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375 changed files with 66041 additions and 951 deletions
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Assets/Fire.vfx
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|
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135
Assets/Prefabs/Bullet.prefab
Normal file
135
Assets/Prefabs/Bullet.prefab
Normal file
|
@ -0,0 +1,135 @@
|
||||||
|
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7
Assets/Prefabs/Bullet.prefab.meta
Normal file
7
Assets/Prefabs/Bullet.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
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|
fileFormatVersion: 2
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|
assetBundleVariant:
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1346
Assets/Prefabs/gun.prefab
Normal file
1346
Assets/Prefabs/gun.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Prefabs/gun.prefab.meta
Normal file
7
Assets/Prefabs/gun.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
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|
fileFormatVersion: 2
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userData:
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assetBundleName:
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|
assetBundleVariant:
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1007
Assets/Prefabs/spaceship.prefab
Normal file
1007
Assets/Prefabs/spaceship.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
Assets/Prefabs/spaceship.prefab.meta
Normal file
7
Assets/Prefabs/spaceship.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 5fb943f0c37a29e4ab9d29553d613711
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PrefabImporter:
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|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
File diff suppressed because it is too large
Load diff
91
Assets/Scripts/CharactorControl.cs
Normal file
91
Assets/Scripts/CharactorControl.cs
Normal file
|
@ -0,0 +1,91 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Dynamic;
|
||||||
|
using Unity.VisualScripting;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CharacterControl : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
Transform playerCamera;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
float seeDistance;
|
||||||
|
Interactable curretInteractable;
|
||||||
|
Pickable currentPickable;
|
||||||
|
Gun CurrentGun=null;
|
||||||
|
public RaycastHit hitInfo;
|
||||||
|
public static bool handsFull;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject hand;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
bool Raycast = Physics.Raycast(
|
||||||
|
playerCamera.position,
|
||||||
|
playerCamera.TransformDirection(Vector3.forward),
|
||||||
|
out hitInfo,
|
||||||
|
seeDistance
|
||||||
|
);
|
||||||
|
Debug.DrawRay(
|
||||||
|
playerCamera.position,
|
||||||
|
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
|
||||||
|
Color.green
|
||||||
|
);
|
||||||
|
if (Raycast)
|
||||||
|
{
|
||||||
|
Debug.Log(hitInfo.transform.name);
|
||||||
|
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
|
||||||
|
else if (hitInfo.transform.TryGetComponent<Pickable>(out currentPickable))
|
||||||
|
{
|
||||||
|
if (hitInfo.transform.TryGetComponent<Gun>(out CurrentGun)) { }
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
curretInteractable = null;
|
||||||
|
currentPickable = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
curretInteractable = null;
|
||||||
|
currentPickable = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnInteract()
|
||||||
|
{
|
||||||
|
if (curretInteractable != null)
|
||||||
|
{
|
||||||
|
curretInteractable.Interact();
|
||||||
|
}
|
||||||
|
if (currentPickable != null)
|
||||||
|
{
|
||||||
|
currentPickable.PickUp();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnShoot()
|
||||||
|
{
|
||||||
|
Debug.Log("Shoot");
|
||||||
|
if (CurrentGun != null)
|
||||||
|
{
|
||||||
|
|
||||||
|
CurrentGun.Shoot();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnReload()
|
||||||
|
{
|
||||||
|
if (CurrentGun != null)
|
||||||
|
{
|
||||||
|
CurrentGun.Reload();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrop()
|
||||||
|
{
|
||||||
|
CurrentGun.transform.GetComponent<Pickable>().Drop();
|
||||||
|
}
|
||||||
|
}
|
|
@ -18,4 +18,5 @@ public class GameManager : MonoBehaviour
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public int playerHealth = 100;
|
||||||
}
|
}
|
||||||
|
|
112
Assets/Scripts/Gun.cs
Normal file
112
Assets/Scripts/Gun.cs
Normal file
|
@ -0,0 +1,112 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Gun : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject bullet;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// gun stats
|
||||||
|
/// </summary>
|
||||||
|
public int magSize;
|
||||||
|
public int damage;
|
||||||
|
public float timeBtwShots;
|
||||||
|
public float range;
|
||||||
|
public float reloadTime;
|
||||||
|
public int bulletsPerFire;
|
||||||
|
public bool automaticFire;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// gun status
|
||||||
|
/// </summary>
|
||||||
|
private bool reloading;
|
||||||
|
private bool shooting;
|
||||||
|
private bool readyToShot;
|
||||||
|
private int bulletsLeft;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Refrencing
|
||||||
|
/// </summary>
|
||||||
|
[SerializeField]
|
||||||
|
Camera fpsCam;
|
||||||
|
public Transform bulletSpawn;
|
||||||
|
public TextMeshProUGUI bulletCounter;
|
||||||
|
public bool allowInvoke = true;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject mag;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
bulletsLeft = magSize;
|
||||||
|
readyToShot = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Shoot()
|
||||||
|
{
|
||||||
|
if (readyToShot && !reloading && bulletsLeft > 0)
|
||||||
|
{
|
||||||
|
Debug.Log("Bang");
|
||||||
|
Ray ray = fpsCam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
|
||||||
|
RaycastHit hit;
|
||||||
|
Vector3 targetPoint;
|
||||||
|
if (Physics.Raycast(ray, out hit))
|
||||||
|
{targetPoint = hit.point;}
|
||||||
|
else
|
||||||
|
{targetPoint = ray.GetPoint(150);}
|
||||||
|
|
||||||
|
Vector3 direction = targetPoint - bulletSpawn.position;
|
||||||
|
GameObject currentBullet = Instantiate(
|
||||||
|
bullet,
|
||||||
|
bulletSpawn.position,
|
||||||
|
Quaternion.identity
|
||||||
|
);
|
||||||
|
currentBullet.transform.forward = direction.normalized;
|
||||||
|
currentBullet
|
||||||
|
.GetComponent<Rigidbody>()
|
||||||
|
.AddForce(direction.normalized * range, ForceMode.Impulse);
|
||||||
|
bulletsLeft--;
|
||||||
|
if (allowInvoke)
|
||||||
|
{
|
||||||
|
Invoke("ResetShot", timeBtwShots);
|
||||||
|
allowInvoke = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if(bulletsLeft == 0)
|
||||||
|
{
|
||||||
|
Reload();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void ResetShot()
|
||||||
|
{
|
||||||
|
//Allow shooting and invoking again
|
||||||
|
readyToShot = true;
|
||||||
|
allowInvoke = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reload()
|
||||||
|
{
|
||||||
|
if (bulletsLeft < magSize && !reloading)
|
||||||
|
{
|
||||||
|
Debug.Log("reload");
|
||||||
|
reloading = true;
|
||||||
|
readyToShot = false;
|
||||||
|
Invoke("Reloaded", reloadTime);
|
||||||
|
mag.SetActive(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Reloaded()
|
||||||
|
{
|
||||||
|
reloading = false;
|
||||||
|
readyToShot = true;
|
||||||
|
bulletsLeft = magSize;
|
||||||
|
mag.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Gun.cs.meta
Normal file
11
Assets/Scripts/Gun.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5b79d281ac91f3d43bafd02588f165ab
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
38
Assets/Scripts/GunPickable.cs
Normal file
38
Assets/Scripts/GunPickable.cs
Normal file
|
@ -0,0 +1,38 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GunPickable : Pickable
|
||||||
|
{
|
||||||
|
private bool InHand;
|
||||||
|
|
||||||
|
public override void Start()
|
||||||
|
{
|
||||||
|
base.Start();
|
||||||
|
gameObject.GetComponent<Gun>().enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void PickUp()
|
||||||
|
{
|
||||||
|
base.PickUp();
|
||||||
|
gameObject.GetComponent<Gun>().enabled = true;
|
||||||
|
InHand = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Drop()
|
||||||
|
{
|
||||||
|
base.Drop();
|
||||||
|
gameObject.GetComponent<Gun>().enabled = false;
|
||||||
|
InHand = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
if (InHand)
|
||||||
|
{
|
||||||
|
Vector3 currentRotation = transform.eulerAngles;
|
||||||
|
currentRotation.x = Camera.transform.eulerAngles.x;
|
||||||
|
transform.eulerAngles = currentRotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/GunPickable.cs.meta
Normal file
11
Assets/Scripts/GunPickable.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 85d71d4a54240884ea3c623364a66536
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
49
Assets/Scripts/Pickable.cs
Normal file
49
Assets/Scripts/Pickable.cs
Normal file
|
@ -0,0 +1,49 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Pickable : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Transform HandPosition;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
protected Transform player;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
protected Transform Camera;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float force;
|
||||||
|
private Rigidbody rb;
|
||||||
|
|
||||||
|
public virtual void Start()
|
||||||
|
{
|
||||||
|
rb = gameObject.GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void PickUp()
|
||||||
|
{
|
||||||
|
CharacterControl.handsFull = true;
|
||||||
|
rb.isKinematic = true;
|
||||||
|
gameObject.GetComponent<BoxCollider>().isTrigger = true;
|
||||||
|
transform.SetParent(HandPosition);
|
||||||
|
transform.localRotation = Quaternion.Euler(Vector3.zero);
|
||||||
|
transform.localPosition = Vector3.zero;
|
||||||
|
transform.localScale = Vector3.one;
|
||||||
|
|
||||||
|
Debug.Log("Picked up");
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void Drop()
|
||||||
|
{
|
||||||
|
CharacterControl.handsFull = false;
|
||||||
|
rb.isKinematic = false;
|
||||||
|
gameObject.GetComponent<BoxCollider>().isTrigger = false;
|
||||||
|
transform.SetParent(null);
|
||||||
|
rb.velocity = player.GetComponent<Rigidbody>().velocity;
|
||||||
|
rb.AddForce(Camera.forward * force, ForceMode.Impulse);
|
||||||
|
float random = Random.Range(-1f, 1f);
|
||||||
|
rb.AddTorque(new Vector3(random, random, random) * 10);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Pickable.cs.meta
Normal file
11
Assets/Scripts/Pickable.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6fb47712e3152d147a2f1618b3262eea
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,50 +0,0 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Raycasting : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
Transform playerCamera;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
float seeDistance;
|
|
||||||
Interactable curretInteractable;
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
bool Raycast = Physics.Raycast(
|
|
||||||
playerCamera.position,
|
|
||||||
playerCamera.TransformDirection(Vector3.forward),
|
|
||||||
out RaycastHit hitInfo,
|
|
||||||
seeDistance
|
|
||||||
);
|
|
||||||
Debug.DrawRay(
|
|
||||||
playerCamera.position,
|
|
||||||
playerCamera.TransformDirection(Vector3.forward) * seeDistance,
|
|
||||||
Color.green
|
|
||||||
);
|
|
||||||
if (Raycast)
|
|
||||||
{
|
|
||||||
Debug.Log(hitInfo.transform.name);
|
|
||||||
if (hitInfo.transform.TryGetComponent<Interactable>(out curretInteractable)) { }
|
|
||||||
else
|
|
||||||
{
|
|
||||||
curretInteractable = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
curretInteractable = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void OnInteract()
|
|
||||||
{
|
|
||||||
if(curretInteractable!=null)
|
|
||||||
{
|
|
||||||
curretInteractable.Interact();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
|
@ -1,33 +1,101 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Unity.PlasticSCM.Editor.WebApi;
|
||||||
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class SlideDoor : Interactable
|
public class SlideDoor : Interactable
|
||||||
{
|
{
|
||||||
bool IsOpen = false;
|
bool IsOpen = false;
|
||||||
public GameObject rightDoor;
|
bool opening = false;
|
||||||
public GameObject leftDoor;
|
bool closing = false;
|
||||||
|
float currentDuration;
|
||||||
|
|
||||||
void SlideRight()
|
[SerializeField]
|
||||||
|
private GameObject rightDoor;
|
||||||
|
Vector3 rightDoorStart;
|
||||||
|
Vector3 rightDoorEnd;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject leftDoor;
|
||||||
|
Vector3 leftDoorStart;
|
||||||
|
Vector3 leftDoorEnd;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float lerpTime;
|
||||||
|
[SerializeField]
|
||||||
|
private AnimationCurve Curve;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public void Start()
|
||||||
{
|
{
|
||||||
if (!IsOpen)
|
rightDoorStart = rightDoor.transform.position;
|
||||||
|
Debug.Log(rightDoorStart);
|
||||||
|
rightDoorEnd = rightDoor.transform.position;
|
||||||
|
rightDoorEnd.z += 2;
|
||||||
|
Debug.Log(rightDoorEnd);
|
||||||
|
leftDoorStart = leftDoor.transform.position;
|
||||||
|
Debug.Log(leftDoorStart);
|
||||||
|
leftDoorEnd = leftDoor.transform.position;
|
||||||
|
leftDoorEnd.z -= 2;
|
||||||
|
Debug.Log(leftDoorEnd);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (opening)
|
||||||
{
|
{
|
||||||
Vector3 currentPosition = transform.position;
|
currentDuration += Time.deltaTime;
|
||||||
currentPosition.z += 2;
|
float t = currentDuration / lerpTime;
|
||||||
transform.position = currentPosition;
|
rightDoor.transform.position = Vector3.Lerp(rightDoorStart, rightDoorEnd, Curve.Evaluate(t));
|
||||||
IsOpen = true;
|
leftDoor.transform.position = Vector3.Lerp(leftDoorStart, leftDoorEnd, Curve.Evaluate(t));
|
||||||
|
|
||||||
|
if (currentDuration >= lerpTime)
|
||||||
|
{
|
||||||
|
currentDuration = 0;
|
||||||
|
opening = false;
|
||||||
|
rightDoor.transform.position = rightDoorEnd;
|
||||||
|
leftDoor.transform.position = leftDoorEnd;
|
||||||
|
IsOpen = true;
|
||||||
|
Debug.Log("Door opened");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else if (closing)
|
||||||
{
|
{
|
||||||
Vector3 currentPosition = transform.position;
|
currentDuration += Time.deltaTime;
|
||||||
currentPosition.z -= 2;
|
float t = currentDuration / lerpTime;
|
||||||
transform.position = currentPosition;
|
rightDoor.transform.position = Vector3.Lerp(rightDoorEnd, rightDoorStart, Curve.Evaluate(t));
|
||||||
IsOpen = false;
|
leftDoor.transform.position = Vector3.Lerp(leftDoorEnd, leftDoorStart, Curve.Evaluate(t));
|
||||||
|
|
||||||
|
if (currentDuration >= lerpTime)
|
||||||
|
{
|
||||||
|
currentDuration = 0;
|
||||||
|
closing = false;
|
||||||
|
rightDoor.transform.position = rightDoorStart;
|
||||||
|
leftDoor.transform.position = leftDoorStart;
|
||||||
|
IsOpen = false;
|
||||||
|
Debug.Log("Door closed");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Interact()
|
public override void Interact()
|
||||||
{
|
{
|
||||||
SlideRight();
|
if (!closing && !opening && !IsOpen)
|
||||||
|
{
|
||||||
|
opening = true;
|
||||||
|
}
|
||||||
|
else if (!closing && !opening && IsOpen)
|
||||||
|
{
|
||||||
|
closing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void OnTriggerExit(Collider other)
|
||||||
|
{
|
||||||
|
if(other.tag == "Player"&& IsOpen&& !opening)
|
||||||
|
{
|
||||||
|
closing=true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -49,6 +49,33 @@
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Shoot",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "57289eca-61fe-4ccf-82db-009aa86d3bdb",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Reload",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "098a6518-d8c0-4bfd-8e79-605f226651f4",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "Drop",
|
||||||
|
"type": "Button",
|
||||||
|
"id": "cc3794c8-637f-4fb4-aae2-2f3eb9e09308",
|
||||||
|
"expectedControlType": "Button",
|
||||||
|
"processors": "",
|
||||||
|
"interactions": "",
|
||||||
|
"initialStateCheck": false
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"bindings": [
|
"bindings": [
|
||||||
|
@ -238,6 +265,39 @@
|
||||||
"action": "Interact",
|
"action": "Interact",
|
||||||
"isComposite": false,
|
"isComposite": false,
|
||||||
"isPartOfComposite": false
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "0e0bb3ed-93b6-48a6-b98c-db21c0d473cc",
|
||||||
|
"path": "<Mouse>/leftButton",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "Shoot",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "fea4f269-66d7-4a44-9814-03127a726991",
|
||||||
|
"path": "<Keyboard>/r",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "Reload",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "",
|
||||||
|
"id": "dd5c0487-8312-44e9-8f8a-e13c054f6683",
|
||||||
|
"path": "<Keyboard>/g",
|
||||||
|
"interactions": "",
|
||||||
|
"processors": "",
|
||||||
|
"groups": "",
|
||||||
|
"action": "Drop",
|
||||||
|
"isComposite": false,
|
||||||
|
"isPartOfComposite": false
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
8
Assets/TextMesh Pro.meta
Normal file
8
Assets/TextMesh Pro.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f54d1bd14bd3ca042bd867b519fee8cc
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/TextMesh Pro/Documentation.meta
Normal file
8
Assets/TextMesh Pro/Documentation.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e7e8f5a82a3a134e91c54efd2274ea9
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
(Stored with Git LFS)
Normal file
BIN
Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
(Stored with Git LFS)
Normal file
Binary file not shown.
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1b8d251f9af63b746bf2f7ffe00ebb9b
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/TextMesh Pro/Examples & Extras.meta
Normal file
8
Assets/TextMesh Pro/Examples & Extras.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ce51c8e33b734b4db6086586558c53a3
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/TextMesh Pro/Examples & Extras/Fonts.meta
Normal file
8
Assets/TextMesh Pro/Examples & Extras/Fonts.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b63e0053080646b9819789bf3bf9fa17
|
||||||
|
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|
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|
@ -0,0 +1,93 @@
|
||||||
|
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Anton.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
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|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
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|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
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|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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binary files as long as those fields can be easily viewed by the user.
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
|
||||||
|
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||||||
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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||||||
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permission.
|
||||||
|
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||||||
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|
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distributed under any other license. The requirement for fonts to
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||||||
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remain under this license does not apply to any document created
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|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
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This license becomes null and void if any of the above conditions are
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||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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with Reserved Font Name Bangers.
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||||||
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http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
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||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
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