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LSHIFT - Wall Run (Red Walls)
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SPACE
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- Jump'
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class KillPlayerOnCollision : MonoBehaviour
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{
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private void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("Player"))
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{
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PlayerMovement.Instance().Kill();
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}
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void Update()
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{
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if (PlayerMovement.Instance().IsDead())
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{
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transform.position = m_Tracking.position;
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return;
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}
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// Gets the mouse input from the user
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Vector2 mouse = new Vector2
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(
|
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Input.GetAxisRaw("Mouse X") * Time.deltaTime * m_Sensitivity.x * MainMenu.sens,
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Input.GetAxisRaw("Mouse Y") * Time.deltaTime * m_Sensitivity.y * MainMenu.sens
|
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Input.GetAxisRaw("Mouse X") * Time.deltaTime * m_Sensitivity.x,
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Input.GetAxisRaw("Mouse Y") * Time.deltaTime * m_Sensitivity.y
|
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);
|
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// Applies the mouse movement to the camera angle
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@@ -4,22 +4,6 @@ public partial class PlayerMovement : MonoBehaviour
|
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{
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private void OnTriggerStay(Collider other)
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{
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if (m_IsDead)
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{
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return;
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}
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if (other.CompareTag("Finish"))
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{
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m_IsDead = true;
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m_GameCanvas.enabled = false;
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m_CompletedCanvas.enabled = true;
|
||||
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float timeTaken = Time.time - m_StartTime;
|
||||
|
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m_CompletedText.text = "Congratulations you beat 'The Mobius Line'\nYou took " + timeTaken.ToString("0.00") + " seconds\nPress R to restart and try to get a faster time";
|
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}
|
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|
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// Stops it trying to find the normals of portals
|
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if (other.CompareTag("Portal")) { return; }
|
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||||
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@@ -22,30 +22,22 @@ public partial class PlayerMovement : MonoBehaviour
|
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// Fixed Update is called once per physics update
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private void FixedUpdate()
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{
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if (m_IsDead)
|
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{
|
||||
return;
|
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}
|
||||
|
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// Resets portal state
|
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m_PortalFrameCounter = Mathf.Max(0, m_PortalFrameCounter - 1);
|
||||
|
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// Transfers all stored velocity to the player
|
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if (m_StoredVel != Vector3.zero)
|
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{
|
||||
m_Body.velocity = m_StoredVel;
|
||||
m_StoredVel = Vector3.zero;
|
||||
}
|
||||
|
||||
// Works out the new state of the player
|
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UpdatePlayerState();
|
||||
|
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// Calculates the movement direction
|
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m_MoveDir = (m_Orientation.forward * m_Input.y) + (m_Orientation.right * m_Input.x);
|
||||
|
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if (m_MoveDir != Vector3.zero && m_StartTime == 0.0f)
|
||||
{
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m_StartTime = Time.time;
|
||||
}
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||||
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if (m_StartTime != 0.0f)
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{
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m_TimeText.text = (Time.time - m_StartTime).ToString("0.00") + " s";
|
||||
}
|
||||
|
||||
//
|
||||
if (m_OnSlope)
|
||||
{
|
||||
@@ -108,14 +100,15 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
|
||||
public void WentThroughPortal(float change)
|
||||
{
|
||||
Debug.Log("Went thru portal");
|
||||
|
||||
// Resets the counter
|
||||
m_PortalFrameCounter = 20;
|
||||
m_PortalFrameCounter = 5;
|
||||
|
||||
// Rotates the velocity of the player
|
||||
Vector3 vel = m_Body.velocity;
|
||||
vel = Quaternion.AngleAxis(change, Vector3.up) * vel;
|
||||
m_Body.velocity = vel;
|
||||
|
||||
// Stores the velocity
|
||||
m_StoredVel = vel;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,13 +41,6 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
[SerializeField] Transform m_Orientation;
|
||||
[SerializeField] Transform m_PlayerTransform;
|
||||
|
||||
[Header("Canvases")]
|
||||
[SerializeField] Canvas m_GameCanvas;
|
||||
[SerializeField] Canvas m_DeadCanvas;
|
||||
[SerializeField] Canvas m_CompletedCanvas;
|
||||
[SerializeField] Text m_CompletedText;
|
||||
[SerializeField] Text m_TimeText;
|
||||
|
||||
[Header("Debug Settings")]
|
||||
[SerializeField] Text m_SpeedDisplay;
|
||||
|
||||
@@ -92,16 +85,20 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
//
|
||||
int m_PortalFrameCounter = 0;
|
||||
|
||||
bool m_IsDead = false;
|
||||
|
||||
float m_StartTime = 0.0f;
|
||||
//
|
||||
Vector3 m_StoredVel;
|
||||
|
||||
// Only instance of the player
|
||||
static PlayerMovement s_Instance;
|
||||
|
||||
public static Transform Orientation() => s_Instance.m_Orientation;
|
||||
public static Vector3 Pos() => s_Instance.transform.position;
|
||||
public static void SetPos(Vector3 v) => s_Instance.transform.parent.position = v;
|
||||
public static void SetPos(Vector3 v)
|
||||
{
|
||||
//Debug.Log(v);
|
||||
s_Instance.transform.parent.position = v;
|
||||
}
|
||||
|
||||
public static GameObject Object() => s_Instance.gameObject;
|
||||
public static bool CanGoThroughPortals() => s_Instance.m_PortalFrameCounter == 0;
|
||||
public static PlayerMovement Instance() => s_Instance;
|
||||
@@ -109,10 +106,6 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
//
|
||||
m_CompletedCanvas.enabled = false;
|
||||
m_DeadCanvas.enabled = false;
|
||||
|
||||
// Checks there is not more than one player at one time
|
||||
if (s_Instance != null)
|
||||
{
|
||||
@@ -136,19 +129,4 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
// Allocates memory for the list of collisions
|
||||
m_WallCollisions = new List<Collider>();
|
||||
}
|
||||
|
||||
public void Kill()
|
||||
{
|
||||
if (m_IsDead)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_IsDead = true;
|
||||
|
||||
m_GameCanvas.enabled = false;
|
||||
m_DeadCanvas.enabled = true;
|
||||
}
|
||||
|
||||
public bool IsDead() { return m_IsDead; }
|
||||
}
|
||||
|
||||
@@ -10,8 +10,6 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
m_Input.x = Input.GetAxisRaw("Horizontal");
|
||||
m_Input.y = Input.GetAxisRaw("Vertical");
|
||||
|
||||
//m_Input.y = Mathf.Clamp(m_Input.y, 0, Mathf.Infinity);
|
||||
|
||||
// Updates key press states
|
||||
m_JumpKeyPressed = Input.GetKey(m_JumpKey);
|
||||
m_SlidingKeyPressed = Input.GetKey(m_SlideKey);
|
||||
@@ -45,17 +43,6 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
// Reloads the game to stop falling off
|
||||
if (Input.GetKey(KeyCode.R))
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
}
|
||||
|
||||
if (m_IsDead)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Performs raycasts to see what the player is standing on
|
||||
m_Grounded = Physics.Raycast(transform.position, Vector3.down, out m_StandingOn, m_PlayerHeight * 0.5f + 0.3f, m_GroundMask);
|
||||
m_OnSlope = m_StandingOn.normal != new Vector3(0.0f, 1.0f, 0.0f) && m_Grounded;
|
||||
@@ -71,5 +58,11 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
|
||||
// Displays the speed of the player to the screen
|
||||
m_SpeedDisplay.text = new Vector3(m_Body.velocity.x, 0.0f, m_Body.velocity.z).magnitude.ToString("0.00") + " m/s";
|
||||
|
||||
// Reloads the game to stop falling off
|
||||
if (Input.GetKey(KeyCode.R))
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,17 +8,11 @@ public partial class PlayerMovement : MonoBehaviour
|
||||
Collider closest = null;
|
||||
|
||||
foreach (Collider collision in m_WallCollisions)
|
||||
{
|
||||
float distance = Mathf.Infinity;
|
||||
|
||||
if (collision.GetType() != typeof(MeshCollider))
|
||||
{
|
||||
Vector3 pos = collision.ClosestPoint(transform.position);
|
||||
|
||||
Vector3 dif = transform.position - pos;
|
||||
|
||||
distance = dif.magnitude;
|
||||
}
|
||||
float distance = dif.magnitude;
|
||||
|
||||
dist = Mathf.Min(dist, distance);
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@ public class PortalCamera : MonoBehaviour
|
||||
Vector3 m_Rot;
|
||||
|
||||
// Initialistion function for the camera
|
||||
public void InitCamera(MeshRenderer[] renderers, PortalManager creator, Vector3 rot)
|
||||
public void InitCamera(MeshRenderer renderer, PortalManager creator, Vector3 rot)
|
||||
{
|
||||
// Transfers the passed rotation to be stored within the class
|
||||
m_Rot = rot;
|
||||
@@ -42,14 +42,11 @@ public class PortalCamera : MonoBehaviour
|
||||
// Links the camera to the mesh renderer
|
||||
m_Camera.targetTexture = m_RenderTexture; // Sets it's camera to display to the render texture instead of the screen
|
||||
m_RenderMaterial.mainTexture = m_RenderTexture; // Sets the material to use the render texture as it's texture
|
||||
|
||||
foreach (Renderer renderer in renderers)
|
||||
{
|
||||
renderer.material = m_RenderMaterial;
|
||||
}
|
||||
renderer.material = m_RenderMaterial; // Set's the renderer to use the material
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
// Update is called every frame
|
||||
void Update()
|
||||
{
|
||||
// Gets the offset of the player from the display portal
|
||||
Vector3 offset = m_DisplayPortal.PlayerOffset();
|
||||
@@ -62,7 +59,6 @@ public class PortalCamera : MonoBehaviour
|
||||
float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation);
|
||||
Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up);
|
||||
Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward;
|
||||
Vector3 d = new(0f, m_CapturePortal.CamDif(), 0f);
|
||||
transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot + d;
|
||||
transform.parent.eulerAngles = Quaternion.LookRotation(newCamDir, Vector3.up).eulerAngles + m_Rot;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,13 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PortalManager : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] GameObject m_OtherPortal;
|
||||
[SerializeField] float m_AngleDif;
|
||||
[SerializeField] float m_CamDif;
|
||||
|
||||
[Header("Set References")]
|
||||
[SerializeField] GameObject m_CameraPrefab;
|
||||
[SerializeField] MeshRenderer[] m_Renderers;
|
||||
[SerializeField] MeshRenderer m_PortalRenderer;
|
||||
|
||||
[Header("Points")]
|
||||
[SerializeField] Transform m_PlayerPoint;
|
||||
@@ -26,8 +23,6 @@ public class PortalManager : MonoBehaviour
|
||||
// Gets the location of the player relative to the portal
|
||||
public Vector3 PlayerOffset() => m_PlayerPoint.localPosition;
|
||||
|
||||
public float CamDif() => m_CamDif;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@@ -44,11 +39,13 @@ public class PortalManager : MonoBehaviour
|
||||
m_PortalCamera = cam.GetComponentInChildren<PortalCamera>();
|
||||
|
||||
// Initialises the camera so it renders to the portal and not the screen
|
||||
m_PortalCamera.InitCamera(m_Renderers, this, transform.parent.localEulerAngles * 2.0f);
|
||||
m_PortalCamera.InitCamera(m_PortalRenderer, this, transform.parent.localEulerAngles * 2.0f);
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
// Updates is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// Updates the player position relative to the portal
|
||||
m_PlayerPoint.position = CameraController.Instance().transform.position;
|
||||
}
|
||||
|
||||
@@ -58,22 +55,51 @@ public class PortalManager : MonoBehaviour
|
||||
// Changing the state if it is not the player will causes issues
|
||||
if (other.CompareTag(PlayerMovement.Object().tag) == false) { return; }
|
||||
|
||||
// Calculates if the player is going towards the portal
|
||||
// Calculates the differemce of some stuff
|
||||
Vector3 difference = PlayerMovement.Pos() - transform.position;
|
||||
|
||||
// If this is true the player has crossed the portal
|
||||
// Checks they are able to travel through portals
|
||||
if (PlayerMovement.CanGoThroughPortals())
|
||||
{
|
||||
Debug.Log("Telpeoted opaktyer");
|
||||
|
||||
// Rotates the player
|
||||
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif;
|
||||
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
|
||||
rotDif += 180.0f;
|
||||
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
|
||||
|
||||
// Tellss the player it went through a portal
|
||||
// Tells the player it went through a portal
|
||||
PlayerMovement.Instance().WentThroughPortal(rotDif);
|
||||
|
||||
// Teleports the player
|
||||
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
|
||||
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0));
|
||||
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.5f, 0));
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
Debug.Log("Force teleported player");
|
||||
|
||||
// Changing the state if it is not the player will causes issues
|
||||
if (collision.gameObject.CompareTag(PlayerMovement.Object().tag) == false) { return; }
|
||||
|
||||
// Doesnt do any logic to check if the player wanted to use a portal it just forces them
|
||||
|
||||
// Calculates the differemce of some stuff
|
||||
Vector3 difference = PlayerMovement.Pos() - transform.position;
|
||||
|
||||
// Rotates the player
|
||||
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation);
|
||||
rotDif += 180.0f;
|
||||
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
|
||||
|
||||
// Tells the player it went through a portal
|
||||
PlayerMovement.Instance().WentThroughPortal(rotDif);
|
||||
|
||||
// Teleports the player
|
||||
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
|
||||
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.5f, 0));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: af65e72fa15f06447a658f311edb101d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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@@ -1,66 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MainMenu : MonoBehaviour
|
||||
{
|
||||
[Header("Settings")]
|
||||
[SerializeField] int m_TransitionFrames;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] Camera m_Camera;
|
||||
|
||||
[Header("Canvases")]
|
||||
[SerializeField] Canvas m_StartCanvas;
|
||||
[SerializeField] Canvas m_OptionsCanvas;
|
||||
[SerializeField] Canvas m_ControlsCanvas;
|
||||
|
||||
[Header("Options References")]
|
||||
[SerializeField] Text m_SensText;
|
||||
[SerializeField] Slider m_SensitivitySlider;
|
||||
|
||||
public static float sens = 100.0f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_StartCanvas.enabled = true;
|
||||
|
||||
m_ControlsCanvas.enabled = false;
|
||||
m_OptionsCanvas.enabled = false;
|
||||
}
|
||||
|
||||
public void StartGame() => SceneManager.LoadScene(1);
|
||||
public void OptionsMenu()
|
||||
{
|
||||
m_StartCanvas.enabled = false;
|
||||
m_ControlsCanvas.enabled = false;
|
||||
|
||||
m_OptionsCanvas.enabled = true;
|
||||
}
|
||||
|
||||
public void ControlsMenu()
|
||||
{
|
||||
m_StartCanvas.enabled = false;
|
||||
m_OptionsCanvas.enabled = false;
|
||||
|
||||
m_ControlsCanvas.enabled = true;
|
||||
}
|
||||
public void StartMenu()
|
||||
{
|
||||
m_ControlsCanvas.enabled = false;
|
||||
m_OptionsCanvas.enabled = false;
|
||||
|
||||
m_StartCanvas.enabled = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.Escape))
|
||||
{
|
||||
StartMenu();
|
||||
}
|
||||
|
||||
sens = m_SensitivitySlider.value;
|
||||
m_SensText.text = sens.ToString();
|
||||
}
|
||||
}
|
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: a1feb454d15b4714f9e36e541f9eaca7
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MonoImporter:
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externalObjects: {}
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -10,7 +10,7 @@ Shader "Unlit/ScreenCutoutShader"
|
||||
{
|
||||
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||||
Lighting Off
|
||||
Cull Back
|
||||
Cull Off
|
||||
ZWrite On
|
||||
ZTest Less
|
||||
|
||||
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@@ -2,21 +2,15 @@
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Prototype_512x512_Grey1
|
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
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m_Parent: {fileID: 0}
|
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m_ModifiedSerializedProperties: 0
|
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m_ValidKeywords:
|
||||
- _NORMALMAP
|
||||
- _SPECULARHIGHLIGHTS_OFF
|
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m_InvalidKeywords:
|
||||
- _DISABLE_SSR_TRANSPARENT
|
||||
- _NORMALMAP_TANGENT_SPACE
|
||||
m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP _NORMALMAP_TANGENT_SPACE
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_SPECULARHIGHLIGHTS_OFF
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m_LightmapFlags: 4
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@@ -29,7 +23,6 @@ Material:
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@@ -83,7 +76,7 @@ Material:
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m_Texture: {fileID: 0}
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@@ -103,7 +96,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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@@ -169,7 +162,6 @@ Material:
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21
LICENSE
21
LICENSE
@@ -1,21 +0,0 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2025 Pasha Bibko
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -2,8 +2,6 @@
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"dependencies": {
|
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"com.unity.collab-proxy": "2.7.1",
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"com.unity.feature.development": "1.0.1",
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"com.unity.postprocessing": "3.4.0",
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"com.unity.probuilder": "5.2.4",
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"com.unity.textmeshpro": "3.0.6",
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"com.unity.timeline": "1.7.6",
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"com.unity.ugui": "1.0.0",
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@@ -67,29 +67,9 @@
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"dependencies": {},
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"url": "https://packages.unity.com"
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},
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"com.unity.postprocessing": {
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"dependencies": {
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"com.unity.modules.physics": "1.0.0"
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},
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"url": "https://packages.unity.com"
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},
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"com.unity.probuilder": {
|
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"version": "5.2.4",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"com.unity.modules.imgui": "1.0.0",
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"com.unity.modules.physics": "1.0.0",
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"com.unity.settings-manager": "1.0.3"
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},
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"url": "https://packages.unity.com"
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},
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"com.unity.settings-manager": {
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"dependencies": {},
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"url": "https://packages.unity.com"
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@@ -4,11 +4,5 @@
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EditorBuildSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Scenes:
|
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- enabled: 1
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path: Assets/Scenes/MainMenu.unity
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guid: e22ef2f7c91cf3c4c9aff93d62cc2f5b
|
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- enabled: 1
|
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path: Assets/Scenes/ActualLevel1.unity
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guid: 4c98b5cb307000847b781a1a2cda472e
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m_Scenes: []
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m_configObjects: {}
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@@ -6,110 +6,15 @@
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"key": "lightmapping.autoUnwrapLightmapUV",
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|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "meshImporter.smoothing",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.showEditorNotifications",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "SelectEdgeLoop.selectIterative",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.stripProBuilderScriptsOnBuild",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "about.identifier",
|
||||
"value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":4,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
|
||||
"value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":3,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "preferences.version",
|
||||
"value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":4,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
|
||||
"value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":2,\"m_Patch\":3,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.LogLevel, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
@@ -125,121 +30,6 @@
|
||||
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "log.path",
|
||||
"value": "{\"m_Value\":\"ProBuilderLog.txt\"}"
|
||||
},
|
||||
{
|
||||
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.materialPalettePath",
|
||||
"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Material Palette.asset\"}"
|
||||
},
|
||||
{
|
||||
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "VertexColorPalette.previousColorPalette",
|
||||
"value": "{\"m_Value\":\"Assets/ProBuilder Data/Default Color Palette.asset\"}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.selectMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.lastMeshSelectMode",
|
||||
"value": "{\"m_Value\":4}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.rectSelectModifier",
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.dragSelectRectMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.ActiveShapeIndex",
|
||||
"value": "{\"m_Value\":6}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.LastPivotLocation",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.newShapePivotLocation",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastPivotPosition",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize",
|
||||
"value": "{\"m_Value\":{\"x\":-3.509624481201172,\"y\":3.149325370788574,\"z\":-7.1653900146484379}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastRotation",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.userMaterial",
|
||||
"value": "{\"m_Value\":{\"instanceID\":0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.shadowCastingMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.defaultStaticEditorFlags",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.newShapeColliderType",
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "lightmapping.defaultLightmapUnwrapParameters",
|
||||
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Sprite",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Cube",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "meshImporter.smoothingAngle",
|
||||
"value": "{\"m_Value\":1.0}"
|
||||
},
|
||||
{
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ExtrudeFaces.distance",
|
||||
"value": "{\"m_Value\":0.5}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.ExtrudeMethod, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.extrudeMethod",
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEditor.ProBuilder.Actions.DetachFaces+DetachSetting, Unity.ProBuilder.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "DetachFaces.target",
|
||||
"value": "{\"m_Value\":0}"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
@@ -834,20 +834,7 @@ PlayerSettings:
|
||||
webGLMemoryGeometricGrowthStep: 0.2
|
||||
webGLMemoryGeometricGrowthCap: 96
|
||||
webGLPowerPreference: 2
|
||||
scriptingDefineSymbols:
|
||||
Android: UNITY_POST_PROCESSING_STACK_V2
|
||||
EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2
|
||||
GameCoreXboxOne: UNITY_POST_PROCESSING_STACK_V2
|
||||
Nintendo Switch: UNITY_POST_PROCESSING_STACK_V2
|
||||
PS4: UNITY_POST_PROCESSING_STACK_V2
|
||||
PS5: UNITY_POST_PROCESSING_STACK_V2
|
||||
QNX: UNITY_POST_PROCESSING_STACK_V2
|
||||
Stadia: UNITY_POST_PROCESSING_STACK_V2
|
||||
Standalone: UNITY_POST_PROCESSING_STACK_V2
|
||||
VisionOS: UNITY_POST_PROCESSING_STACK_V2
|
||||
WebGL: UNITY_POST_PROCESSING_STACK_V2
|
||||
XboxOne: UNITY_POST_PROCESSING_STACK_V2
|
||||
tvOS: UNITY_POST_PROCESSING_STACK_V2
|
||||
scriptingDefineSymbols: {}
|
||||
additionalCompilerArguments: {}
|
||||
platformArchitecture: {}
|
||||
scriptingBackend: {}
|
||||
|
||||
Reference in New Issue
Block a user