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energysuite's Issues

Elements cannot perform animations when EnergySuite is active on the scene

I just downloaded this example project and noticed that when the "ExampleEnegrySuite" is active on scene i.e. basically when I'm using this solution, elements that have an animation attached stop performing that animation.

I've tried moving an animated UI object with "animObject.localPosition = new position" which didn't work once again, so it is not only movement by the standard Unity animator but using the rect transform of the UI component as well

Please read the below steps to reproduce this behavior and let know if this is expected or not. If it wasn't, do you think it can be solved in any way, cuz it is kind of a real blocker for everyone who wants to use this package and in the same time have animated objects moving around the scene.

Steps to reproduce:

  1. Create new project
  2. Import the EnergySuite Unity package
  3. Open the "EnergySuiteExample" scene
  4. Launch the app to make sure that it works, then stop the app
  5. Add an button element that will play the animation from step 8 on click
  6. Add an image element that holds the following script

`
public Animator anim;

private void Awake()
{
    anim = gameObject.GetComponent<Animator>();
}

public void PlayAnimIn()
{
    anim.SetTrigger("In");
}

`
7. Add an animator to that image element
8. Create an animation with a trigger that launches it with a trigger named "In"
9. Launch the app
10. Click the button from step 5 (the one that should perform the animation)
11. Note that the animation that the image from step 6 has to perform is not started at all
12. Disable the "ExampleEnegrySuite.cs" script element from the "Example" scene object
13. Launch the scene again and click the button from step 5 (the one that should perform the animation)

Same can be reproduced with an EmptyGame object that is not a UI element.

linker command failed with exit code 1 (use -v to see invocation)

When I try to build the game for IOS using xcode 12 its giving me this error.

Undefined symbols for architecture arm64: "__GetCurrentMediaTime", referenced from: _EnergySuiteBehaviour_UpdateCurrentTime_m12C92A54F142FE103211A9382D8C2033B4633EF8 in Assembly-CSharp1.o _iOSBridge_GetCurrentMediaTime_mB004350395AADAEDF1C776C2F4AFB76BC115C021 in Assembly-CSharp1.o _iOSBridge__GetCurrentMediaTime_m91D651934E063627CEB467A408FCA83CC0AA4188 in Assembly-CSharp1.o (maybe you meant: _iOSBridge__GetCurrentMediaTime_m91D651934E063627CEB467A408FCA83CC0AA4188) ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation)

any solutions to fix this?

When i reset the android phone it mess up the count down

I start the app on android phone
I can see that there is about 5 sec left to energy/key to be add
I close the app and restart the phone
i start the app again
I see that now there is 60 mints left (max time is set to 10 secs)

Any ideas on how to fix it?

Request

I love this project but i'm new at programming c# and i need a simple function.

At runtime i need to upgrade MaxValue of a TimeBasedValue.

How i can accomplish this?

Thank you for your time.

Android Release Error

Hi, this is a great package, thanks for publishing. I wanted to share the solution of a problem I had. There is no problem in debug mode but when trying to compile for Android release mode, an IL2CPP error occurs. The error will be resolved if you update "iOSBridge" like that:

using System.Runtime.InteropServices;

namespace EnergySuite
{
    public class iOSBridge
    {

#region Public Methods

#if UNITY_IOS

        [DllImport("__Internal")]

#else

        [DllImport("PluginName")]

#endif
        public static extern void _GetCurrentMediaTime();

        public static void GetCurrentMediaTime()
        {
            _GetCurrentMediaTime();
        }

#endregion

    }
}
    

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