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Fix Particle Consistency
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2067a5c7f2
commit
1eea4a520f
2 files changed
+16
-4
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@@ -44,6 +44,9 @@
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<Reference Include="UnityEngine.IMGUIModule">
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<HintPath>$(ADOFAI_PATH)\A Dance of Fire and Ice_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.ParticleSystemModule">
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<HintPath>$(ADOFAI_PATH)\A Dance of Fire and Ice_Data\Managed\UnityEngine.ParticleSystemModule.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.TextRenderingModule">
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<HintPath>$(ADOFAI_PATH)\A Dance of Fire and Ice_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
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</Reference>
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+13
-4
@@ -39,7 +39,7 @@ namespace ADOFAIRenderer
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public static int FrameCountBase;
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public static bool RenderCheck = true;
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public static int SkipCount = 0;
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public static int SkipCount;
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public override void OnInitializeMelon()
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{
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@@ -95,9 +95,9 @@ namespace ADOFAIRenderer
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// 60회 초과 시 최후의 블랙 프레임 삽입하여 전체 파이프라인 마비 방지
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Melon<RenderMod>.Logger.Error($"[Render Skipped] Frame {RenderManager.FrameCount} rendering failed after 60 retries. Supplying black frame.");
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int targetFps = (int)RenderManager.Configuration.TargetFPS;
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int videoFps = (int)RenderManager.Configuration.VideoFPS;
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int num = targetFps % videoFps != 0 ? 1 : targetFps / videoFps;
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var targetFps = (int)RenderManager.Configuration.TargetFPS;
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var videoFps = (int)RenderManager.Configuration.VideoFPS;
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var num = targetFps % videoFps != 0 ? 1 : targetFps / videoFps;
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if (FrameCountForVideo % num == 0)
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{
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@@ -123,6 +123,15 @@ namespace ADOFAIRenderer
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{
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Time.timeScale = (float)(Time.deltaTime / realDeltaTime);
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}
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var array = Object.FindObjectsByType<ParticleSystem>(FindObjectsSortMode.None);
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foreach (var particleSystem in array)
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{
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if (particleSystem.IsAlive(false))
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{
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particleSystem.Simulate(Time.deltaTime, false, false, false);
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}
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}
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}
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public static int FrameCountForVideo;
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