Rolback master changes on Cementary
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Assembly-CSharp-Editor.csproj
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761
Assembly-CSharp-Editor.csproj
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||||
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|
||||
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|
||||
@ -27,8 +30,9 @@
|
||||
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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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|
||||
@ -36,8 +40,9 @@
|
||||
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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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|
||||
@ -121,6 +126,7 @@
|
||||
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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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|
||||
@ -262,7 +268,12 @@
|
||||
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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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|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
|
||||
@ -277,6 +288,7 @@
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
||||
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|
||||
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|
||||
<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 Overlay.shader" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
|
||||
@ -505,6 +517,9 @@
|
||||
<Reference Include="UnityEditor.UnityConnectModule">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="HardLight2D">
|
||||
<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
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||||
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||||
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||||
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||||
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@ -851,94 +866,94 @@
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||||
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||||
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<Reference Include="Unity.2D.Animation.Editor">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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||||
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<Reference Include="Unity.VSCode.Editor">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VSCode.Editor.dll</HintPath>
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||||
<Reference Include="Unity.2D.PixelPerfect">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.dll</HintPath>
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||||
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||||
<Reference Include="Unity.2D.Tilemap.Editor">
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||||
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
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||||
</Reference>
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||||
<Reference Include="Unity.VisualStudio.Editor">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
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||||
</Reference>
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<Reference Include="Unity.Timeline">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
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||||
</Reference>
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<Reference Include="Unity.TextMeshPro">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.IK.Editor">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
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||||
</Reference>
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||||
<Reference Include="Unity.2D.Sprite.Editor">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
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</Reference>
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||||
<Reference Include="Unity.2D.Psdimporter.Editor">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.Path.Editor">
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<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
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</Reference>
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||||
<Reference Include="Unity.InternalAPIEditorBridge.001">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
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||||
</Reference>
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<Reference Include="UnityEditor.UI">
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||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<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 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 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 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 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 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 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 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 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 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 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>
|
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|
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<Reference Include="Unity.2D.SpriteShape.Editor">
|
||||
<HintPath>C:/Users/alicj/OneDrive/Desktop/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
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<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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||||
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
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|
||||
|
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:
|
||||
- serializedVersion: 1
|
||||
m_State: {fileID: -5213105544054879225}
|
||||
m_Position: {x: 200, y: 0, z: 0}
|
||||
m_Position: {x: 270, y: 20, z: 0}
|
||||
m_ChildStateMachines: []
|
||||
m_AnyStateTransitions: []
|
||||
m_EntryTransitions: []
|
||||
|
@ -186,7 +186,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 88d05133b4682194e90a88b0f3c16b70, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
moveSpeed: 3
|
||||
moveSpeed: 2
|
||||
enemyName: Crab
|
||||
maxHealth: {fileID: 11400000, guid: 1a234827b90bfc24da563fbd5ffb412a, type: 2}
|
||||
health: 4
|
||||
|
@ -88,9 +88,6 @@ AnimatorStateTransition:
|
||||
- m_ConditionMode: 1
|
||||
m_ConditionEvent: isChasing
|
||||
m_EventTreshold: 0
|
||||
- m_ConditionMode: 2
|
||||
m_ConditionEvent: Left
|
||||
m_EventTreshold: 0
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 5922859134109245518}
|
||||
m_Solo: 0
|
||||
@ -113,11 +110,8 @@ AnimatorStateTransition:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name:
|
||||
m_Conditions:
|
||||
- m_ConditionMode: 1
|
||||
m_ConditionEvent: isChasing
|
||||
m_EventTreshold: 0
|
||||
- m_ConditionMode: 2
|
||||
m_ConditionEvent: isChasing
|
||||
m_ConditionEvent: Left
|
||||
m_EventTreshold: 0
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 5922859134109245518}
|
||||
@ -260,10 +254,10 @@ AnimatorStateTransition:
|
||||
m_Name:
|
||||
m_Conditions:
|
||||
- m_ConditionMode: 1
|
||||
m_ConditionEvent: isChasing
|
||||
m_ConditionEvent: Left
|
||||
m_EventTreshold: 0
|
||||
- m_ConditionMode: 1
|
||||
m_ConditionEvent: Left
|
||||
m_ConditionEvent: isChasing
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Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
44
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
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using UnityEngine;
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[ExecuteInEditMode]
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[RequireComponent (typeof (MeshFilter))]
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[RequireComponent (typeof (MeshRenderer))]
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public class MeshCopy : MonoBehaviour
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{
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public MeshFilter OriginalMesh;
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[ColorUsage (false)] public Color Color = Color.white;
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float oldIntensity = -1;
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MaterialPropertyBlock propBlock;
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string colorProp = "_Color";
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{
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CheckReferences ();
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meshFilter.sharedMesh = OriginalMesh.sharedMesh;
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else meshFilter.sharedMesh = null;
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{
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{
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if (oldColor != Color || oldIntensity != Intensity)
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{
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Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
30
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Normal file
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using UnityEngine;
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[RequireComponent (typeof (LineRenderer))]
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[RequireComponent (typeof (PolygonCollider2D))]
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public class PolyWobbler : MonoBehaviour
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{
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PolygonCollider2D Poly;
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LineRenderer LineRend;
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Vector2[] points;
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{
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LineRend = GetComponent<LineRenderer> ();
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}
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{
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LineRend.positionCount = points.Length;
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for (int i = 0; i < points.Length; i++)
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{
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}
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HardLight2DManager.RefreshColliderReference (Poly);
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}
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}
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Normal file
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Normal file
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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 Speen : MonoBehaviour
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{
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public float speed = 1f;
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using System;
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using System.Collections;
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Assets/HardLight2D/ReadMe - FAQ.txt
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@ -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
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Assets/HardLight2D/Scripts/LightFollow.cs
Normal file
24
Assets/HardLight2D/Scripts/LightFollow.cs
Normal file
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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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// Start is called before the first frame update
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void Start()
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{
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void LateUpdate()
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Vector3 temp = transform.position;
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Reference in New Issue
Block a user