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Move to Main Monitor Implements
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Assets/AddressableAssetsData/link.xml.meta

Lines changed: 1 addition & 1 deletion
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Assets/ChineseCharacters.txt

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1-
动画变化时间转场开始舞蹈音量角色置顶会跳头部望向鼠标指针大小保存重总计面数骨骼上限设宠物默认效果菜单质极致非常高中低花圈添加移除语言载模组实验性功能坐在窗口和任务栏此可导带有反作弊的游戏被封号简体繁體文欢迎使用这是一个仍处发阶段应程序如何快速手只要右键点击打选项你以更改或关闭特将让入白名块与自定义型件接下来我介绍若需从等网站得到后并按钮资源管理器择候失败通不问题而因为出了错误着架遇种情况请查看官方说明档些试图修复损坏但未也确確正户责过完成嘿主人样子爱吗嗎放公抱啦啊呀好喂求轻别那把举起尴尬新灯光颜饱度强全局启氛围环境闹钟测制进行垃圾回收于调知道其际屏幕护经桌闲直蔽多逆运学脚适合获取女风格目跟踪灵敏传缺缩略随脊椎步返停心嘻现台偶像哦对决才输呢休息终歇儿就嗯地舒服工喵里安静待约忙碌油很辛苦陪嘘充电扰马卡龙午睡吧枕股甜味做梦软绵感觉掉太去樱古基事提示信渡系统词删聊天历史级級~!…()—{}【】「」[];:‘’“”《》,。?
1+
动画变化时间转场开始舞蹈音量角色置顶会跳头部望向鼠标指针大小保存重总计面数骨骼上限设宠物默认效果菜单质极致非常高中低花圈添加移除语言载模组实验性功能坐在窗口和任务栏此可导带有反作弊的游戏被封号禁简体繁體文欢迎使用这是一个仍处发阶段应程序如何快速手只要右键点击打选项你以更改或关闭特将让入白名块与自定义型件接下来我介绍若需从等网站得到后并按钮资源管理器择候失败通不问题而因为出了错误着架遇种情况请查看官方说明档些试图修复损坏但未也确確正户责过完成嘿主人样子爱吗嗎放公抱啦啊呀好喂求轻别那把举起尴尬新灯光颜饱度强全局启氛围环境闹钟测制进行垃圾回收于调知道其际屏幕护经桌闲直蔽多逆运学脚适合获取女风格目跟踪灵敏传缺缩略随脊椎步返停心嘻现台偶像哦对决才输呢休息终歇儿就嗯地舒服工喵里安静待约忙碌油很辛苦陪嘘充电扰马卡龙午睡吧枕股甜味做梦软绵感觉掉太去樱古基事提示信渡系统词删聊天历史级級~!…()—{}【】「」[];:‘’“”《》,。?

Assets/MATE ENGINE - Fonts/Asia Fonts/ChineseSimplified.asset

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Assets/MATE ENGINE - Scenes/Mate Engine Main.unity

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Original file line numberDiff line numberDiff line change
@@ -11895,7 +11895,7 @@ Light:
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m_Intensity: 1.0879185e-15
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m_Range: 0.5
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m_SpotAngle: 30
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m_InnerSpotAngle: 21.80208
@@ -45156,7 +45156,7 @@ Light:
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serializedVersion: 11
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m_Type: 2
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m_Color: {r: 0, g: 0.44799995, b: 1, a: 1}
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m_Intensity: 2.175837e-15
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m_Range: 1
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m_SpotAngle: 30
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m_InnerSpotAngle: 21.80208
@@ -54453,7 +54453,7 @@ Light:
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serializedVersion: 11
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m_Type: 2
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m_Color: {r: 0, g: 0.44799995, b: 1, a: 1}
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m_Intensity: 1.7453582e-15
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m_Intensity: 1.6318778e-15
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m_Range: 1
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m_SpotAngle: 30
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m_InnerSpotAngle: 21.80208
@@ -56225,6 +56225,7 @@ GameObject:
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- component: {fileID: 1520083671}
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- component: {fileID: 1520083672}
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- component: {fileID: 1520083673}
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- component: {fileID: 1520083674}
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m_Layer: 0
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m_Name: EventSystem
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m_TagString: Untagged
@@ -56298,9 +56299,9 @@ MonoBehaviour:
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actions:
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- label: Move To Main Monitor
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type: 2
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handlerObject: {fileID: 0}
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handlerObject: {fileID: 1520083667}
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toggleField: enableWindowSittingToggle
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methodName: MoveToPrimary
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methodName: Action
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- label: Enable Dancing
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type: 0
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handlerObject: {fileID: 8199926937260908627}
@@ -56375,6 +56376,18 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 498b9399151c1e99fb6dfab00b5fa900, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::TrayIndicator
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--- !u!114 &1520083674
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1520083667}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 7a308ed2892fe6669b596aa4f44cffa9, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::MoveToMainMonitor
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--- !u!1 &1554093025
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GameObject:
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m_ObjectHideFlags: 0
@@ -167417,7 +167430,7 @@ MonoBehaviour:
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groupID: ambi_lights
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exclusiveTags:
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- lights
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fadeCurrentValue: 5.8178606e-16
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fadeCurrentValue: 5.4395926e-16
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fadeTarget: 0
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isFading: 1
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hasYSet: 0
@@ -167441,7 +167454,7 @@ MonoBehaviour:
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groupID: ambi_lights
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exclusiveTags:
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- lights
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fadeCurrentValue: 5.8178606e-16
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fadeCurrentValue: 5.4395926e-16
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fadeTarget: 0
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@@ -167465,7 +167478,7 @@ MonoBehaviour:
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groupID: ambi_lights
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exclusiveTags:
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fadeCurrentValue: 5.8178606e-16
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fadeCurrentValue: 5.4395926e-16
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fadeTarget: 0
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isFading: 1
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hasYSet: 0

Assets/MATE ENGINE - Scripts/AvatarHandlers/AvatarWindowHandler.cs

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@@ -20,6 +20,7 @@ public class AvatarWindowHandler : MonoBehaviour
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public float windowSitYOffset;
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IntPtr _snappedHwnd = IntPtr.Zero;
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Rect _snappedRect;
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IntPtr _unityHwnd = IntPtr.Zero;
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Vector2 lastDesktopPosition;
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readonly List<WindowEntry> cachedWindows = new();
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Vector2 unityPos = GetUnityWindowPosition();
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if (controller.isDragging && !animator.GetBool(IsSitting))
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if (controller.isDragging)
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{
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if (_snappedHwnd == IntPtr.Zero)
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TrySnap(unityPos);
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else if (!IsStillNearSnappedWindow(unityPos))
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if (!animator.GetBool(IsSitting))
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{
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ExitWindowSitting();
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if (_snappedHwnd == IntPtr.Zero)
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TrySnap(unityPos);
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else if (!IsStillNearSnappedWindow(unityPos))
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{
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ExitWindowSitting();
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}
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}
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else
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{
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horizontalOffset = unityPos.x - _snappedRect.x;
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}
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}
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else if (!controller.isDragging && _snappedHwnd != IntPtr.Zero)
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else if (_snappedHwnd != IntPtr.Zero)
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{
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FollowSnappedWindow();
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}
@@ -95,14 +103,14 @@ void TrySnap(Vector2 unityPos)
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{
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if (entry.Hwnd == _unityHwnd) continue;
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WindowManager.Instance.GetWindowRect(entry.Hwnd, out Rect winRect);
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Rect topBar = new Rect(winRect.x, winRect.y, winRect.width, 5 * desktopScale);
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Rect topBar = new Rect(entry.Rect.x, entry.Rect.y, entry.Rect.width, 5 * desktopScale);
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Rect snapRect = new Rect(unityRect.x, unityRect.y + unityRect.height, unityRect.width, snapThreshold * desktopScale);
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if (!snapRect.Overlaps(topBar)) continue;
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_snappedHwnd = entry.Hwnd;
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_snappedRect = entry.Rect;
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animator.SetBool(IsWindowSit, true);
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lastDesktopPosition = unityPos;
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horizontalOffset = unityPos.x - winRect.x;
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horizontalOffset = unityPos.x - entry.Rect.x;
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}
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}
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Assets/MATE ENGINE - Scripts/Lang/Localization/Localization/Languages (UI)_zh-Hans.asset

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@@ -39,11 +39,11 @@ MonoBehaviour:
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m_Metadata:
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m_Items: []
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- m_Id: 11243918188544
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m_Localized: "\u89D2\u8272\u4F1A\u8DF3\u821E"
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m_Localized: "\u542F\u7528\u89D2\u8272\u7684\u821E\u8E48\u529F\u80FD"
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m_Metadata:
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m_Items: []
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- m_Id: 11244643803136
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m_Localized: "\u5934\u90E8\u4F1A\u671B\u5411\u9F20\u6807\u6307\u9488"
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m_Localized: "\u5934\u90E8\u671B\u5411\u9F20\u6807\u6307\u9488"
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m_Metadata:
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m_Items: []
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- m_Id: 11245205839872
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m_Metadata:
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m_Items: []
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- m_Id: 1494416451690496
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m_Localized: "\u6B64\u529F\u80FD\u53EF\u80FD\u5BFC\u81F4\u5728\u5E26\u6709\u53CD\u4F5C\u5F0A\u7684\u6E38\u620F\u4E2D\u88AB\u5C01\u53F7\u3002"
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m_Localized: "\u6B64\u529F\u80FD\u53EF\u80FD\u5BFC\u81F4\u5728\u5E26\u6709\u53CD\u4F5C\u5F0A\u7684\u6E38\u620F\u4E2D\u88AB\u5C01\u7981\u3002"
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m_Metadata:
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- m_Id: 1971210921435136
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using UnityEngine;
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using System.Collections.Generic;
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public class MoveToMainMonitor : MonoBehaviour
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{
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public void Action()
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{
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var displays = new List<DisplayInfo>();
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Screen.GetDisplayLayout(displays);
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var targetDisplay = displays[0];
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var centerPosition = new Vector2Int((targetDisplay.width - Screen.width) / 2, (targetDisplay.height - Screen.height) / 2);
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Screen.MoveMainWindowTo(targetDisplay, centerPosition);
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}
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}

Assets/MATE ENGINE - System Tray/MoveToMainMonitor.cs.meta

Lines changed: 2 additions & 0 deletions
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Assets/StreamingAssets/LLMManager.json

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