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8 Commits
fc0bcf0201
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| 0063735802 | |||
| 25236e29e6 | |||
| 16342f1ff4 | |||
| 2715ba7a86 | |||
| 778653994d | |||
| b8d5a52148 | |||
| e8dac480ec | |||
| 394422c500 |
@@ -0,0 +1,6 @@
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|||||||
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using UnityEngine;
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||||||
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||||||
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public class BouncePad : MonoBehaviour
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||||||
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{
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||||||
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public float bounciness = 1;
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||||||
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}
|
||||||
@@ -0,0 +1,2 @@
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|||||||
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fileFormatVersion: 2
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importPhysicalCameras: 1
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importVisibility: 1
|
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importBlendShapes: 1
|
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importCameras: 1
|
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normalSmoothingSource: 0
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importAnimation: 1
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humanDescription:
|
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serializedVersion: 3
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|
human: []
|
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|
skeleton: []
|
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|
armTwist: 0.5
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|
foreArmTwist: 0.5
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upperLegTwist: 0.5
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|
legTwist: 0.5
|
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|
armStretch: 0.05
|
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|
legStretch: 0.05
|
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|
feetSpacing: 0
|
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|
globalScale: 1
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|
rootMotionBoneName:
|
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|
hasTranslationDoF: 0
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|
hasExtraRoot: 0
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|
skeletonHasParents: 1
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|
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
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|
autoGenerateAvatarMappingIfUnspecified: 1
|
||||||
|
animationType: 2
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||||||
|
humanoidOversampling: 1
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|
avatarSetup: 0
|
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|
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
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|
importBlendShapeDeformPercent: 1
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remapMaterialsIfMaterialImportModeIsNone: 0
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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+2
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- {fileID: 6038027350876930962}
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- {fileID: 6038027350876930962}
|
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walkSpeed: 2
|
walkSpeed: 2
|
||||||
sprintMultiplier: 1.5
|
sprintMultiplier: 1.5
|
||||||
gravity: 5
|
gravity: 0.03
|
||||||
rotationSpeed: 40
|
rotationSpeed: 40
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||||||
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jumpHeight: 250
|
||||||
cameraController: {fileID: 5478143440182735446}
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cameraController: {fileID: 5478143440182735446}
|
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--- !u!114 &5478143440182735446
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--- !u!114 &5478143440182735446
|
||||||
MonoBehaviour:
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MonoBehaviour:
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||||||
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|||||||
@@ -0,0 +1,17 @@
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|||||||
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using UnityEngine;
|
||||||
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|
||||||
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public class FastTravelIcon : MonoBehaviour
|
||||||
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{
|
||||||
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public Transform TravelLocation;
|
||||||
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TeleportHandler TeleportHandler;
|
||||||
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|
||||||
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private void Start()
|
||||||
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{
|
||||||
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TeleportHandler = GameObject.FindWithTag("Player").GetComponent<TeleportHandler>();
|
||||||
|
}
|
||||||
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|
||||||
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public void GoToLocation()
|
||||||
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{
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||||||
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TeleportHandler.FastTravel(TravelLocation, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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guid: c3711c2e3d35fde4c8fd02cebc72979d
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@@ -4926,6 +4926,100 @@ ParticleSystemRenderer:
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m_MeshWeighting1: 1
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m_MeshWeighting1: 1
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m_MeshWeighting2: 1
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m_MeshWeighting2: 1
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m_MeshWeighting3: 1
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m_MeshWeighting3: 1
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serializedVersion: 3
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m_Radius: 0.5
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!114 &7545598716694529264
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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- {fileID: 2953567605728542920}
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--- !u!33 &8008322410806594511
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@@ -5087,6 +5182,7 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier: Assembly-CSharp::Tnt
|
m_EditorClassIdentifier: Assembly-CSharp::Tnt
|
||||||
explodeLight: {fileID: 5338768621936571555}
|
explodeLight: {fileID: 5338768621936571555}
|
||||||
explodeParticle: {fileID: 5366483297162523608}
|
explodeParticle: {fileID: 5366483297162523608}
|
||||||
|
explosion: {fileID: 7545598716694529264}
|
||||||
fuseTime: 2
|
fuseTime: 2
|
||||||
explosionLengthTime: 0.2
|
explosionLengthTime: 0.2
|
||||||
--- !u!1 &8211024835675607581
|
--- !u!1 &8211024835675607581
|
||||||
|
|||||||
@@ -0,0 +1,34 @@
|
|||||||
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using UnityEngine;
|
||||||
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|
||||||
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public class MapPlayerIcon : MonoBehaviour
|
||||||
|
{
|
||||||
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public Vector3 RealMapBottomRight;
|
||||||
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public Vector3 RealMapTopLeft;
|
||||||
|
|
||||||
|
RectTransform MapTransform;
|
||||||
|
RectTransform PlayerIconTransform;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
PlayerIconTransform = GetComponent<RectTransform>();
|
||||||
|
MapTransform = PlayerIconTransform.parent.GetComponent<RectTransform>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Vector3 playerPos = GameManager.Instance.PlayerController.transform.position;
|
||||||
|
|
||||||
|
float worldMinX = RealMapTopLeft.x;
|
||||||
|
float worldMaxX = RealMapBottomRight.x;
|
||||||
|
float worldMinZ = RealMapBottomRight.z;
|
||||||
|
float worldMaxZ = RealMapTopLeft.z;
|
||||||
|
|
||||||
|
// translate player position to percentage of map for x and y
|
||||||
|
float normalizedX = Mathf.InverseLerp(worldMinX, worldMaxX, playerPos.x);
|
||||||
|
float normalizedY = Mathf.InverseLerp(worldMinZ, worldMaxZ, playerPos.z);
|
||||||
|
|
||||||
|
// anchor is 0, subtract 0.5 for accurate coords
|
||||||
|
PlayerIconTransform.anchoredPosition = new Vector2((normalizedX - 0.5f) * MapTransform.rect.width, (normalizedY -0.5f) * MapTransform.rect.height);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
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|
fileFormatVersion: 2
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guid: f08acec5e7dc5004a9b3427a8e19b5f4
|
||||||
+10454
-2344
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,5 @@
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|||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using TMPro;
|
||||||
using Unity.VisualScripting.Antlr3.Runtime;
|
using Unity.VisualScripting.Antlr3.Runtime;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using static UnityEngine.GraphicsBuffer;
|
using static UnityEngine.GraphicsBuffer;
|
||||||
@@ -10,15 +11,17 @@ public class PlayerController : MonoBehaviour
|
|||||||
public Tool[] tools;
|
public Tool[] tools;
|
||||||
float toolUseTimestamp = 0;
|
float toolUseTimestamp = 0;
|
||||||
|
|
||||||
public float walkSpeed;
|
public float walkSpeed = 2;
|
||||||
public float sprintMultiplier = 1.5f;
|
public float sprintMultiplier = 1.5f;
|
||||||
public float gravity = 10;
|
public float gravity = 0.05f;
|
||||||
public float rotationSpeed = 15;
|
public float rotationSpeed = 40;
|
||||||
|
public float jumpHeight = 200f;
|
||||||
|
|
||||||
Interactable nearestInteractable;
|
Interactable nearestInteractable;
|
||||||
public CameraController cameraController;
|
public CameraController cameraController;
|
||||||
private CharacterController characterController;
|
private CharacterController characterController;
|
||||||
private Vector3 moveDir;
|
private Vector3 moveDir;
|
||||||
|
private float verticalVelocity;
|
||||||
private bool hasControl = true; // set this to false if we want to stop reading player inputs
|
private bool hasControl = true; // set this to false if we want to stop reading player inputs
|
||||||
private bool canUseTools = true; // set this to false if we want to stop reading player tool use
|
private bool canUseTools = true; // set this to false if we want to stop reading player tool use
|
||||||
private bool isSprinting = false;
|
private bool isSprinting = false;
|
||||||
@@ -40,23 +43,7 @@ void Update()
|
|||||||
// TODO: Move input detection somewhere else
|
// TODO: Move input detection somewhere else
|
||||||
if (Input.GetKeyDown(KeyCode.Escape))
|
if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
{
|
{
|
||||||
if (!paused)
|
TogglePause();
|
||||||
{
|
|
||||||
Cursor.lockState = CursorLockMode.None;
|
|
||||||
Time.timeScale = 0;
|
|
||||||
canUseTools = false;
|
|
||||||
hasControl = false;
|
|
||||||
GameManager.Instance.MenuController.ShowScreen("Pause");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Time.timeScale = 1;
|
|
||||||
canUseTools = true;
|
|
||||||
hasControl = true;
|
|
||||||
GameManager.Instance.MenuController.HideAllScreens();
|
|
||||||
}
|
|
||||||
|
|
||||||
paused = !paused;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (hasControl)
|
if (hasControl)
|
||||||
@@ -69,6 +56,7 @@ void Update()
|
|||||||
|
|
||||||
CheckWeaponChange();
|
CheckWeaponChange();
|
||||||
ApplyWalk();
|
ApplyWalk();
|
||||||
|
TryJump();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (canUseTools)
|
if (canUseTools)
|
||||||
@@ -77,10 +65,44 @@ void Update()
|
|||||||
}
|
}
|
||||||
|
|
||||||
CheckSprint();
|
CheckSprint();
|
||||||
|
ApplySpeed();
|
||||||
ApplyGravity();
|
ApplyGravity();
|
||||||
DoMovement();
|
DoMovement();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TogglePause()
|
||||||
|
{
|
||||||
|
if (!paused)
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
|
Time.timeScale = 0;
|
||||||
|
canUseTools = false;
|
||||||
|
hasControl = false;
|
||||||
|
GameManager.Instance.MenuController.ShowScreen("Pause");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Time.timeScale = 1;
|
||||||
|
canUseTools = true;
|
||||||
|
hasControl = true;
|
||||||
|
GameManager.Instance.MenuController.HideAllScreens();
|
||||||
|
}
|
||||||
|
|
||||||
|
paused = !paused;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Movement Calculation/Input Processing
|
||||||
|
/// <summary>
|
||||||
|
/// If player presses space, jump
|
||||||
|
/// </summary>
|
||||||
|
private void TryJump()
|
||||||
|
{
|
||||||
|
if (characterController.isGrounded && Input.GetKeyDown(KeyCode.Space))
|
||||||
|
{
|
||||||
|
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * -gravity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Checks if shift is being held, isSprinting is true if it is
|
/// Checks if shift is being held, isSprinting is true if it is
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -141,47 +163,28 @@ void ApplyWalk()
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Apply gravity and speed to moveDir
|
/// Apply speed to moveDir
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void ApplyGravity()
|
void ApplySpeed()
|
||||||
{
|
{
|
||||||
if (isSprinting)
|
if (isSprinting)
|
||||||
moveDir *= (walkSpeed * sprintMultiplier);
|
moveDir *= (walkSpeed * sprintMultiplier);
|
||||||
else
|
else
|
||||||
moveDir *= walkSpeed;
|
moveDir *= walkSpeed;
|
||||||
|
|
||||||
moveDir.y += -gravity;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Move character with moveDir
|
/// Apply gravity to moveDir
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void DoMovement()
|
void ApplyGravity()
|
||||||
{
|
{
|
||||||
characterController.Move(moveDir * Time.deltaTime);
|
// Makes sure we're grounded (built-in character controller is wonky)
|
||||||
}
|
if (characterController.isGrounded && verticalVelocity < 0)
|
||||||
|
{
|
||||||
|
verticalVelocity = -2f;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
verticalVelocity += -gravity;
|
||||||
/// Pass movement into character controller, lets us expose function without exposing
|
|
||||||
/// whole char controller
|
|
||||||
/// </summary>
|
|
||||||
public void CharacterControllerMove(Vector3 movement)
|
|
||||||
{
|
|
||||||
characterController.Move(movement);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Auto-walk the character in the specified direction. Uses character's walk
|
|
||||||
/// speed and camera rotation (per-frame)
|
|
||||||
/// </summary>
|
|
||||||
public void WalkInDirection(Vector3 direction)
|
|
||||||
{
|
|
||||||
Vector3 forwardDir = direction;
|
|
||||||
forwardDir.y = 0; // don't move on the y axis
|
|
||||||
|
|
||||||
forwardDir *= walkSpeed;
|
|
||||||
|
|
||||||
characterController.Move(forwardDir * Time.deltaTime);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -292,61 +295,13 @@ void TryInteract()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
Interactable interactable = other.GetComponent<Interactable>();
|
|
||||||
|
|
||||||
// store nearest interactable if it exists
|
|
||||||
if (interactable != null)
|
|
||||||
{
|
|
||||||
nearestInteractable = interactable;
|
|
||||||
interactable.MoveInsideRange();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
|
||||||
{
|
|
||||||
// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
|
|
||||||
Interactable interactable = other.GetComponent<Interactable>();
|
|
||||||
|
|
||||||
// store nearest interactable if it exists
|
|
||||||
if (interactable != null && nearestInteractable != null)
|
|
||||||
{
|
|
||||||
nearestInteractable.MoveOutsideRange();
|
|
||||||
nearestInteractable = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Sets the character's "hasControl" bool. All input is ignored when false
|
/// Move character with moveDir
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetCharacterControl(bool hasControl)
|
void DoMovement()
|
||||||
{
|
{
|
||||||
this.hasControl = hasControl;
|
moveDir.y = verticalVelocity;
|
||||||
}
|
characterController.Move(moveDir * Time.deltaTime);
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
|
|
||||||
/// </summary>
|
|
||||||
public void SetCharacterCanUseTools(bool canUseTools)
|
|
||||||
{
|
|
||||||
this.canUseTools = canUseTools;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the character's "hasControl" bool. All input is ignored when false
|
|
||||||
/// </summary>
|
|
||||||
public bool GetCharacterHasControl()
|
|
||||||
{
|
|
||||||
return hasControl;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Expose the character controller's velocity
|
|
||||||
/// </summary>
|
|
||||||
public Vector3 GetVelocity()
|
|
||||||
{
|
|
||||||
return characterController.velocity;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -358,7 +313,7 @@ public Vector3 GetVelocity()
|
|||||||
/// try the previous tool if the tool at toolIndex is not unlocked.
|
/// try the previous tool if the tool at toolIndex is not unlocked.
|
||||||
/// </param>
|
/// </param>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void SwitchTools(int toolIndex, bool defaultToUp=true)
|
private void SwitchTools(int toolIndex, bool defaultToUp = true)
|
||||||
{
|
{
|
||||||
if (toolIndex < 0 || toolIndex >= tools.Length)
|
if (toolIndex < 0 || toolIndex >= tools.Length)
|
||||||
{
|
{
|
||||||
@@ -422,5 +377,122 @@ private void SwitchTools(bool up)
|
|||||||
else SwitchTools(newIndex - 1, false);
|
else SwitchTools(newIndex - 1, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region External Controls
|
||||||
|
/// <summary>
|
||||||
|
/// Pass movement into character controller, lets us expose function without exposing
|
||||||
|
/// whole char controller
|
||||||
|
/// </summary>
|
||||||
|
public void CharacterControllerMove(Vector3 movement)
|
||||||
|
{
|
||||||
|
characterController.Move(movement);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Set the character controller's position
|
||||||
|
/// </summary>
|
||||||
|
public void CharacterControllerSetPosition(Vector3 pos)
|
||||||
|
{
|
||||||
|
characterController.enabled = false;
|
||||||
|
transform.position = pos;
|
||||||
|
characterController.enabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Auto-walk the character in the specified direction. Uses character's walk
|
||||||
|
/// speed and camera rotation (per-frame)
|
||||||
|
/// </summary>
|
||||||
|
public void WalkInDirection(Vector3 direction)
|
||||||
|
{
|
||||||
|
Vector3 forwardDir = direction;
|
||||||
|
forwardDir.y = 0; // don't move on the y axis
|
||||||
|
|
||||||
|
forwardDir *= walkSpeed;
|
||||||
|
|
||||||
|
characterController.Move(forwardDir * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the character's "hasControl" bool. All input is ignored when false
|
||||||
|
/// </summary>
|
||||||
|
public void SetCharacterControl(bool hasControl)
|
||||||
|
{
|
||||||
|
this.hasControl = hasControl;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the character's "canUseTools" bool. Tool use input is ignored when false
|
||||||
|
/// </summary>
|
||||||
|
public void SetCharacterCanUseTools(bool canUseTools)
|
||||||
|
{
|
||||||
|
this.canUseTools = canUseTools;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the character's "hasControl" bool. All input is ignored when false
|
||||||
|
/// </summary>
|
||||||
|
public bool GetCharacterHasControl()
|
||||||
|
{
|
||||||
|
return hasControl;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Expose the character controller's velocity
|
||||||
|
/// </summary>
|
||||||
|
public Vector3 GetVelocity()
|
||||||
|
{
|
||||||
|
return characterController.velocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Bounce off of object (upward), reverses downward velocity and multiplies it by
|
||||||
|
/// the bounciness
|
||||||
|
/// <param name="bounciness">How bouncy the surface is</param>
|
||||||
|
/// </summary>
|
||||||
|
public void Bounce(float bounciness)
|
||||||
|
{
|
||||||
|
if (verticalVelocity < -3f)
|
||||||
|
{
|
||||||
|
float bounceForce = -verticalVelocity * bounciness;
|
||||||
|
verticalVelocity = bounceForce;
|
||||||
|
moveDir.y = bounceForce;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
Interactable interactable = other.GetComponent<Interactable>();
|
||||||
|
|
||||||
|
// store nearest interactable if it exists
|
||||||
|
if (interactable != null)
|
||||||
|
{
|
||||||
|
nearestInteractable = interactable;
|
||||||
|
interactable.MoveInsideRange();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerExit(Collider other)
|
||||||
|
{
|
||||||
|
// just null out interactables when we leave an interactable trigger (we cant and shouldn't overlap interactables)
|
||||||
|
Interactable interactable = other.GetComponent<Interactable>();
|
||||||
|
|
||||||
|
// store nearest interactable if it exists
|
||||||
|
if (interactable != null && nearestInteractable != null)
|
||||||
|
{
|
||||||
|
nearestInteractable.MoveOutsideRange();
|
||||||
|
nearestInteractable = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||||
|
{
|
||||||
|
BouncePad bouncePad = hit.gameObject.GetComponent<BouncePad>();
|
||||||
|
if (bouncePad != null)
|
||||||
|
{
|
||||||
|
Bounce(bouncePad.bounciness);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -13,6 +13,19 @@ private void Start()
|
|||||||
playerController = GetComponent<PlayerController>();
|
playerController = GetComponent<PlayerController>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Triggers the fast travel coroutine
|
||||||
|
/// </summary>
|
||||||
|
public void FastTravel(Transform position, bool isPaused)
|
||||||
|
{
|
||||||
|
if (isPaused)
|
||||||
|
{
|
||||||
|
GameManager.Instance.PlayerController.TogglePause();
|
||||||
|
}
|
||||||
|
|
||||||
|
StartCoroutine(FastTravelCoroutine(position));
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning)
|
/// Triggers the room entrance coroutine, only works if the character is not controllable (keeps from double transitioning)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -74,4 +87,41 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
|
|||||||
playerController.SetCharacterControl(true);
|
playerController.SetCharacterControl(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Handle teleportation and timing for fast travel
|
||||||
|
/// </summary>
|
||||||
|
IEnumerator FastTravelCoroutine(Transform location)
|
||||||
|
{
|
||||||
|
float fadeDuration = 0.2f; // how long to fade to/from black
|
||||||
|
float fadeTime = 0;
|
||||||
|
Color blackScreenColor = Color.black;
|
||||||
|
|
||||||
|
playerController.SetCharacterControl(false);
|
||||||
|
|
||||||
|
while (fadeTime < fadeDuration)
|
||||||
|
{
|
||||||
|
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
|
||||||
|
GameManager.Instance.BlackScreen.color = blackScreenColor;
|
||||||
|
fadeTime += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
fadeTime = 0;
|
||||||
|
|
||||||
|
playerController.CharacterControllerSetPosition(location.position);
|
||||||
|
|
||||||
|
while (fadeTime < fadeDuration)
|
||||||
|
{
|
||||||
|
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
|
||||||
|
GameManager.Instance.BlackScreen.color = blackScreenColor;
|
||||||
|
|
||||||
|
fadeTime += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
fadeTime = 0;
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(0.2f);
|
||||||
|
playerController.SetCharacterControl(true);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,12 +2,23 @@
|
|||||||
|
|
||||||
public class BurriedItem : Diggable
|
public class BurriedItem : Diggable
|
||||||
{
|
{
|
||||||
public GameObject ItemToSpawn;
|
// Spawnpoint is optional, will spawn at location of dig spot, translated up
|
||||||
|
// on y-axis
|
||||||
public Transform Spawnpoint;
|
public Transform Spawnpoint;
|
||||||
|
public GameObject ItemToSpawn;
|
||||||
|
|
||||||
public override void Dig()
|
public override void Dig()
|
||||||
{
|
{
|
||||||
Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null);
|
if (Spawnpoint == null)
|
||||||
|
{
|
||||||
|
Vector3 newPos = new Vector3(transform.position.x, transform.position.y + 0.2f, transform.position.z);
|
||||||
|
Instantiate(ItemToSpawn, newPos, transform.rotation, null);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null);
|
||||||
|
}
|
||||||
|
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,34 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// Put this on things that will explode when they enter the collision trigger
|
||||||
|
// an Explosion script
|
||||||
|
public class Explodable : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Light is optional (only if you want the exploded object to create light)
|
||||||
|
public Light explodeLight;
|
||||||
|
public ParticleSystem explodeParticle;
|
||||||
|
public float explosionLengthTime;
|
||||||
|
|
||||||
|
public void Explode()
|
||||||
|
{
|
||||||
|
if (explodeLight != null)
|
||||||
|
{
|
||||||
|
explodeLight.gameObject.SetActive(true);
|
||||||
|
explodeLight.transform.parent = null;
|
||||||
|
|
||||||
|
Destroy(explodeLight.gameObject, explosionLengthTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (explodeParticle != null)
|
||||||
|
{
|
||||||
|
explodeParticle.gameObject.SetActive(true);
|
||||||
|
explodeParticle.transform.parent = null;
|
||||||
|
//explodeParticle.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
|
||||||
|
explodeParticle.Play();
|
||||||
|
|
||||||
|
Destroy(explodeParticle.gameObject, explosionLengthTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0c0bbb84f48543046b86f073995c09b1
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// Put this on an empty game object with a trigger collider. Anything inside of this
|
||||||
|
// trigger collider with an Explodable script will explode
|
||||||
|
public class Explosion : MonoBehaviour
|
||||||
|
{
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
if (other != null)
|
||||||
|
{
|
||||||
|
Explodable explodable = other.GetComponent<Explodable>();
|
||||||
|
if (explodable != null)
|
||||||
|
{
|
||||||
|
explodable.Explode();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fcf160d0f430fff438a4e57b70f778b2
|
||||||
@@ -15,7 +15,11 @@ public class Talkable : Interactable
|
|||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
voice = GetComponent<DialogueVoice>();
|
voice = GetComponent<DialogueVoice>();
|
||||||
talkIndicator.SetActive(false);
|
|
||||||
|
if (talkIndicator != null)
|
||||||
|
{
|
||||||
|
talkIndicator.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void DetermineDialogue()
|
void DetermineDialogue()
|
||||||
@@ -90,17 +94,27 @@ public override void Interact()
|
|||||||
else
|
else
|
||||||
GameManager.Instance.DialogueManager.DisplayNextSentence();
|
GameManager.Instance.DialogueManager.DisplayNextSentence();
|
||||||
|
|
||||||
talkIndicator.SetActive(false);
|
if (talkIndicator != null)
|
||||||
|
{
|
||||||
|
talkIndicator.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void MoveInsideRange()
|
public override void MoveInsideRange()
|
||||||
{
|
{
|
||||||
talkIndicator.SetActive(true);
|
if (talkIndicator != null)
|
||||||
|
{
|
||||||
|
talkIndicator.SetActive(true);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void MoveOutsideRange()
|
public override void MoveOutsideRange()
|
||||||
{
|
{
|
||||||
GameManager.Instance.DialogueManager.EndDialogue();
|
GameManager.Instance.DialogueManager.EndDialogue();
|
||||||
talkIndicator.SetActive(false);
|
|
||||||
|
if (talkIndicator != null)
|
||||||
|
{
|
||||||
|
talkIndicator.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ public class Tnt : MonoBehaviour
|
|||||||
{
|
{
|
||||||
public Light explodeLight;
|
public Light explodeLight;
|
||||||
public ParticleSystem explodeParticle;
|
public ParticleSystem explodeParticle;
|
||||||
|
public Explosion explosion;
|
||||||
|
|
||||||
public float fuseTime;
|
public float fuseTime;
|
||||||
public float explosionLengthTime;
|
public float explosionLengthTime;
|
||||||
@@ -17,6 +18,8 @@ void Update()
|
|||||||
if (!exploded && timer > fuseTime)
|
if (!exploded && timer > fuseTime)
|
||||||
{
|
{
|
||||||
exploded = true;
|
exploded = true;
|
||||||
|
explosion.gameObject.SetActive(true);
|
||||||
|
explosion.transform.parent = null;
|
||||||
explodeLight.gameObject.SetActive(true);
|
explodeLight.gameObject.SetActive(true);
|
||||||
explodeLight.transform.parent = null;
|
explodeLight.transform.parent = null;
|
||||||
explodeParticle.gameObject.SetActive(true);
|
explodeParticle.gameObject.SetActive(true);
|
||||||
@@ -26,6 +29,7 @@ void Update()
|
|||||||
|
|
||||||
Destroy(explodeLight.gameObject, explosionLengthTime);
|
Destroy(explodeLight.gameObject, explosionLengthTime);
|
||||||
Destroy(explodeParticle.gameObject, explosionLengthTime);
|
Destroy(explodeParticle.gameObject, explosionLengthTime);
|
||||||
|
Destroy(explosion.gameObject, 0.1f);
|
||||||
|
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
|||||||
LFS
BIN
Binary file not shown.
@@ -0,0 +1,117 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ff5af43c5cbc5064d90c8078a8b2e90a
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||||||
|
TextureImporter:
|
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|
internalIDToNameTable: []
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|
externalObjects: {}
|
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|
serializedVersion: 13
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|
mipmaps:
|
||||||
|
mipMapMode: 0
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|
enableMipMap: 1
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||||||
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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externalNormalMap: 0
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|
heightScale: 0.25
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normalMapFilter: 0
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flipGreenChannel: 0
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|
isReadable: 0
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streamingMipmaps: 0
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|
streamingMipmapsPriority: 0
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|
vTOnly: 0
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|
ignoreMipmapLimit: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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|
textureFormat: 1
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|
maxTextureSize: 2048
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|
textureSettings:
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|
serializedVersion: 2
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|
filterMode: 1
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|
aniso: 1
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||||||
|
mipBias: 0
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|
wrapU: 0
|
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|
wrapV: 0
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lightmap: 0
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compressionQuality: 50
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|
spriteExtrude: 1
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|
spriteMeshType: 1
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|
alignment: 0
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|
spritePivot: {x: 0.5, y: 0.5}
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|
spritePixelsToUnits: 100
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|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
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|
spriteGenerateFallbackPhysicsShape: 1
|
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|
alphaUsage: 1
|
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|
alphaIsTransparency: 0
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|
spriteTessellationDetail: -1
|
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|
textureType: 0
|
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|
textureShape: 1
|
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|
singleChannelComponent: 0
|
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|
flipbookRows: 1
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|
flipbookColumns: 1
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|
maxTextureSizeSet: 0
|
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|
compressionQualitySet: 0
|
||||||
|
textureFormatSet: 0
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||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
|
cookieLightType: 0
|
||||||
|
platformSettings:
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: DefaultTexturePlatform
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
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|
textureFormat: -1
|
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|
textureCompression: 1
|
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|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
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|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 4
|
||||||
|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 2048
|
||||||
|
resizeAlgorithm: 0
|
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|
textureFormat: -1
|
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|
textureCompression: 1
|
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|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
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|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
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|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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|
spriteSheet:
|
||||||
|
serializedVersion: 2
|
||||||
|
sprites: []
|
||||||
|
outline: []
|
||||||
|
customData:
|
||||||
|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID:
|
||||||
|
internalID: 0
|
||||||
|
vertices: []
|
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|
indices:
|
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|
edges: []
|
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|
weights: []
|
||||||
|
secondaryTextures: []
|
||||||
|
spriteCustomMetadata:
|
||||||
|
entries: []
|
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|
nameFileIdTable: {}
|
||||||
|
mipmapLimitGroupName:
|
||||||
|
pSDRemoveMatte: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user