Fix infinite loading

This commit is contained in:
Pedro Gomes 2025-02-12 22:43:02 +00:00
parent 5c617324ae
commit 5a629cb66a
10 changed files with 152 additions and 2670708 deletions

View File

@ -39,7 +39,7 @@ AnimationClip:
m_Curve:
- serializedVersion: 3
time: 0
value: 20
value: 28.5
inSlope: 0
outSlope: 0
tangentMode: 136
@ -60,7 +60,7 @@ AnimationClip:
m_Curve:
- serializedVersion: 3
time: 0
value: 0
value: -33
inSlope: 0
outSlope: 0
tangentMode: 136
@ -138,7 +138,7 @@ AnimationClip:
m_Curve:
- serializedVersion: 3
time: 0
value: 20
value: 28.5
inSlope: 0
outSlope: 0
tangentMode: 136
@ -159,7 +159,7 @@ AnimationClip:
m_Curve:
- serializedVersion: 3
time: 0
value: 0
value: -33
inSlope: 0
outSlope: 0
tangentMode: 136

File diff suppressed because it is too large Load Diff

View File

@ -78,7 +78,7 @@ Material:
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Rotation: 368.0398
- _Rotation: 14.949908
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class AbilityIndexer : MonoBehaviour
@ -45,15 +46,36 @@ public class AbilityIndexer : MonoBehaviour
DontDestroyOnLoad(gameObject);
}
private void OnValidate()
[ContextMenu("Refresh List")]
public void RefrehsList()
{
if (Abilities == null) return;
foreach (BaseAbility baseAbility in Resources.FindObjectsOfTypeAll<BaseAbility>())
{
if (Abilities.Contains(baseAbility)) continue;
Abilities.Clear();
Abilities.Add(baseAbility);
foreach (BaseAbility ability in Resources.LoadAll<BaseAbility>("Abilities"))
{
#if UNITY_EDITOR
if (!AssetDatabase.Contains(ability))
continue; // Skip if not a real asset
#endif
if (!Abilities.Contains(ability))
{
Abilities.Add(ability);
}
}
}
/* private void OnValidate()
{
if (Abilities == null) return;
foreach (BaseAbility baseAbility in Resources.FindObjectsOfTypeAll<BaseAbility>())
{
if (Abilities.Contains(baseAbility)) continue;
Abilities.Add(baseAbility);
}
}*/
}

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class StatusEffectIndexer : MonoBehaviour
@ -45,7 +46,28 @@ public class StatusEffectIndexer : MonoBehaviour
DontDestroyOnLoad(gameObject);
}
private void OnValidate()
[ContextMenu("Refresh List")]
public void RefrehsList()
{
if (StatusEffects == null) return;
StatusEffects.Clear();
foreach (StatusEffect statusEffect in Resources.LoadAll<StatusEffect>("Items"))
{
#if UNITY_EDITOR
if (!AssetDatabase.Contains(statusEffect))
continue; // Skip if not a real asset
#endif
if (!StatusEffects.Contains(statusEffect))
{
StatusEffects.Add(statusEffect);
}
}
}
/*private void OnValidate()
{
if (StatusEffects == null) return;
@ -55,5 +77,5 @@ public class StatusEffectIndexer : MonoBehaviour
StatusEffects.Add(statusEffect);
}
}
}*/
}

View File

@ -1,6 +1,7 @@
using Kryz.CharacterStats.Examples;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ItemIndexer : MonoBehaviour
@ -34,7 +35,28 @@ public class ItemIndexer : MonoBehaviour
DontDestroyOnLoad(gameObject);
}
private void OnValidate()
[ContextMenu("Refresh List")]
public void RefrehsList()
{
if (Items == null) return;
Items.Clear();
foreach (Item item in Resources.LoadAll<Item>("Items"))
{
#if UNITY_EDITOR
if (!AssetDatabase.Contains(item))
continue; // Skip if not a real asset
#endif
if (!Items.Contains(item))
{
Items.Add(item);
}
}
}
/*private void OnValidate()
{
if (Items == null) return;
@ -44,5 +66,5 @@ public class ItemIndexer : MonoBehaviour
Items.Add(item);
}
}
}*/
}

View File

@ -2,7 +2,6 @@ using UnityEngine;
using System.Collections;
using UnityEngine.AI;
[ExecuteInEditMode]
public class MinimapMesh : MonoBehaviour
{
[SerializeField] private GameEvent onMinimapGenerated;
@ -42,11 +41,12 @@ public class MinimapMesh : MonoBehaviour
triangles = NavMesh.CalculateTriangulation();
// Create new mesh with data
if (mesh == null)
mesh = new Mesh();
mesh.vertices = triangles.vertices;
mesh.triangles = triangles.indices;
mesh = new Mesh
{
vertices = triangles.vertices,
triangles = triangles.indices
};
// set to mesh filter

View File

@ -2,10 +2,8 @@
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.ads": "4.4.2",
"com.unity.ai.navigation": "1.1.5",
"com.unity.analytics": "3.8.1",
"com.unity.collab-proxy": "2.4.3",
"com.unity.feature.development": "1.0.1",
"com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",

View File

@ -15,15 +15,6 @@
"com.unity.modules.uielements": "1.0.0"
}
},
"com.unity.ads": {
"version": "4.4.2",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.ai.navigation": {
"version": "1.1.5",
"depth": 0,
@ -43,13 +34,6 @@
},
"url": "https://packages.unity.com"
},
"com.unity.collab-proxy": {
"version": "2.4.3",
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.editorcoroutines": {
"version": "1.0.0",
"depth": 1,