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- Added test github workflow
- Updated extension for LICENSE - Added CHANGELOG.md to keep track of changes - Renamed TextTransition to TransitionEffect - Added abstract layer in-between Tag and Transition components within MotionProfile - Removed the ability to add new components from MotionCollection to move it into the MotionProfile Editor script - Renamed MotionEffectRegistry to MotionComponentRegistry - Improved MotionCollection API and documentation - Moved and renamed Resources folder to Icons inside Editor folder
1 parent 5291730 commit d6d0716

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-134
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.github/workflows/main.yaml

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name: "Run Tests"
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on: [push, pull_request]
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jobs:
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test-package:
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name: build the project
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runs-on: ubuntu-latest
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steps:
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#Checkout
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- name: Checkout repository
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uses: actions/checkout@v4
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with:
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lfs: true
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#Cache
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- uses: actions/cache@v4
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with:
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path: Library
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key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
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restore-keys: |
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Library-
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# Test
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- name: Run tests
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uses: game-ci/unity-test-runner@v4
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
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UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
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with:
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githubToken: ${{ secrets.GITHUB_TOKEN }}

CHANGELOG.md

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# CHANGELOG
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No major version has been released yet

ToDo.md.meta renamed to CHANGELOG.md.meta

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<engine:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:engine="UnityEngine.UIElements" xmlns:editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
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<engine:VisualElement style="flex-grow: 1;">
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<engine:VisualElement name="elements-list" />
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<engine:Button text="Add" name="add-element-button" />
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</engine:VisualElement>
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</engine:UXML>

Editor/MotionCollection/MotionCollectionEditor.cs

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using BP.TextMotion;
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using System.Linq;
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using System.Reflection;
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using UnityEditor;
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using UnityEditor.UIElements;
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}
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}
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addButton.clicked += () =>
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{
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var menu = new GenericMenu();
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var registry = MotionEffectRegistry.Components;
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foreach (var entry in registry)
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{
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if (Enumerable
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.Range(0, listProp.arraySize)
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.Select(i => listProp.GetArrayElementAtIndex(i).objectReferenceValue)
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.Any(obj => obj != null && obj.GetType() == entry.Type))
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{
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continue;
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}
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menu.AddItem(new GUIContent(entry.DisplayName), false, () =>
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{
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var listTarget = property.serializedObject.targetObject as ScriptableObject;
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Undo.RecordObject(listTarget, "Add Component");
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var inst = ScriptableObject.CreateInstance(entry.Type);
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inst.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
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AssetDatabase.AddObjectToAsset(inst,
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AssetDatabase.GetAssetPath(listTarget));
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listProp.arraySize++;
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var newElem = listProp.GetArrayElementAtIndex(listProp.arraySize - 1);
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newElem.objectReferenceValue = inst;
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property.serializedObject.ApplyModifiedProperties();
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RefreshList();
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});
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}
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menu.ShowAsContext();
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};
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RefreshList();
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return root;
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}

Editor/MotionEffectRegistry.cs renamed to Editor/MotionComponentRegistry.cs

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}
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[InitializeOnLoad]
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internal static class MotionEffectRegistry
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internal static class MotionComponentRegistry
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{
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public static readonly List<MotionComponentDescriptor> Components = new();
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static MotionEffectRegistry() => Init();
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static MotionComponentRegistry() => Init();
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public static void Init()
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{
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