Merge branch 'release_1'

This commit is contained in:
minenice55 2024-01-14 02:19:06 -05:00
commit aec5b0b5b4
92 changed files with 354 additions and 819 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class BCCAD : IDataModel
{
public BCCAD Read(byte[] bytes)
{
sheetW = BitConverter.ToUInt16(bytes, 4);
sheetH = BitConverter.ToUInt16(bytes, 6);
// int max = (bytes[8] * 2) + 12;
int max = 64 * bytes[8] + 12;
// note this doesn't account for empty sprites, but I'll get there when i get there
for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
{
ISprite spriteParts_ = new ISprite();
int compare = 0;
for (int j = 0; j < bytes[i]; j++)
{
int ind = i + 4 + (64 * j);
ISpritePart part = new ISpritePart();
part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
part.posX = BitConverter.ToInt16(bytes, ind + 8);
part.posY = BitConverter.ToInt16(bytes, ind + 10);
part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
part.rotation = BitConverter.ToSingle(bytes, ind + 16);
part.flipX = bytes[ind + 18] != (byte)0;
part.flipY = bytes[ind + 20] != (byte)0;
// im sure the values between 20 and 28 are important so remind me to come back to these
part.opacity = bytes[ind + 28];
Debug.Log("offset: " + ind + ", val: " + part.regionX);
spriteParts_.parts.Add(part);
compare += 64;
}
sprites.Add(spriteParts_);
i += compare;
}
return new BCCAD()
{
};
}
/// sprites length bytes start = 12
}
}

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using Starpelly;
namespace Bread2Unity
{
public class Bread2Unity : EditorWindow
{
public const string editorFolderName = "bread2unity";
[MenuItem("Tools/bread2unity")]
public static void ShowWindow()
{
EditorWindow.GetWindow<Bread2Unity>("bread2unity");
}
public void OnGUI()
{
Texture logo = (Texture)AssetDatabase.LoadAssetAtPath($"Assets/Editor/{editorFolderName}/logo.png", typeof(Texture));
GUILayout.Box(logo, new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(60) });
GUILayout.Space(30);
GUIStyle desc = EditorStyles.label;
desc.wordWrap = true;
desc.fontStyle = FontStyle.BoldAndItalic;
GUILayout.Box("bread2unity is a tool built with the purpose of converting RH Megamix and Fever animations to unity. And to generally speed up development by a lot." +
"\nCreated by Starpelly.", desc);
GUILayout.Space(120);
if (GUILayout.Button("Test"))
{
string path = EditorUtility.OpenFilePanel("Open BCCAD File", null, "bccad");
if (path.Length != 0)
{
var fileContent = File.ReadAllBytes(path);
new BCCAD().Read(fileContent);
}
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Bread Download", GUILayout.Height(40)))
{
Application.OpenURL("https://github.com/rhmodding/bread");
}
GUILayout.EndHorizontal();
}
}
}

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Apache License
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class IAnimation
{
public List<IAnimationStep> steps;
}
public class IAnimationStep
{
public ushort spriteIndex;
public ushort delay;
public float stretchX;
public float stretchY;
public float rotation;
public byte opacity;
}
}

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using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class IDataModel
{
public List<ISprite> sprites = new List<ISprite>();
public List<IAnimation> animations = new List<IAnimation>();
public int sheetW;
public int sheetH;
}
}

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using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class ISprite
{
public List<ISpritePart> parts = new List<ISpritePart>();
}
public class ISpritePart
{
public ushort regionX;
public ushort regionY;
public ushort regionW;
public ushort regionH;
public short posX;
public short posY;
public float stretchX;
public float stretchY;
public float rotation;
public bool flipX;
public bool flipY;
public byte opacity;
}
}

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# bread2unity
Rhythm Heaven animation to Unity animation converter

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View file

@ -336,6 +336,10 @@ namespace HeavenStudio
public void ScoreInputAccuracy(double beat, double accuracy, bool late, double time, float weight = 1, bool doDisplay = true)
{
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
if (weight > 0 && MarkerWeight > 0)
{
totalInputs += weight * MarkerWeight;
@ -361,10 +365,6 @@ namespace HeavenStudio
if (SkillStarManager.instance.DoStarJust())
skillStarCollected = true;
}
// push the hit event to the timing display
if (doDisplay)
TimingAccuracyDisplay.instance.MakeAccuracyVfx(time, late);
}
public void DoSectionCompletion(double beat, bool clear, string name, double score)
@ -1121,6 +1121,7 @@ namespace HeavenStudio
if (currentGameO.TryGetComponent<Minigame>(out var minigame))
{
_currentMinigame = minigame;
minigame.minigameName = game;
}
Vector3 originalScale = currentGameO.transform.localScale;
currentGameO.transform.parent = eventCaller.GamesHolder.transform;

View file

@ -7,6 +7,7 @@ using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using System;
using System.Linq;
using Jukebox;
namespace HeavenStudio.Games
{
@ -24,6 +25,8 @@ namespace HeavenStudio.Games
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
[NonSerialized] public string minigameName;
#region Premade Input Actions
protected const int IAEmptyCat = -1;
protected const int IAPressCat = 0;
@ -125,6 +128,11 @@ namespace HeavenStudio.Games
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
// List<RiqEntity> gameSwitches = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= startBeat + timer && c.datamodel.Split("/")[0] == "switchGame");
// if (gameSwitches != null && gameSwitches[^1].datamodel.Split("/")[1] != gameObject.name)
// {
// return null;
// }
GameObject evtObj = new("ActionEvent" + (startBeat + timer));
@ -145,6 +153,8 @@ namespace HeavenStudio.Games
evt.transform.parent = this.transform.parent;
evt.minigame = minigameName;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
@ -161,6 +171,7 @@ namespace HeavenStudio.Games
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
evt.minigame = minigameName;
return evt;
}
@ -174,82 +185,7 @@ namespace HeavenStudio.Games
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputAction, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
return evt;
}
/// <summary>
/// Schedule an Input for a later time in the minigame. Executes the methods put in parameters
/// </summary>
/// <param name="startBeat">When the scheduling started (in beats)</param>
/// <param name="timer">How many beats later should the input be expected</param>
/// <param name="inputType">The type of the input that's expected (Press, Release, A, B, Directions>)</param>
/// <param name="OnHit">Method to run if the Input has been Hit</param>
/// <param name="OnMiss">Method to run if the Input has been Missed</param>
/// <param name="OnBlank">Method to run whenever there's an Input while this is Scheduled (Shouldn't be used too much)</param>
/// <returns></returns>
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleInput(
double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
)
{
GameObject evtObj = new GameObject("ActionEvent" + (startBeat + timer));
evtObj.AddComponent<PlayerActionEvent>();
PlayerActionEvent evt = evtObj.GetComponent<PlayerActionEvent>();
evt.startBeat = startBeat;
evt.timer = timer;
evt.inputType = inputType;
evt.OnHit = OnHit;
evt.OnMiss = OnMiss;
evt.OnBlank = OnBlank;
evt.IsHittable = HittableQuery;
evt.OnDestroy = RemoveScheduledInput;
evt.canHit = true;
evt.enabled = true;
evt.transform.parent = this.transform.parent;
evtObj.SetActive(true);
scheduledInputs.Add(evt);
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleAutoplayInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
evt.autoplayOnly = true;
return evt;
}
[Obsolete("Use Input Action ScheduleInput instead")]
public PlayerActionEvent ScheduleUserInput(double startBeat,
double timer,
InputType inputType,
PlayerActionEvent.ActionEventCallbackState OnHit,
PlayerActionEvent.ActionEventCallback OnMiss,
PlayerActionEvent.ActionEventCallback OnBlank,
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
{
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank, HittableQuery);
evt.noAutoplay = true;
evt.minigame = minigameName;
return evt;
}
@ -401,18 +337,6 @@ namespace HeavenStudio.Games
public virtual void OnGameSwitch(double beat)
{
//Below is a template that can be used for handling previous entities.
//section below is if you only want to look at entities that overlap the game switch
/*
List<RiqEntity> prevEntities = GameManager.instance.Beatmap.Entities.FindAll(c => c.beat <= beat && c.datamodel.Split(0) == [insert game name]);
foreach(RiqEntity entity in prevEntities)
{
if(entity.beat + entity.length >= beat)
{
EventCaller.instance.CallEvent(entity, true);
}
}
*/
}
public virtual void OnTimeChange()

View file

@ -32,6 +32,7 @@ namespace HeavenStudio.Games
public bool canHit = true; //Indicates if you can still hit the cue or not. If set to false, it'll guarantee a miss
public bool enabled = true; //Indicates if the PlayerActionEvent is enabled. If set to false, it'll not trigger any events and destroy itself AFTER it's not relevant anymore
public bool triggersAutoplay = true;
public string minigame;
bool lockedByEvent = false;
bool markForDeletion = false;
@ -89,15 +90,17 @@ namespace HeavenStudio.Games
public void Update()
{
Conductor cond = Conductor.instance;
GameManager gm = GameManager.instance;
if (markForDeletion) CleanUp();
if (!cond.NotStopped()) CleanUp(); // If the song is stopped entirely in the editor, destroy itself as we don't want duplicates
if (noAutoplay && autoplayOnly) autoplayOnly = false;
if (noAutoplay && triggersAutoplay) triggersAutoplay = false;
if (!enabled) return;
if (minigame != GameManager.instance.currentGame) return;
double normalizedTime = GetNormalizedTime();
if (GameManager.instance.autoplay)
if (gm.autoplay && gm.canInput)
{
AutoplayInput(normalizedTime);
return;
@ -179,7 +182,7 @@ namespace HeavenStudio.Games
private void AutoplayInput(double normalizedTime, bool autoPlay = false)
{
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedTime >= 1f - (Time.deltaTime * 0.5f))
{
AutoplayEvent();
if (!autoPlay)
@ -191,6 +194,7 @@ namespace HeavenStudio.Games
private void TimelineAutoplay()
{
if (Editor.Editor.instance == null) return;
if (!GameManager.instance.canInput) return;
if (Editor.Track.Timeline.instance != null && !Editor.Editor.instance.fullscreen)
{
Editor.Track.Timeline.instance.AutoplayBTN.GetComponent<Animator>().Play("Ace", 0, 0);
@ -223,6 +227,11 @@ namespace HeavenStudio.Games
//For the Autoplay
public void AutoplayEvent()
{
if (!GameManager.instance.canInput)
{
CleanUp();
return;
}
if (EnableAutoplayCheat)
{
Hit(0f, 1f);
@ -238,6 +247,7 @@ namespace HeavenStudio.Games
//The state parameter is either -1 -> Early, 0 -> Perfect, 1 -> Late
public void Hit(double state, double time)
{
GameManager gm = GameManager.instance;
if (OnHit != null && enabled)
{
if (canHit)
@ -246,12 +256,15 @@ namespace HeavenStudio.Games
pitchWhenHit = Conductor.instance.SongPitch;
double normalized = time - 1f;
int offset = Mathf.CeilToInt((float)normalized * 1000);
GameManager.instance.AvgInputOffset = offset;
if (gm.canInput)
{
gm.AvgInputOffset = offset;
}
state = System.Math.Max(-1.0, System.Math.Min(1.0, state));
if (countsForAccuracy && !(noAutoplay || autoplayOnly) && isEligible)
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly) && isEligible)
{
GameManager.instance.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
gm.ScoreInputAccuracy(startBeat + timer, TimeToAccuracy(time, pitchWhenHit), time > 1.0, time, weight, true);
if (state >= 1f || state <= -1f)
{
GoForAPerfect.instance.Miss();
@ -319,15 +332,16 @@ namespace HeavenStudio.Games
public void Miss()
{
GameManager gm = GameManager.instance;
CleanUp();
if (OnMiss != null && enabled && !autoplayOnly)
{
OnMiss(this);
}
if (countsForAccuracy && !(noAutoplay || autoplayOnly))
if (countsForAccuracy && gm.canInput && !(noAutoplay || autoplayOnly))
{
GameManager.instance.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
gm.ScoreInputAccuracy(startBeat + timer, 0, true, 2.0, weight, false);
GoForAPerfect.instance.Miss();
SectionMedalsManager.instance.MakeIneligible();
}

View file

@ -285,7 +285,11 @@ namespace HeavenStudio.Games.Loaders
new Param("gcS", false, "Glee Club Guitar (Soshi)", "Will Soshi use the same guitar as in the glee club lessons?")
}
},
});
},
new List<string>() { "ntr", "repeat" },
"ntrrockers", "en",
new List<string>() { "en" }
);
}
}
}

View file

@ -72,7 +72,11 @@ namespace HeavenStudio.Games.Loaders
new Param("amount", new EntityTypes.Integer(3, 5, 3), "Amount")
}
}
});
},
new List<string>() { "ntr", "normal" },
"ntrdiving", "en",
new List<string>() { "en" }
);
}
}
}

View file

@ -103,7 +103,7 @@ namespace HeavenStudio.Games.Loaders
},
},
new List<string>() {"agb", "normal"},
"agbtoss", "en",
"agbtoss", "jp",
new List<string>() {}
);
}

View file

@ -68,7 +68,10 @@ namespace HeavenStudio.Games.Loaders
new Param("ease", EasingFunction.Ease.Linear, "Ease")
}
}
}
},
new List<string>() {"agb", "normal"},
"agbtrampoline", "jp",
new List<string>() {}
);
}
}

View file

@ -37,6 +37,7 @@ namespace HeavenStudio
public static string PlayOpenFile = null;
public static string buildTime = "00/00/0000 00:00:00";
public static string friendlyReleaseName = "Heaven Studio (1.0 Lush)";
public static bool HasShutDown = false;
public static bool discordDuringTesting = false;
@ -127,12 +128,15 @@ namespace HeavenStudio
}
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
PlayerInput.InitInputControllers();
#if UNITY_EDITOR
#if HEAVENSTUDIO_PROD
Starpelly.OS.ChangeWindowTitle("Heaven Studio");
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#elif UNITY_EDITOR
Starpelly.OS.ChangeWindowTitle("Heaven Studio UNITYEDITOR ");
buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
Starpelly.OS.ChangeWindowTitle("Heaven Studio (INDEV) " + Application.buildGUID.Substring(0, 8));
buildTime = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}

View file

@ -108,8 +108,11 @@ namespace HeavenStudio.Editor
AddIcon(minigame);
UpdateEditorStatus(true);
#if HEAVENSTUDIO_PROD
BuildDateDisplay.text = GlobalGameManager.friendlyReleaseName;
#else
BuildDateDisplay.text = GlobalGameManager.buildTime;
#endif
isCursorEnabled = PersistentDataManager.gameSettings.editorCursorEnable;
isDiscordEnabled = PersistentDataManager.gameSettings.discordRPCEnable;
GameManager.instance.CursorCam.enabled = isCursorEnabled;

View file

@ -936,6 +936,7 @@ namespace HeavenStudio.Editor.Track
{
Selections.instance.ClickSelect(marker);
marker.moving = true;
marker.entity.beat = Mathf.Max(MousePos2BeatSnap, 0);
}
else
{

View file

@ -44,6 +44,7 @@ namespace HeavenStudio
[SerializeField] private GameObject playPanel;
[SerializeField] private TMP_Text chartTitleText;
[SerializeField] private TMP_Text chartMapperText;
[SerializeField] private TMP_Text chartIdolText;
[SerializeField] private TMP_Text chartDescText;
[SerializeField] private TMP_Text chartStyleText;
@ -51,6 +52,7 @@ namespace HeavenStudio
[SerializeField] private Selectable defaultSelectable;
[SerializeField] private RectTransform selectedDisplayRect;
[SerializeField] private GameObject selectedDisplayIcon;
[SerializeField] private GameObject[] otherHiddenOnMouse;
private AudioSource musicSource;
@ -91,7 +93,9 @@ namespace HeavenStudio
selectedDisplayAnim = anim;
}
#if UNITY_EDITOR
#if HEAVENSTUDIO_PROD
versionText.text = GlobalGameManager.friendlyReleaseName;
#elif UNITY_EDITOR
versionText.text = "EDITOR";
#else
versionText.text = Application.buildGUID.Substring(0, 8) + " " + AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
@ -163,6 +167,10 @@ namespace HeavenStudio
PlayerInput.CurrentControlStyle = nextController.GetDefaultStyle();
usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch;
selectedDisplayIcon.SetActive(!usingMouse);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(!usingMouse);
}
if ((lastController as InputJoyshock) != null)
{
@ -300,6 +308,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
}
currentSelectable.GetComponent<Button>()?.onClick.Invoke();
}
@ -311,6 +323,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnUp();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -329,6 +345,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnDown();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -347,6 +367,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnLeft();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -365,6 +389,10 @@ namespace HeavenStudio
{
usingMouse = false;
selectedDisplayIcon.SetActive(true);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(true);
}
currentSelectable = currentSelectable.FindSelectableOnRight();
currentSelectable.Select();
SetSelectableRectTarget(currentSelectable);
@ -388,6 +416,10 @@ namespace HeavenStudio
mouseSelectable = selectable;
usingMouse = true;
selectedDisplayIcon.SetActive(false);
foreach (var obj in otherHiddenOnMouse)
{
obj.SetActive(false);
}
}
if (currentSelectable != selectable && usingMouse)
{
@ -490,6 +522,7 @@ namespace HeavenStudio
chartTitleText.text = beatmap["remixtitle"];
chartMapperText.text = beatmap["remixauthor"];
chartDescText.text = beatmap["remixdesc"];
chartIdolText.text = "♪ " + beatmap["idolcredit"];
chartStyleText.text = $"Recommended Control Style: {beatmap["playstyle"].ToString()}";
playPanel.SetActive(true);
@ -524,10 +557,15 @@ namespace HeavenStudio
public void SocialsPressed()
{
snsRevealed = true;
snsVersionText.text = GlobalGameManager.buildTime;
snsPanel.SetActive(true);
// snsRevealed = true;
// #if HEAVENSTUDIO_PROD
// snsVersionText.text = GlobalGameManager.friendlyReleaseName;
// #else
// snsVersionText.text = GlobalGameManager.buildTime;
// #endif
// snsPanel.SetActive(true);
SoundByte.PlayOneShot("ui/UISelect");
Application.OpenURL("https://github.com/RHeavenStudio/HeavenStudio");
// show a panel with our SNS links
}

View file

@ -11,8 +11,6 @@
[![License: GPL v3](https://img.shields.io/badge/License-GPLv3-blue.svg)](https://www.gnu.org/licenses/gpl-3.0)
[YouTube Channel](https://www.youtube.com/channel/UCAb3R-5qyXWOEj8B4vibhxQ)
[itch.io Page](https://rheavenstudio.itch.io/heaven-studio)
[Documentation](https://rheavenstudio.github.io/)