Delayed Property Tooltips (#886)

* add dropdown

yes im really making a pr for something as tiny as this

* can now turn on/off

now for the hard part

* can turn on and off much better

now i can ACTUALLY get the delay working

* it works!!!

currently waits for 400 frames regardless of fps, should probably be changed in the future but it works well enough rn

* Timer waits 1.5 seconds

much better, thanks astrl
This commit is contained in:
Zeo 2024-04-21 16:39:19 -05:00 committed by GitHub
parent 93f7d85198
commit f861be86a3
9 changed files with 1554 additions and 266 deletions

View file

@ -14,8 +14,8 @@ RenderTexture:
m_DownscaleFallback: 0 m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0 m_IsAlphaChannelOptional: 0
serializedVersion: 5 serializedVersion: 5
m_Width: 1057 m_Width: 1249
m_Height: 595 m_Height: 703
m_AntiAliasing: 2 m_AntiAliasing: 2
m_MipCount: -1 m_MipCount: -1
m_DepthStencilFormat: 92 m_DepthStencilFormat: 92

View file

@ -14,8 +14,8 @@ RenderTexture:
m_DownscaleFallback: 0 m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0 m_IsAlphaChannelOptional: 0
serializedVersion: 5 serializedVersion: 5
m_Width: 1585 m_Width: 1873
m_Height: 892 m_Height: 1054
m_AntiAliasing: 1 m_AntiAliasing: 1
m_MipCount: -1 m_MipCount: -1
m_DepthStencilFormat: 92 m_DepthStencilFormat: 92

View file

@ -13155,7 +13155,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 171581557} m_TargetGraphic: {fileID: 171581557}
m_HandleRect: {fileID: 171581556} m_HandleRect: {fileID: 171581556}
m_Direction: 2 m_Direction: 2
m_Value: 0 m_Value: 1
m_Size: 1 m_Size: 1
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
@ -25415,7 +25415,7 @@ MonoBehaviour:
m_HandleRect: {fileID: 1589389271} m_HandleRect: {fileID: 1589389271}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 1
m_Size: 1 m_Size: 0.99995804
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:
@ -30235,6 +30235,8 @@ MonoBehaviour:
background: {fileID: 1585542810} background: {fileID: 1585542810}
text: {fileID: 151438065} text: {fileID: 151438065}
group: {fileID: 1090036112} group: {fileID: 1090036112}
timer: 0
timerActive: 0
--- !u!225 &1090036112 --- !u!225 &1090036112
CanvasGroup: CanvasGroup:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -31578,7 +31580,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0.5} m_AnchorMin: {x: 0, y: 0.5}
m_AnchorMax: {x: 1, y: 0.5} m_AnchorMax: {x: 1, y: 0.5}
m_AnchoredPosition: {x: 0, y: 199.06123} m_AnchoredPosition: {x: 0, y: 122.12238}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 1} m_Pivot: {x: 0.5, y: 1}
--- !u!222 &1154875945 --- !u!222 &1154875945
@ -41324,8 +41326,8 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1220118245} m_TargetGraphic: {fileID: 1220118245}
m_HandleRect: {fileID: 1220118244} m_HandleRect: {fileID: 1220118244}
m_Direction: 2 m_Direction: 2
m_Value: 1 m_Value: 1.0000005
m_Size: 1 m_Size: 0.61358607
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
m_PersistentCalls: m_PersistentCalls:

View file

@ -43,7 +43,8 @@ namespace HeavenStudio.Editor
{ {
instance = this; instance = this;
if (PropertyPrefabs == null) { if (PropertyPrefabs == null)
{
PropertyPrefabs = new() { PropertyPrefabs = new() {
{ typeof(Integer), IntegerP }, { typeof(Integer), IntegerP },
{ typeof(Float), FloatP }, { typeof(Float), FloatP },
@ -151,7 +152,8 @@ namespace HeavenStudio.Editor
{ {
Type typeType = type.GetType(); Type typeType = type.GetType();
GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying) GameObject propertyPrefab = DropdownP; // enum check is hardcoded because enums are awesome (lying)
if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab)) { if (!typeType.IsEnum && !PropertyPrefabs.TryGetValue(typeType, out propertyPrefab))
{
Debug.LogError("Can't make property interface of type: " + typeType); Debug.LogError("Can't make property interface of type: " + typeType);
return null; return null;
} }
@ -160,12 +162,10 @@ namespace HeavenStudio.Editor
input.SetActive(true); input.SetActive(true);
input.transform.localScale = Vector3.one; input.transform.localScale = Vector3.one;
if (tooltip != string.Empty) { if (tooltip != string.Empty)
if (PersistentDataManager.gameSettings.showParamTooltips) { {
Tooltip.AddTooltip(input, tooltip); Tooltip.AddTooltip(input, tooltip, null, PersistentDataManager.gameSettings.showParamTooltips);
} else {
Tooltip.AddTooltip(input, "", tooltip);
}
} }
EventPropertyPrefab property = input.GetComponent<EventPropertyPrefab>(); EventPropertyPrefab property = input.GetComponent<EventPropertyPrefab>();

View file

@ -15,6 +15,8 @@ namespace HeavenStudio.Editor
[SerializeField] private RectTransform background; [SerializeField] private RectTransform background;
[SerializeField] private TMP_Text text; [SerializeField] private TMP_Text text;
[SerializeField] private CanvasGroup group; [SerializeField] private CanvasGroup group;
[SerializeField] private float timer = 0f;
[SerializeField] private bool timerActive = false;
public static Tooltip instance { get; private set; } public static Tooltip instance { get; private set; }
@ -27,6 +29,14 @@ namespace HeavenStudio.Editor
private void Update() private void Update()
{ {
if (timerActive)
{
timer += Time.deltaTime;
if (timer >= 1.5f)
{
group.alpha = 1;
}
}
Vector3 anchoredPosition = Input.mousePosition; Vector3 anchoredPosition = Input.mousePosition;
Camera camera = Editor.instance.EditorCamera; Camera camera = Editor.instance.EditorCamera;
Vector3 canvasScale = Editor.instance.MainCanvas.transform.localScale; Vector3 canvasScale = Editor.instance.MainCanvas.transform.localScale;
@ -56,9 +66,9 @@ namespace HeavenStudio.Editor
rectTransform.anchoredPosition = anchoredPosition / scale; rectTransform.anchoredPosition = anchoredPosition / scale;
} }
public static void OnEnter(string tooltipText, string altTooltipText) public static void OnEnter(string tooltipText, string altTooltipText, int type)
{ {
instance.OnEnterPrivate(tooltipText, altTooltipText); instance.OnEnterPrivate(tooltipText, altTooltipText, type);
} }
public static void OnExit() public static void OnExit()
@ -68,24 +78,64 @@ namespace HeavenStudio.Editor
Editor.instance.tooltipText.ForceMeshUpdate(); Editor.instance.tooltipText.ForceMeshUpdate();
} }
private void OnEnterPrivate(string tooltipText, string altTooltipText) private void OnEnterPrivate(string tooltipText, string altTooltipText, int type)
{ {
Vector2 textSize;
Vector2 paddingSize;
// tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse
// idk the best place to put this comment so i'm putting it everywhere lmao
switch (type)
{
case 0:
group.alpha = 0;
text.text = tooltipText;
text.ForceMeshUpdate();
textSize = text.GetRenderedValues(false);
paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize;
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
Editor.instance.tooltipText.ForceMeshUpdate();
break;
case 1:
group.alpha = 0;
text.text = tooltipText;
text.ForceMeshUpdate();
textSize = text.GetRenderedValues(false);
paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize;
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
Editor.instance.tooltipText.ForceMeshUpdate();
timerActive = true;
break;
case 2:
group.alpha = 1; group.alpha = 1;
text.text = tooltipText; text.text = tooltipText;
text.ForceMeshUpdate(); text.ForceMeshUpdate();
Vector2 textSize = text.GetRenderedValues(false); textSize = text.GetRenderedValues(false);
Vector2 paddingSize = new Vector2(8, 8); paddingSize = new Vector2(8, 8);
background.sizeDelta = textSize + paddingSize; background.sizeDelta = textSize + paddingSize;
Editor.instance.tooltipText.text = altTooltipText.Replace("\n", ""); Editor.instance.tooltipText.text = altTooltipText.Replace("\n", "");
Editor.instance.tooltipText.ForceMeshUpdate(); Editor.instance.tooltipText.ForceMeshUpdate();
break;
}
} }
private void OnExitPrivate() private void OnExitPrivate()
{ {
group.alpha = 0; group.alpha = 0;
timerActive = false;
timer = 0;
} }
private void SetText(string tooltipText) private void SetText(string tooltipText)
@ -99,15 +149,16 @@ namespace HeavenStudio.Editor
background.sizeDelta = textSize + paddingSize; background.sizeDelta = textSize + paddingSize;
} }
public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null) public static void AddTooltip(GameObject g, string tooltipText, string altTooltipText = null, int type = 2)
{ {
// tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse
altTooltipText ??= tooltipText; altTooltipText ??= tooltipText;
EventTrigger et = g.AddComponent<EventTrigger>(); EventTrigger et = g.AddComponent<EventTrigger>();
EventTrigger.Entry pointerEnter = new EventTrigger.Entry(); EventTrigger.Entry pointerEnter = new EventTrigger.Entry();
pointerEnter.eventID = EventTriggerType.PointerEnter; pointerEnter.eventID = EventTriggerType.PointerEnter;
pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText); }); pointerEnter.callback.AddListener((data) => { OnEnter(tooltipText, altTooltipText, type); });
EventTrigger.Entry pointerExit = new EventTrigger.Entry(); EventTrigger.Entry pointerExit = new EventTrigger.Entry();
pointerExit.eventID = EventTriggerType.PointerExit; pointerExit.eventID = EventTriggerType.PointerExit;

View file

@ -132,7 +132,7 @@ namespace HeavenStudio.Common
bool letterboxFxEnable = true, bool letterboxFxEnable = true,
int editorScale = 0, int editorScale = 0,
bool scaleWScreenSize = false, bool scaleWScreenSize = false,
bool showParamTooltips = true, int showParamTooltips = 1,
bool previewNoteSounds = true bool previewNoteSounds = true
) )
{ {
@ -195,7 +195,7 @@ namespace HeavenStudio.Common
public bool discordRPCEnable; public bool discordRPCEnable;
public int editorScale; public int editorScale;
public bool scaleWScreenSize; public bool scaleWScreenSize;
public bool showParamTooltips; public int showParamTooltips;
public bool previewNoteSounds; public bool previewNoteSounds;
// public bool showCornerTooltips; // public bool showCornerTooltips;

View file

@ -3,6 +3,7 @@ using UnityEngine.UI;
using TMPro; using TMPro;
using HeavenStudio.Common; using HeavenStudio.Common;
using System.Runtime.InteropServices;
namespace HeavenStudio.Editor namespace HeavenStudio.Editor
{ {
@ -12,7 +13,7 @@ namespace HeavenStudio.Editor
[SerializeField] Toggle discordRPCCheckbox; [SerializeField] Toggle discordRPCCheckbox;
[SerializeField] Button editorScaleDecre, editorScaleIncre; [SerializeField] Button editorScaleDecre, editorScaleIncre;
[SerializeField] Toggle scaleWSS; [SerializeField] Toggle scaleWSS;
[SerializeField] Toggle paramTooltipsToggle; [SerializeField] TMP_Dropdown paramTooltipsDropdown;
[SerializeField] Toggle previewNoteSoundsToggle; [SerializeField] Toggle previewNoteSoundsToggle;
// [SerializeField] Toggle cornerTooltipsToggle; // [SerializeField] Toggle cornerTooltipsToggle;
@ -21,7 +22,7 @@ namespace HeavenStudio.Editor
cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable; cursorCheckbox.isOn = PersistentDataManager.gameSettings.editorCursorEnable;
discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable; discordRPCCheckbox.isOn = PersistentDataManager.gameSettings.discordRPCEnable;
scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize; scaleWSS.isOn = PersistentDataManager.gameSettings.scaleWScreenSize;
paramTooltipsToggle.isOn = PersistentDataManager.gameSettings.showParamTooltips; paramTooltipsDropdown.value = PersistentDataManager.gameSettings.showParamTooltips;
previewNoteSoundsToggle.isOn = PersistentDataManager.gameSettings.previewNoteSounds; previewNoteSoundsToggle.isOn = PersistentDataManager.gameSettings.previewNoteSounds;
SetDecreIncreInteractable(); SetDecreIncreInteractable();
@ -60,7 +61,8 @@ namespace HeavenStudio.Editor
public void OnParamTooltipsChanged() public void OnParamTooltipsChanged()
{ {
PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsToggle.isOn; // tooltip types: 0 = only corner, 1 = delayed on mouse, 2 = instant on mouse
PersistentDataManager.gameSettings.showParamTooltips = paramTooltipsDropdown.value;
} }
public void OnPreviewNoteSoundsChanged() public void OnPreviewNoteSoundsChanged()

View file

@ -134,5 +134,267 @@ MonoBehaviour:
- Assets/Scripts/Games/Chameleon/Fly.cs - Assets/Scripts/Games/Chameleon/Fly.cs
- Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs - Assets/Scripts/Games/BouncyRoad/BouncyRoad.cs
- Assets/Scripts/Games/Chameleon/Chameleon.cs - Assets/Scripts/Games/Chameleon/Chameleon.cs
- Assets/X-PostProcessing/Effects/DualKawaseBlur/DualKawaseBlur.cs
- Assets/Scripts/LevelEditor/Tooltip.cs
- Assets/X-PostProcessing/Effects/BoxBlur/Editor/BoxBlurEditor.cs
- Assets/X-PostProcessing/Effects/TiltShiftBlurV2/TiltShiftBlurV2.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV4/Editor/GlitchRGBSplitV4Editor.cs
- Assets/X-PostProcessing/Effects/GlitchScanLineJitter/Editor/GlitchScanLineJitterEditor.cs
- Assets/Scripts/Games/Airboarder/Wall.cs
- Assets/Scripts/Games/QuizShow/QuizShow.cs
- Assets/X-PostProcessing/Effects/PixelizeSector/Editor/PixelizeSectorEditor.cs
- Assets/Scripts/Games/SickBeats/SickBeats.cs
- Assets/X-PostProcessing/Effects/KawaseBlur/KawaseBlur.cs
- Assets/Scripts/Games/MonkeyWatch/WatchBackgroundHandler.cs
- Assets/X-PostProcessing/Effects/IrisBlurV2/IrisBlurV2.cs
- Assets/X-PostProcessing/Effects/TentBlur/TentBlur.cs
- Assets/X-PostProcessing/Effects/PixelizeQuad/PixelizeQuad.cs
- Assets/Scripts/Games/Cannery/Can.cs
- Assets/Scripts/Games/TossBoys/TossBoys.cs
- Assets/X-PostProcessing/Utility/XParameterOverride.cs
- Assets/Scripts/LevelEditor/EventSelector/GridGameSelector.cs
- Assets/Scripts/Games/LumBEARjack/LBJCatMove.cs
- Assets/Scripts/Games/CatchyTune/CatchyTune.cs
- Assets/GUIWindows/Scripts/GUIWindow.cs
- Assets/Scripts/Games/Airboarder/ScrollingFloor.cs
- Assets/Scripts/Games/DogNinja/ThrowObject.cs
- Assets/Scripts/Games/BuiltToScaleRvl/Block.cs
- Assets/Scripts/Games/SpaceSoccer/SpaceSoccer.cs
- Assets/X-PostProcessing/Effects/PixelizeLeaf/Editor/PixelizeLeafEditor.cs
- Assets/Shaders/OilPainting/BuiltInSampleScripts/ImageEffectController.cs
- Assets/X-PostProcessing/Effects/RapidOldTVVignette/Editor/RapidOldTVVignetteEditor.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/BoolChartPropertyPrefab.cs
- Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs
- Assets/Scripts/Games/LumBEARjack/LBJBear.cs
- Assets/X-PostProcessing/Effects/SharpenV1/SharpenV1.cs
- Assets/X-PostProcessing/Effects/SharpenV2/Editor/SharpenV2Editor.cs
- Assets/CRTEffects/Scripts/CRTRenderer.cs
- Assets/X-PostProcessing/Effects/GrainyBlur/GrainyBlur.cs
- Assets/Scripts/Games/DJSchool/Student.cs
- Assets/Scripts/Games/LumBEARjack/LumBEARjack.cs
- Assets/Scripts/Games/BasketballGirls/BasketballGirls.cs
- Assets/Scripts/Games/LumBEARjack/LBJBigObject.cs
- Assets/Scripts/Games/BlueBear/BlueBear.cs
- Assets/CRTEffects/Scripts/CRT.cs
- Assets/X-PostProcessing/Effects/SharpenV3/SharpenV3.cs
- Assets/Scripts/LevelEditor/Timeline/TimelineEventObj.cs
- Assets/Scripts/Games/TapTrial/TapTrial.cs
- Assets/Scripts/Games/ShootEmUp/Effect.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/StringPropertyPrefab.cs
- Assets/X-PostProcessing/Effects/GlitchLineBlock/GlitchLineBlock.cs
- Assets/Scripts/Games/LumBEARjack/LBJBaby.cs
- Assets/X-PostProcessing/Effects/GlitchScanLineJitter/GlitchScanLineJitter.cs
- Assets/Scripts/Games/TapTroupe/TapTroupe.cs
- Assets/Scripts/Games/TrickClass/TrickClass.cs
- Assets/Scripts/Games/AirRally/IslandsManager.cs
- Assets/Scripts/Games/CallAndResponseHandler.cs
- Assets/X-PostProcessing/Effects/IrisBlurV2/Editor/IrisBlurV2Editor.cs
- Assets/X-PostProcessing/Effects/GlitchTileJitter/Editor/GlitchTileJitterEditor.cs
- Assets/X-PostProcessing/Effects/BoxBlur/BoxBlur.cs
- Assets/Scripts/Games/DogNinja/SpawnHalves.cs
- Assets/Scripts/Games/PajamaParty/PajamaParty.cs
- Assets/Scripts/LevelEditor/Commands/Block.cs
- Assets/Plugins/Color picker/ColorPreview.cs
- Assets/X-PostProcessing/Effects/GaussianBlur/GaussianBlur.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/ColorPropertyPrefab.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentBleachBypass/ColorAdjustmentBleachBypass.cs
- Assets/X-PostProcessing/Utility/XPostProcessingEnum.cs
- Assets/X-PostProcessing/Effects/GlitchAnalogNoise/Editor/GlitchAnalogNoiseEditor.cs
- Assets/Shaders/OilPainting/BuiltInSampleScripts/ScreenCaptureManager.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentSaturation/Editor/ColorAdjustmentSaturationEditor.cs
- Assets/X-PostProcessing/Effects/ColorReplace/Editor/ColorReplaceEditor.cs
- Assets/X-PostProcessing/Effects/EdgeDetectionRoberts/Editor/EdgeDetectionRobertsEditor.cs
- Assets/X-PostProcessing/Effects/EdgeDetectionScharr/Editor/EdgeDetectionScharrEditor.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV3/ColorAdjustmentContrastV3.cs
- Assets/X-PostProcessing/Effects/EdgeDetectionSobelNeonV2/Editor/EdgeDetectionSobelNeonV2Editor.cs
- Assets/Scripts/Games/MarchingOrders/MarchingOrders.cs
- Assets/Scripts/Games/BouncyRoad/Ball.cs
- Assets/X-PostProcessing/Effects/PixelizeTriangle/PixelizeTriangle.cs
- Assets/X-PostProcessing/Effects/PixelizeHexagonGrid/PixelizeHexagonGrid.cs
- Assets/Scripts/PersistentDataManager.cs
- Assets/X-PostProcessing/Effects/GlitchImageBlockV3/GlitchImageBlockV3.cs
- Assets/Scripts/Games/CoinToss/CoinToss.cs
- Assets/X-PostProcessing/Effects/GlitchImageBlock/GlitchImageBlock.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentTechnicolor/Editor/ColorAdjustmentTechnicolorEditor.cs
- Assets/X-PostProcessing/Effects/ColorReplaceV2/ColorReplaceV2.cs
- Assets/Scripts/Games/ClapTrap/Sword.cs
- Assets/Scripts/Games/SlotMonster/SlotButton.cs
- Assets/X-PostProcessing/Effects/PixelizeLeaf/PixelizeLeaf.cs
- Assets/Scripts/Util/StringUtils.cs
- Assets/X-PostProcessing/Effects/DualGaussianBlur/Editor/DualGaussianBlurEditor.cs
- Assets/Scripts/Games/RapMen/RapMen.cs
- Assets/X-PostProcessing/Effects/IrisBlur/Editor/IrisBlurEditor.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/NumberChartPropertyPrefab.cs
- Assets/Scripts/LevelEditor/RemixPropertiesDialog/PropertyPrefabs/StringChartPropertyPrefab.cs
- Assets/Scripts/Games/BasketballGirls/Ball.cs
- Assets/Scripts/Games/WorkingDough/PlayerEnterDoughBall.cs
- Assets/Scripts/Games/NightWalkAgb/AgbNightWalk.cs
- Assets/X-PostProcessing/Effects/PixelizeQuad/Editor/PixelizeQuadEditor.cs
- Assets/X-PostProcessing/Utility/XPostProcessingUtility.cs
- Assets/Scripts/Games/CheerReaders/CheerReaders.cs
- Assets/X-PostProcessing/Effects/GlitchAnalogNoise/GlitchAnalogNoise.cs
- Assets/Scripts/LevelEditor/Commands/Space.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentWhiteBalance/ColorAdjustmentWhiteBalance.cs
- Assets/X-PostProcessing/Effects/TiltShiftBlurV2/Editor/TiltShiftBlurV2Editor.cs
- Assets/Scripts/Games/DogNinja/DogNinja.cs
- Assets/X-PostProcessing/Effects/GlitchImageBlockV2/Editor/GlitchImageBlockV2Editor.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV2/Editor/ColorAdjustmentContrastV2Editor.cs
- Assets/X-PostProcessing/Effects/GlitchLineBlock/Editor/GlitchLineBlockEditor.cs
- Assets/X-PostProcessing/Effects/PixelizeDiamond/PixelizeDiamond.cs
- Assets/X-PostProcessing/Effects/GlitchScreenJump/GlitchScreenJump.cs
- Assets/X-PostProcessing/Effects/RadialBlur/Editor/RadialBlurEditor.cs
- Assets/X-PostProcessing/Effects/GlitchTileJitter/GlitchTileJitter.cs
- Assets/Scripts/Games/LumBEARjack/LBJMissObject.cs
- Assets/Scripts/LevelEditor/BoxSelection.cs
- Assets/Scripts/Games/ForkLifter/ForkLifter.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV3/Editor/GlitchRGBSplitV3Editor.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentContrast/ColorAdjustmentContrast.cs
- Assets/Scripts/Games/DrummingPractice/DrummingPractice.cs
- Assets/Scripts/LevelEditor/Theme.cs
- Assets/X-PostProcessing/Effects/GlitchImageBlock/Editor/GlitchImageBlockEditor.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV2/GlitchRGBSplitV2.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentContrastV2/ColorAdjustmentContrastV2.cs
- Assets/X-PostProcessing/Effects/GlitchImageBlockV4/Editor/GlitchImageBlockV4Editor.cs
- Assets/Scripts/Games/BuiltToScaleRvl/Square.cs
- Assets/X-PostProcessing/Effects/PixelizeTriangle/Editor/PixelizeTriangleEditor.cs
- Assets/Scripts/Games/MeatGrinder/MeatGrinder.cs
- Assets/Scripts/Games/Cannery/Cannery.cs
- Assets/X-PostProcessing/Effects/GaussianBlur/Editor/GaussianBlurEditor.cs
- Assets/Scripts/Games/ClapTrap/ClapTrap.cs
- Assets/X-PostProcessing/Effects/IrisBlur/IrisBlur.cs
- Assets/X-PostProcessing/Effects/PixelizeHexagon/Editor/PixelizeHexagonEditor.cs
- Assets/X-PostProcessing/Effects/DualTentBlur/Editor/DualTentBlurEditor.cs
- Assets/X-PostProcessing/Effects/GlitchScreenShake/GlitchScreenShake.cs
- Assets/X-PostProcessing/Effects/GrainyBlur/Editor/GrainyBlurEditor.cs
- Assets/Scripts/Games/PowerCalligraphy/Fude.cs
- Assets/Scripts/LevelEditor/EventSelector/PropertyPrefabs/BoolPropertyPrefab.cs
- Assets/X-PostProcessing/Effects/TiltShiftBlur/TiltShiftBlur.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplit/GlitchRGBSplit.cs
- Assets/X-PostProcessing/Effects/ColorReplaceV2/Editor/ColorReplaceV2Editor.cs
- Assets/Shaders/OilPainting/BuiltInSampleScripts/BackgroundManager.cs
- Assets/X-PostProcessing/Effects/DualTentBlur/DualTentBlur.cs
- Assets/Scripts/Common/SuperScroll.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV2/Editor/GlitchRGBSplitV2Editor.cs
- Assets/Scripts/UI/SettingsDialog/Tabs/EditorSettings.cs
- Assets/Scripts/Games/PowerCalligraphy/PowerCalligraphy.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentBrightness/ColorAdjustmentBrightness.cs
- Assets/Scripts/StudioDance/ChoreographyInfo.cs
- Assets/Scripts/Games/LumBEARjack/LBJBomb.cs
- Assets/Scripts/Games/CropStomp/CropStomp.cs
- Assets/Scripts/Games/DrummingPractice/Drummer.cs
- Assets/Scripts/StudioDance/StudioDanceManager.cs
- Assets/X-PostProcessing/Effects/GlitchRGBSplitV4/GlitchRGBSplitV4.cs
- Assets/X-PostProcessing/Effects/EdgeDetectionScharrNeon/Editor/EdgeDetectionScharrNeonEditor.cs
- Assets/Scripts/UI/LeftClickEvent.cs
- Assets/Scripts/Games/LumBEARjack/LBJSmallObject.cs
- Assets/X-PostProcessing/Effects/KawaseBlur/Editor/KawaseBlurEditor.cs
- Assets/Scripts/Games/Ringside/Ringside.cs
- Assets/X-PostProcessing/Effects/ColorAdjustmentBrightness/Editor/ColorAdjustmentBrightnessEditor.cs
- Assets/Scripts/Games/PowerCalligraphy/Writing.cs
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