Compare commits
18 Commits
4593b3714c
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fix/dev-ro
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8
AGENTS.md
Normal file
8
AGENTS.md
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
|
||||||
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- Project name: HeadlessHazard
|
||||||
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- Unity version: Unity 6000.3.10f1
|
||||||
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- Active game object:
|
||||||
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- Name: Head
|
||||||
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- Tag: Player
|
||||||
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- Layer: Default
|
||||||
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
|
||||||
141
Assets/Art/Materials/Player/Trajectory Material.mat
Normal file
141
Assets/Art/Materials/Player/Trajectory Material.mat
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@@ -0,0 +1,141 @@
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|||||||
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%YAML 1.1
|
||||||
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &-4017841189937380044
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
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- _SrcBlend: 5
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- _WorkflowMode: 0
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- _XRMotionVectorsPass: 1
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|
- _ZWrite: 0
|
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m_Colors:
|
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|
- _BaseColor: {r: 1, g: 0, b: 0, a: 0.6862745}
|
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|
- _Color: {r: 1, g: 0, b: 0, a: 0.6862745}
|
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|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Assets/Art/Materials/Player/Trajectory Material.mat.meta
Normal file
8
Assets/Art/Materials/Player/Trajectory Material.mat.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 51588d9f6325eb54eaa0c67389672860
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
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|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -55,8 +55,7 @@ public class ButtonSequenceDoorPuzzle : MonoBehaviour
|
|||||||
if (button == null)
|
if (button == null)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
int buttonIndex = i;
|
UnityAction action = () => OnButtonPressed(i);
|
||||||
UnityAction action = () => OnButtonPressed(buttonIndex);
|
|
||||||
m_cachedListeners[i] = action;
|
m_cachedListeners[i] = action;
|
||||||
button.OnInteract.AddListener(action);
|
button.OnInteract.AddListener(action);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
public UnityEvent OnReleased;
|
public UnityEvent OnReleased;
|
||||||
|
|
||||||
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
|
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
|
||||||
|
private readonly HashSet<Collider> m_stayedThisPhysicsFrame = new HashSet<Collider>();
|
||||||
private bool m_isPressed;
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private bool m_isPressed;
|
||||||
|
|
||||||
private void Reset()
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private void Reset()
|
||||||
@@ -42,8 +43,16 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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private void OnTriggerStay(Collider other)
|
||||||
|
{
|
||||||
|
if (IsValidActivator(other))
|
||||||
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m_stayedThisPhysicsFrame.Add(other);
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
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private void OnTriggerExit(Collider other)
|
||||||
{
|
{
|
||||||
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m_stayedThisPhysicsFrame.Remove(other);
|
||||||
|
|
||||||
if (!m_validCollidersOnPlate.Remove(other))
|
if (!m_validCollidersOnPlate.Remove(other))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -54,6 +63,26 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (m_validCollidersOnPlate.Count == 0)
|
||||||
|
{
|
||||||
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m_stayedThisPhysicsFrame.Clear();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_validCollidersOnPlate.RemoveWhere(c => c == null || !c.enabled || !c.gameObject.activeInHierarchy);
|
||||||
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|
||||||
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m_validCollidersOnPlate.IntersectWith(m_stayedThisPhysicsFrame);
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||||||
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m_stayedThisPhysicsFrame.Clear();
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||||||
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||||||
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if (m_validCollidersOnPlate.Count == 0 && m_isPressed)
|
||||||
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{
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||||||
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m_isPressed = false;
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||||||
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OnReleased?.Invoke();
|
||||||
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}
|
||||||
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}
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||||||
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|
||||||
private bool IsValidActivator(Collider other)
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private bool IsValidActivator(Collider other)
|
||||||
{
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{
|
||||||
if (((1 << other.gameObject.layer) & detectionMask) == 0)
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if (((1 << other.gameObject.layer) & detectionMask) == 0)
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
public enum SlideDirection { Positive = 1, Negative = -1 }
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public enum SlideDirection { Positive = 1, Negative = -1 }
|
||||||
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|
||||||
[Header("Slide Settings")]
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[Header("Slide Settings")]
|
||||||
[Tooltip("Local axis the door slides along.")]
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[Tooltip("Axis in parent space (or world space if no parent) the door slides along.")]
|
||||||
[SerializeField] private SlideAxis axis = SlideAxis.X;
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[SerializeField] private SlideAxis axis = SlideAxis.X;
|
||||||
|
|
||||||
[Tooltip("Which way along the axis the door opens.")]
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[Tooltip("Which way along the axis the door opens.")]
|
||||||
@@ -36,7 +36,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
m_closedPos = transform.localPosition;
|
m_closedPos = transform.localPosition;
|
||||||
m_openPos = m_closedPos + GetSlideVector() * slideDistance;
|
m_openPos = m_closedPos + GetParentSpaceSlideVector() * slideDistance;
|
||||||
|
|
||||||
if (startOpen)
|
if (startOpen)
|
||||||
{
|
{
|
||||||
@@ -86,7 +86,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
Open();
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Open();
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector3 GetSlideVector()
|
private Vector3 GetParentSpaceSlideVector()
|
||||||
{
|
{
|
||||||
float sign = (float)direction;
|
float sign = (float)direction;
|
||||||
return axis switch
|
return axis switch
|
||||||
@@ -98,14 +98,19 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private Vector3 GetWorldSpaceSlideVector()
|
||||||
|
{
|
||||||
|
return transform.parent != null
|
||||||
|
? transform.parent.TransformDirection(GetParentSpaceSlideVector()).normalized
|
||||||
|
: GetParentSpaceSlideVector().normalized;
|
||||||
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
private void OnDrawGizmos()
|
private void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
Vector3 worldClosed = transform.parent != null
|
Vector3 worldClosed = transform.position;
|
||||||
? transform.parent.TransformPoint(transform.localPosition)
|
|
||||||
: transform.position;
|
|
||||||
|
|
||||||
Vector3 slideVec = transform.TransformDirection(GetSlideVector()) * slideDistance;
|
Vector3 slideVec = GetWorldSpaceSlideVector() * slideDistance;
|
||||||
Gizmos.color = Color.cyan;
|
Gizmos.color = Color.cyan;
|
||||||
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
||||||
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
||||||
|
|||||||
@@ -144,12 +144,13 @@ public class SubtitleSequencePlayer : MonoBehaviour
|
|||||||
|
|
||||||
float typeTime = 0f;
|
float typeTime = 0f;
|
||||||
int totalChars = line.text.Length;
|
int totalChars = line.text.Length;
|
||||||
|
int visibleChars = 0;
|
||||||
if (typewriterCharsPerSecond > 0f)
|
if (typewriterCharsPerSecond > 0f)
|
||||||
{
|
{
|
||||||
while (m_currentText.Length < totalChars)
|
while (m_currentText.Length < totalChars)
|
||||||
{
|
{
|
||||||
typeTime += Time.deltaTime;
|
typeTime += Time.deltaTime;
|
||||||
int visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
|
visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
|
||||||
m_currentText = line.text.Substring(0, visibleChars);
|
m_currentText = line.text.Substring(0, visibleChars);
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -25,7 +25,7 @@
|
|||||||
"initialStateCheck": true
|
"initialStateCheck": true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"name": "Pickup",
|
"name": "HeadInteract",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
"id": "5a0c555a-8fc4-4188-9eed-401eb8f017b5",
|
||||||
"expectedControlType": "",
|
"expectedControlType": "",
|
||||||
@@ -100,7 +100,16 @@
|
|||||||
"name": "Sprint",
|
"name": "Sprint",
|
||||||
"type": "Button",
|
"type": "Button",
|
||||||
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
|
"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": "",
|
"processors": "",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"initialStateCheck": false
|
"initialStateCheck": false
|
||||||
@@ -495,7 +504,7 @@
|
|||||||
{
|
{
|
||||||
"name": "",
|
"name": "",
|
||||||
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
"id": "05a519b8-f991-4f43-a438-fbe3db38625b",
|
||||||
"path": "<Mouse>/rightButton",
|
"path": "<Mouse>/leftButton",
|
||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"groups": ";Keyboard&Mouse",
|
||||||
@@ -510,7 +519,18 @@
|
|||||||
"interactions": "",
|
"interactions": "",
|
||||||
"processors": "",
|
"processors": "",
|
||||||
"groups": ";Keyboard&Mouse",
|
"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,
|
"isComposite": false,
|
||||||
"isPartOfComposite": 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;
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
public class PlayerMovement : MonoBehaviour
|
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 WalkSpeed = 10;
|
||||||
public float RotateSpeed = 5;
|
public float rotationSpeed = 10f;
|
||||||
public float JumpForce = 5;
|
|
||||||
|
|
||||||
public Transform GroundCheck;
|
|
||||||
public float GroundCheckRadius = 0.2f;
|
|
||||||
|
|
||||||
public Animator animator;
|
public Animator animator;
|
||||||
|
public Transform cameraTransform;
|
||||||
|
|
||||||
[Header("Head Settings")]
|
private Rigidbody m_rigidbody;
|
||||||
public Transform Head;
|
private PlayerInputController input;
|
||||||
public float ThrowForce = 10f;
|
private PlayerHeadController headController;
|
||||||
public float PickupDistance = 3f;
|
|
||||||
|
|
||||||
private bool m_isHeadThrown = false;
|
private Vector3 moveDirection;
|
||||||
private Rigidbody m_headRigidbody;
|
|
||||||
|
|
||||||
private Vector3 m_headInitialLocalPos;
|
|
||||||
private Quaternion m_headInitialLocalRot;
|
|
||||||
|
|
||||||
private void Awake()
|
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>();
|
m_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
input = GetComponent<PlayerInputController>();
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
}
|
headController = GetComponent<PlayerHeadController>();
|
||||||
|
|
||||||
private void OnEnable()
|
if (m_rigidbody != null)
|
||||||
{
|
|
||||||
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())
|
|
||||||
{
|
{
|
||||||
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()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
Walking();
|
Vector2 m_moveAmt = input.MoveAmount;
|
||||||
Rotating();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Walking()
|
float horizontal = m_moveAmt.x;
|
||||||
{
|
float vertical = m_moveAmt.y;
|
||||||
Vector3 move =
|
|
||||||
transform.forward * m_moveAmt.y +
|
|
||||||
transform.right * m_moveAmt.x;
|
|
||||||
|
|
||||||
m_rigidbody.MovePosition(
|
Vector3 cameraForward = cameraTransform.forward;
|
||||||
m_rigidbody.position + move * WalkSpeed * Time.deltaTime
|
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;
|
bool isMoving = m_moveAmt.magnitude > 0.1f;
|
||||||
animator.SetBool("isWalking", isMoving);
|
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
|
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
|
||||||
@@ -15,7 +15,7 @@ GameObject:
|
|||||||
- component: {fileID: 6700426716916120764}
|
- component: {fileID: 6700426716916120764}
|
||||||
- component: {fileID: 7552511637356990312}
|
- component: {fileID: 7552511637356990312}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: TestBlock
|
m_Name: IndicatorBlock
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
|
||||||
@@ -302,7 +302,7 @@ MeshRenderer:
|
|||||||
m_RenderingLayerMask: 1
|
m_RenderingLayerMask: 1
|
||||||
m_RendererPriority: 0
|
m_RendererPriority: 0
|
||||||
m_Materials:
|
m_Materials:
|
||||||
- {fileID: 2100000, guid: c22777d6e868e4f2fb421913386b154e, type: 2}
|
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
|
||||||
m_StaticBatchInfo:
|
m_StaticBatchInfo:
|
||||||
firstSubMesh: 0
|
firstSubMesh: 0
|
||||||
subMeshCount: 0
|
subMeshCount: 0
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 0eece4d381450d440a0abcb205ba126e
|
guid: d6fdf4761aa22fdaca0e9d4470c7ee73
|
||||||
PrefabImporter:
|
PrefabImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ GameObject:
|
|||||||
- component: {fileID: 5853974941088398888}
|
- component: {fileID: 5853974941088398888}
|
||||||
- component: {fileID: 5042967542353382394}
|
- component: {fileID: 5042967542353382394}
|
||||||
- component: {fileID: 8480948550909164709}
|
- component: {fileID: 8480948550909164709}
|
||||||
- component: {fileID: 4852617768436622893}
|
- component: {fileID: -6766998345617383126}
|
||||||
- component: {fileID: 590849425322242843}
|
- component: {fileID: 590849425322242843}
|
||||||
- component: {fileID: 8973796063000431307}
|
- component: {fileID: 8973796063000431307}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
@@ -336,8 +336,8 @@ MeshFilter:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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with Reserved Font Name Anton.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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|
development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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|
requirement for fonts to remain under this license does not apply
|
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|
to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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"Modified Version" refers to any derivative made by adding to, deleting,
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|
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
|
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|
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||||||
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PERMISSION & CONDITIONS
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|
Permission is hereby granted, free of charge, to any person obtaining
|
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|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
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|
redistribute, and sell modified and unmodified copies of the Font
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|
Software, subject to the following conditions:
|
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|
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|
1) Neither the Font Software nor any of its individual components,
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|
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2) Original or Modified Versions of the Font Software may be bundled,
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|
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|
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|
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.
|
||||||
|
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||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
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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.
|
||||||
|
|
||||||
|
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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|
permission.
|
||||||
|
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||||||
|
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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|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
Executable file
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
Executable file
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|
|||||||
|
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Bangers.
|
||||||
|
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
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta
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92
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
Executable file
92
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
Executable file
@@ -0,0 +1,92 @@
|
|||||||
|
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
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt.meta
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8
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt.meta
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202
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt
Executable file
202
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt
Executable file
@@ -0,0 +1,202 @@
|
|||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||||
|
|
||||||
|
1. Definitions.
|
||||||
|
|
||||||
|
"License" shall mean the terms and conditions for use, reproduction,
|
||||||
|
and distribution as defined by Sections 1 through 9 of this document.
|
||||||
|
|
||||||
|
"Licensor" shall mean the copyright owner or entity authorized by
|
||||||
|
the copyright owner that is granting the License.
|
||||||
|
|
||||||
|
"Legal Entity" shall mean the union of the acting entity and all
|
||||||
|
other entities that control, are controlled by, or are under common
|
||||||
|
control with that entity. For the purposes of this definition,
|
||||||
|
"control" means (i) the power, direct or indirect, to cause the
|
||||||
|
direction or management of such entity, whether by contract or
|
||||||
|
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||||
|
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||||
|
|
||||||
|
"You" (or "Your") shall mean an individual or Legal Entity
|
||||||
|
exercising permissions granted by this License.
|
||||||
|
|
||||||
|
"Source" form shall mean the preferred form for making modifications,
|
||||||
|
including but not limited to software source code, documentation
|
||||||
|
source, and configuration files.
|
||||||
|
|
||||||
|
"Object" form shall mean any form resulting from mechanical
|
||||||
|
transformation or translation of a Source form, including but
|
||||||
|
not limited to compiled object code, generated documentation,
|
||||||
|
and conversions to other media types.
|
||||||
|
|
||||||
|
"Work" shall mean the work of authorship, whether in Source or
|
||||||
|
Object form, made available under the License, as indicated by a
|
||||||
|
copyright notice that is included in or attached to the work
|
||||||
|
(an example is provided in the Appendix below).
|
||||||
|
|
||||||
|
"Derivative Works" shall mean any work, whether in Source or Object
|
||||||
|
form, that is based on (or derived from) the Work and for which the
|
||||||
|
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8
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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|
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|
http://scripts.sil.org/OFL
|
||||||
|
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|
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||||||
|
-----------------------------------------------------------
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|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
||||||
|
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|
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|
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|
||||||
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||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
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|
|
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|
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|
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|
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Permission is hereby granted, free of charge, to any person obtaining
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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using the Font Software.
|
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|
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|
TERMINATION
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This license becomes null and void if any of the above conditions are
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|
not met.
|
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|
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.7529412}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 947a44964e53bf0448ff698b2a2219c0
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
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