Merge pull request 'maint: clean-up pull (world)' (#6) from world-old into dev

Reviewed-on: #6
This commit was merged in pull request #6.
This commit is contained in:
2025-08-03 02:28:50 +00:00
24 changed files with 61859 additions and 513 deletions

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@@ -6,7 +6,9 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
#if UNITY_EDITOR
using NodeCanvas.Editor;
#endif
using UnityEditor;
namespace Reset {
@@ -32,6 +34,7 @@ namespace Reset {
private EnvironmentObserver observer;
#if UNITY_EDITOR
protected override void OnTaskInspectorGUI(){
BBParameterEditor.ParameterField("Cast Type", castType);
@@ -58,6 +61,7 @@ namespace Reset {
drawGizmosOnlyWhenActive = EditorGUILayout.Toggle("Draw Gizmos Only When Active", drawGizmosOnlyWhenActive);
}
}
#endif
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){

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info: Hover over slider to see tooltip
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@@ -1,108 +0,0 @@
using UnityEngine;
using UnityEditor;
using GD.MinMaxSlider;
[CustomPropertyDrawer(typeof(MinMaxSliderAttribute))]
public class MinMaxSliderDrawer : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label){
var minMaxAttribute = (MinMaxSliderAttribute)attribute;
var propertyType = property.propertyType;
label.tooltip = minMaxAttribute.min.ToString("F2") + " to " + minMaxAttribute.max.ToString("F2");
//PrefixLabel returns the rect of the right part of the control. It leaves out the label section. We don't have to worry about it. Nice!
Rect controlRect = EditorGUI.PrefixLabel(position, label);
Rect[] splittedRect = SplitRect(controlRect,3);
if(propertyType == SerializedPropertyType.Vector2){
EditorGUI.BeginChangeCheck();
Vector2 vector = property.vector2Value;
float minVal = vector.x;
float maxVal = vector.y;
//F2 limits the float to two decimal places (0.00).
minVal = EditorGUI.FloatField(splittedRect[0], float.Parse(minVal.ToString("F2")));
maxVal = EditorGUI.FloatField(splittedRect[2], float.Parse(maxVal.ToString("F2")));
EditorGUI.MinMaxSlider(splittedRect[1], ref minVal, ref maxVal,
minMaxAttribute.min,minMaxAttribute.max);
if(minVal < minMaxAttribute.min){
minVal = minMaxAttribute.min;
}
if(maxVal > minMaxAttribute.max){
maxVal = minMaxAttribute.max;
}
vector = new Vector2(minVal > maxVal ? maxVal : minVal, maxVal);
if(EditorGUI.EndChangeCheck()){
property.vector2Value = vector;
}
}else if(propertyType == SerializedPropertyType.Vector2Int){
EditorGUI.BeginChangeCheck();
Vector2Int vector = property.vector2IntValue;
float minVal = vector.x;
float maxVal = vector.y;
minVal = EditorGUI.FloatField(splittedRect[0], minVal);
maxVal = EditorGUI.FloatField(splittedRect[2], maxVal);
EditorGUI.MinMaxSlider(splittedRect[1], ref minVal, ref maxVal,
minMaxAttribute.min,minMaxAttribute.max);
if(minVal < minMaxAttribute.min){
maxVal = minMaxAttribute.min;
}
if(minVal > minMaxAttribute.max){
maxVal = minMaxAttribute.max;
}
vector = new Vector2Int(Mathf.FloorToInt(minVal > maxVal ? maxVal : minVal), Mathf.FloorToInt(maxVal));
if(EditorGUI.EndChangeCheck()){
property.vector2IntValue = vector;
}
}
}
Rect[] SplitRect(Rect rectToSplit, int n){
Rect[] rects = new Rect[n];
for(int i = 0; i < n; i++){
rects[i] = new Rect(rectToSplit.position.x + (i * rectToSplit.width / n), rectToSplit.position.y, rectToSplit.width / n, rectToSplit.height);
}
int padding = (int)rects[0].width - 40;
int space = 5;
rects[0].width -= padding + space;
rects[2].width -= padding + space;
rects[1].x -= padding;
rects[1].width += padding * 2;
rects[2].x += padding + space;
return rects;
}
}

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@@ -1,16 +0,0 @@
namespace GD.MinMaxSlider
{
using UnityEngine;
public class MinMaxSliderAttribute : PropertyAttribute{
public float min;
public float max;
public MinMaxSliderAttribute(float min, float max)
{
this.min = min;
this.max = max;
}
}
}

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@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GD.MinMaxSlider;
public class MinMaxSliderExample : MonoBehaviour
{
public string info = "Hover over a slider to see a tooltip";
[MinMaxSlider(0,10)]
public Vector2 floatRange = new Vector2(2,8);
[MinMaxSlider(0,10)]
public Vector2Int intRange = new Vector2Int(1,5);
}

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@@ -1,3 +0,0 @@
{
"name": "SimpleMinMaxSlider"
}

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{
"name": "com.guciodevs.simple-min-max-slider",
"displayName": "Simple MinMax Slider",
"description": "Handy small package that adds a simple MinMaxSlider attribute.",
"version": "1.1.2",
"unity": "2018.3",
"license": "MIT",
"dependencies": {
},
"samples": [
{
"displayName": "Example Scene",
"description": "",
"path": "Samples~/SimpleMinMaxSlider Example"
}
]
}

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20
Assets/SinMovement.cs Normal file
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@@ -0,0 +1,20 @@
using UnityEngine;
public class SinMovement : MonoBehaviour{
private float originalY;
public float speed;
public float scale;
public float offset;
void Start(){
originalY = transform.position.y;
offset += Random.Range(-1, 1);
}
// Update is called once per frame
void Update(){
transform.position = transform.position.Flatten(null, originalY + Mathf.Sin((Time.time + offset) * speed) * scale, null);
}
}

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Assets/SwayMovement.cs Normal file
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@@ -0,0 +1,25 @@
using UnityEngine;
public class SwayMovement : MonoBehaviour{
Vector3 originalRot;
public Vector3 swayAmount;
public Vector3 swaySpeed;
private Vector3 offset;
void Start(){
originalRot = transform.rotation.eulerAngles;
offset = new Vector3(Random.Range(-5, 1), Random.Range(-1, 5), Random.Range(-3, 1));
}
// Update is called once per frame
void Update(){
Vector3 sway = new Vector3(
originalRot.x + Mathf.Sin((Time.time + offset.x) * swaySpeed.x) * swayAmount.x,
originalRot.y + Mathf.Sin((Time.time + offset.y) * swaySpeed.y) * swayAmount.y,
originalRot.z + Mathf.Sin((Time.time + offset.z) * swaySpeed.z) * swayAmount.z
);
transform.rotation = Quaternion.Euler(sway);
}
}

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