Merge branch 'master' into mission
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Assembly-CSharp-Editor.csproj
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|
||||||
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|
||||||
|
Other similar extension points exist, see Microsoft.Common.targets.
|
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|
||||||
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|
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@ -2,8 +2,10 @@
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|
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|
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@ -11,7 +13,8 @@
|
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@ -27,8 +30,9 @@
|
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@ -36,8 +40,9 @@
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@ -47,11 +52,13 @@
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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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||||||
@ -69,13 +76,17 @@
|
|||||||
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|
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|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Equipment\EquipmentUIManager.cs" />
|
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|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\QuestionPanel.cs" />
|
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|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestBuildModel.cs" />
|
||||||
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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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|
<Compile Include="Assets\OpenSettingsOnESCPress.cs" />
|
||||||
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|
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|
||||||
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|
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||||||
@ -83,9 +94,13 @@
|
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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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||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\ItemEffectsManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\InventorySlot.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\InventorySlot.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataLoader.cs" />
|
||||||
<Compile Include="Assets\Mercenary.cs" />
|
<Compile Include="Assets\Mercenary.cs" />
|
||||||
<Compile Include="Assets\DisplayExpStatus.cs" />
|
<Compile Include="Assets\DisplayExpStatus.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModelData.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModelData.cs" />
|
||||||
@ -97,6 +112,7 @@
|
|||||||
<Compile Include="Assets\DisplayLvl.cs" />
|
<Compile Include="Assets\DisplayLvl.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SaveTaskManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SaveTaskManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemData.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemData.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\Shop.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\PathBuilder.cs" />
|
||||||
<Compile Include="Assets\NewGame.cs" />
|
<Compile Include="Assets\NewGame.cs" />
|
||||||
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
|
<Compile Include="Assets\Scripts\SceneManager\SaveDynamicObjects.cs" />
|
||||||
@ -110,19 +126,24 @@
|
|||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
|
||||||
<Compile Include="Assets\healthText.cs" />
|
<Compile Include="Assets\healthText.cs" />
|
||||||
|
<Compile Include="Assets\Animations\Chests\ChestAnimation.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\PlayerPosition.cs" />
|
<Compile Include="Assets\Scripts\PlayerPosition.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelInterface.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelInterface.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\Chest.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\Chest.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ChestSlot.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ChestSlot.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shop\ShopItemCardKeeper.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelControllerInterface.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\PanelControllerInterface.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueModel.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Model\DialogueModel.cs" />
|
||||||
<Compile Include="Assets\LevelUpPopUp.cs" />
|
<Compile Include="Assets\LevelUpPopUp.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\AccountBalanceManager.cs" />
|
||||||
<Compile Include="Assets\ChangeLanguageToEnglish.cs" />
|
<Compile Include="Assets\ChangeLanguageToEnglish.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\PanelHeaderController.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UISlotPanelManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\UISlotPanelManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\CamerFollow.cs" />
|
<Compile Include="Assets\Scripts\CamerFollow.cs" />
|
||||||
<Compile Include="Assets\CloseIfQuestPanel.cs" />
|
<Compile Include="Assets\CloseIfQuestPanel.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Skills\SkillsUIManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCFollowing.cs" />
|
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCFollowing.cs" />
|
||||||
<Compile Include="Assets\TreeParticleEffect.cs" />
|
<Compile Include="Assets\TreeParticleEffect.cs" />
|
||||||
<Compile Include="Assets\SaveMusicSettings.cs" />
|
<Compile Include="Assets\SaveMusicSettings.cs" />
|
||||||
@ -137,6 +158,7 @@
|
|||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\IDialogue.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\IDialogue.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManagerInterface.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManagerInterface.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneDataListManager.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Manager\DialogueManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataLoader.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Equipment\EquipmentDataLoader.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggedSlotController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggedSlotController.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SceneInventoryDataManager.cs" />
|
||||||
@ -144,6 +166,7 @@
|
|||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Mission.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\MissionReward.cs" />
|
||||||
<Compile Include="Assets\Scripts\Pathfinding\TileData.cs" />
|
<Compile Include="Assets\Scripts\Pathfinding\TileData.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\Skills\SkillsPointsManger.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Dialogue.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Dialogue.cs" />
|
||||||
<Compile Include="Assets\Scripts\DealDamage.cs" />
|
<Compile Include="Assets\Scripts\DealDamage.cs" />
|
||||||
<Compile Include="Assets\Scripts\LevelBar.cs" />
|
<Compile Include="Assets\Scripts\LevelBar.cs" />
|
||||||
@ -157,6 +180,7 @@
|
|||||||
<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
|
<Compile Include="Assets\Scripts\AnimatedDoorBehaviour.cs" />
|
||||||
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
|
<Compile Include="Assets\Scripts\Door\TriggerDoor.cs" />
|
||||||
<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
|
<Compile Include="Assets\Scripts\ProceduralGeneration\GraphNode.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\AccountBalance\PanelCashController.cs" />
|
||||||
<Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
|
<Compile Include="Assets\Scripts\SceneManager\OnMapAppearanceMethod.cs" />
|
||||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCQuest.cs" />
|
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCQuest.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Factory\PanelComponentFactory.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Factory\PanelComponentFactory.cs" />
|
||||||
@ -170,6 +194,10 @@
|
|||||||
<Compile Include="Assets\Scripts\FloatValue.cs" />
|
<Compile Include="Assets\Scripts\FloatValue.cs" />
|
||||||
<Compile Include="Assets\_\Stuff\GridPathfinding\LastMoveTo.cs" />
|
<Compile Include="Assets\_\Stuff\GridPathfinding\LastMoveTo.cs" />
|
||||||
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
|
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Mapper\IModelMapper.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ShopSlot.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Event\UseItemEvent.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SceneShopDataManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\ChestController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Chest\ChestController.cs" />
|
||||||
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
|
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
|
||||||
<Compile Include="Assets\Scripts\SceneManager\SceneEquippableItemManager.cs" />
|
<Compile Include="Assets\Scripts\SceneManager\SceneEquippableItemManager.cs" />
|
||||||
@ -182,6 +210,7 @@
|
|||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\InventoryPanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\InventoryPanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SceneTaskDataManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Task\SceneTaskDataManager.cs" />
|
||||||
<Compile Include="Assets\TranslateMeshText.cs" />
|
<Compile Include="Assets\TranslateMeshText.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\SkillsPanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\EquipmentPanelController.cs" />
|
||||||
<Compile Include="Assets\ParticleDisable.cs" />
|
<Compile Include="Assets\ParticleDisable.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Shared\PrefabAssetModel.cs" />
|
||||||
@ -190,6 +219,7 @@
|
|||||||
<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
|
<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\EquipmentPanelSlotsTypeEnum.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\AbstractPanel.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\AbstractPanel.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Item\Effects\PotionEffectsManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAsset.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestPrefabAsset.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Controller\DialogueController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Controller\DialogueController.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataLoader.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\Panel\SceneBaseDataLoader.cs" />
|
||||||
@ -205,23 +235,30 @@
|
|||||||
<Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" />
|
<Compile Include="Assets\_\Stuff\GridPathfinding\MapPos.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Panel\Panel.cs" />
|
||||||
<Compile Include="Assets\_\Stuff\GridPathfinding\PathQueue.cs" />
|
<Compile Include="Assets\_\Stuff\GridPathfinding\PathQueue.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\SaveShopManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\ProceduralGeneration\Map.cs" />
|
<Compile Include="Assets\Scripts\ProceduralGeneration\Map.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Shop\ShopDataListManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAsset.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItemPrefabAsset.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\ItemEffectsEnum.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Model\MissionStepModel.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Mission\Model\MissionStepModel.cs" />
|
||||||
<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
|
<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NPC.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NPC.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Shop\ShopBuildModel.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SceneElementTypeEnum.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Domain\Enum\SceneElementTypeEnum.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SceneChestDataManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\SceneChestDataManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\SaveSystem\SaveModelSystem.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\SaveSystem\SaveModelSystem.cs" />
|
||||||
<Compile Include="Assets\TakingDamage.cs" />
|
<Compile Include="Assets\TakingDamage.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\ChestDataListManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Chest\ChestDataListManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\ResetPlayer.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Story\WizardHouse\ResetPlayer.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Shop\ShopContentUIManager.cs" />
|
||||||
<Compile Include="Assets\StartOnEnter.cs" />
|
<Compile Include="Assets\StartOnEnter.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Dialogue\Condition\DialogueOpenCondition.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\Draggable\DraggablePanelController.cs" />
|
||||||
<Compile Include="Assets\_\Stuff\GridPathfinding\BinaryTree.cs" />
|
<Compile Include="Assets\_\Stuff\GridPathfinding\BinaryTree.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\PlayerActions.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Player\PlayerActions.cs" />
|
||||||
<Compile Include="Assets\Scripts\Enemies' Scprits\Cave\BossThug.cs" />
|
<Compile Include="Assets\Scripts\Enemies' Scprits\Cave\BossThug.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SaveInventoryManager.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Panel\Inventory\SaveInventoryManager.cs" />
|
||||||
|
<Compile Include="Assets\Scripts\REFACTORING\Application\NPC\NpcShopManager.cs" />
|
||||||
<Compile Include="Assets\Scripts\ChangeScene.cs" />
|
<Compile Include="Assets\Scripts\ChangeScene.cs" />
|
||||||
<Compile Include="Assets\OpenPanelOnCollision.cs" />
|
<Compile Include="Assets\OpenPanelOnCollision.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestData.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestData.cs" />
|
||||||
@ -231,7 +268,12 @@
|
|||||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
|
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\Player.cs" />
|
<Compile Include="Assets\Scripts\Player.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\MeshCopy.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
||||||
|
<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
|
||||||
@ -246,6 +288,7 @@
|
|||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
|
||||||
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
|
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
|
||||||
|
<None Include="Assets\HardLight2D\Material\AdditiveShader.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
|
||||||
@ -474,6 +517,9 @@
|
|||||||
<Reference Include="UnityEditor.UnityConnectModule">
|
<Reference Include="UnityEditor.UnityConnectModule">
|
||||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
<Reference Include="HardLight2D">
|
||||||
|
<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
<Reference Include="netstandard">
|
<Reference Include="netstandard">
|
||||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
@ -820,94 +866,94 @@
|
|||||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.Serialization.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/compat/2.0.0/shims/netfx/System.Xml.Serialization.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Animation.Editor">
|
<Reference Include="Unity.2D.Animation.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.InternalAPIEngineBridge.001">
|
<Reference Include="Unity.InternalAPIEngineBridge.001">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEngineBridge.001.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.VSCode.Editor">
|
<Reference Include="Unity.VSCode.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.PixelPerfect">
|
<Reference Include="Unity.2D.PixelPerfect">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Tilemap.Editor">
|
<Reference Include="Unity.2D.Tilemap.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="PsdPlugin">
|
<Reference Include="PsdPlugin">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/PsdPlugin.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/PsdPlugin.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.TextMeshPro.Editor">
|
<Reference Include="Unity.TextMeshPro.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.VisualStudio.Editor">
|
<Reference Include="Unity.VisualStudio.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Timeline">
|
<Reference Include="Unity.Timeline">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.TextMeshPro">
|
<Reference Include="Unity.TextMeshPro">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.IK.Editor">
|
<Reference Include="Unity.2D.IK.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Sprite.Editor">
|
<Reference Include="Unity.2D.Sprite.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Psdimporter.Editor">
|
<Reference Include="Unity.2D.Psdimporter.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Path.Editor">
|
<Reference Include="Unity.2D.Path.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.InternalAPIEditorBridge.001">
|
<Reference Include="Unity.InternalAPIEditorBridge.001">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEditor.UI">
|
<Reference Include="UnityEditor.UI">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.PlasticSCM.Editor">
|
<Reference Include="Unity.PlasticSCM.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Rider.Editor">
|
<Reference Include="Unity.Rider.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.UI">
|
<Reference Include="UnityEngine.UI">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Mathematics">
|
<Reference Include="Unity.Mathematics">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.IK.Runtime">
|
<Reference Include="Unity.2D.IK.Runtime">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Animation.Triangle.Runtime">
|
<Reference Include="Unity.2D.Animation.Triangle.Runtime">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Animation.Runtime">
|
<Reference Include="Unity.2D.Animation.Runtime">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.PixelPerfect.Editor">
|
<Reference Include="Unity.2D.PixelPerfect.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Timeline.Editor">
|
<Reference Include="Unity.Timeline.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Mathematics.Editor">
|
<Reference Include="Unity.Mathematics.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Common.Runtime">
|
<Reference Include="Unity.2D.Common.Runtime">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.SpriteShape.Editor">
|
<Reference Include="Unity.2D.SpriteShape.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.Common.Editor">
|
<Reference Include="Unity.2D.Common.Editor">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.2D.SpriteShape.Runtime">
|
<Reference Include="Unity.2D.SpriteShape.Runtime">
|
||||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
40
Assets/Animations/Chests/ChestAnimation.cs
Normal file
40
Assets/Animations/Chests/ChestAnimation.cs
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ChestAnimation : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] public GameObject chest;
|
||||||
|
|
||||||
|
private Animator m_Animator;
|
||||||
|
bool isTrigerred = false;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_Animator = gameObject.GetComponent<Animator>();
|
||||||
|
chest = gameObject; // set object on current GameObject
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool beingHandled = false;
|
||||||
|
private static bool Opening;
|
||||||
|
private static bool Closing;
|
||||||
|
private IEnumerator OpenChestWithAnimation()
|
||||||
|
{
|
||||||
|
beingHandled = true;
|
||||||
|
// process pre-yield
|
||||||
|
m_Animator.SetTrigger("OpenIt");
|
||||||
|
yield return new WaitForSeconds( 0.4f );
|
||||||
|
|
||||||
|
m_Animator.ResetTrigger("OpenIt");
|
||||||
|
// process post-yield
|
||||||
|
beingHandled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Animations/Chests/ChestAnimation.cs.meta
Normal file
11
Assets/Animations/Chests/ChestAnimation.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7151affbee5fd5443aeac959e4ef9331
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -59,7 +59,7 @@ AnimatorStateMachine:
|
|||||||
m_ChildStates:
|
m_ChildStates:
|
||||||
- serializedVersion: 1
|
- serializedVersion: 1
|
||||||
m_State: {fileID: -5213105544054879225}
|
m_State: {fileID: -5213105544054879225}
|
||||||
m_Position: {x: 200, y: 0, z: 0}
|
m_Position: {x: 270, y: 20, z: 0}
|
||||||
m_ChildStateMachines: []
|
m_ChildStateMachines: []
|
||||||
m_AnyStateTransitions: []
|
m_AnyStateTransitions: []
|
||||||
m_EntryTransitions: []
|
m_EntryTransitions: []
|
||||||
|
@ -186,7 +186,7 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 88d05133b4682194e90a88b0f3c16b70, type: 3}
|
m_Script: {fileID: 11500000, guid: 88d05133b4682194e90a88b0f3c16b70, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
moveSpeed: 3
|
moveSpeed: 2
|
||||||
enemyName: Crab
|
enemyName: Crab
|
||||||
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
|
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
|
||||||
health: 4
|
health: 4
|
||||||
|
@ -88,9 +88,6 @@ AnimatorStateTransition:
|
|||||||
- m_ConditionMode: 1
|
- m_ConditionMode: 1
|
||||||
m_ConditionEvent: isChasing
|
m_ConditionEvent: isChasing
|
||||||
m_EventTreshold: 0
|
m_EventTreshold: 0
|
||||||
- m_ConditionMode: 2
|
|
||||||
m_ConditionEvent: Left
|
|
||||||
m_EventTreshold: 0
|
|
||||||
m_DstStateMachine: {fileID: 0}
|
m_DstStateMachine: {fileID: 0}
|
||||||
m_DstState: {fileID: 5922859134109245518}
|
m_DstState: {fileID: 5922859134109245518}
|
||||||
m_Solo: 0
|
m_Solo: 0
|
||||||
@ -113,11 +110,8 @@ AnimatorStateTransition:
|
|||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_Conditions:
|
m_Conditions:
|
||||||
- m_ConditionMode: 1
|
|
||||||
m_ConditionEvent: isChasing
|
|
||||||
m_EventTreshold: 0
|
|
||||||
- m_ConditionMode: 2
|
- m_ConditionMode: 2
|
||||||
m_ConditionEvent: isChasing
|
m_ConditionEvent: Left
|
||||||
m_EventTreshold: 0
|
m_EventTreshold: 0
|
||||||
m_DstStateMachine: {fileID: 0}
|
m_DstStateMachine: {fileID: 0}
|
||||||
m_DstState: {fileID: 5922859134109245518}
|
m_DstState: {fileID: 5922859134109245518}
|
||||||
@ -260,10 +254,10 @@ AnimatorStateTransition:
|
|||||||
m_Name:
|
m_Name:
|
||||||
m_Conditions:
|
m_Conditions:
|
||||||
- m_ConditionMode: 1
|
- m_ConditionMode: 1
|
||||||
m_ConditionEvent: isChasing
|
m_ConditionEvent: Left
|
||||||
m_EventTreshold: 0
|
m_EventTreshold: 0
|
||||||
- m_ConditionMode: 1
|
- m_ConditionMode: 1
|
||||||
m_ConditionEvent: Left
|
m_ConditionEvent: isChasing
|
||||||
m_EventTreshold: 0
|
m_EventTreshold: 0
|
||||||
m_DstStateMachine: {fileID: 0}
|
m_DstStateMachine: {fileID: 0}
|
||||||
m_DstState: {fileID: 2833439707377775734}
|
m_DstState: {fileID: 2833439707377775734}
|
||||||
|
@ -75,7 +75,7 @@ SpriteRenderer:
|
|||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingLayer: 0
|
m_SortingLayer: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 3
|
||||||
m_Sprite: {fileID: -4226689414463533042, guid: c501ec6d7371e4941bd626854137afe4, type: 3}
|
m_Sprite: {fileID: -4226689414463533042, guid: c501ec6d7371e4941bd626854137afe4, type: 3}
|
||||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
m_FlipX: 0
|
m_FlipX: 0
|
||||||
@ -144,7 +144,7 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
|
m_Script: {fileID: 11500000, guid: d622984048644f87804ad1a3f20aa23a, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
speed: 2
|
speed: 1.7
|
||||||
currentPosition:
|
currentPosition:
|
||||||
GCost: 0
|
GCost: 0
|
||||||
hCost: 0
|
hCost: 0
|
||||||
@ -186,11 +186,11 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
|
m_Script: {fileID: 11500000, guid: 3dd65ecdb4b7459489f8c03a18ccff46, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
moveSpeed: 2
|
moveSpeed: 1.7
|
||||||
enemyName: Mushroom
|
enemyName: Mushroom
|
||||||
maxHealth: {fileID: 0}
|
maxHealth: {fileID: 0}
|
||||||
health: 8
|
health: 8
|
||||||
baseAttack: 2.5
|
baseAttack: 2
|
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8
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8
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Normal file
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Assets/HardLight2D/Demo.meta
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4756
Assets/HardLight2D/Demo/DemoScene.unity
Normal file
4756
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Normal file
File diff suppressed because one or more lines are too long
7
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8
Assets/HardLight2D/Demo/DemoScripts.meta
Normal file
8
Assets/HardLight2D/Demo/DemoScripts.meta
Normal file
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44
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
44
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
[RequireComponent (typeof (MeshFilter))]
|
||||||
|
[RequireComponent (typeof (MeshRenderer))]
|
||||||
|
public class MeshCopy : MonoBehaviour
|
||||||
|
{
|
||||||
|
public MeshFilter OriginalMesh;
|
||||||
|
[ColorUsage (false)] public Color Color = Color.white;
|
||||||
|
public float Intensity = 1;
|
||||||
|
|
||||||
|
MeshFilter meshFilter;
|
||||||
|
Renderer rend;
|
||||||
|
Color oldColor = Color.black;
|
||||||
|
float oldIntensity = -1;
|
||||||
|
MaterialPropertyBlock propBlock;
|
||||||
|
string colorProp = "_Color";
|
||||||
|
|
||||||
|
void Update ()
|
||||||
|
{
|
||||||
|
CheckReferences ();
|
||||||
|
if (OriginalMesh && OriginalMesh.sharedMesh)
|
||||||
|
meshFilter.sharedMesh = OriginalMesh.sharedMesh;
|
||||||
|
else meshFilter.sharedMesh = null;
|
||||||
|
UpdateColor ();
|
||||||
|
}
|
||||||
|
void CheckReferences ()
|
||||||
|
{
|
||||||
|
if (!meshFilter) meshFilter = GetComponent<MeshFilter> ();
|
||||||
|
if (!rend) rend = GetComponent<Renderer> ();
|
||||||
|
if (propBlock == null) propBlock = new MaterialPropertyBlock ();
|
||||||
|
}
|
||||||
|
void UpdateColor ()
|
||||||
|
{
|
||||||
|
if (oldColor != Color || oldIntensity != Intensity)
|
||||||
|
{
|
||||||
|
oldColor = Color;
|
||||||
|
oldIntensity = Intensity;
|
||||||
|
rend.GetPropertyBlock (propBlock);
|
||||||
|
propBlock.SetColor (colorProp, Color * Intensity);
|
||||||
|
rend.SetPropertyBlock (propBlock);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs.meta
Normal file
11
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Normal file
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30
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
30
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[RequireComponent (typeof (LineRenderer))]
|
||||||
|
[RequireComponent (typeof (PolygonCollider2D))]
|
||||||
|
public class PolyWobbler : MonoBehaviour
|
||||||
|
{
|
||||||
|
PolygonCollider2D Poly;
|
||||||
|
LineRenderer LineRend;
|
||||||
|
public float Wobbles = 1;
|
||||||
|
Vector2[] points;
|
||||||
|
|
||||||
|
private void Start ()
|
||||||
|
{
|
||||||
|
Poly = GetComponent<PolygonCollider2D> ();
|
||||||
|
LineRend = GetComponent<LineRenderer> ();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update ()
|
||||||
|
{
|
||||||
|
points = Poly.GetPath (0);
|
||||||
|
LineRend.positionCount = points.Length;
|
||||||
|
for (int i = 0; i < points.Length; i++)
|
||||||
|
{
|
||||||
|
points[i] += Random.insideUnitCircle * Time.deltaTime * Wobbles;
|
||||||
|
LineRend.SetPosition (i, points[i]);
|
||||||
|
}
|
||||||
|
Poly.SetPath (0, points);
|
||||||
|
HardLight2DManager.RefreshColliderReference (Poly);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta
Normal file
11
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta
Normal file
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|
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12
Assets/HardLight2D/Demo/DemoScripts/Speen.cs
Normal file
12
Assets/HardLight2D/Demo/DemoScripts/Speen.cs
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Speen : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 1f;
|
||||||
|
void Update ()
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||||||
|
{
|
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|
transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f);
|
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|
}
|
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|
}
|
11
Assets/HardLight2D/Demo/DemoScripts/Speen.cs.meta
Normal file
11
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Normal file
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Assets/HardLight2D/Demo/DemoSprites.meta
Normal file
8
Assets/HardLight2D/Demo/DemoSprites.meta
Normal file
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Assets/HardLight2D/Demo/DemoSprites/Circle.png
Normal file
BIN
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Normal file
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347
Assets/HardLight2D/Demo/DemoSprites/Circle.png.meta
Normal file
347
Assets/HardLight2D/Demo/DemoSprites/Circle.png.meta
Normal file
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|
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Assets/HardLight2D/Diffuse.mat
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8
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8
Assets/HardLight2D/Editor.meta
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43
Assets/HardLight2D/Editor/HardLight2DEditor.cs
Normal file
43
Assets/HardLight2D/Editor/HardLight2DEditor.cs
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
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|
using System.Reflection;
|
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|
using UnityEditor;
|
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|
using UnityEditorInternal;
|
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|
using UnityEngine;
|
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|
using UnityEngine.Rendering;
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|
|
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|
public class HardLight2DEditor : MonoBehaviour
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|
{
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|
|
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|
[MenuItem ("HardLight2D/Refresh collider references")]
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|
static void RefreshAll ()
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|
{
|
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|
HardLight2DManager.RefreshAllCollidersReferences ();
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|
}
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|
}
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|
[CustomPropertyDrawer (typeof (SortingLayerPopup))]
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|
public class SortingLayerDrawer : PropertyDrawer
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|
{
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|
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
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|
{
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|
string[] options = GetSortingLayerNames ();
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int[] picks = new int[options.Length];
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var name = property.stringValue;
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var choice = -1;
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for (int i = 0; i < options.Length; i++)
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{
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if (name == options[i]) choice = i;
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|
}
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choice = EditorGUI.IntPopup (position, label.text, choice, options, picks);
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property.stringValue = options[choice];
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}
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public string[] GetSortingLayerNames ()
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{
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Type internalEditorUtilityType = typeof (InternalEditorUtility);
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|
PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty ("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
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|
return (string[]) sortingLayersProperty.GetValue (null, new object[0]);
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}
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|
}
|
11
Assets/HardLight2D/Editor/HardLight2DEditor.cs.meta
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166
Assets/HardLight2D/ReadMe - FAQ.txt
Normal file
166
Assets/HardLight2D/ReadMe - FAQ.txt
Normal file
@ -0,0 +1,166 @@
|
|||||||
|
HARD LIGHT 2D
|
||||||
|
-------------
|
||||||
|
Made by: Trino (Twitter: @Trino_dev)
|
||||||
|
|
||||||
|
Contents of this file
|
||||||
|
|
||||||
|
1. What is it?
|
||||||
|
2. What does it do?
|
||||||
|
3. What does it not do?
|
||||||
|
4. How do I use it?
|
||||||
|
5. What does X variable do? / How can I tweak it?
|
||||||
|
6. How can I get better performance?
|
||||||
|
7. Triggers don't cast shadows (IMPORTANT)
|
||||||
|
8. My collider shape is not updating for the lights (IMPORTANT)
|
||||||
|
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
|
||||||
|
10. I want to use my own shader
|
||||||
|
11. How can I hide the lights on the Scene view?
|
||||||
|
12. Should it be working while in Edit mode?
|
||||||
|
13. There's something wrong / How can I contact you?
|
||||||
|
|
||||||
|
-------------
|
||||||
|
|
||||||
|
1. What is it?
|
||||||
|
|
||||||
|
- It is a 2D point light system whose shadows are completely sharp.
|
||||||
|
- It is designed to be used with an orthographic camera and coexist with 2D
|
||||||
|
renderers (e.g., sprites, lines or tilemaps).
|
||||||
|
|
||||||
|
|
||||||
|
2. What does it do?
|
||||||
|
|
||||||
|
Every light detects every 2D collider on its range and creates a planar 3D
|
||||||
|
mesh around it's position taking the shape of a shadow casting point light.
|
||||||
|
|
||||||
|
Supported colliders:
|
||||||
|
- BoxCollider2D
|
||||||
|
- CircleCollider2D
|
||||||
|
- EdgeCollider2D
|
||||||
|
- PolygonCollider2D
|
||||||
|
- CompositeCollider2D
|
||||||
|
|
||||||
|
|
||||||
|
3. What does it not do?
|
||||||
|
|
||||||
|
- It does not darken the scene, the "shadows" are simply the area where the
|
||||||
|
light does not reach and will be as dark as your scene is by default.
|
||||||
|
- It does not offer any functionality gameplay-wise like fog of war or
|
||||||
|
sending a message to lit colliders.
|
||||||
|
|
||||||
|
|
||||||
|
4. How do I use it?
|
||||||
|
|
||||||
|
1. Drag the prefab "Light2D" on your scene and drop it wherever you please
|
||||||
|
(The position on the Z axis does not affect the result).
|
||||||
|
2. You can safely break the prefab link.
|
||||||
|
3. Tweak it's properties.
|
||||||
|
|
||||||
|
|
||||||
|
5. What does X variable do? / How can I tweak it?
|
||||||
|
|
||||||
|
Every variable on the Inspector view has it's own tooltip, you need only
|
||||||
|
hover your mouse over the variable name to read it.
|
||||||
|
|
||||||
|
The demo scene also features a variety of cases where almost every light has
|
||||||
|
a different setup.
|
||||||
|
|
||||||
|
|
||||||
|
6. How can I get better performance?
|
||||||
|
|
||||||
|
* Note: If no light or collider is calling for an update, all
|
||||||
|
calculations should automatically stop.
|
||||||
|
|
||||||
|
There are some cases where performance will drop:
|
||||||
|
- Too many lights moving around.
|
||||||
|
- Too many shadow casters (specially complex ones) moving/rotating/scaling
|
||||||
|
within range of a light.
|
||||||
|
- Too many shadow casters actively intersecting with each other within range
|
||||||
|
of a light.
|
||||||
|
- Too many shadow casters being instantiated frequently.
|
||||||
|
- Any combination of the previous cases.
|
||||||
|
|
||||||
|
Consider:
|
||||||
|
- Reducing the amount of shadow casters by tweaking the variables under the
|
||||||
|
Filtering Settings.
|
||||||
|
- Referencing a camera on the Optimization Settings to enable culling.
|
||||||
|
- Enabling Calculate Only Once on the Optimization Settings whenever possible
|
||||||
|
(e.g., background/static lights)
|
||||||
|
- Breaking big/complex Tilemaps (using CompositeCollider2D) into smaller
|
||||||
|
squarish chunks.
|
||||||
|
|
||||||
|
|
||||||
|
7. Triggers don't cast shadows (IMPORTANT)
|
||||||
|
|
||||||
|
This was a deliberate choice in the name of statistics and performance.
|
||||||
|
One of the reasons being that triggers are generally used to detect other
|
||||||
|
objects and not to block physical things such as rigidbodies or light rays.
|
||||||
|
|
||||||
|
It could be enabled as an option on a future update if the demand is high, so
|
||||||
|
don't hesitate on letting me know your opinion.
|
||||||
|
|
||||||
|
|
||||||
|
8. My collider shape is not updating for the lights (IMPORTANT)
|
||||||
|
|
||||||
|
* Note: "Shape" refers to the collider's settings (e.g., the points on a
|
||||||
|
PolygonCollider2D), any change to the Transform should be updated
|
||||||
|
automatically.
|
||||||
|
|
||||||
|
One of the steps taken to optimize this script is to store the initial shape
|
||||||
|
of any collider (The first time it's in range of any light) and base every
|
||||||
|
calculation around that.
|
||||||
|
|
||||||
|
Despite this, it is possible to manually update a collider's shape:
|
||||||
|
|
||||||
|
- While in Edit mode, where you are constantly changing colliders (e.g.,
|
||||||
|
building a tilemap) you can update every collider by going to
|
||||||
|
HardLight2D > "Refresh collider references" in Unity's main menu.
|
||||||
|
|
||||||
|
- While on Play mode you can update a single collider's shape by calling
|
||||||
|
"HardLight2DManager.RefreshColliderReference(yourCollider)" from any script.
|
||||||
|
(Keep in mind that this function WILL create memory garbage everytime it's
|
||||||
|
called and may be very heavy depending on the collider's complexity)
|
||||||
|
|
||||||
|
|
||||||
|
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
|
||||||
|
|
||||||
|
Either as an optimization step or one of many other reasons, some collider's
|
||||||
|
shadow shape can change depending on it's proximity or angle relative to the
|
||||||
|
light source.
|
||||||
|
As long as the collider's sprite cover's it's entire area and no light
|
||||||
|
source goes inside it, it should look natural.
|
||||||
|
|
||||||
|
|
||||||
|
10. I want to use my own shader
|
||||||
|
|
||||||
|
If you want to use a different shader and be able to use the color and
|
||||||
|
intensity properties, all you need is to have your shader's main color
|
||||||
|
property be named "_Color" and tag it with a [PerRendererData] attribute.
|
||||||
|
|
||||||
|
|
||||||
|
11. How can I hide the lights on the Scene view?
|
||||||
|
|
||||||
|
Since the prefab uses the "TransparentFX" Layer by default, you can toggle
|
||||||
|
it's scene visibility on the "Layers" dropdown on the top right corner of
|
||||||
|
the Unity window (next to the "Layout" dropdown).
|
||||||
|
|
||||||
|
|
||||||
|
12. Should it be working while in Edit mode?
|
||||||
|
|
||||||
|
* Note: Some lights may fail to update while on Edit mode. Moving them
|
||||||
|
around a bit should fix that.
|
||||||
|
|
||||||
|
Yes, although it relies on the Gizmo system, meaning there are a couple of
|
||||||
|
scenarios where it won't auto update while on edit mode:
|
||||||
|
- Gizmos are toggled off.
|
||||||
|
- HardLight2D is disabled on the Gizmos dropdown.
|
||||||
|
- The HardLight2D script is minimized on the Inspector window.
|
||||||
|
- Light's are hidden in the Scene view.
|
||||||
|
|
||||||
|
|
||||||
|
13. There's something wrong / How can I contact you?
|
||||||
|
|
||||||
|
You're welcome to write a review on the Asset Store page, although you can
|
||||||
|
always write me a direct message on Twitter (@Trino_dev) for a faster
|
||||||
|
response.
|
||||||
|
If you don't use Twitter and still want a faster response than writing on
|
||||||
|
the Asset Store page, you can email me at trino.vidya@gmail.com
|
7
Assets/HardLight2D/ReadMe - FAQ.txt.meta
Normal file
7
Assets/HardLight2D/ReadMe - FAQ.txt.meta
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Assets/HardLight2D/Scripts.meta
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Assets/HardLight2D/Scripts.meta
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Assets/HardLight2D/Scripts/HardLight2D.dll.meta
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24
Assets/HardLight2D/Scripts/LightFollow.cs
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24
Assets/HardLight2D/Scripts/LightFollow.cs
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@ -0,0 +1,24 @@
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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 LightFollow : MonoBehaviour
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{
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private Transform playerTransform;
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// Start is called before the first frame update
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void Start()
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playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
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}
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void LateUpdate()
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{
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// we store current camera's position here
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Vector3 temp = transform.position;
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temp.x = playerTransform.position.x;
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temp.y = playerTransform.position.y-0.2f;
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transform.position = temp;
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}
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}
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11
Assets/HardLight2D/Scripts/LightFollow.cs.meta
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Assets/HardLight2D/Scripts/LightFollow.cs.meta
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user