more fixes

This commit is contained in:
Jan Racek
2026-03-28 01:32:36 +01:00
parent 13ed569eaf
commit a251eeaed5
13 changed files with 83 additions and 53 deletions

8
Data.meta Normal file
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d7e9b1c3e60e2ff48be3cd61902ba6f1
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

BIN
Data/SPLASHLICENSE.DAT Normal file

Binary file not shown.

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 244f6913a02805e4aa3cebdd1240cab7
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -109,6 +109,13 @@ namespace SplashEdit.EditorCode
return Path.Combine(BuildOutputDir, $"scene_{sceneIndex}.splashpack");
}
/// <summary>
/// Default license file path (SPLASHLICENSE.DAT) shipped in the package Data folder.
/// Resolved relative to the Unity project so it works on any machine.
/// </summary>
public static string DefaultLicenseFilePath =>
Path.GetFullPath(Path.Combine("Packages", "net.psxsplash.splashedit", "Data", "SPLASHLICENSE.DAT"));
/// <summary>
/// Gets the loader pack (loading screen) output path for a scene by index.
/// Uses a deterministic naming scheme: scene_0.loading, scene_1.loading, etc.

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@@ -151,7 +151,7 @@ namespace SplashEdit.EditorCode
/// </summary>
public static string LicenseFilePath
{
get => EditorPrefs.GetString(Prefix + "LicenseFilePath", "");
get => EditorPrefs.GetString(Prefix + "LicenseFilePath", SplashBuildPaths.DefaultLicenseFilePath);
set => EditorPrefs.SetString(Prefix + "LicenseFilePath", value);
}

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@@ -18,8 +18,8 @@ namespace SplashEdit.EditorCode
private SerializedProperty _isRepeatable;
private SerializedProperty _cooldownFrames;
private SerializedProperty _showPrompt;
private SerializedProperty _promptCanvasName;
private SerializedProperty _requireLineOfSight;
private SerializedProperty _interactionOffset;
private static readonly string[] ButtonNames =
{
@@ -34,8 +34,8 @@ namespace SplashEdit.EditorCode
_isRepeatable = serializedObject.FindProperty("isRepeatable");
_cooldownFrames = serializedObject.FindProperty("cooldownFrames");
_showPrompt = serializedObject.FindProperty("showPrompt");
_promptCanvasName = serializedObject.FindProperty("promptCanvasName");
_requireLineOfSight = serializedObject.FindProperty("requireLineOfSight");
_interactionOffset = serializedObject.FindProperty("interactionOffset");
}
public override void OnInspectorGUI()
@@ -76,15 +76,35 @@ namespace SplashEdit.EditorCode
EditorGUI.indentLevel--;
}
EditorGUILayout.PropertyField(_showPrompt);
EditorGUILayout.Space(4);
EditorGUILayout.PropertyField(_showPrompt, new GUIContent("Show Prompt Canvas"));
if (_showPrompt.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_promptCanvasName, new GUIContent("Canvas Name"));
if (string.IsNullOrEmpty(_promptCanvasName.stringValue))
{
EditorGUILayout.HelpBox(
"Enter the name of a PSXCanvas that will be shown when the player is in range and hidden when they leave.",
MessageType.Info);
}
if (_promptCanvasName.stringValue != null && _promptCanvasName.stringValue.Length > 15)
{
EditorGUILayout.HelpBox("Canvas name is limited to 15 characters.", MessageType.Warning);
}
EditorGUI.indentLevel--;
}
});
EditorGUILayout.Space(2);
_advancedFoldout = PSXEditorStyles.DrawFoldoutCard("Advanced", _advancedFoldout, () =>
{
EditorGUILayout.PropertyField(_requireLineOfSight);
EditorGUILayout.PropertyField(_interactionOffset);
EditorGUILayout.PropertyField(_requireLineOfSight,
new GUIContent("Require Facing",
"Player must be facing the object to interact. Uses a forward-direction check."));
});
EditorGUILayout.Space(4);

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@@ -1,3 +1,6 @@
// I raged that my scrollwheel was broken while writing this and that's why it's 2 files.
using UnityEngine;
using UnityEditor;
using SplashEdit.RuntimeCode;

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@@ -158,7 +158,7 @@ namespace SplashEdit.EditorCode
if (collType == PSXCollisionType.Static)
{
EditorGUILayout.LabelField(
"<color=#88cc88>Baked into world collision mesh. No runtime cost.</color>",
"<color=#88cc88>Only bakes holes in the navregions</color>",
PSXEditorStyles.RichLabel);
}
else if (collType == PSXCollisionType.Dynamic)

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@@ -18,7 +18,7 @@ namespace SplashEdit.RuntimeCode
/// At export time, the AudioClip is converted to SPU ADPCM and packed
/// into the splashpack for runtime loading.
/// </summary>
[AddComponentMenu("PSX/Audio Clip")]
[AddComponentMenu("PSX/PSX Audio Clip")]
[Icon("Packages/net.psxsplash.splashedit/Icons/PSXAudioClip.png")]
public class PSXAudioClip : MonoBehaviour
{

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@@ -16,7 +16,7 @@ namespace SplashEdit.RuntimeCode
[SerializeField] private float interactionRadius = 2.0f;
[Tooltip("Button that triggers interaction (0-15, matches PS1 button mapping)")]
[SerializeField] private int interactButton = 5; // Default to Cross button
[SerializeField] private int interactButton = 14; // Default to Cross button
[Tooltip("Can this object be interacted with multiple times?")]
[SerializeField] private bool isRepeatable = true;
@@ -24,39 +24,35 @@ namespace SplashEdit.RuntimeCode
[Tooltip("Cooldown between interactions (in frames, 60 = 1 second at NTSC)")]
[SerializeField] private ushort cooldownFrames = 30;
[Tooltip("Show interaction prompt when in range (requires UI system)")]
[SerializeField] private bool showPrompt = true;
[Tooltip("Show a UI canvas when the player is in range")]
[SerializeField] private bool showPrompt = false;
[Tooltip("Name of the PSXCanvas to show when the player is in range")]
[SerializeField] private string promptCanvasName = "";
[Header("Advanced")]
[Tooltip("Require line-of-sight to player for interaction")]
[Tooltip("Require the player to be facing this object to interact")]
[SerializeField] private bool requireLineOfSight = false;
[Tooltip("Custom interaction point offset from object center")]
[SerializeField] private Vector3 interactionOffset = Vector3.zero;
// Public accessors for export
public float InteractionRadius => interactionRadius;
public int InteractButton => interactButton;
public bool IsRepeatable => isRepeatable;
public ushort CooldownFrames => cooldownFrames;
public bool ShowPrompt => showPrompt;
public string PromptCanvasName => promptCanvasName;
public bool RequireLineOfSight => requireLineOfSight;
public Vector3 InteractionOffset => interactionOffset;
private void OnDrawGizmosSelected()
{
// Draw interaction radius
Gizmos.color = new Color(1f, 1f, 0f, 0.3f); // Yellow, semi-transparent
Vector3 center = transform.position + interactionOffset;
Vector3 center = transform.position;
Gizmos.DrawWireSphere(center, interactionRadius);
// Draw filled sphere with lower alpha
Gizmos.color = new Color(1f, 1f, 0f, 0.1f);
Gizmos.DrawSphere(center, interactionRadius);
// Draw interaction point
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(center, 0.1f);
}
}
}

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@@ -311,7 +311,6 @@ namespace SplashEdit.RuntimeCode
atlases = _atlases,
interactables = _interactables,
audioClips = audioExports,
collisionExporter = _collisionExporter,
navRegionBuilder = _navRegionBuilder,
roomBuilder = _roomBuilder,
bvh = _bvh,

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@@ -22,7 +22,6 @@ namespace SplashEdit.RuntimeCode
public TextureAtlas[] atlases;
public PSXInteractable[] interactables;
public AudioClipExport[] audioClips;
public PSXCollisionExporter collisionExporter;
public PSXNavRegionBuilder navRegionBuilder;
public PSXRoomBuilder roomBuilder;
public BVH bvh;
@@ -169,8 +168,8 @@ namespace SplashEdit.RuntimeCode
writer.Write((ushort)scene.sceneType);
writer.Write((ushort)triggerBoxCount); // was pad0
writer.Write((ushort)scene.collisionExporter.MeshCount);
writer.Write((ushort)scene.collisionExporter.TriangleCount);
writer.Write((ushort)0); // collisionMeshCount (removed, kept for binary compat)
writer.Write((ushort)0); // collisionTriCount (removed, kept for binary compat)
writer.Write((ushort)scene.navRegionBuilder.RegionCount);
writer.Write((ushort)scene.navRegionBuilder.PortalCount);
@@ -342,7 +341,7 @@ namespace SplashEdit.RuntimeCode
scene.bvh.WriteToBinary(writer, gte);
// ──────────────────────────────────────────────────────
// Interactable components (24 bytes each)
// Interactable components (28 bytes each)
// ──────────────────────────────────────────────────────
AlignToFourBytes(writer);
foreach (PSXInteractable interactable in scene.interactables)
@@ -353,11 +352,6 @@ namespace SplashEdit.RuntimeCode
float radiusSq = interactable.InteractionRadius * interactable.InteractionRadius;
writer.Write(PSXTrig.ConvertWorldToFixed12(radiusSq / (gte * gte)));
Vector3 offset = interactable.InteractionOffset;
writer.Write(PSXTrig.ConvertWorldToFixed12(offset.x / gte));
writer.Write(PSXTrig.ConvertWorldToFixed12(-offset.y / gte));
writer.Write(PSXTrig.ConvertWorldToFixed12(offset.z / gte));
writer.Write((byte)interactable.InteractButton);
byte flags = 0;
if (interactable.IsRepeatable) flags |= 0x01;
@@ -368,15 +362,14 @@ namespace SplashEdit.RuntimeCode
writer.Write((ushort)0); // currentCooldown (runtime)
writer.Write((ushort)goIndex);
}
// ──────────────────────────────────────────────────────
// World collision soup (version 7+)
// ──────────────────────────────────────────────────────
if (scene.collisionExporter.MeshCount > 0)
{
AlignToFourBytes(writer);
scene.collisionExporter.WriteToBinary(writer, gte);
// Prompt canvas name (16 bytes, null-terminated, zero-padded)
string canvasName = interactable.PromptCanvasName ?? "";
byte[] nameBytes = new byte[16];
int len = System.Math.Min(canvasName.Length, 15);
for (int ci = 0; ci < len; ci++)
nameBytes[ci] = (byte)canvasName[ci];
writer.Write(nameBytes);
}
// ──────────────────────────────────────────────────────

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@@ -114,9 +114,6 @@ namespace SplashEdit.RuntimeCode
// ---- Interactable section ----
report.interactableBytes = (long)scene.interactables.Length * BytesPerInteractable;
// ---- Collision soup ----
report.collisionBytes = EstimateCollisionSize(scene.collisionExporter);
// ---- Nav region data ----
report.navRegionBytes = EstimateNavRegionSize(scene.navRegionBuilder);