ichni.Menu
}
Debug.Log($"已对齐到: {targetItem.GetComponent().songNameText.text}");
-
+
SongSelectionManager.instance.SetPreview(connectedSong, selectedTab.isLocked);
MenuManager.instance.songSelectionUIPage.difficultySelectionContainer.SetUp(connectedSong.difficultyDataList);
MenuManager.instance.songSelectionUIPage.songInfoUI.SetIllustration(connectedSong.illustration, connectedSong.illustratorName);
-
+
isDuringSnap = false;
}
}
diff --git a/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs b/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs
index d639b1df..b8f38faf 100644
--- a/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs
+++ b/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs
@@ -16,10 +16,10 @@ namespace Ichni.Menu
[Tooltip("从选曲页进入当前章节剧情树的按钮。会优先定位当前选中歌曲对应的 SongBlock;未找到时显示剧情开头。")]
public Button enterStoryButton;
-
+
public Gradient2 backgroundFrames;
public float framePositionOffset = -1;
-
+
public SongListControllerUI songListController;
public PlaySongUI playSongUI;
public SongInfoUI songInfoUI;
@@ -47,12 +47,12 @@ namespace Ichni.Menu
MenuInputManager.OnMoveUp += songListController.GoToFormerTab;
MenuInputManager.OnMoveDown += songListController.GoToNextTab;
};
-
+
backButton.onClick.AddListener(ReturnToChapterSelection);
if (enterStoryButton != null)
enterStoryButton.onClick.AddListener(OpenStoryForSelectedSong);
-
+
songInfoUI.SetUp();
}
@@ -93,10 +93,10 @@ namespace Ichni.Menu
private void Start()
{
Sequence framesSeq = DOTween.Sequence();
- framesSeq.Append(DOTween.To(() => framePositionOffset, x => framePositionOffset = x, 1f, 1f)
+ framesSeq.Append(DOTween.To(() => framePositionOffset, x => framePositionOffset = x, 1f, 3f)
.SetEase(Ease.Linear)
.OnUpdate(() => backgroundFrames.Offset = framePositionOffset));
- framesSeq.AppendInterval(4f);
+ framesSeq.AppendInterval(1f);
framesSeq.SetLoops(-1, LoopType.Restart);
framesSeq.Play();
}
diff --git a/Assets/Scripts/UI/StartPage/StartUIPage.cs b/Assets/Scripts/UI/StartPage/StartUIPage.cs
index a1ea1bb3..cdc749a5 100644
--- a/Assets/Scripts/UI/StartPage/StartUIPage.cs
+++ b/Assets/Scripts/UI/StartPage/StartUIPage.cs
@@ -34,7 +34,6 @@ namespace Ichni.UI
peWarningSequence.AppendCallback(() =>
{
peWarningWindow.SetActive(false);
- floatingParticles.Play();
});
peWarningSequence.Play();
}
diff --git a/Assets/Settings/URP-HighFidelity.asset b/Assets/Settings/URP-HighFidelity.asset
index dfc1e51b..36af699e 100644
--- a/Assets/Settings/URP-HighFidelity.asset
+++ b/Assets/Settings/URP-HighFidelity.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:4d4398514f6e7f3df219d1ebd195c58e9c9288085289292c45f5488a669ac130
-size 4594
+oid sha256:bfb5dcd0662706c878767c59db6d31214cd374f5d2cb1c3b0eff4c96171212e7
+size 4596
diff --git a/Assets/Shaders/UI/Shader Graphs_UI_ExpandingContours.mat b/Assets/Shaders/UI/Shader Graphs_UI_ExpandingContours.mat
new file mode 100644
index 00000000..589c193e
--- /dev/null
+++ b/Assets/Shaders/UI/Shader Graphs_UI_ExpandingContours.mat
@@ -0,0 +1,67 @@
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diff --git a/Assets/AddressableAssetsData/link.xml.meta b/Assets/Shaders/UI/Shader Graphs_UI_ExpandingContours.mat.meta
similarity index 52%
rename from Assets/AddressableAssetsData/link.xml.meta
rename to Assets/Shaders/UI/Shader Graphs_UI_ExpandingContours.mat.meta
index b6da806c..64fe3fb5 100644
--- a/Assets/AddressableAssetsData/link.xml.meta
+++ b/Assets/Shaders/UI/Shader Graphs_UI_ExpandingContours.mat.meta
@@ -1,7 +1,8 @@
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diff --git a/Assets/Shaders/UI/UI_ExpandingContours.shadergraph b/Assets/Shaders/UI/UI_ExpandingContours.shadergraph
new file mode 100644
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new file mode 100644
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m_ResourceFile:
m_ListAreaState:
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+ m_LastClickedInstanceID: 142552
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m_IsRenamingFilename: 1
m_TrimLeadingAndTrailingWhitespace: 0
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m_SkipHiddenPackages: 0
m_DirectoriesAreaWidth: 209
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m_Pos:
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m_LockTracker:
m_IsLocked: 0
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m_DynamicPanelContainerData: []
m_OverlaysVisible: 1
m_DynamicPanelBehavior: 0
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- {fileID: 19}
- {fileID: 20}
- {fileID: 21}
- {fileID: 22}
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- {fileID: 0}
m_Settings: {fileID: 0}
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m_PrefName: Preview_InspectorPreview
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---- !u!114 &22
+--- !u!114 &23
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diff --git a/UserSettings/Layouts/default-6000.dwlt b/UserSettings/Layouts/default-6000.dwlt
index 6608f411..381c1cb7 100644
--- a/UserSettings/Layouts/default-6000.dwlt
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+ contents: '{"m_Layout":4,"m_Collapsed":false,"m_Folded":false,"m_Floating":false,"m_FloatingSnapOffset":{"x":0.0,"y":0.0},"m_SnapOffsetDelta":{"x":0.0,"y":0.0},"m_FloatingSnapCorner":0,"m_Size":{"x":0.0,"y":0.0},"m_SizeOverridden":false}'
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