adrian-miasik / unity-pomodoro Goto Github PK
View Code? Open in Web Editor NEWAn open source pomodoro timer app created in Unity ๐
License: GNU General Public License v3.0
An open source pomodoro timer app created in Unity ๐
License: GNU General Public License v3.0
All platforms:
New plan, we're making a new repository. unity-pomodoro-docs
We need to update our wiki to have our most up to date scripts and relevant info
https://github.com/adrian-miasik/unity-pomodoro/wiki/Components-Documentation
## Core Scripts
- [ ] BooleanSlider
- [ ] BooleanToggle
- [x] ClickButton
- [ ] ClickButtonIcon
- [ ] ClickButtonText
- [ ] ThemeElement
- [ ] TimerProgress
## Component Scripts
- [ ] AboutPanel
- [ ] AudioMimic
- [ ] Background
- [ ] CompletionLabel
- [ ] ConfirmationDialog
- [ ] CreditsBubble
- [ ] DigitFormat
- [ ] DigitSeparator
- [ ] DoubleDigit
- [ ] HotkeyDetector
- [ ] LabelledDropdown
- [x] RightButton
- [ ] SettingsPanel
- [ ] Sidebar
- [ ] SidebarRow
- [ ] SocialButtons
- [ ] ThemeSlider
- [ ] UPIcon
- [x] WriteVersionNumber
## Interfaces
- [ ] IColorHook
- [x] ITimerState
## Scriptable Objects
- [ ] ColorScheme
- [ ] Theme
## UWP
- [ ] NotificationManager
I can see that the program is limited to 240fps when in the foreground, however, when in the background, this currently runs uncapped at 1900FPS.
99% of the time, the application is in the background.
Cheers
Icon Images (Vectors?) not being drawn correctly
Tried restarting a couple times but issue is persistent. Doesn't impact funtionality however.
Opening the app, most of the icons are drawn incorrectly. Might be purely apple silicon based? Idk, don't have an Intel based Mac available to test
- Version: 2.4.1
- Mac OS Ventura 13.1 (Macbook Pro 14" model with M1 Pro)
##Edit
Just noticed #104 is about the same issue. But that was android based. So i'm leaving this issue open for now.
Been collaborating with @KingWazzack and through our chats, they've highlighted that this project is missing a code style document.
A document that tells other developers how to stylize/structure their code. A set of standards for writing and designing code to generally maintain a consistent style across the board.
When users are editing the timer digits in setup mode, they can unintentionally toggle the theme slider via the keyboard shortcut bindings.
This is something that came up in our 1.6.0 release discussion.
Thanks for flagging this down @Miles-Larson! ๐
Currently our theme toggle gets triggered when the user presses either of these keys: KeyCode.Alpha1
or KeyCode.Keypad1
.
// Theme switch
if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1))
{
timer.TriggerThemeSwitch();
}
We can address this in multiple ways:
Not quite sure which one I prefer more. But as it stands at the moment, I don't think the theme slider should be bound to the one keys. I think it would be best to find an alternative keybinding.
Note: This means our Keyboard Controls wiki page will need updating.
I also do like option number 2.
It's unlikely that the user intends to change the theme during timer setup, however removing that option feels a bit restricting in regards to accessibility/visibility and keyboard control consistency (i.e. It's not apparent when that specific keyboard binding will be active or not, since there's no feedback indicating that state nor any feedback on preventing that action when it's activated such as a toast popup or error sound). Not the worst offense, and probably won't be noticed most of our users. However, I do think a more appropriate keyboard binding is the better approach. I'll do a bit more thinking on this. Feel free to comment away below if you have an opinion.
Here's a screenshot of the exception
The digit tick animation seems to only play on initial scene load. Managed to noticed this while working on #58. I have a commit there that might fix it, but I'll have to investigate further.
Steam Integration needs to be platform gated for Android. Not compatible/needed.
Waiting for Unity -> Proper UI support for ShaderGraph
As the title says, there is a warning in our project that is associated with our circle ShaderGraph material. The warning follows:
Material Circle doesn't have _Stencil property
UnityEngine.Canvas:SendWillRenderCanvases ()
We are missing the standard stencil properties in our ShaderGraph Circle shader. These are typically found in Unity's built in UI HLSL shaders and looks like this:
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255_ColorMask ("Color Mask", Float) = 15
This warning can be fixed/suppressed by converting the Circle ShaderGraph shader to HLSL and adding the above stencil properties to the shader. Or alternatively, we can wait for Unity to add proper ShaderGraph support for UI based shaders as they road-mapped here: https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/50-ui-integration-with-shader-graph?utm_medium=social&utm_source=portal_share
Think I'm going to wait for Unity to support UI ShaderGraph shaders.
Seems like it'll be coming in Unity version 2023.2 - beta 16.
The timer drops sharply in time remaining when I click away from the window and come back.
- Start the timer.
- Navigate away from the Unity Pomodoro app window (by clicking on another window).
- Return to the Unity Pomodoro app window (by clicking anywhere on the Unity Pom. window).
- The time remaining drops sharply, by a factor of roughly 50% of how long it's been since I was last at the window.
For example, if I start the timer at 25:00, then navigate away at 24:00, then return at 22:00, then the time remaining drops to 21:00.
- Version: 2.1.0
- Windows 11
- In the example above, it ought to simply continue counting down from 22:00 when I come back to Unity Window.
Screen-capture via zoom, saved to personal onedrive: https://1drv.ms/v/s!AmlLolYckglnhKUrtzBvKz1xliE5oA?e=IBNab4
- Love the app! Would greatly appreciate seeing it fixed!
We have no audio / sounds playing when the user interacts with the dropdown component in the settings menu panel. This is because our dropdown doesn't use our core components. We can add the same sounds and locic we have on our click buttons to our "LabelledDropdown.cs" component.
When changing the timer values then navigating to another page. Upon returning to the timer page, the timer values show the defaults instead of the changed timer values. This can be fixed by restarting the timer to show the correct values or by re-switching pages once more. Seems like a refresh bug.
Bug:
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