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8
AGENTS.md
Normal file
8
AGENTS.md
Normal file
@@ -0,0 +1,8 @@
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168
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Assets/Art/Materials/Player/Trajectory Material.mat
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141
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Assets/Art/Materials/Player/Trajectory Material.mat.meta
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8
Assets/Code/Scripts/DevRoom.meta
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8
Assets/Code/Scripts/DevRoom.meta
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90
Assets/Code/Scripts/DevRoom/DevRoomHUD.cs
Normal file
90
Assets/Code/Scripts/DevRoom/DevRoomHUD.cs
Normal file
@@ -0,0 +1,90 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Displays a controls legend in the top-left corner of the screen.
|
||||
/// Attach to any active GameObject in the DevRoom scene.
|
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/// </summary>
|
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public class DevRoomHUD : MonoBehaviour
|
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{
|
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[Header("Layout")]
|
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[SerializeField] private float paddingX = 16f;
|
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[SerializeField] private float paddingY = 16f;
|
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[SerializeField] private float lineHeight = 22f;
|
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[SerializeField] private int fontSize = 14;
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[Header("Style")]
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[SerializeField] private Color backgroundColor = new Color(0f, 0f, 0f, 0.55f);
|
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[SerializeField] private Color keyColor = new Color(1f, 0.85f, 0.2f);
|
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[SerializeField] private Color labelColor = Color.white;
|
||||
|
||||
private static readonly (string key, string action)[] k_Controls =
|
||||
{
|
||||
("WASD / Arrows", "Move"),
|
||||
("Mouse", "Look"),
|
||||
("Space", "Jump"),
|
||||
("Left Shift", "Sprint"),
|
||||
("C", "Crouch"),
|
||||
("LMB", "Throw head"),
|
||||
("E (hold)", "Retrieve head"),
|
||||
("1 / 2", "Previous / Next"),
|
||||
};
|
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|
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private GUIStyle m_keyStyle;
|
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private GUIStyle m_labelStyle;
|
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private GUIStyle m_boxStyle;
|
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private Texture2D m_bgTexture;
|
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|
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private void OnGUI()
|
||||
{
|
||||
EnsureStyles();
|
||||
|
||||
float keyColWidth = 110f;
|
||||
float labelColWidth = 130f;
|
||||
float totalWidth = paddingX * 2 + keyColWidth + 8f + labelColWidth;
|
||||
float totalHeight = paddingY * 2 + k_Controls.Length * lineHeight;
|
||||
|
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Rect bgRect = new Rect(8f, 8f, totalWidth, totalHeight);
|
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GUI.DrawTexture(bgRect, m_bgTexture);
|
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|
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float x = bgRect.x + paddingX;
|
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float y = bgRect.y + paddingY;
|
||||
|
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for (int i = 0; i < k_Controls.Length; i++)
|
||||
{
|
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float rowY = y + i * lineHeight;
|
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|
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GUI.Label(new Rect(x, rowY, keyColWidth, lineHeight), k_Controls[i].key, m_keyStyle);
|
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GUI.Label(new Rect(x + keyColWidth + 8f, rowY, labelColWidth, lineHeight), k_Controls[i].action, m_labelStyle);
|
||||
}
|
||||
}
|
||||
|
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private void EnsureStyles()
|
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{
|
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if (m_keyStyle != null)
|
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return;
|
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|
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m_bgTexture = new Texture2D(1, 1);
|
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m_bgTexture.SetPixel(0, 0, backgroundColor);
|
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m_bgTexture.Apply();
|
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|
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m_keyStyle = new GUIStyle(GUI.skin.label)
|
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{
|
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fontSize = fontSize,
|
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fontStyle = FontStyle.Bold,
|
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};
|
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m_keyStyle.normal.textColor = keyColor;
|
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|
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m_labelStyle = new GUIStyle(GUI.skin.label)
|
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{
|
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fontSize = fontSize,
|
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fontStyle = FontStyle.Normal,
|
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};
|
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m_labelStyle.normal.textColor = labelColor;
|
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}
|
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|
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private void OnDestroy()
|
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{
|
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if (m_bgTexture != null)
|
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Destroy(m_bgTexture);
|
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}
|
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}
|
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2
Assets/Code/Scripts/DevRoom/DevRoomHUD.cs.meta
Normal file
2
Assets/Code/Scripts/DevRoom/DevRoomHUD.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: c34284eb72c0cc841b21e6425e27606a
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114
Assets/Code/Scripts/Interaction/SlidingDoor.cs
Normal file
114
Assets/Code/Scripts/Interaction/SlidingDoor.cs
Normal file
@@ -0,0 +1,114 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class SlidingDoor : MonoBehaviour
|
||||
{
|
||||
public enum SlideAxis { X, Y, Z }
|
||||
public enum SlideDirection { Positive = 1, Negative = -1 }
|
||||
|
||||
[Header("Slide Settings")]
|
||||
[Tooltip("Local axis the door slides along.")]
|
||||
[SerializeField] private SlideAxis axis = SlideAxis.X;
|
||||
|
||||
[Tooltip("Which way along the axis the door opens.")]
|
||||
[SerializeField] private SlideDirection direction = SlideDirection.Positive;
|
||||
|
||||
[Tooltip("How far the door travels when fully open.")]
|
||||
[SerializeField] private float slideDistance = 2f;
|
||||
|
||||
[Tooltip("Movement speed (units per second).")]
|
||||
[SerializeField] private float speed = 3f;
|
||||
|
||||
[Header("Start State")]
|
||||
[SerializeField] private bool startOpen = false;
|
||||
|
||||
[Header("Events")]
|
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public UnityEvent OnOpened;
|
||||
public UnityEvent OnClosed;
|
||||
|
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private Vector3 m_closedPos;
|
||||
private Vector3 m_openPos;
|
||||
private Vector3 m_targetPos;
|
||||
private bool m_isOpen;
|
||||
private bool m_eventFiredOpen;
|
||||
private bool m_eventFiredClosed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_closedPos = transform.localPosition;
|
||||
m_openPos = m_closedPos + GetSlideVector() * slideDistance;
|
||||
|
||||
if (startOpen)
|
||||
{
|
||||
transform.localPosition = m_openPos;
|
||||
m_isOpen = true;
|
||||
}
|
||||
|
||||
m_targetPos = m_isOpen ? m_openPos : m_closedPos;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
transform.localPosition = Vector3.MoveTowards(
|
||||
transform.localPosition, m_targetPos, speed * Time.deltaTime);
|
||||
|
||||
if (Vector3.Distance(transform.localPosition, m_openPos) < 0.01f && !m_eventFiredOpen)
|
||||
{
|
||||
m_eventFiredOpen = true;
|
||||
m_eventFiredClosed = false;
|
||||
OnOpened?.Invoke();
|
||||
}
|
||||
else if (Vector3.Distance(transform.localPosition, m_closedPos) < 0.01f && !m_eventFiredClosed)
|
||||
{
|
||||
m_eventFiredClosed = true;
|
||||
m_eventFiredOpen = false;
|
||||
OnClosed?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void Open()
|
||||
{
|
||||
m_isOpen = true;
|
||||
m_targetPos = m_openPos;
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
m_isOpen = false;
|
||||
m_targetPos = m_closedPos;
|
||||
}
|
||||
|
||||
public void Toggle()
|
||||
{
|
||||
if (m_isOpen)
|
||||
Close();
|
||||
else
|
||||
Open();
|
||||
}
|
||||
|
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private Vector3 GetSlideVector()
|
||||
{
|
||||
float sign = (float)direction;
|
||||
return axis switch
|
||||
{
|
||||
SlideAxis.X => new Vector3(sign, 0f, 0f),
|
||||
SlideAxis.Y => new Vector3(0f, sign, 0f),
|
||||
SlideAxis.Z => new Vector3(0f, 0f, sign),
|
||||
_ => Vector3.right,
|
||||
};
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Vector3 worldClosed = transform.parent != null
|
||||
? transform.parent.TransformPoint(transform.localPosition)
|
||||
: transform.position;
|
||||
|
||||
Vector3 slideVec = transform.TransformDirection(GetSlideVector()) * slideDistance;
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
||||
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
2
Assets/Code/Scripts/Interaction/SlidingDoor.cs.meta
Normal file
2
Assets/Code/Scripts/Interaction/SlidingDoor.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cc6c36a261296f4c82e315da147ba93
|
||||
@@ -1,4 +1,3 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.InputSystem;
|
||||
@@ -7,23 +6,31 @@ using UnityEngine.InputSystem;
|
||||
public class WallInteractButton : MonoBehaviour
|
||||
{
|
||||
[Header("Interaction")]
|
||||
[Tooltip("Optional Input Action. If empty, fallback key will be used.")]
|
||||
[SerializeField] private InputActionReference interactAction;
|
||||
|
||||
[Tooltip("Used only if no Input Action is assigned.")]
|
||||
[SerializeField] private Key fallbackKey = Key.E;
|
||||
[Tooltip("Key the player must press to interact (keyboard fallback).")]
|
||||
[SerializeField] private Key interactKey = Key.E;
|
||||
|
||||
[Tooltip("If true, the button can only be triggered once.")]
|
||||
[SerializeField] private bool oneShot = false;
|
||||
|
||||
[Header("Prompt")]
|
||||
[SerializeField] private TMP_Text promptText;
|
||||
[SerializeField] private string promptMessage = "Press E to interact";
|
||||
[Header("Physical Press")]
|
||||
[Tooltip("Transform that moves to simulate a physical press (optional).")]
|
||||
[SerializeField] private Transform buttonMesh;
|
||||
|
||||
[Tooltip("How far the button moves when pressed.")]
|
||||
[SerializeField] private float pressDepth = 0.05f;
|
||||
|
||||
[Tooltip("Speed of the press/release animation.")]
|
||||
[SerializeField] private float pressSpeed = 10f;
|
||||
|
||||
[Header("Events")]
|
||||
public UnityEvent OnInteract;
|
||||
|
||||
private bool m_playerInRange;
|
||||
private bool m_hasInteracted;
|
||||
private bool m_used;
|
||||
|
||||
private Vector3 m_buttonRestPos;
|
||||
private Vector3 m_buttonPressedPos;
|
||||
private bool m_isVisuallyPressed;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
@@ -31,79 +38,99 @@ public class WallInteractButton : MonoBehaviour
|
||||
col.isTrigger = true;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (interactAction != null)
|
||||
{
|
||||
interactAction.action.Enable();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (interactAction != null)
|
||||
{
|
||||
interactAction.action.Disable();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
UpdatePrompt(false);
|
||||
if (buttonMesh != null)
|
||||
{
|
||||
m_buttonRestPos = buttonMesh.localPosition;
|
||||
m_buttonPressedPos = m_buttonRestPos - buttonMesh.localRotation * Vector3.forward * pressDepth;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!m_playerInRange)
|
||||
return;
|
||||
|
||||
if (oneShot && m_hasInteracted)
|
||||
return;
|
||||
|
||||
if (WasInteractPressed())
|
||||
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
||||
{
|
||||
m_hasInteracted = true;
|
||||
OnInteract?.Invoke();
|
||||
TryInteract();
|
||||
}
|
||||
|
||||
AnimateButton();
|
||||
}
|
||||
|
||||
private void TryInteract()
|
||||
{
|
||||
if (oneShot && m_used)
|
||||
return;
|
||||
|
||||
m_used = true;
|
||||
m_isVisuallyPressed = true;
|
||||
OnInteract?.Invoke();
|
||||
|
||||
if (!oneShot)
|
||||
Invoke(nameof(ReleaseVisual), 0.15f);
|
||||
}
|
||||
|
||||
private void ReleaseVisual()
|
||||
{
|
||||
m_isVisuallyPressed = false;
|
||||
}
|
||||
|
||||
private void AnimateButton()
|
||||
{
|
||||
if (buttonMesh == null)
|
||||
return;
|
||||
|
||||
Vector3 target = m_isVisuallyPressed ? m_buttonPressedPos : m_buttonRestPos;
|
||||
buttonMesh.localPosition = Vector3.Lerp(buttonMesh.localPosition, target, Time.deltaTime * pressSpeed);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!IsPlayer(other))
|
||||
return;
|
||||
|
||||
m_playerInRange = true;
|
||||
UpdatePrompt(true);
|
||||
if (IsPlayer(other))
|
||||
m_playerInRange = true;
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!IsPlayer(other))
|
||||
return;
|
||||
|
||||
m_playerInRange = false;
|
||||
UpdatePrompt(false);
|
||||
}
|
||||
|
||||
private bool WasInteractPressed()
|
||||
{
|
||||
if (interactAction != null)
|
||||
return interactAction.action.WasPressedThisFrame() || interactAction.action.WasPerformedThisFrame();
|
||||
|
||||
return Keyboard.current != null && Keyboard.current[fallbackKey].wasPressedThisFrame;
|
||||
if (IsPlayer(other))
|
||||
m_playerInRange = false;
|
||||
}
|
||||
|
||||
private bool IsPlayer(Collider other)
|
||||
{
|
||||
return other.CompareTag("Player") || other.GetComponentInParent<PlayerMovement>() != null;
|
||||
if (other.CompareTag("Player"))
|
||||
return true;
|
||||
|
||||
if (other.GetComponentInParent<PlayerMovement>() != null)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void UpdatePrompt(bool visible)
|
||||
#if UNITY_EDITOR
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (promptText == null)
|
||||
Collider col = GetComponent<Collider>();
|
||||
if (col == null)
|
||||
return;
|
||||
|
||||
promptText.text = promptMessage;
|
||||
promptText.gameObject.SetActive(visible);
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.color = m_playerInRange
|
||||
? new Color(0f, 1f, 0f, 0.25f)
|
||||
: new Color(1f, 0.9f, 0f, 0.15f);
|
||||
|
||||
if (col is SphereCollider sphere)
|
||||
{
|
||||
Gizmos.DrawSphere(sphere.center, sphere.radius);
|
||||
Gizmos.color = m_playerInRange ? Color.green : Color.yellow;
|
||||
Gizmos.DrawWireSphere(sphere.center, sphere.radius);
|
||||
}
|
||||
else if (col is BoxCollider box)
|
||||
{
|
||||
Gizmos.DrawCube(box.center, box.size);
|
||||
Gizmos.color = m_playerInRange ? Color.green : Color.yellow;
|
||||
Gizmos.DrawWireCube(box.center, box.size);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Pickup",
|
||||
"name": "HeadInteract",
|
||||
"type": "Button",
|
||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||
"expectedControlType": "",
|
||||
@@ -100,7 +100,16 @@
|
||||
"name": "Sprint",
|
||||
"type": "Button",
|
||||
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
|
||||
"expectedControlType": "Button",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Shift",
|
||||
"type": "Button",
|
||||
"id": "082f2b53-d4e1-4cc7-b174-c2975cd57d3f",
|
||||
"expectedControlType": "",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
@@ -495,7 +504,7 @@
|
||||
{
|
||||
"name": "",
|
||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||
"path": "<Mouse>/rightButton",
|
||||
"path": "<Mouse>/leftButton",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
@@ -510,7 +519,18 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
"action": "Pickup",
|
||||
"action": "HeadInteract",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "768d31fb-914a-42c1-900b-45ff3725e46c",
|
||||
"path": "<Keyboard>/shift",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Touch;Keyboard&Mouse",
|
||||
"action": "Shift",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
|
||||
110
Assets/Code/Scripts/Player/PlayerHeadControll.cs
Normal file
110
Assets/Code/Scripts/Player/PlayerHeadControll.cs
Normal file
@@ -0,0 +1,110 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerHeadController : MonoBehaviour
|
||||
{
|
||||
public Transform Head;
|
||||
public Transform CameraTransform;
|
||||
|
||||
public float ThrowForce = 10f;
|
||||
public float PickupDistance = 3f;
|
||||
|
||||
public bool isHoldingHead = true;
|
||||
|
||||
private Rigidbody m_headRigidbody;
|
||||
|
||||
private Vector3 m_headInitialLocalPos;
|
||||
private Quaternion m_headInitialLocalRot;
|
||||
|
||||
private Animator animator;
|
||||
private PlayerInputController input;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
input = GetComponent<PlayerInputController>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
|
||||
m_headInitialLocalPos = Head.localPosition;
|
||||
m_headInitialLocalRot = Head.localRotation;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (input.HeadInteractionPressed)
|
||||
{
|
||||
InteractHead();
|
||||
}
|
||||
|
||||
if (input.ThrowPressed)
|
||||
{
|
||||
ThrowHead();
|
||||
}
|
||||
}
|
||||
|
||||
private void InteractHead()
|
||||
{
|
||||
if (!isHoldingHead)
|
||||
TryPickupHead();
|
||||
else
|
||||
DropHead();
|
||||
}
|
||||
|
||||
private void DropHead()
|
||||
{
|
||||
animator.SetTrigger("Throw");
|
||||
|
||||
isHoldingHead = false;
|
||||
|
||||
Head.SetParent(null);
|
||||
|
||||
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||
m_headRigidbody.mass = 1f;
|
||||
|
||||
m_headRigidbody.constraints =
|
||||
RigidbodyConstraints.FreezeRotationX |
|
||||
RigidbodyConstraints.FreezeRotationZ |
|
||||
RigidbodyConstraints.FreezeRotationY;
|
||||
}
|
||||
|
||||
private void ThrowHead()
|
||||
{
|
||||
if (!isHoldingHead)
|
||||
return;
|
||||
|
||||
DropHead();
|
||||
|
||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
private void TryPickupHead()
|
||||
{
|
||||
if (isHoldingHead)
|
||||
return;
|
||||
|
||||
float distance = Vector3.Distance(transform.position, Head.position);
|
||||
|
||||
if (distance <= PickupDistance)
|
||||
{
|
||||
PickupHead();
|
||||
}
|
||||
}
|
||||
|
||||
private void PickupHead()
|
||||
{
|
||||
isHoldingHead = true;
|
||||
|
||||
if (m_headRigidbody != null)
|
||||
{
|
||||
Destroy(m_headRigidbody);
|
||||
}
|
||||
|
||||
Head.SetParent(transform);
|
||||
|
||||
Head.localPosition = m_headInitialLocalPos;
|
||||
Head.localRotation = m_headInitialLocalRot;
|
||||
}
|
||||
}
|
||||
2
Assets/Code/Scripts/Player/PlayerHeadControll.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerHeadControll.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2da51dfecccc45b469912e3bb3f1953b
|
||||
55
Assets/Code/Scripts/Player/PlayerInputHandler.cs
Normal file
55
Assets/Code/Scripts/Player/PlayerInputHandler.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerInputController : MonoBehaviour
|
||||
{
|
||||
public InputActionAsset InputActions;
|
||||
|
||||
private InputAction m_moveAction;
|
||||
private InputAction m_lookAction;
|
||||
private InputAction m_jumpAction;
|
||||
private InputAction m_throwAction;
|
||||
private InputAction m_shiftAction;
|
||||
private InputAction m_headInteractAction;
|
||||
|
||||
public Vector2 MoveAmount { get; private set; }
|
||||
public Vector2 LookAmount { get; private set; }
|
||||
|
||||
public bool JumpPressed { get; private set; }
|
||||
public bool ShiftPressed { get; private set; }
|
||||
public bool ThrowPressed { get; private set; }
|
||||
public bool HeadInteractionPressed { get; private set; }
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
var map = InputActions.FindActionMap("Player");
|
||||
|
||||
m_moveAction = map.FindAction("Move");
|
||||
m_lookAction = map.FindAction("Look");
|
||||
m_jumpAction = map.FindAction("Jump");
|
||||
m_shiftAction = map.FindAction("Shift");
|
||||
m_throwAction = map.FindAction("Throw");
|
||||
m_headInteractAction = map.FindAction("HeadInteract");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
InputActions.FindActionMap("Player").Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
InputActions.FindActionMap("Player").Disable();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
||||
LookAmount = m_lookAction.ReadValue<Vector2>();
|
||||
|
||||
ShiftPressed = m_shiftAction.IsPressed();
|
||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||
}
|
||||
}
|
||||
2
Assets/Code/Scripts/Player/PlayerInputHandler.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerInputHandler.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d8f349ed7dc088a4a6e2690ee87094a
|
||||
34
Assets/Code/Scripts/Player/PlayerJump.cs
Normal file
34
Assets/Code/Scripts/Player/PlayerJump.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerJump : MonoBehaviour
|
||||
{
|
||||
public float JumpForce = 5;
|
||||
|
||||
public Transform GroundCheck;
|
||||
public float GroundCheckRadius = 0.2f;
|
||||
|
||||
private Rigidbody m_rigidbody;
|
||||
private PlayerInputController input;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_rigidbody = GetComponent<Rigidbody>();
|
||||
input = GetComponent<PlayerInputController>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (input.JumpPressed)
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
|
||||
{
|
||||
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Code/Scripts/Player/PlayerJump.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerJump.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c524d12bc1668e42a00cbd8050107f6
|
||||
57
Assets/Code/Scripts/Player/PlayerLook.cs
Normal file
57
Assets/Code/Scripts/Player/PlayerLook.cs
Normal file
@@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerLook : MonoBehaviour
|
||||
{
|
||||
public Transform CameraTransform;
|
||||
public Transform Head;
|
||||
|
||||
public float RotateSpeed = 5;
|
||||
public float MaxLookAngle = 90f;
|
||||
|
||||
private float m_verticalRotation = 0f;
|
||||
|
||||
private Rigidbody m_rigidbody;
|
||||
private PlayerInputController input;
|
||||
private PlayerHeadController headController;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_rigidbody = GetComponent<Rigidbody>();
|
||||
input = GetComponent<PlayerInputController>();
|
||||
headController = GetComponent<PlayerHeadController>();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
Vector2 m_lookAmt = input.LookAmount;
|
||||
|
||||
if (m_lookAmt.magnitude <= 0.01f)
|
||||
return;
|
||||
|
||||
if (!headController.isHoldingHead || input.ShiftPressed && headController.isHoldingHead)
|
||||
{
|
||||
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||
Head.Rotate(0, headRotation, 0);
|
||||
|
||||
if (CameraTransform != null)
|
||||
{
|
||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
||||
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
||||
|
||||
if (CameraTransform != null)
|
||||
{
|
||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Code/Scripts/Player/PlayerLook.cs.meta
Normal file
2
Assets/Code/Scripts/Player/PlayerLook.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c1ddada0161b8c4783806ef6775348a
|
||||
@@ -1,216 +1,74 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
public InputActionAsset InputActions;
|
||||
|
||||
private InputAction m_moveAction;
|
||||
private InputAction m_lookAction;
|
||||
private InputAction m_jumpAction;
|
||||
private InputAction m_throwAction;
|
||||
private InputAction m_pickupAction;
|
||||
|
||||
private Vector2 m_moveAmt;
|
||||
private Vector2 m_lookAmt;
|
||||
|
||||
private Rigidbody m_rigidbody;
|
||||
|
||||
[Header("Camera/Head")]
|
||||
public Transform CameraTransform;
|
||||
public float MaxLookAngle = 90f;
|
||||
|
||||
private float m_verticalRotation = 0f;
|
||||
|
||||
public float WalkSpeed = 10;
|
||||
public float RotateSpeed = 5;
|
||||
public float JumpForce = 5;
|
||||
|
||||
public Transform GroundCheck;
|
||||
public float GroundCheckRadius = 0.2f;
|
||||
public float rotationSpeed = 10f;
|
||||
|
||||
public Animator animator;
|
||||
public Transform cameraTransform;
|
||||
|
||||
[Header("Head Settings")]
|
||||
public Transform Head;
|
||||
public float ThrowForce = 10f;
|
||||
public float PickupDistance = 3f;
|
||||
private Rigidbody m_rigidbody;
|
||||
private PlayerInputController input;
|
||||
private PlayerHeadController headController;
|
||||
|
||||
private bool m_isHeadThrown = false;
|
||||
private Rigidbody m_headRigidbody;
|
||||
|
||||
private Vector3 m_headInitialLocalPos;
|
||||
private Quaternion m_headInitialLocalRot;
|
||||
private Vector3 moveDirection;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
var map = InputActions.FindActionMap("Player");
|
||||
|
||||
m_moveAction = map.FindAction("Move");
|
||||
m_lookAction = map.FindAction("Look");
|
||||
m_jumpAction = map.FindAction("Jump");
|
||||
// Support both old and new action names without breaking the scene setup.
|
||||
m_throwAction = map.FindAction("Throw") ?? map.FindAction("Attack");
|
||||
m_pickupAction = map.FindAction("Pickup") ?? map.FindAction("Interact");
|
||||
|
||||
m_rigidbody = GetComponent<Rigidbody>();
|
||||
input = GetComponent<PlayerInputController>();
|
||||
animator = GetComponent<Animator>();
|
||||
}
|
||||
headController = GetComponent<PlayerHeadController>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
InputActions.FindActionMap("Player").Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
InputActions.FindActionMap("Player").Disable();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
m_headInitialLocalPos = Head.localPosition;
|
||||
m_headInitialLocalRot = Head.localRotation;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
m_moveAmt = m_moveAction != null ? m_moveAction.ReadValue<Vector2>() : Vector2.zero;
|
||||
m_lookAmt = m_lookAction != null ? m_lookAction.ReadValue<Vector2>() : Vector2.zero;
|
||||
|
||||
if (m_jumpAction != null && m_jumpAction.WasPressedThisFrame())
|
||||
if (m_rigidbody != null)
|
||||
{
|
||||
Jump();
|
||||
m_rigidbody.freezeRotation = true;
|
||||
}
|
||||
|
||||
if (m_throwAction != null && m_throwAction.WasPressedThisFrame())
|
||||
{
|
||||
ThrowHead();
|
||||
}
|
||||
|
||||
if (m_pickupAction != null && (m_pickupAction.WasPressedThisFrame() || m_pickupAction.WasPerformedThisFrame()))
|
||||
{
|
||||
TryPickupHead();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
Walking();
|
||||
Rotating();
|
||||
}
|
||||
Vector2 m_moveAmt = input.MoveAmount;
|
||||
|
||||
private void Walking()
|
||||
{
|
||||
Vector3 move =
|
||||
transform.forward * m_moveAmt.y +
|
||||
transform.right * m_moveAmt.x;
|
||||
float horizontal = m_moveAmt.x;
|
||||
float vertical = m_moveAmt.y;
|
||||
|
||||
m_rigidbody.MovePosition(
|
||||
m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
||||
);
|
||||
Vector3 cameraForward = cameraTransform.forward;
|
||||
Vector3 cameraRight = cameraTransform.right;
|
||||
|
||||
cameraForward.y = 0f;
|
||||
cameraRight.y = 0f;
|
||||
|
||||
cameraForward.Normalize();
|
||||
cameraRight.Normalize();
|
||||
|
||||
moveDirection = (cameraForward * vertical + cameraRight * horizontal).normalized;
|
||||
|
||||
if (headController.isHoldingHead)
|
||||
{
|
||||
m_rigidbody.MovePosition(
|
||||
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (moveDirection.magnitude >= 0.1f)
|
||||
{
|
||||
m_rigidbody.MovePosition(
|
||||
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
|
||||
);
|
||||
|
||||
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
|
||||
transform.rotation = Quaternion.Slerp(
|
||||
transform.rotation,
|
||||
targetRotation,
|
||||
rotationSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
bool isMoving = m_moveAmt.magnitude > 0.1f;
|
||||
animator.SetBool("isWalking", isMoving);
|
||||
}
|
||||
|
||||
|
||||
private void Rotating()
|
||||
{
|
||||
if (m_lookAmt.magnitude <= 0.01f)
|
||||
return;
|
||||
|
||||
if (!m_isHeadThrown)
|
||||
{
|
||||
// NORMAL BODY ROTATION
|
||||
float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||
Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
||||
m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
||||
|
||||
if (CameraTransform != null)
|
||||
{
|
||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// HEAD ROTATION ON GROUND
|
||||
float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||
Head.Rotate(0, headRotation, 0);
|
||||
|
||||
// Add vertical camera rotation when head is on ground
|
||||
if (CameraTransform != null)
|
||||
{
|
||||
m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||
m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||
CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground"))) {
|
||||
m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
|
||||
private void ThrowHead()
|
||||
{
|
||||
if (m_isHeadThrown)
|
||||
return;
|
||||
|
||||
animator.SetTrigger("Throw");
|
||||
|
||||
m_isHeadThrown = true;
|
||||
|
||||
Head.SetParent(null);
|
||||
|
||||
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||
m_headRigidbody.mass = 1f;
|
||||
|
||||
m_headRigidbody.constraints =
|
||||
RigidbodyConstraints.FreezeRotationX |
|
||||
RigidbodyConstraints.FreezeRotationZ;
|
||||
|
||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
private void TryPickupHead()
|
||||
{
|
||||
if (!m_isHeadThrown)
|
||||
return;
|
||||
|
||||
float distance = Vector3.Distance(transform.position, Head.position);
|
||||
|
||||
if (distance <= PickupDistance)
|
||||
{
|
||||
PickupHead();
|
||||
}
|
||||
}
|
||||
|
||||
private void PickupHead()
|
||||
{
|
||||
m_isHeadThrown = false;
|
||||
|
||||
// Remove Rigidbody
|
||||
if (m_headRigidbody != null)
|
||||
{
|
||||
Destroy(m_headRigidbody);
|
||||
}
|
||||
|
||||
// Reattach to player
|
||||
Head.SetParent(transform);
|
||||
|
||||
// Reset position & rotation
|
||||
Head.localPosition = m_headInitialLocalPos;
|
||||
Head.localRotation = m_headInitialLocalRot;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d8f349ed7dc088a4a6e2690ee87094a
|
||||
guid: 7f91586e8c2742341aa8f6925e597bf1
|
||||
216
Assets/Code/Scripts/Player/test.cs
Normal file
216
Assets/Code/Scripts/Player/test.cs
Normal file
@@ -0,0 +1,216 @@
|
||||
//using TMPro;
|
||||
//using UnityEngine;
|
||||
//using UnityEngine.InputSystem;
|
||||
|
||||
//public class PlayerMovement : MonoBehaviour
|
||||
//{
|
||||
// public InputActionAsset InputActions;
|
||||
|
||||
// private InputAction m_moveAction;
|
||||
// private InputAction m_lookAction;
|
||||
// private InputAction m_jumpAction;
|
||||
// private InputAction m_throwAction;
|
||||
// private InputAction m_pickupAction;
|
||||
|
||||
// private Vector2 m_moveAmt;
|
||||
// private Vector2 m_lookAmt;
|
||||
|
||||
// private Rigidbody m_rigidbody;
|
||||
|
||||
// [Header("Camera/Head")]
|
||||
// public Transform CameraTransform;
|
||||
// public float MaxLookAngle = 90f;
|
||||
|
||||
// private float m_verticalRotation = 0f;
|
||||
|
||||
// public float WalkSpeed = 10;
|
||||
// public float RotateSpeed = 5;
|
||||
// public float JumpForce = 5;
|
||||
|
||||
// public Transform GroundCheck;
|
||||
// public float GroundCheckRadius = 0.2f;
|
||||
|
||||
// public Animator animator;
|
||||
|
||||
// [Header("Head Settings")]
|
||||
// public Transform Head;
|
||||
// public float ThrowForce = 10f;
|
||||
// public float PickupDistance = 3f;
|
||||
|
||||
// private bool m_isHeadThrown = false;
|
||||
// private Rigidbody m_headRigidbody;
|
||||
|
||||
// private Vector3 m_headInitialLocalPos;
|
||||
// private Quaternion m_headInitialLocalRot;
|
||||
|
||||
// private void Awake()
|
||||
// {
|
||||
// var map = InputActions.FindActionMap("Player");
|
||||
|
||||
// m_moveAction = map.FindAction("Move");
|
||||
// m_lookAction = map.FindAction("Look");
|
||||
// m_jumpAction = map.FindAction("Jump");
|
||||
// m_throwAction = map.FindAction("Throw");
|
||||
// m_pickupAction = map.FindAction("Pickup");
|
||||
|
||||
// m_rigidbody = GetComponent<Rigidbody>();
|
||||
// animator = GetComponent<Animator>();
|
||||
// }
|
||||
|
||||
// private void OnEnable()
|
||||
// {
|
||||
// InputActions.FindActionMap("Player").Enable();
|
||||
// }
|
||||
|
||||
// private void OnDisable()
|
||||
// {
|
||||
// InputActions.FindActionMap("Player").Disable();
|
||||
// }
|
||||
|
||||
// void Start()
|
||||
// {
|
||||
// Cursor.lockState = CursorLockMode.Locked;
|
||||
// m_headInitialLocalPos = Head.localPosition;
|
||||
// m_headInitialLocalRot = Head.localRotation;
|
||||
// }
|
||||
|
||||
// private void Update()
|
||||
// {
|
||||
// m_moveAmt = m_moveAction.ReadValue<Vector2>();
|
||||
// m_lookAmt = m_lookAction.ReadValue<Vector2>();
|
||||
|
||||
// if (m_jumpAction.WasPressedThisFrame())
|
||||
// {
|
||||
// Jump();
|
||||
// }
|
||||
|
||||
// if (m_throwAction.WasPressedThisFrame())
|
||||
// {
|
||||
// ThrowHead();
|
||||
// }
|
||||
|
||||
// if (m_pickupAction.WasPressedThisFrame())
|
||||
// {
|
||||
// TryPickupHead();
|
||||
// }
|
||||
|
||||
// }
|
||||
|
||||
// private void FixedUpdate()
|
||||
// {
|
||||
// Walking();
|
||||
// Rotating();
|
||||
// }
|
||||
|
||||
// private void Walking()
|
||||
// {
|
||||
// Vector3 move =
|
||||
// transform.forward * m_moveAmt.y +
|
||||
// transform.right * m_moveAmt.x;
|
||||
|
||||
// m_rigidbody.MovePosition(
|
||||
// m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
||||
// );
|
||||
|
||||
// bool isMoving = m_moveAmt.magnitude > 0.1f;
|
||||
// animator.SetBool("isWalking", isMoving);
|
||||
// }
|
||||
|
||||
|
||||
// private void Rotating()
|
||||
// {
|
||||
// if (m_lookAmt.magnitude <= 0.01f)
|
||||
// return;
|
||||
|
||||
// if (!m_isHeadThrown)
|
||||
// {
|
||||
// NORMAL BODY ROTATION
|
||||
// float horizontalRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||
// Quaternion deltaRotation = Quaternion.Euler(0, horizontalRotation, 0);
|
||||
// m_rigidbody.MoveRotation(m_rigidbody.rotation * deltaRotation);
|
||||
|
||||
// if (CameraTransform != null)
|
||||
// {
|
||||
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// HEAD ROTATION ON GROUND
|
||||
// float headRotation = m_lookAmt.x * RotateSpeed * Time.deltaTime;
|
||||
// Head.Rotate(0, headRotation, 0);
|
||||
|
||||
// Add vertical camera rotation when head is on ground
|
||||
// if (CameraTransform != null)
|
||||
// {
|
||||
// m_verticalRotation -= m_lookAmt.y * RotateSpeed * Time.deltaTime;
|
||||
// m_verticalRotation = Mathf.Clamp(m_verticalRotation, -MaxLookAngle, MaxLookAngle);
|
||||
// CameraTransform.localRotation = Quaternion.Euler(m_verticalRotation, 0, 0);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// public void Jump()
|
||||
// {
|
||||
// if (Physics.CheckSphere(GroundCheck.position, GroundCheckRadius, LayerMask.GetMask("Ground")))
|
||||
// {
|
||||
// m_rigidbody.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);
|
||||
// }
|
||||
// }
|
||||
|
||||
// private void ThrowHead()
|
||||
// {
|
||||
// if (m_isHeadThrown)
|
||||
// return;
|
||||
|
||||
// animator.SetTrigger("Throw");
|
||||
|
||||
// m_isHeadThrown = true;
|
||||
|
||||
// Head.SetParent(null);
|
||||
|
||||
// m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
|
||||
// m_headRigidbody.mass = 1f;
|
||||
|
||||
// m_headRigidbody.constraints =
|
||||
// RigidbodyConstraints.FreezeRotationX |
|
||||
// RigidbodyConstraints.FreezeRotationZ;
|
||||
|
||||
// m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||
// }
|
||||
|
||||
// private void TryPickupHead()
|
||||
// {
|
||||
// if (!m_isHeadThrown)
|
||||
// return;
|
||||
|
||||
// float distance = Vector3.Distance(transform.position, Head.position);
|
||||
|
||||
// if (distance <= PickupDistance)
|
||||
// {
|
||||
// PickupHead();
|
||||
// }
|
||||
// }
|
||||
|
||||
// private void PickupHead()
|
||||
// {
|
||||
// m_isHeadThrown = false;
|
||||
|
||||
// Remove Rigidbody
|
||||
// if (m_headRigidbody != null)
|
||||
// {
|
||||
// Destroy(m_headRigidbody);
|
||||
// }
|
||||
|
||||
// Reattach to player
|
||||
// Head.SetParent(transform);
|
||||
|
||||
// Reset position & rotation
|
||||
// Head.localPosition = m_headInitialLocalPos;
|
||||
// Head.localRotation = m_headInitialLocalRot;
|
||||
// }
|
||||
|
||||
|
||||
//}
|
||||
2
Assets/Code/Scripts/Player/test.cs.meta
Normal file
2
Assets/Code/Scripts/Player/test.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 85fce5e45a2682243a133de9ba0a4324
|
||||
@@ -25,7 +25,7 @@
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Attack",
|
||||
"name": "Throw",
|
||||
"type": "Button",
|
||||
"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
|
||||
"expectedControlType": "",
|
||||
@@ -261,7 +261,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -272,7 +272,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Keyboard&Mouse",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -283,7 +283,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Touch",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -294,7 +294,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Joystick",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -305,7 +305,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "XR",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
@@ -316,7 +316,7 @@
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Keyboard&Mouse",
|
||||
"action": "Attack",
|
||||
"action": "Throw",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
|
||||
53
Assets/Level/Prefabs/Dev/HUD.prefab
Normal file
53
Assets/Level/Prefabs/Dev/HUD.prefab
Normal file
@@ -0,0 +1,53 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &4178108422795220641
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
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<Solution>
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304
Packages/com.merry-yellow.code-assist/CHANGELOG.md
Normal file
304
Packages/com.merry-yellow.code-assist/CHANGELOG.md
Normal file
@@ -0,0 +1,304 @@
|
||||
List of new features, bug fixes and improvements
|
||||
|
||||
# Version 1.4.19
|
||||
* AGENTS.md support for agentic AI, copilot-instructions.md support is deprecated
|
||||
* Visual Studio 2026 compatibility
|
||||
* Bugfix for completions and inline visuals for sorting layer related members
|
||||
* Can unspecify max_tokens,temperature and top_p in the gpt request options
|
||||
* Gpt libraries and models are updated
|
||||
|
||||
# Version 1.4.18
|
||||
* New code completions: Material/Shader
|
||||
* New inline visuals: Material/Shader
|
||||
* Bugfix for inline text visuals when document is edited
|
||||
* Bugfix for completions for constructor method arguments
|
||||
* Hotfix for InputManager data fetching with custom tags
|
||||
* Gpt models are updated
|
||||
|
||||
# Version 1.4.17
|
||||
* Hotfix for Unity compile error
|
||||
|
||||
# Version 1.4.16
|
||||
* New code completions: RenderingLayerMask (Unity 6 and newer only)
|
||||
* New inline visuals: RenderingLayerMask (Unity 6 and newer only), and LayerMask
|
||||
* Hotfix for Unity editor freezes
|
||||
* Hotfix for inline visuals not showing properly when changing document in Visual Studio
|
||||
* Category SortingLayer removed, its items are now under category Layer
|
||||
* Minor fix for output window in Visual Studio
|
||||
* Gpt libraries and models are updated
|
||||
|
||||
# Version 1.4.15
|
||||
* Hotfix for code completion for attributes
|
||||
|
||||
# Version 1.4.14
|
||||
* New code completions: Attributes and preprocessor directives (#if, #elif)
|
||||
* New gpt feature: Add mode, gpt can add new files to the project
|
||||
* New gpt feature: For CodeLens, follow-up question and custom prompt
|
||||
* Gpt responses are logged to Visual Studio output window
|
||||
|
||||
# Version 1.4.13
|
||||
* Hotfix for gpt requests of OpenAI-API-Compatible platforms
|
||||
|
||||
# Version 1.4.12
|
||||
* Additional properties options added for gpt requests
|
||||
* Version number mistype fix for Unity asset package
|
||||
|
||||
# Version 1.4.11
|
||||
* Hotfix for gpt options page
|
||||
* Fix for applying transformers for newer versions of Visual Studio
|
||||
* Arm64 architecture support
|
||||
|
||||
# Version 1.4.10
|
||||
* Animations added to context aware instructions
|
||||
* Hotfix for context aware integrations (for GitHub Copilot)
|
||||
|
||||
# Version 1.4.9
|
||||
* Hotfix for gpt options page
|
||||
|
||||
# Version 1.4.8
|
||||
* Version bump for sister Visual Studio extensions
|
||||
|
||||
# Version 1.4.7
|
||||
* New gpt feature: Integration into GitHub Copilot. Can now feed GitHub Copilot with project/scene/game-object details.
|
||||
* Auto updater for itch.io builds
|
||||
|
||||
# Version 1.4.6
|
||||
* Updated binaries with new build parameters
|
||||
|
||||
# Version 1.4.5
|
||||
* Version skipped by mistake ^-^
|
||||
|
||||
# Version 1.4.4
|
||||
* Hotfix for Unity package compile error
|
||||
|
||||
# Version 1.4.3
|
||||
* New gpt provider: OpenAI API Compatible, for web/cloud services that supports OpenAI SDK standards
|
||||
|
||||
# Version 1.4.2
|
||||
* Bugfix for formatting and title of logging
|
||||
* Bugfix for CodeLens2Gpt when closing document
|
||||
|
||||
# Version 1.4.1
|
||||
* New gpt provider: Ollama, can use LLMs from local machine or private network
|
||||
|
||||
# Version 1.4.0
|
||||
* Gpt backend has been reimplemented for latest models and LLM trends
|
||||
* New gpt provider: Anthropic (Claude), can be used as an alternative to OpenAI ChatGPT and Google Gemini
|
||||
* New gpt provider: DeepSeek, can be used as an alternative to OpenAI ChatGPT and Google Gemini
|
||||
* New code completions: Scene management classes can be auto completed
|
||||
* New inline visuals: Scene management classes can display inline information
|
||||
|
||||
# Version 1.3.12
|
||||
* Hotfix for Microsoft Marketplace manifest file
|
||||
|
||||
# Version 1.3.11
|
||||
* Hotfix for Microsoft Marketplace manifest file
|
||||
|
||||
# Version 1.3.10
|
||||
* Hotfix for type resolving
|
||||
* Usability improvements for VSCode exporter
|
||||
* More filters for expected error logs
|
||||
|
||||
# Version 1.3.9
|
||||
* Hotfix for Unity sink
|
||||
|
||||
# Version 1.3.8
|
||||
* Hotfix for Unity sink
|
||||
|
||||
# Version 1.3.7
|
||||
* Bugfix for exporter/updater
|
||||
* Bugfix for logging options
|
||||
|
||||
# Version 1.3.6
|
||||
* VSCode readme updated
|
||||
|
||||
# Version 1.3.5
|
||||
* JSON library switched back to Newtonsoft.JSON
|
||||
* Rule xml files removed from Unity asset
|
||||
* Unnessary analyzer binaries are removed from Roslyn Analyzer
|
||||
|
||||
# Version 1.3.4
|
||||
* Stability improvements for network (mqttnet)
|
||||
* Hotfix for JSON mapping
|
||||
|
||||
# Version 1.3.3
|
||||
* Full version for VSCode is released!
|
||||
* Fix for VSCode adorments when document is modified
|
||||
* Binary files removed from Unity asset
|
||||
* Bugfix for network (mqttnet server)
|
||||
* VSCode extension stability improvements
|
||||
* VSCode roslyn analyzer stability improvements
|
||||
|
||||
# Version 1.3.2
|
||||
* Fixed cross-platform issues for Linux and macOS
|
||||
|
||||
# Version 1.3.1
|
||||
* Updated VSCode manifest and readme
|
||||
|
||||
# Version 1.3.0
|
||||
* Initial release for VSCode
|
||||
|
||||
# Version 1.2.6
|
||||
* Exporting when Unity is in play mode
|
||||
* Some error messages have been made more user friendly
|
||||
|
||||
# Version 1.2.5
|
||||
* Released on itch.io https://meryel.itch.io/unity-code-assist
|
||||
* Url changes
|
||||
|
||||
# Version 1.2.4
|
||||
* Bugfix for exporter with long file paths
|
||||
* Bugfix for retrieving animation and animator data
|
||||
|
||||
# Version 1.2.3
|
||||
* Bugfix for exporter when overwriting files
|
||||
* Bugfix for inline visuals when active game object changes
|
||||
|
||||
# Version 1.2.2
|
||||
* Bugfix for exporter when facing race condition
|
||||
|
||||
# Version 1.2.1
|
||||
* Typo fix for Options page
|
||||
* Bugfix for retrieving animation and animator data
|
||||
|
||||
# Version 1.2.0
|
||||
* New gpt provider: Google Gemini, can be used as an alternative to OpenAI ChatGPT
|
||||
* New feature: CodeLens2Gpt. Can request gpt queries from the CodeLens of methods and classes
|
||||
* New feature: Context aware gpt, gpt prompts are embedded with Unity, scene and object information
|
||||
* New feature: Package, asset has relocated under Packages directory (from Assets directýry), along with Unity setup menu items
|
||||
* New code completions: Animation and Animator classes and Invoke/Coroutine/Broadcast methods can be auto completed
|
||||
* New inline visuals: Animation and Animator classes can display inline information
|
||||
|
||||
# Version 1.1.12
|
||||
* External binary files have been customized and minimized
|
||||
* Domain reloading time have been reduced
|
||||
* Stability and usability improvements for exporter/updater
|
||||
* Bugfix for Feedback window
|
||||
|
||||
# Version 1.1.11
|
||||
* Gpt completion endpoint fixed for OpenAI API changes
|
||||
* Bugfix for Input Manager monitor
|
||||
* Bugfix for logging to Visual Studio output window
|
||||
* Bugfix for About window
|
||||
|
||||
# Version 1.1.10
|
||||
* Version skipped for compatibility with other assets
|
||||
|
||||
# Version 1.1.9
|
||||
* Gpt support for chat and edit
|
||||
* More options added for Gpt
|
||||
* Overall stability improvements
|
||||
* Exporter shows file locks if update/export is unsuccessful
|
||||
|
||||
# Version 1.1.8
|
||||
* Bugfix for non-Unity solutions
|
||||
|
||||
# Version 1.1.7
|
||||
* Bugfix for Visual Studio freeze
|
||||
|
||||
# Version 1.1.6
|
||||
* Gpt support added for shader files
|
||||
* Stability improvements for Unity.ScriptFinder
|
||||
|
||||
# Version 1.1.5
|
||||
* Stability and usability improvements for exporter/updater
|
||||
* Bugfix for Transformer Linq and Auto Input Manager
|
||||
* Usability for Transformer window, disabling it if not connected to Unity
|
||||
* Enhancement for completions, sorting numerical values correctly https://github.com/merryyellow/Unity-Code-Assist/issues/6
|
||||
|
||||
# Version 1.1.4
|
||||
* Auto Input Manager is now compatible with binary asset files
|
||||
* Stability and usability improvements for Transformer windows
|
||||
|
||||
# Version 1.1.3
|
||||
* Analyzers are working at a separate process https://github.com/merryyellow/Unity-Code-Assist/issues/20
|
||||
* Inline visuals stability and performance improvements https://github.com/merryyellow/Unity-Code-Assist/issues/22 https://github.com/merryyellow/Unity-Code-Assist/issues/24
|
||||
* Exporter/updater stability improvements https://github.com/merryyellow/Unity-Code-Assist/issues/19 https://github.com/merryyellow/Unity-Code-Assist/issues/23
|
||||
* Transformer window stability improvements https://github.com/merryyellow/Unity-Code-Assist/issues/21
|
||||
* Bugfix for Gpt busy icon positioning https://github.com/merryyellow/Unity-Code-Assist/issues/24
|
||||
|
||||
# Version 1.1.2
|
||||
* Bugfix for Yaml file parsing of InputManager
|
||||
|
||||
# Version 1.1.1
|
||||
* Bugfix for error handling of binary file parsing
|
||||
|
||||
# Version 1.1.0
|
||||
* New feature: Generative AI. Use OpenAI ChatGPT within comments to complete your code
|
||||
* New feature: Visual Studio menus. Access Unity Code Assist from "Extensions"->"Unity Code Assist"
|
||||
* New code completions: PlayerPrefs, EditorPrefs and Input classes' methods can be auto completed
|
||||
* New inline visuals: PlayerPrefs, EditorPrefs and Input classes' methods can display inline information
|
||||
* New code transformer: Auto Input Manager. Converts legacy input code into the new Input Manager
|
||||
|
||||
# Version 1.0.0.21
|
||||
* Stability improvements for Unity ScriptFinder class
|
||||
|
||||
# Version 1.0.0.20
|
||||
* Bugfix for crash at startup https://github.com/merryyellow/Unity-Code-Assist/issues/18
|
||||
|
||||
# Version 1.0.0.19
|
||||
* More logging for error tracking
|
||||
|
||||
# Version 1.0.0.18
|
||||
* Overall stability improvements, nullable references enabled for codebase
|
||||
* Stability improvements for communications, when reconnection occurs
|
||||
|
||||
# Version 1.0.0.17
|
||||
* Stability improvements for Unity ScriptFinder class
|
||||
|
||||
# Version 1.0.0.16
|
||||
* Bugfix for Visual Studio events concurrency
|
||||
|
||||
# Version 1.0.0.15
|
||||
* Visual Studio events are reimplemented for both stability and performance
|
||||
* Removal of possible Task deadlocks
|
||||
* Usability improvements for exporter/updater
|
||||
* Bugfix for exporter/updater, where prompts can appear twice
|
||||
* Bugfix for Inline Texts, where const null identifier may raise exceptions https://github.com/merryyellow/Unity-Code-Assist/issues/16
|
||||
* Bugfix for communications, where tags&layers are sent for the first time
|
||||
|
||||
# Version 1.0.0.14
|
||||
* Usability improvements for Visual Studio Status window where project is not a Unity project
|
||||
* Bugfix for communication reinitialization, where projects are closed and opened from Visual Studio https://github.com/merryyellow/Unity-Code-Assist/issues/15
|
||||
* Bugfix for Visual Studio events' initialization https://github.com/merryyellow/Unity-Code-Assist/issues/14
|
||||
|
||||
# Version 1.0.0.13
|
||||
* Bugfix for Unity where target object is neither Component nor MonoBehaviour https://github.com/merryyellow/Unity-Code-Assist/issues/13
|
||||
|
||||
# Version 1.0.0.12
|
||||
* New Feature: Updating Unity asset from Visual Studio
|
||||
* New Feature: Online error reporting of Unity errors
|
||||
* Usability improvement for Visual Studio Feedback window
|
||||
* Bugfix for Inline Texts where there is no class declaration https://github.com/merryyellow/Unity-Code-Assist/issues/5
|
||||
* Bugfix for Code Completion where there is no class declaration https://github.com/merryyellow/Unity-Code-Assist/issues/10
|
||||
* Bugfix for Visual Studio output window, where it may be unavailable
|
||||
|
||||
# Version 1.0.0.11
|
||||
* Bugfix for Visual Studio events' initialization https://github.com/merryyellow/Unity-Code-Assist/issues/3
|
||||
* Exporter now has more logs
|
||||
|
||||
# Version 1.0.0.10
|
||||
* Bugfix for Inline Texts where leading trivia is absent https://github.com/merryyellow/Unity-Code-Assist/issues/1
|
||||
* Bugfix for Visual Studio events' initialization https://github.com/merryyellow/Unity-Code-Assist/issues/2
|
||||
|
||||
# Version 1.0.0.9
|
||||
* Minor adjustments for initialization logging
|
||||
|
||||
# Version 1.0.0.8
|
||||
* Online analytics added
|
||||
* Bugfix for Inline Texts, Visual Studio code preview screen does not raise any exception anymore
|
||||
|
||||
# Version 1.0.0.7
|
||||
* Online error tracker added
|
||||
|
||||
# Version 1.0.0.6
|
||||
* Exporter is always disabled for non Unity projects
|
||||
|
||||
# Version 1.0.0.5
|
||||
* Lite version released at Visual Studio Marketplace
|
||||
* Exporting Unity asset from Visual Studio
|
||||
* Unity package become package independent (Removed Newtonsoft.Json dependency)
|
||||
|
||||
# Version 1.0.0
|
||||
* First release!
|
||||
* Released on Unity Asset Store
|
||||
7
Packages/com.merry-yellow.code-assist/CHANGELOG.md.meta
Normal file
7
Packages/com.merry-yellow.code-assist/CHANGELOG.md.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c541f26362738d45ad369a0458b7559
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Packages/com.merry-yellow.code-assist/Editor.meta
Normal file
8
Packages/com.merry-yellow.code-assist/Editor.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c4f29bc8d89b284cb9b38090b87a507
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user