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Remove Unneeded RenderTextures (#399)
* remove unneeded render textures * remove debug print * show build guid in parts of app * adjust timing window
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@ -53,12 +53,11 @@ namespace HeavenStudio.Games
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public enum BTSObject { HitPieces, MissPieces, FlyingRod }
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[Header("Camera")]
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public Transform renderQuadTrans;
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public Transform camPivot;
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public Camera camComp;
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[SerializeField] Transform camPos;
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[SerializeField] float cameraFoV;
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[Header("References")]
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public SkinnedMeshRenderer environmentRenderer;
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[SerializeField] SkinnedMeshRenderer environmentRenderer;
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public GameObject flyingRodBase;
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public GameObject movingBlocksBase;
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public GameObject hitPartsBase;
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@ -69,7 +68,7 @@ namespace HeavenStudio.Games
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public Animator elevatorAnim;
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[Header("Properties")]
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public float beltSpeed = 1f;
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[SerializeField] float beltSpeed = 1f;
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private Material beltMaterial;
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private Material[] environmentMaterials;
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@ -87,18 +86,17 @@ namespace HeavenStudio.Games
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environmentMaterials = environmentRenderer.materials;
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beltMaterial = Instantiate(environmentMaterials[8]);
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environmentMaterials[8] = beltMaterial;
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renderQuadTrans.gameObject.SetActive(true);
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var cam = GameCamera.instance.camera;
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var camHeight = 2f * cam.orthographicSize;
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var camWidth = camHeight * cam.aspect;
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renderQuadTrans.localScale = new Vector3(camWidth, camHeight, 1f);
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camComp.depthTextureMode = camComp.depthTextureMode | DepthTextureMode.Depth;
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elevatorAnim.Play("MakeRod", 0, 1f);
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}
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private void Start()
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{
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GameCamera.additionalPosition = camPos.position + (Quaternion.Euler(camPos.eulerAngles) * Vector3.forward * 10f);
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GameCamera.additionalRotEluer = camPos.eulerAngles;
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GameCamera.additionalFoV = cameraFoV;
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}
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List<DynamicBeatmap.DynamicEntity> spawnedBlockEvents = new List<DynamicBeatmap.DynamicEntity>();
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void Update()
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{
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