mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 06:05:10 +00:00
841929b547
* started working on bon odori * bon odori is now playable, just no animations and sounds * bon odori is functional now, just missing the art, better audio and animations * nothing new, my git is always 1 commit behind * Revert "nothing new, my git is always 1 commit behind" This reverts commit b96a70004de5964902f7bc87d819a9e6047e77fb. * changed the background im only commiting because saladplainzone is gonna do the anims now * Accurate BG * Good prefab * finalized player prefab * Finalize Prefab * More animation stuff * Bow anim done * text is now functional, passing the project to AstrlJelly * merging w master branch * text scrolling is ALMOST functional * scrolling is ALMOST ALMOST functional * FINALLY!!!! TEXT SCOLLING IS DONE!!!!! * TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations * minor bug fixes * TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font * i forgor to change the outline on the fonts * Setup * more working on stuff * more testing * more testing * more testing * some fixes * fixes * testing stuff * fixed some things * a few more fixes * more testing * More fixes * bops and animation adjustments * camera stuff! * Implementing placeholder icon * recolorable sky * fix that bug + format arch file also change the script name * oops --------- Co-authored-by: streitixy <danilomeiraivo@gmail.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: minenice55 <star.elementa@gmail.com>
88 lines
No EOL
3.3 KiB
C#
88 lines
No EOL
3.3 KiB
C#
using System;
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public static class AppInfo {
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public const string Version = "1.0.7";
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public static readonly DateTime Date = new DateTime(2024, 03, 04, 16, 30, 24, 733, DateTimeKind.Utc);
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Increase Build Number Automatically
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/// </summary>
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public class BuildNumberUpdater : UnityEditor.Build.IPreprocessBuild
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{
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private static readonly char[] LineDelimiter = {'\n', '\r'};
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/// <summary> File name where info is stored </summary>
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private const string AppInfoFileName = "AppInfo.cs";
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public int callbackOrder {
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get { return 1; }
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}
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void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) {
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var scriptPath = GetScriptPath(AppInfoFileName);
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var version = IncVersion();
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var time = DateTime.UtcNow;
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string date = "new DateTime(" + time.ToString("yyyy, MM, dd, HH, mm, ss, fff") + ", DateTimeKind.Utc)";
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UnityEngine.Debug.LogFormat(
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"OnPreprocessBuild. Modify AppInfo in file={0}, set version={1} and current DateTime",
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scriptPath, version);
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var text = System.IO.File.ReadAllText(scriptPath);
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text = ReplaceText(text, " Version = ", "\"" + version + "\";");
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text = ReplaceText(text, " Date = ", date + ";");
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System.IO.File.WriteAllText(scriptPath, text);
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}
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private static string ReplaceText(string text, string field, string newValue) {
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int v1 = text.IndexOf(field, StringComparison.Ordinal);
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int v2 = text.IndexOfAny(LineDelimiter, v1);
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if (v1 < 0 || v2 < 0)
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throw new Exception("Undefined field=" + field);
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return text.Substring(0, v1 + field.Length) + newValue + text.Substring(v2);
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}
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private static string IncVersion() {
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var bundleVersionSplit = UnityEditor.PlayerSettings.bundleVersion.Split('.');
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int major = 0;
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int minor = 0;
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int subVersion = 0;
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if (bundleVersionSplit.Length >= 1)
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int.TryParse(bundleVersionSplit[0], out major);
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if (bundleVersionSplit.Length >= 2)
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int.TryParse(bundleVersionSplit[1], out minor);
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if (bundleVersionSplit.Length >= 3)
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int.TryParse(bundleVersionSplit[2], out subVersion);
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#if !HEAVENSTUDIO_PROD
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++subVersion;
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#endif
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string version = string.Format("{0}.{1}.{2}", major, minor, subVersion);
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var bundleVersionCode = (major * 100000) + (minor * 1000) + subVersion;
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UnityEditor.PlayerSettings.bundleVersion = version;
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UnityEditor.PlayerSettings.Android.bundleVersionCode = bundleVersionCode;
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UnityEditor.PlayerSettings.macOS.buildNumber = bundleVersionCode.ToString();
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return version;
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}
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private static string GetScriptPath(string fileName) {
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var assets = UnityEditor.AssetDatabase.FindAssets(System.IO.Path.GetFileNameWithoutExtension(fileName));
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string scriptPath = null;
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foreach (var asset in assets) {
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var path = UnityEditor.AssetDatabase.GUIDToAssetPath(asset);
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if (path.EndsWith(".cs")) {
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scriptPath = path;
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break;
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}
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}
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if (string.IsNullOrEmpty(scriptPath))
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throw new Exception("No asset file with name '" + AppInfoFileName + "' found");
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return scriptPath;
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}
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}
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#endif |