did simple character movement and raycasting
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578eadd3ee
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44
ProjectSettings/System-Purge/Assets/CharacterMovement.cs
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44
ProjectSettings/System-Purge/Assets/CharacterMovement.cs
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using UnityEngine;
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using System.Collections;
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public class CharacterMovement : MonoBehaviour {
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public bool grounded = false;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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Movement();
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}
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void Movement()
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{
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//Is going to handle all the character movement
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if(Input.GetKey(KeyCode.D))
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{
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transform.Translate(Vector2.right * 4f * Time.deltaTime); //Makes it to where the player can travel to the right
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transform.eulerAngles = new Vector2(0,0); //this allows the "rotation" of the sprite, facing right / left
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}
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if (Input.GetKey(KeyCode.A))
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{
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transform.Translate(Vector2.left * -4f * Time.deltaTime); //Makes it to where the player can travel to the left
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transform.eulerAngles = new Vector2(0, 180);
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}
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/*
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if (Input.GetKey(KeyCode.Space))
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{
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transform.Translate(Vector2.up * Time.deltaTime); //Makes it to where the player can jump up
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transform.eulerAngles = new Vector2(90, 0);
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}
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*/
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}
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}
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9
ProjectSettings/System-Purge/Assets/Editor.meta
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9
ProjectSettings/System-Purge/Assets/Editor.meta
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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namespace UnityStandardAssets.CrossPlatformInput.Inspector
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{
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[InitializeOnLoad]
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public class CrossPlatformInitialize
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{
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// Custom compiler defines:
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//
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// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
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// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
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// MOBILE_INPUT : denotes that mobile input should be used right now!
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static CrossPlatformInitialize()
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{
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var defines = GetDefinesList(buildTargetGroups[0]);
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if (!defines.Contains("CROSS_PLATFORM_INPUT"))
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{
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SetEnabled("CROSS_PLATFORM_INPUT", true, false);
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SetEnabled("MOBILE_INPUT", true, true);
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}
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}
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[MenuItem("Mobile Input/Enable")]
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private static void Enable()
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{
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SetEnabled("MOBILE_INPUT", true, true);
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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case BuildTarget.iOS:
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case BuildTarget.WP8Player:
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case BuildTarget.BlackBerry:
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case BuildTarget.PSM:
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case BuildTarget.Tizen:
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case BuildTarget.WSAPlayer:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
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"OK");
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break;
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default:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
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"OK");
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break;
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}
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}
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[MenuItem("Mobile Input/Enable", true)]
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private static bool EnableValidate()
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{
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var defines = GetDefinesList(mobileBuildTargetGroups[0]);
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return !defines.Contains("MOBILE_INPUT");
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}
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[MenuItem("Mobile Input/Disable")]
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private static void Disable()
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{
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SetEnabled("MOBILE_INPUT", false, true);
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switch (EditorUserBuildSettings.activeBuildTarget)
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{
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case BuildTarget.Android:
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case BuildTarget.iOS:
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case BuildTarget.WP8Player:
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case BuildTarget.BlackBerry:
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EditorUtility.DisplayDialog("Mobile Input",
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"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
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"OK");
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break;
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}
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}
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[MenuItem("Mobile Input/Disable", true)]
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private static bool DisableValidate()
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{
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var defines = GetDefinesList(mobileBuildTargetGroups[0]);
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return defines.Contains("MOBILE_INPUT");
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}
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private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Standalone,
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BuildTargetGroup.WebPlayer,
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BuildTargetGroup.Android,
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BuildTargetGroup.iOS,
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BuildTargetGroup.WP8,
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BuildTargetGroup.BlackBerry
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};
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private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Android,
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BuildTargetGroup.iOS,
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BuildTargetGroup.WP8,
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BuildTargetGroup.BlackBerry,
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BuildTargetGroup.PSM,
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BuildTargetGroup.Tizen,
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BuildTargetGroup.WSA
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};
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private static void SetEnabled(string defineName, bool enable, bool mobile)
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{
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//Debug.Log("setting "+defineName+" to "+enable);
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foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
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{
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var defines = GetDefinesList(group);
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if (enable)
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{
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if (defines.Contains(defineName))
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{
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return;
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}
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defines.Add(defineName);
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}
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else
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{
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if (!defines.Contains(defineName))
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{
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return;
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}
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while (defines.Contains(defineName))
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{
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defines.Remove(defineName);
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}
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}
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string definesString = string.Join(";", defines.ToArray());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
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}
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}
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private static List<string> GetDefinesList(BuildTargetGroup group)
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{
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return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
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}
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}
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}
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31
ProjectSettings/System-Purge/Assets/GuardLogic.cs
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31
ProjectSettings/System-Purge/Assets/GuardLogic.cs
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using UnityEngine;
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using System.Collections;
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public class GuardLogic : MonoBehaviour {
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public Transform sightStart, sightEnd;
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// Use this for initialization
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void Start ()
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{
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Update();
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}
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// Update is called once per frame
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void Update ()
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{
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Raycasting();
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Behaviours();
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}
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void Raycasting()
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{
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Debug.DrawLine(sightStart.position, sightEnd.position, Color.green);
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}
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void Behaviours()
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{
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}
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}
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ProjectSettings/System-Purge/Assets/Scenes/Character.unity
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using System;
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using UnityEngine;
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namespace UnityStandardAssets._2D
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{
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public class Camera2DFollow : MonoBehaviour
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{
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public Transform target;
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public float damping = 1;
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public float lookAheadFactor = 3;
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public float lookAheadReturnSpeed = 0.5f;
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public float lookAheadMoveThreshold = 0.1f;
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private float m_OffsetZ;
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private Vector3 m_LastTargetPosition;
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private Vector3 m_CurrentVelocity;
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private Vector3 m_LookAheadPos;
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// Use this for initialization
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private void Start()
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{
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m_LastTargetPosition = target.position;
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m_OffsetZ = (transform.position - target.position).z;
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transform.parent = null;
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}
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// Update is called once per frame
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private void Update()
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{
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// only update lookahead pos if accelerating or changed direction
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float xMoveDelta = (target.position - m_LastTargetPosition).x;
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bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold;
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||||
|
||||
if (updateLookAheadTarget)
|
||||
{
|
||||
m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed);
|
||||
}
|
||||
|
||||
Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ;
|
||||
Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping);
|
||||
|
||||
transform.position = newPos;
|
||||
|
||||
m_LastTargetPosition = target.position;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d8238cc53530b64fbb7828c3d3bb591
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
@ -0,0 +1,74 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class CameraFollow : MonoBehaviour
|
||||
{
|
||||
public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows.
|
||||
public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows.
|
||||
public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis.
|
||||
public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis.
|
||||
public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have.
|
||||
public Vector2 minXAndY; // The minimum x and y coordinates the camera can have.
|
||||
|
||||
private Transform m_Player; // Reference to the player's transform.
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Setting up the reference.
|
||||
m_Player = GameObject.FindGameObjectWithTag("Player").transform;
|
||||
}
|
||||
|
||||
|
||||
private bool CheckXMargin()
|
||||
{
|
||||
// Returns true if the distance between the camera and the player in the x axis is greater than the x margin.
|
||||
return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin;
|
||||
}
|
||||
|
||||
|
||||
private bool CheckYMargin()
|
||||
{
|
||||
// Returns true if the distance between the camera and the player in the y axis is greater than the y margin.
|
||||
return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin;
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
TrackPlayer();
|
||||
}
|
||||
|
||||
|
||||
private void TrackPlayer()
|
||||
{
|
||||
// By default the target x and y coordinates of the camera are it's current x and y coordinates.
|
||||
float targetX = transform.position.x;
|
||||
float targetY = transform.position.y;
|
||||
|
||||
// If the player has moved beyond the x margin...
|
||||
if (CheckXMargin())
|
||||
{
|
||||
// ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position.
|
||||
targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime);
|
||||
}
|
||||
|
||||
// If the player has moved beyond the y margin...
|
||||
if (CheckYMargin())
|
||||
{
|
||||
// ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position.
|
||||
targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime);
|
||||
}
|
||||
|
||||
// The target x and y coordinates should not be larger than the maximum or smaller than the minimum.
|
||||
targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x);
|
||||
targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y);
|
||||
|
||||
// Set the camera's position to the target position with the same z component.
|
||||
transform.position = new Vector3(targetX, targetY, transform.position.z);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9dfad760b6e9455593192a6d869f7ed
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityStandardAssets.CrossPlatformInput;
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
[RequireComponent(typeof (PlatformerCharacter2D))]
|
||||
public class Platformer2DUserControl : MonoBehaviour
|
||||
{
|
||||
private PlatformerCharacter2D m_Character;
|
||||
private bool m_Jump;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_Character = GetComponent<PlatformerCharacter2D>();
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!m_Jump)
|
||||
{
|
||||
// Read the jump input in Update so button presses aren't missed.
|
||||
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// Read the inputs.
|
||||
bool crouch = Input.GetKey(KeyCode.LeftControl);
|
||||
float h = CrossPlatformInputManager.GetAxis("Horizontal");
|
||||
// Pass all parameters to the character control script.
|
||||
m_Character.Move(h, crouch, m_Jump);
|
||||
m_Jump = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3d7b34a3bb2d4e4b926e7e729d3d410
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
@ -0,0 +1,114 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class PlatformerCharacter2D : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
|
||||
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
|
||||
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
|
||||
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
|
||||
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
|
||||
|
||||
private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
|
||||
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
|
||||
private bool m_Grounded; // Whether or not the player is grounded.
|
||||
private Transform m_CeilingCheck; // A position marking where to check for ceilings
|
||||
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
|
||||
private Animator m_Anim; // Reference to the player's animator component.
|
||||
private Rigidbody2D m_Rigidbody2D;
|
||||
private bool m_FacingRight = true; // For determining which way the player is currently facing.
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Setting up references.
|
||||
m_GroundCheck = transform.Find("GroundCheck");
|
||||
m_CeilingCheck = transform.Find("CeilingCheck");
|
||||
m_Anim = GetComponent<Animator>();
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
m_Grounded = false;
|
||||
|
||||
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
|
||||
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
|
||||
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
|
||||
for (int i = 0; i < colliders.Length; i++)
|
||||
{
|
||||
if (colliders[i].gameObject != gameObject)
|
||||
m_Grounded = true;
|
||||
}
|
||||
m_Anim.SetBool("Ground", m_Grounded);
|
||||
|
||||
// Set the vertical animation
|
||||
m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
|
||||
}
|
||||
|
||||
|
||||
public void Move(float move, bool crouch, bool jump)
|
||||
{
|
||||
// If crouching, check to see if the character can stand up
|
||||
if (!crouch && m_Anim.GetBool("Crouch"))
|
||||
{
|
||||
// If the character has a ceiling preventing them from standing up, keep them crouching
|
||||
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
|
||||
{
|
||||
crouch = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Set whether or not the character is crouching in the animator
|
||||
m_Anim.SetBool("Crouch", crouch);
|
||||
|
||||
//only control the player if grounded or airControl is turned on
|
||||
if (m_Grounded || m_AirControl)
|
||||
{
|
||||
// Reduce the speed if crouching by the crouchSpeed multiplier
|
||||
move = (crouch ? move*m_CrouchSpeed : move);
|
||||
|
||||
// The Speed animator parameter is set to the absolute value of the horizontal input.
|
||||
m_Anim.SetFloat("Speed", Mathf.Abs(move));
|
||||
|
||||
// Move the character
|
||||
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
|
||||
|
||||
// If the input is moving the player right and the player is facing left...
|
||||
if (move > 0 && !m_FacingRight)
|
||||
{
|
||||
// ... flip the player.
|
||||
Flip();
|
||||
}
|
||||
// Otherwise if the input is moving the player left and the player is facing right...
|
||||
else if (move < 0 && m_FacingRight)
|
||||
{
|
||||
// ... flip the player.
|
||||
Flip();
|
||||
}
|
||||
}
|
||||
// If the player should jump...
|
||||
if (m_Grounded && jump && m_Anim.GetBool("Ground"))
|
||||
{
|
||||
// Add a vertical force to the player.
|
||||
m_Grounded = false;
|
||||
m_Anim.SetBool("Ground", false);
|
||||
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Flip()
|
||||
{
|
||||
// Switch the way the player is labelled as facing.
|
||||
m_FacingRight = !m_FacingRight;
|
||||
|
||||
// Multiply the player's x local scale by -1.
|
||||
Vector3 theScale = transform.localScale;
|
||||
theScale.x *= -1;
|
||||
transform.localScale = theScale;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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||||
guid: d08f91df3bd212f429df17f53ce2f364
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace UnityStandardAssets._2D
|
||||
{
|
||||
public class Restarter : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.tag == "Player")
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetSceneAt(0).path);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: e053b0a94752146e79954ce4df1b5565
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MonoImporter:
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serializedVersion: 2
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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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fileFormatVersion: 2
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guid: 018119012bd4d014daf775b5c28fdc9b
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folderAsset: yes
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DefaultImporter:
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userData:
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assetBundleName:
|
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fileFormatVersion: 2
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guid: cbbabe9e292f5604897926494bb38fef
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TextureImporter:
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fileIDToRecycleName:
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21300000: PrototypeGrey04x04
|
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serializedVersion: 2
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mipmaps:
|
||||
mipMapMode: 0
|
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enableMipMap: 1
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linearTexture: 0
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
|
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mipMapFadeDistanceEnd: 3
|
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: .25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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cubemapConvolution: 0
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cubemapConvolutionSteps: 8
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cubemapConvolutionExponent: 1.5
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seamlessCubemap: 0
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textureFormat: -1
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maxTextureSize: 512
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textureSettings:
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filterMode: 1
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aniso: 16
|
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mipBias: -1
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wrapMode: 1
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nPOTScale: 0
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lightmap: 0
|
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rGBM: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 6
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 204.800003
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alphaIsTransparency: 1
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textureType: 8
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buildTargetSettings: []
|
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spriteSheet:
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sprites: []
|
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spritePackingTag:
|
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userData:
|
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assetBundleName:
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user