mirror of
https://github.com/MrUnknownDE/vcc-tools.git
synced 2026-05-06 23:16:06 +02:00
remove sync project ^^
This commit is contained in:
@@ -1,218 +0,0 @@
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using UnityEditor;
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using UnityEngine;
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using System;
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using System.Text;
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using System.Threading;
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using System.Net.WebSockets;
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using System.Threading.Tasks;
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public class LiveSyncPanel : EditorWindow
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{
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private string wsUrl = "ws://localhost:8080";
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private static ClientWebSocket ws;
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private static bool isConnected = false;
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private static CancellationTokenSource cts;
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private Transform lastSelected;
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private bool isNetworkApplying = false;
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[Serializable]
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private class SyncMessage
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{
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public string type;
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public string objectName;
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public Vector3 position;
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public Vector3 eulerAngles;
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public Vector3 localScale;
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}
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[MenuItem("Tools/MrUnknownDE/Live Sync Bridge")]
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public static void ShowWindow()
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{
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GetWindow<LiveSyncPanel>("Live Sync Bridge").minSize = new Vector2(320, 350);
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}
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private void OnEnable()
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{
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wsUrl = EditorPrefs.GetString("LiveSync_WS_URL", "ws://localhost:8080");
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EditorApplication.update += EditorUpdate;
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Selection.selectionChanged += OnSelectionChanged;
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}
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private void OnDisable()
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{
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EditorApplication.update -= EditorUpdate;
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Selection.selectionChanged -= OnSelectionChanged;
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}
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private void OnGUI()
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{
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GUILayout.Space(5);
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// --- 🚧 DICK & FETT: WIP WARNING 🚧 ---
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EditorGUILayout.HelpBox(
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"🚧 WORK IN PROGRESS 🚧\n\n" +
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"This feature is highly experimental and in active development!\n" +
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"Expect bugs, network desyncs, or unexpected behavior.\n\n" +
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"ALWAYS backup your project before starting a Live Session!",
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MessageType.Warning);
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GUILayout.Space(10);
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GUILayout.Label("REAL-TIME MULTI-USER SYNC", EditorStyles.boldLabel);
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GUILayout.Space(10);
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EditorGUI.BeginChangeCheck();
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wsUrl = EditorGUILayout.TextField("WebSocket Server:", wsUrl);
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if (EditorGUI.EndChangeCheck())
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{
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EditorPrefs.SetString("LiveSync_WS_URL", wsUrl);
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}
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GUILayout.Space(15);
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if (!isConnected)
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{
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GUI.backgroundColor = new Color(0.2f, 0.6f, 0.2f);
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if (GUILayout.Button("🔌 Connect Session", GUILayout.Height(40))) Connect();
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}
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else
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{
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GUI.backgroundColor = new Color(0.8f, 0.3f, 0.3f);
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if (GUILayout.Button("🛑 Disconnect", GUILayout.Height(40))) Disconnect();
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GUILayout.Space(15);
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EditorGUILayout.HelpBox("🟢 Connected!\nTransforms are tracked in real-time.\nListening for Git updates...", MessageType.Info);
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}
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GUI.backgroundColor = Color.white;
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}
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private async void Connect()
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{
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if (ws != null && ws.State == WebSocketState.Open) return;
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ws = new ClientWebSocket();
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cts = new CancellationTokenSource();
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try
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{
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await ws.ConnectAsync(new Uri(wsUrl), cts.Token);
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isConnected = true;
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UnityEngine.Debug.Log("Live Sync: Connected to Server!");
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_ = ReceiveLoop();
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}
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catch (Exception e)
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{
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UnityEngine.Debug.LogError("Live Sync: Connection failed. Is the server running? " + e.Message);
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}
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}
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private async void Disconnect()
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{
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if (ws != null)
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{
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cts?.Cancel();
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if (ws.State == WebSocketState.Open) await ws.CloseAsync(WebSocketCloseStatus.NormalClosure, "Client disconnecting", CancellationToken.None);
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ws.Dispose();
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}
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isConnected = false;
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UnityEngine.Debug.Log("Live Sync: Disconnected.");
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}
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private void EditorUpdate()
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{
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if (!isConnected || isNetworkApplying) return;
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if (lastSelected != null && lastSelected.hasChanged)
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{
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SyncMessage msg = new SyncMessage
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{
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type = "TRANSFORM",
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objectName = lastSelected.name,
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position = lastSelected.position,
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eulerAngles = lastSelected.eulerAngles,
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localScale = lastSelected.localScale
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};
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SendMessage(JsonUtility.ToJson(msg));
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lastSelected.hasChanged = false;
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}
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}
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private void OnSelectionChanged()
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{
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if (Selection.activeTransform != null)
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{
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lastSelected = Selection.activeTransform;
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lastSelected.hasChanged = false;
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}
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}
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public static void BroadcastGitUpdate()
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{
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if (!isConnected || ws == null || ws.State != WebSocketState.Open) return;
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SyncMessage msg = new SyncMessage { type = "GIT_PULL" };
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SendMessage(JsonUtility.ToJson(msg));
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UnityEngine.Debug.Log("Live Sync: Broadcasted Git Update signal to team.");
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}
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private static async void SendMessage(string json)
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{
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if (ws == null || ws.State != WebSocketState.Open) return;
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byte[] bytes = Encoding.UTF8.GetBytes(json);
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await ws.SendAsync(new ArraySegment<byte>(bytes), WebSocketMessageType.Text, true, cts.Token);
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}
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private async Task ReceiveLoop()
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{
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byte[] buffer = new byte[2048];
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while (ws.State == WebSocketState.Open)
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{
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try
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{
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var result = await ws.ReceiveAsync(new ArraySegment<byte>(buffer), cts.Token);
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if (result.MessageType == WebSocketMessageType.Text)
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{
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string json = Encoding.UTF8.GetString(buffer, 0, result.Count);
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EditorApplication.delayCall += () => ProcessIncoming(json);
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}
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}
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catch { break; }
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}
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isConnected = false;
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}
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private void ProcessIncoming(string json)
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{
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try
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{
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SyncMessage msg = JsonUtility.FromJson<SyncMessage>(json);
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if (msg.type == "TRANSFORM")
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{
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GameObject target = GameObject.Find(msg.objectName);
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if (target != null)
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{
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isNetworkApplying = true;
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target.transform.position = msg.position;
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target.transform.eulerAngles = msg.eulerAngles;
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target.transform.localScale = msg.localScale;
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target.transform.hasChanged = false;
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isNetworkApplying = false;
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}
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}
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else if (msg.type == "GIT_PULL")
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{
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UnityEngine.Debug.LogWarning("Live Sync: Teammate pushed new files! Starting auto-pull...");
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GitPanel.RunGitCommand("pull --rebase origin HEAD");
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AssetDatabase.Refresh();
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UnityEngine.Debug.Log("Live Sync: Auto-pull complete. Files updated.");
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}
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}
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catch (Exception e)
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{
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UnityEngine.Debug.LogWarning("Live Sync: Failed to parse incoming message. " + e.Message);
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}
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}
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}
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@@ -63,7 +63,6 @@ public class ProTVRoomZone : UdonSharpBehaviour
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}
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}
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else
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else
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{
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{
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// Update Saved Volumes bevor wir beim Spawn abschalten
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UpdateSavedVolumes();
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UpdateSavedVolumes();
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if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
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if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
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@@ -74,10 +73,7 @@ public class ProTVRoomZone : UdonSharpBehaviour
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public override void OnPlayerTriggerEnter(VRCPlayerApi player)
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public override void OnPlayerTriggerEnter(VRCPlayerApi player)
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{
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{
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if (!Utilities.IsValid(player) || !player.isLocal) return;
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if (!Utilities.IsValid(player) || !player.isLocal) return;
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if (localVideoPlayer != null) localVideoPlayer.SetActive(true);
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if (localVideoPlayer != null) localVideoPlayer.SetActive(true);
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// Starte Fade In von 0
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fadeProgress = 0f;
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fadeProgress = 0f;
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fadeState = 1;
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fadeState = 1;
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}
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}
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@@ -85,10 +81,7 @@ public class ProTVRoomZone : UdonSharpBehaviour
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public override void OnPlayerTriggerExit(VRCPlayerApi player)
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public override void OnPlayerTriggerExit(VRCPlayerApi player)
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{
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{
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if (!Utilities.IsValid(player) || !player.isLocal) return;
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if (!Utilities.IsValid(player) || !player.isLocal) return;
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// GANZ WICHTIG: Echte Lautstärke sichern, BEVOR wir faden
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UpdateSavedVolumes();
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UpdateSavedVolumes();
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fadeProgress = 1f;
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fadeProgress = 1f;
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fadeState = -1; // Starte Fade Out
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fadeState = -1; // Starte Fade Out
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}
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}
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@@ -96,7 +89,6 @@ public class ProTVRoomZone : UdonSharpBehaviour
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void Update()
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void Update()
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{
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{
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if (fadeState == 0) return;
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if (fadeState == 0) return;
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if (fadeState == 1) // FADE IN
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if (fadeState == 1) // FADE IN
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{
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{
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fadeProgress += Time.deltaTime / fadeDuration;
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fadeProgress += Time.deltaTime / fadeDuration;
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@@ -110,15 +102,12 @@ public class ProTVRoomZone : UdonSharpBehaviour
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else if (fadeState == -1) // FADE OUT
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else if (fadeState == -1) // FADE OUT
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{
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{
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fadeProgress -= Time.deltaTime / fadeDuration;
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fadeProgress -= Time.deltaTime / fadeDuration;
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if (fadeProgress <= 0f)
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if (fadeProgress <= 0f)
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{
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{
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fadeProgress = 0f;
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fadeProgress = 0f;
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fadeState = 0;
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fadeState = 0;
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// DER PRO-TV FIX:
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// DER PRO-TV FIX:
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// Wir zwingen die Original-Lautstärke in exakt diesem Frame zurück,
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// direkt bevor wir das Objekt deaktivieren. ProTV speichert so den echten Wert!
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RestoreOriginalVolume();
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RestoreOriginalVolume();
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if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
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if (localVideoPlayer != null) localVideoPlayer.SetActive(false);
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@@ -130,15 +119,11 @@ public class ProTVRoomZone : UdonSharpBehaviour
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}
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}
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}
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}
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// --- Hilfsfunktionen für saubereren Code ---
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private void UpdateSavedVolumes()
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private void UpdateSavedVolumes()
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{
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{
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if (audioSources == null) return;
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if (audioSources == null) return;
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for (int i = 0; i < audioSources.Length; i++)
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for (int i = 0; i < audioSources.Length; i++)
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{
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{
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// Wir aktualisieren die gespeicherte Lautstärke nur,
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// wenn sie gerade nicht auf 0 runtergefadet ist.
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if (audioSources[i] != null && audioSources[i].volume > 0.05f)
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if (audioSources[i] != null && audioSources[i].volume > 0.05f)
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{
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{
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savedVolumes[i] = audioSources[i].volume;
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savedVolumes[i] = audioSources[i].volume;
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