Change Project License to MIT (#700)

* license change

replace unneeded package

* reword this
This commit is contained in:
minenice55
2024-02-16 01:17:16 -05:00
committed by GitHub
parent 172e3850a5
commit dd9a06ad52
153 changed files with 167 additions and 5439 deletions

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@ -3,7 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Starpelly;
using Jukebox;
using HeavenStudio.Util;
using System.Data.Common;
@ -469,7 +468,7 @@ namespace HeavenStudio
{
beat = Mathf.Max(beat, 0);
}
float a = Mathp.Normalize(beat, (float)startBeat, (float)(startBeat + length));
float a = MathUtils.Normalize(beat, (float)startBeat, (float)(startBeat + length));
return a;
}

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@ -5,7 +5,6 @@ using System.Linq;
using UnityEngine;
using UnityEngine.Pool;
using Starpelly;
using Jukebox;
using HeavenStudio.Util;
using HeavenStudio.Games;
@ -979,7 +978,7 @@ namespace HeavenStudio
}
}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == MathUtils.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
}
if (!GetGameInfo(newGame).fxOnly)
@ -1225,8 +1224,8 @@ namespace HeavenStudio
currentGame = game;
if (GetGameInfo(currentGame) != null)
{
colMain = Colors.Hex2RGB(GetGameInfo(currentGame).color);
CircleCursor.SetCursorColors(colMain, Colors.Hex2RGB(GetGameInfo(currentGame).splitColorL), Colors.Hex2RGB(GetGameInfo(currentGame).splitColorR));
colMain = StringUtils.Hex2RGB(GetGameInfo(currentGame).color);
CircleCursor.SetCursorColors(colMain, StringUtils.Hex2RGB(GetGameInfo(currentGame).splitColorL), StringUtils.Hex2RGB(GetGameInfo(currentGame).splitColorR));
if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(colMain, true);
else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
}
@ -1241,7 +1240,7 @@ namespace HeavenStudio
private void SetAmbientGlowToCurrentMinigameColor()
{
if (GetGameInfo(currentGame) != null)
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true);
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(StringUtils.Hex2RGB(GetGameInfo(currentGame).color), true);
}
private bool SongPosLessThanClipLength(float t)

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@ -1,9 +1,11 @@
using Starpelly;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class IslandsManager : MonoBehaviour
@ -37,7 +39,7 @@ namespace HeavenStudio.Games.Scripts_AirRally
endZ = -fullLengthZ * loopMult;
foreach (var island in islands)
{
island.normalizedOffset = 1 - Mathp.Normalize(island.startPos.z, minValueZ, maxValueZ);
island.normalizedOffset = 1 - MathUtils.Normalize(island.startPos.z, minValueZ, maxValueZ);
island.normalizedOffset /= loopMult;
}
}

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@ -1,7 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Starpelly;
namespace HeavenStudio.Games
{

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@ -1,14 +1,7 @@
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using JetBrains.Annotations;
using Starpelly.Transformer;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Rendering;
using static HeavenStudio.EntityTypes;
using static HeavenStudio.Games.CheerReaders;
using Jukebox;
namespace HeavenStudio.Games.Loaders

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@ -5,7 +5,6 @@ using UnityEngine.Audio;
using DG.Tweening;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_DJSchool
{

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@ -2,7 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Starpelly;
using HeavenStudio.Util;

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using NaughtyBezierCurves;
using HeavenStudio.Util;

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@ -4,7 +4,7 @@ using UnityEngine;
using DG.Tweening;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_FirstContact
{

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@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using Starpelly;
using UnityEngine;
using Jukebox;
using Jukebox.Legacy;

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
@ -52,12 +52,12 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
if (realAngle <= 180)
{
float normalizedAngle = Mathp.Normalize(realAngle, 0, 180);
float normalizedAngle = MathUtils.Normalize(realAngle, 0, 180);
x = Mathf.Lerp(0, shadowXRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngle, 180, 360);
float normalizedAngle = MathUtils.Normalize(realAngle, 180, 360);
x = Mathf.Lerp(shadowXRange, 0, normalizedAngle);
}
@ -66,12 +66,12 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
if (realAngleY <= 90)
{
float normalizedAngle = Mathp.Normalize(realAngleY, 0, 90);
float normalizedAngle = MathUtils.Normalize(realAngleY, 0, 90);
y = Mathf.Lerp(0, shadowYRange, normalizedAngle);
}
else
{
float normalizedAngle = Mathp.Normalize(realAngleY, 90, 180);
float normalizedAngle = MathUtils.Normalize(realAngleY, 90, 180);
y = Mathf.Lerp(shadowYRange, 0, normalizedAngle);
}
shadowTrans.localPosition = new Vector3(x, y);

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_MonkeyWatch
{
@ -78,10 +78,10 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
private void SetArrowsToTime(int hours, int minutes, int seconds)
{
float normalizedHour = Mathp.Normalize(hours + (minutes / 60f) + (seconds / 3600f), 0f, 12f);
float normalizedHour = MathUtils.Normalize(hours + (minutes / 60f) + (seconds / 3600f), 0f, 12f);
anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
float normalizedMinute = Mathp.Normalize(minutes + (seconds / 60f), 0, 60);
float normalizedMinute = MathUtils.Normalize(minutes + (seconds / 60f), 0, 60);
anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
}
}

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using Starpelly;
using DG.Tweening;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
@ -253,7 +253,7 @@ namespace HeavenStudio.Games
spawnedHairs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("SmallAppear", 0, 1);
float rot = -58f + 116 * Mathp.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
float rot = -58f + 116 * MathUtils.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = crEvent.beat;
}
@ -263,7 +263,7 @@ namespace HeavenStudio.Games
spawnedLongs.Add(hair);
hair.gameObject.SetActive(true);
hair.GetComponent<Animator>().Play("LongAppear", 0, 1);
float rot = -58f + 116 * Mathp.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
float rot = -58f + 116 * MathUtils.Normalize((float)crEvent.relativeBeat, 0, crHandlerInstance.intervalLength - 1);
hair.transform.eulerAngles = new Vector3(0, 0, rot);
hair.createBeat = crEvent.beat;
}

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@ -4,7 +4,7 @@ using UnityEngine;
using System;
using HeavenStudio.Util;
using Starpelly;
namespace HeavenStudio.Games.Scripts_RhythmTweezers
{

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;

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@ -129,13 +129,10 @@ namespace HeavenStudio
ChangeMasterVolume(PersistentDataManager.gameSettings.masterVolume);
PlayerInput.InitInputControllers();
#if HEAVENSTUDIO_PROD && !UNITY_EDITOR
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");
#endif
}

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@ -1,10 +1,11 @@
using System.Collections.Generic;
using System.Globalization;
using Starpelly;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
namespace HeavenStudio.Editor.Track
{
public class BeatGrid : MonoBehaviour
@ -49,8 +50,8 @@ namespace HeavenStudio.Editor.Track
{
if (Editor.instance.fullscreen) return;
// var x = Mathp.Round2Nearest(contentPosX, Timeline.instance.PixelsPerBeat);
var x = Mathp.Round2Nearest(-scrollRect.content.anchoredPosition.x, Timeline.instance.PixelsPerBeat);
// var x = MathUtils.Round2Nearest(contentPosX, Timeline.instance.PixelsPerBeat);
var x = MathUtils.Round2Nearest(-scrollRect.content.anchoredPosition.x, Timeline.instance.PixelsPerBeat);
var pos = new Vector3(x, transform.localPosition.y, transform.localPosition.z);
transform.localPosition = pos;
rectTransform.anchoredPosition = new Vector3(rectTransform.anchoredPosition.x, rectTransform.anchoredPosition.y, 0);

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@ -1,10 +1,10 @@
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
using HeavenStudio.Editor.Track;
using DG.Tweening;
using Starpelly;
namespace HeavenStudio.Editor
{

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@ -7,9 +7,8 @@ using UnityEngine.UI;
using Newtonsoft.Json;
using TMPro;
using Starpelly;
using HeavenStudio.Common;
using HeavenStudio.Util;
using HeavenStudio.Editor.Track;
namespace HeavenStudio.Editor

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using Jukebox;

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@ -7,8 +7,8 @@ using UnityEngine.EventSystems;
using TMPro;
using DG.Tweening;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor.Track;
using System.Text;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;
using HeavenStudio.Editor;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using System;
using System.Linq;
using TMPro;
using Starpelly;
using HeavenStudio.Util;

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@ -1,6 +1,6 @@
using HeavenStudio.Util;
using HeavenStudio.Editor.Track;
using Newtonsoft.Json;
using Starpelly;
using System;
using System.Collections.Generic;
using UnityEngine;

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@ -5,7 +5,7 @@ using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using Starpelly;
namespace HeavenStudio.Editor.Track
{

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@ -4,8 +4,9 @@ using UnityEngine;
using UnityEngine.UI;
using System;
using HeavenStudio.Util;
using TMPro;
using Starpelly;
using Jukebox;
using Jukebox.Legacy;

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@ -6,11 +6,12 @@ using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using Starpelly;
using Jukebox;
using Newtonsoft.Json;
using System.Linq;
using HeavenStudio.Util;
namespace HeavenStudio.Editor.Track
{
public class Timeline : MonoBehaviour
@ -41,7 +42,7 @@ namespace HeavenStudio.Editor.Track
public float VerticalZoom { get; private set; } = 1.0f;
public float MousePos2Beat { get; private set; }
public float MousePos2Layer { get; private set; }
public float MousePos2BeatSnap => Mathp.Round2Nearest(MousePos2Beat + (SnapInterval() * 0.5f), SnapInterval());
public float MousePos2BeatSnap => HeavenStudio.Util.MathUtils.Round2Nearest(MousePos2Beat + (SnapInterval() * 0.5f), SnapInterval());
public bool MouseInTimeline { get; private set; }
private Vector2 relativeMousePos;
@ -380,11 +381,6 @@ namespace HeavenStudio.Editor.Track
}
}
public static string RandomID()
{
return Starpelly.Random.Strings.RandomString(Starpelly.Enums.Strings.StringType.Alphanumeric, 128);
}
#endregion
private void Update()
@ -435,7 +431,7 @@ namespace HeavenStudio.Editor.Track
var left = leftSide;
var viewportWidth = TimelineScroll.viewport.rect.width;
var localPointRec = Mathf.Lerp(left, left + (viewportWidth / Zoom),
Mathp.Normalize(Input.mousePosition.x, viewportPos.x, viewportPos.x + viewportWidth));
MathUtils.Normalize(Input.mousePosition.x, viewportPos.x, viewportPos.x + viewportWidth));
var xPixels = (localPointRec * incre);
xPixels *= (Zoom);
@ -824,7 +820,7 @@ namespace HeavenStudio.Editor.Track
}
}
int height = 200;
Color col = Colors.Hex2RGB("727272");
Color col = "727272".Hex2RGB();
col.a = 0.25f;
Texture2D tex = new Texture2D(wave.Length, height, TextureFormat.RGBA32, false);
@ -982,7 +978,7 @@ namespace HeavenStudio.Editor.Track
public float SnapToLayer(float y)
{
float size = LayerHeight();
return Mathf.Clamp(Mathp.Round2Nearest(y, size), -size * (LayerCount - 1), 0f);
return Mathf.Clamp(MathUtils.Round2Nearest(y, size), -size * (LayerCount - 1), 0f);
}
public float LayerHeight()
@ -1008,7 +1004,7 @@ namespace HeavenStudio.Editor.Track
}
else
{
float spd = Mathp.Round2Nearest(speed, SpeedSnap);
float spd = MathUtils.Round2Nearest(speed, SpeedSnap);
PlaybackSpeed.transform.GetChild(3).GetComponent<TMP_Text>().text = $"Playback Speed: {spd}x";
Conductor.instance.SetTimelinePitch(spd);
PlaybackSpeed.value = spd;

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@ -1,7 +1,7 @@
using UnityEngine;
using UnityEngine.UI;
using Starpelly;
using Jukebox;
using TMPro;
using System.Linq;
@ -146,7 +146,7 @@ namespace HeavenStudio.Editor.Track
public void UpdateMarker()
{
mouseOver = Timeline.instance.timelineState.selected && Timeline.instance.MouseInTimeline &&
Timeline.instance.MousePos2Beat.IsWithin((float)entity.beat, (float)entity.beat + entity.length) &&
HeavenStudio.Util.MathUtils.IsBetween(Timeline.instance.MousePos2Beat, (float)entity.beat, (float)entity.beat + entity.length) &&
Timeline.instance.MousePos2Layer == (int)entity["track"];
eventLabel.overflowMode = (mouseHovering || moving || resizing || inResizeRegion) ? TextOverflowModes.Overflow : TextOverflowModes.Ellipsis;

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@ -6,7 +6,7 @@ using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.Common;
using HeavenStudio.InputSystem;
using Starpelly;
using System.Linq;
using SFB;
@ -472,7 +472,7 @@ namespace HeavenStudio
public float GetPositionFromBeat(float startBeat, float length)
{
float a = Mathp.Normalize((float)songPosBeat, startBeat, startBeat + length);
float a = MathUtils.Normalize((float)songPosBeat, startBeat, startBeat + length);
return a;
}

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@ -0,0 +1,22 @@
using UnityEngine;
namespace HeavenStudio.Util
{
public static class MathUtils
{
public static float Round2Nearest(float value, float nearest)
{
return Mathf.Round(value / nearest) * nearest;
}
public static float Normalize(float value, float min, float max)
{
return (value - min) / (max - min);
}
public static bool IsBetween(this float value, float min, float max)
{
return value >= min && value <= max;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ecfdacc9bf1519248b0b93009ed2a045
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,7 +1,7 @@
using System;
using System.Collections;
using UnityEngine;
using Starpelly;
namespace HeavenStudio.Util
{
@ -287,7 +287,7 @@ namespace HeavenStudio.Util
while (bendTimer < bendTime)
{
bendTimer += Time.deltaTime;
float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
float normalizedProgress = MathUtils.Normalize(bendTimer, 0, bendTime);
float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, normalizedProgress);
audioSource.pitch = Mathf.Min(currentPitch, bendedPitch);
yield return null;
@ -302,7 +302,7 @@ namespace HeavenStudio.Util
while (bendTimer < bendTime)
{
bendTimer += Time.deltaTime;
float normalizedProgress = Mathp.Normalize(bendTimer, 0, bendTime);
float normalizedProgress = MathUtils.Normalize(bendTimer, 0, bendTime);
float currentPitch = Mathf.Lerp(startingPitch, bendedPitch, 1 - normalizedProgress);
audioSource.pitch = Mathf.Max(currentPitch, pitch);
yield return null;

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@ -1,6 +1,8 @@
using System.Globalization;
using System.Text.RegularExpressions;
using UnityEngine;
namespace HeavenStudio.Util
{
public static class StringUtils
@ -28,5 +30,36 @@ namespace HeavenStudio.Util
"$1 $2"
);
}
public static string Color2Hex(this Color color)
{
Color32 col = (Color32)color;
string hex = col.r.ToString("X2") + col.g.ToString("X2") + col.b.ToString("X2");
return hex;
}
public static Color Hex2RGB(this string hex)
{
if (hex is null or "") return Color.black;
try
{
hex = hex.Replace("0x", "");//in case the string is formatted 0xFFFFFF
hex = hex.Replace("#", "");//in case the string is formatted #FFFFFF
byte a = 255;//assume fully visible unless specified in hex
byte r = byte.Parse(hex.Substring(0, 2), NumberStyles.HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), NumberStyles.HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), NumberStyles.HexNumber);
//Only use alpha if the string has enough characters
if (hex.Length >= 8)
{
a = byte.Parse(hex.Substring(6, 2), NumberStyles.HexNumber);
}
return new Color32(r, g, b, a);
}
catch
{
return Color.black;
}
}
}
}