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18 Commits
combatscen
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5a83699fd1
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5bf99356ff |
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7
Assets/Project Files/Prefabs/JoonasP/wand.prefab.meta
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7
Assets/Project Files/Prefabs/JoonasP/wand.prefab.meta
Normal file
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d3af4ebc0ff721d4fbcc988713bb674c
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -11,6 +11,16 @@ public class SlimeAI : MonoBehaviour
|
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GameObject player;
|
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int HP;
|
||||
|
||||
public float moveSpeed = 4f;
|
||||
public float rotSpeed = 100f;
|
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|
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private bool isWandering = false;
|
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private bool isRotatingLeft = false;
|
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private bool isRotatingRight = false;
|
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private bool isWalking = false;
|
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|
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private bool isAttacking = false;
|
||||
private float attackStartTime;
|
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//[SerializeField]
|
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//private UnityEvent onAttack;
|
||||
|
||||
@@ -19,50 +29,79 @@ public class SlimeAI : MonoBehaviour
|
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{
|
||||
animator = GetComponent<Animator>();
|
||||
player = GameObject.FindWithTag("Player");
|
||||
HP = 10;
|
||||
HP = 0;
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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void Update()
|
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{
|
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playerDistance = Vector3.Distance(player.transform.position, transform.position);
|
||||
|
||||
if (HP <= 0)
|
||||
{
|
||||
animator.Play("Die");
|
||||
}
|
||||
if (playerDistance < 1.5) //Attack
|
||||
{
|
||||
animator.SetBool("Wandering", false);
|
||||
animator.SetBool("EnemyInAttackRange", true);
|
||||
animator.SetBool("EnemyInAggroRange", true);
|
||||
animator.SetBool("EnemyInVisionRange", true);
|
||||
Rotate();
|
||||
Attack();
|
||||
}
|
||||
else if (playerDistance < 5) //Chase
|
||||
else if (playerDistance < 10) //Chase
|
||||
{
|
||||
animator.SetBool("Wandering", false);
|
||||
animator.SetBool("EnemyInAttackRange", false);
|
||||
animator.SetBool("EnemyInAggroRange", true);
|
||||
animator.SetBool("EnemyInVisionRange", true);
|
||||
Rotate();
|
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Move();
|
||||
}
|
||||
else if (playerDistance < 8) //Stare
|
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else if (playerDistance < 18) //Stare
|
||||
{
|
||||
animator.SetBool("Wandering", false);
|
||||
animator.SetBool("EnemyInAttackRange", false);
|
||||
animator.SetBool("EnemyInAggroRange", false);
|
||||
animator.SetBool("EnemyInVisionRange", true);
|
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Rotate();
|
||||
StopCoroutine("Wandering");
|
||||
}
|
||||
else //Idle
|
||||
else
|
||||
{
|
||||
animator.SetBool("EnemyInAttackRange", false);
|
||||
animator.SetBool("EnemyInAggroRange", false);
|
||||
animator.SetBool("EnemyInVisionRange", false);
|
||||
}
|
||||
if (HP <= 0)
|
||||
|
||||
if (!isWandering)
|
||||
{
|
||||
animator.SetBool("Dead", true);
|
||||
//Idle
|
||||
StartCoroutine("Wander");
|
||||
}
|
||||
if (animator.GetBool("DeathComplete"))
|
||||
Debug.Log(isWandering);
|
||||
Debug.Log(isRotatingLeft);
|
||||
Debug.Log(isRotatingRight);
|
||||
if (isRotatingRight == true)
|
||||
{
|
||||
print("asd");
|
||||
Destroy(this.gameObject);
|
||||
animator.SetBool("Wandering", false);
|
||||
transform.Rotate(transform.up * Time.deltaTime * rotSpeed);
|
||||
}
|
||||
if (isRotatingLeft == true)
|
||||
{
|
||||
animator.SetBool("Wandering", false);
|
||||
transform.Rotate(transform.up * Time.deltaTime * -rotSpeed);
|
||||
}
|
||||
if (isWalking == true)
|
||||
{
|
||||
animator.SetBool("Wandering", true);
|
||||
transform.position += transform.forward * moveSpeed * Time.deltaTime;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
void Rotate()
|
||||
{
|
||||
@@ -81,4 +120,58 @@ public class SlimeAI : MonoBehaviour
|
||||
{
|
||||
HP -= dmg;
|
||||
}
|
||||
|
||||
void Attack()
|
||||
{
|
||||
if (!isAttacking)
|
||||
{
|
||||
isAttacking = true;
|
||||
attackStartTime = Time.time;
|
||||
StartCoroutine(DelayedAttack());
|
||||
}
|
||||
else if (Time.time - attackStartTime > 0.833)
|
||||
{
|
||||
isAttacking = false;
|
||||
attackStartTime = 0.0f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
IEnumerator DelayedAttack()
|
||||
{
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
Debug.Log("Attack");
|
||||
//do attack e.g check for player in range/hit collider
|
||||
}
|
||||
|
||||
IEnumerator Wander()
|
||||
{
|
||||
int rotTime = Random.Range(1, 3);
|
||||
int rotateWait = Random.Range(1, 5);
|
||||
int rotateLorR = Random.Range(1, 2);
|
||||
int walkWait = Random.Range(1, 5);
|
||||
int walkTime = Random.Range(1, 20);
|
||||
|
||||
isWandering = true;
|
||||
|
||||
yield return new WaitForSeconds(walkWait);
|
||||
isWalking = true;
|
||||
yield return new WaitForSeconds(walkTime);
|
||||
isWalking = false;
|
||||
yield return new WaitForSeconds(rotateWait);
|
||||
if (rotateLorR == 1)
|
||||
{
|
||||
isRotatingRight = true;
|
||||
yield return new WaitForSeconds(rotTime);
|
||||
isRotatingRight = false;
|
||||
}
|
||||
if (rotateLorR == 2)
|
||||
{
|
||||
isRotatingLeft = true;
|
||||
yield return new WaitForSeconds(rotTime);
|
||||
isRotatingLeft = false;
|
||||
}
|
||||
isWandering = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -13,6 +13,10 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
public float projectileSpeed = 30;
|
||||
|
||||
private bool holdingWand;
|
||||
private float wandPower;
|
||||
private string wandElement;
|
||||
|
||||
public AudioSource noEssenceAudio;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@@ -23,16 +27,19 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning(action);
|
||||
|
||||
|
||||
/* todo: playerinfo doesnt have these methods?
|
||||
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand());
|
||||
if (player.GetComponent<PlayerInfo>().GetRightHand() != null)
|
||||
{
|
||||
Debug.LogWarning(player.GetComponent<PlayerInfo>().GetRightHand().name);
|
||||
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Equals("wand")) holdingWand = true;
|
||||
|
||||
if (player.GetComponent<PlayerInfo>().GetRightHand().name.Contains("wand"))
|
||||
{
|
||||
holdingWand = true;
|
||||
wandPower = player.GetComponent<PlayerInfo>().GetRightHand().GetComponent<WandData>().power;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else holdingWand = false;
|
||||
*/
|
||||
|
||||
|
||||
switch (action)
|
||||
{
|
||||
@@ -47,17 +54,29 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning("WOODCUTTING ACTION");
|
||||
}
|
||||
return;
|
||||
break;
|
||||
case "VerticalLine":
|
||||
if (holdingWand)
|
||||
{
|
||||
Debug.LogWarning("WAND VERTICAL");
|
||||
if (PlayerInfo.Instance.AddEssenceBasic(-1))
|
||||
{
|
||||
Vector3 spawnPoint = transform.position + playerCamera.transform.forward;
|
||||
spawnPoint = new Vector3(spawnPoint.x, spawnPoint.y + 1, spawnPoint.z);
|
||||
GameObject shield = Instantiate(objects[1], spawnPoint, Quaternion.Euler(-90, playerCamera.transform.eulerAngles.y - 180, 180));
|
||||
shield.GetComponent<ShieldController>().health = 3 * wandPower;
|
||||
}
|
||||
else
|
||||
{
|
||||
noEssenceAudio.Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("VERTICAL");
|
||||
|
||||
}
|
||||
return;
|
||||
break;
|
||||
case "Circle":
|
||||
if (holdingWand)
|
||||
{
|
||||
@@ -66,9 +85,15 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("CIRCLE");
|
||||
GameObject minigame = FindMinigame();
|
||||
if (minigame != null)
|
||||
{
|
||||
float distance = Vector3.Distance(transform.position, minigame.transform.position);
|
||||
if(distance < 4f) minigame.GetComponent<WellController>().StartMinigame();
|
||||
}
|
||||
|
||||
}
|
||||
return;
|
||||
break;
|
||||
case "Triangle":
|
||||
if (holdingWand)
|
||||
{
|
||||
@@ -78,7 +103,7 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning("WOODCUTTING ACTION");
|
||||
}
|
||||
return;
|
||||
break;
|
||||
}
|
||||
|
||||
/*if (action == "Portal")
|
||||
@@ -167,6 +192,7 @@ public class ActionGestureInteraction : MonoBehaviour
|
||||
{
|
||||
Debug.LogWarning("INSTANTIATE BOLT");
|
||||
var projectileObj = Instantiate(item, rightHandTransform.position, playerCamera.transform.rotation) as GameObject;
|
||||
projectileObj.GetComponent<Rigidbody>().velocity = (destination - rightHandTransform.position).normalized * projectileSpeed;
|
||||
projectileObj.GetComponent<Projectile>().damage = 1 * wandPower;
|
||||
projectileObj.GetComponent<Rigidbody>().velocity = (playerCamera.transform.forward).normalized * projectileSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,6 +14,8 @@ public class GestureRecognizer : MonoBehaviour
|
||||
public InputHelpers.Button rightInputButton;
|
||||
public InputHelpers.Button rightControlButton;
|
||||
|
||||
public Camera mainCamera;
|
||||
|
||||
public float inputThreshold = 0.1f;
|
||||
public Transform movementSource;
|
||||
|
||||
@@ -31,10 +33,15 @@ public class GestureRecognizer : MonoBehaviour
|
||||
private List<Gesture> trainingSet = new List<Gesture>();
|
||||
private bool isMoving = false;
|
||||
private List<Vector3> positionsList = new List<Vector3>();
|
||||
private Vector3 relativePosition;
|
||||
private List<GameObject> debugCubes;
|
||||
private List<Vector3> relativePositions;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
debugCubes = new List<GameObject>();
|
||||
relativePositions = new List<Vector3>();
|
||||
// Path = ..\AppData\LocalLow\DefaultCompany\Heroes of Hiis SCM
|
||||
Debug.Log(Application.persistentDataPath);
|
||||
string[] gestureFiles = Directory.GetFiles(Application.persistentDataPath, "*.xml");
|
||||
@@ -85,13 +92,18 @@ public class GestureRecognizer : MonoBehaviour
|
||||
|
||||
void StartMovement()
|
||||
{
|
||||
debugCubes.Clear();
|
||||
relativePositions.Clear();
|
||||
Debug.Log("Movement started");
|
||||
isMoving = true;
|
||||
positionsList.Clear();
|
||||
positionsList.Add(movementSource.position);
|
||||
relativePosition = movementSource.position - mainCamera.transform.position;
|
||||
positionsList.Add(relativePosition);
|
||||
if (debugCubePrefab)
|
||||
{
|
||||
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3);
|
||||
GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
|
||||
debugCubes.Add(cube);
|
||||
relativePositions.Add(relativePosition);
|
||||
}
|
||||
}
|
||||
void EndMovement()
|
||||
@@ -129,17 +141,31 @@ public class GestureRecognizer : MonoBehaviour
|
||||
|
||||
}
|
||||
}
|
||||
foreach(GameObject obj in debugCubes)
|
||||
{
|
||||
Destroy(obj);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMovement()
|
||||
{
|
||||
Vector3 lastPosition = positionsList[positionsList.Count - 1];
|
||||
if (Vector3.Distance(movementSource.position, lastPosition) > newPositionThresholdDistance)
|
||||
relativePosition = movementSource.position - mainCamera.transform.position;
|
||||
|
||||
|
||||
for(int i = 0; i < debugCubes.Count; i++)
|
||||
{
|
||||
positionsList.Add(movementSource.position);
|
||||
debugCubes[i].transform.position = mainCamera.transform.position + relativePositions[i];
|
||||
}
|
||||
|
||||
Vector3 lastPosition = positionsList[positionsList.Count - 1];
|
||||
if (Vector3.Distance(relativePosition, lastPosition) > newPositionThresholdDistance)
|
||||
{
|
||||
positionsList.Add(relativePosition);
|
||||
if (debugCubePrefab)
|
||||
{
|
||||
Destroy(Instantiate(debugCubePrefab, movementSource.position, Quaternion.identity), 3);
|
||||
GameObject cube = Instantiate(debugCubePrefab, relativePosition, Quaternion.identity);
|
||||
debugCubes.Add(cube);
|
||||
relativePositions.Add(relativePosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,34 +7,46 @@ public class Projectile : MonoBehaviour
|
||||
private bool collided;
|
||||
Vector3 oldEulerAngles;
|
||||
|
||||
public float damage;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Will always be destroyed after 10 seconds.
|
||||
Destroy(gameObject, 10);
|
||||
|
||||
oldEulerAngles = transform.rotation.eulerAngles;
|
||||
//oldEulerAngles = transform.rotation.eulerAngles;
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (oldEulerAngles != transform.rotation.eulerAngles)
|
||||
/*if (oldEulerAngles != transform.rotation.eulerAngles)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
private void onCollisionEnter(Collider other)
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
Debug.LogWarning(collision.gameObject.name);
|
||||
if (collision.gameObject.tag != "IceBolt" && collision.gameObject.tag != "Player" && !collided)
|
||||
{
|
||||
collided = true;
|
||||
if (collision.gameObject.name == "Dummy") Destroy(collision.gameObject); //REPLACE WITH ENEMY TAG CHECK AND DAMAGE CHECKING
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Debug.LogWarning(other.gameObject.name);
|
||||
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
|
||||
{
|
||||
collided = true;
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
private void onTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.tag != "IceBolt" && other.gameObject.tag != "Player" && !collided)
|
||||
else if (other.gameObject.name == "Dummy")
|
||||
{
|
||||
collided = true;
|
||||
Destroy(other.gameObject);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,7 +29,7 @@ public class SlimeSpawner : MonoBehaviour
|
||||
{
|
||||
float slimeRandom = Random.Range(0, slimeTypes.Count);
|
||||
float spawnRandom = Random.Range(0, spawnLocations.Count);
|
||||
Instantiate(slimeTypes[Mathf.RoundToInt(slimeRandom)], spawnLocations[Mathf.RoundToInt(spawnRandom)].position, Quaternion.identity);
|
||||
Instantiate(slimeTypes[Mathf.RoundToInt(slimeRandom)], spawnLocations[Mathf.RoundToInt(spawnRandom)].position, Quaternion.Euler(0f, Random.Range(0f, 360f), 0f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
86
Assets/Project Files/Scripts/JoonasP/CraftingTable.cs
Normal file
86
Assets/Project Files/Scripts/JoonasP/CraftingTable.cs
Normal file
@@ -0,0 +1,86 @@
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
public class CraftingTable : MonoBehaviour
|
||||
{
|
||||
public Transform item1;
|
||||
public Transform item2;
|
||||
|
||||
public Transform socket1;
|
||||
public Transform socket2;
|
||||
|
||||
public Transform output;
|
||||
public GameObject startWand;
|
||||
|
||||
void Start()
|
||||
{
|
||||
item1 = null;
|
||||
item2 = null;
|
||||
}
|
||||
|
||||
|
||||
public void Set1()
|
||||
{
|
||||
StartCoroutine(DelayCast(socket1,1));
|
||||
}
|
||||
|
||||
public void Exit1()
|
||||
{
|
||||
item1 = null;
|
||||
}
|
||||
|
||||
public void Set2()
|
||||
{
|
||||
StartCoroutine(DelayCast(socket2, 2));
|
||||
}
|
||||
|
||||
public void Exit2()
|
||||
{
|
||||
item2 = null;
|
||||
}
|
||||
|
||||
public void Craft()
|
||||
{
|
||||
//Currently simple if statement check crafting. Could be done better but will see if this system will be expanded
|
||||
|
||||
if (item1 == null || item2 == null) Debug.LogError("Missing item!");
|
||||
else
|
||||
{
|
||||
if((item1.name.StartsWith("wand") && item2.name.StartsWith("Log")) || (item2.name.StartsWith("wand") && item1.name.StartsWith("Log")))
|
||||
{
|
||||
if (item1.name.StartsWith("wand"))
|
||||
{
|
||||
WandData data = item1.GetComponent<WandData>();
|
||||
data.SetPower(data.power + 0.5f);
|
||||
item1.transform.position = output.position;
|
||||
Destroy(item2.gameObject);
|
||||
item2 = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
WandData data = item2.GetComponent<WandData>();
|
||||
data.SetPower(data.power + 0.5f);
|
||||
item2.transform.position = output.position;
|
||||
Destroy(item1.gameObject);
|
||||
item1 = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Debug.LogError("Invalid Recipe!");
|
||||
}
|
||||
|
||||
IEnumerator DelayCast(Transform from, int i)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(from.position + from.up, -from.up, out hit, Mathf.Infinity))
|
||||
{
|
||||
if (i == 1) item1 = hit.transform;
|
||||
else item2 = hit.transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Project Files/Scripts/JoonasP/CraftingTable.cs.meta
Normal file
11
Assets/Project Files/Scripts/JoonasP/CraftingTable.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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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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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -25,7 +25,7 @@ public class EssenceNodeController : MonoBehaviour
|
||||
private void Awake()
|
||||
{
|
||||
nodeMaterial = GetComponent<Renderer>().material;
|
||||
//playerInfo = PlayerInfo.Instance;
|
||||
playerInfo = PlayerInfo.Instance;
|
||||
playerInventory = GameObject.Find("Inventory").GetComponent<Inventory>();
|
||||
}
|
||||
|
||||
|
||||
@@ -4,32 +4,70 @@ using UnityEngine;
|
||||
|
||||
public class PlayerInfo : MonoBehaviour
|
||||
{
|
||||
public static PlayerInfo Instance;
|
||||
|
||||
private int health;
|
||||
|
||||
private int essence_basic;
|
||||
//Add elemental essences?
|
||||
|
||||
private GameObject rightHandHeld;
|
||||
private GameObject leftHandHeld;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
health = 5;
|
||||
essence_basic = 0;
|
||||
rightHandHeld = null;
|
||||
leftHandHeld = null;
|
||||
}
|
||||
|
||||
public void AddHealth(int value)
|
||||
public bool AddHealth(int value)
|
||||
{
|
||||
health += value;
|
||||
if (health <= 0)
|
||||
{
|
||||
Debug.Log("NO HEALTH REMAINING");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddEssenceBasic(int value)
|
||||
public bool AddEssenceBasic(int value)
|
||||
{
|
||||
if (essence_basic + value < 0)
|
||||
{
|
||||
Debug.LogError("NOT ENOUGH ESSENCE");
|
||||
Debug.Log("NOT ENOUGH ESSENCE");
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
essence_basic += value;
|
||||
return true;
|
||||
}
|
||||
else essence_basic += value;
|
||||
}
|
||||
|
||||
public void AddLeftHand(GameObject obj)
|
||||
{
|
||||
leftHandHeld = obj;
|
||||
}
|
||||
|
||||
public void AddRightHand(GameObject obj)
|
||||
{
|
||||
rightHandHeld = obj;
|
||||
}
|
||||
|
||||
public void RemoveLeftHand()
|
||||
{
|
||||
leftHandHeld = null;
|
||||
}
|
||||
|
||||
public void RemoveRightHand()
|
||||
{
|
||||
rightHandHeld = null;
|
||||
}
|
||||
|
||||
public GameObject GetRightHand() { return rightHandHeld; }
|
||||
public GameObject GetLeftHand() { return leftHandHeld; }
|
||||
}
|
||||
|
||||
26
Assets/Project Files/Scripts/JoonasP/ShieldController.cs
Normal file
26
Assets/Project Files/Scripts/JoonasP/ShieldController.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ShieldController : MonoBehaviour
|
||||
{
|
||||
|
||||
public float health = 5;
|
||||
|
||||
public Color startColor;
|
||||
public Color endColor;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
health -= Time.deltaTime;
|
||||
GetComponent<Renderer>().material.SetColor("_Color0", Color.Lerp(endColor, startColor, health / 5));
|
||||
if (health <= 0) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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21
Assets/Project Files/Scripts/JoonasP/WandData.cs
Normal file
21
Assets/Project Files/Scripts/JoonasP/WandData.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WandData : MonoBehaviour
|
||||
{
|
||||
public float power = 1f;
|
||||
|
||||
//public string element = "water";
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void SetPower(float pow)
|
||||
{
|
||||
power = pow;
|
||||
}
|
||||
}
|
||||
11
Assets/Project Files/Scripts/JoonasP/WandData.cs.meta
Normal file
11
Assets/Project Files/Scripts/JoonasP/WandData.cs.meta
Normal file
@@ -0,0 +1,11 @@
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@@ -32,7 +32,7 @@ public class XRGUI : MonoBehaviour
|
||||
ExitButton.onClick.AddListener(() =>
|
||||
{
|
||||
Debug.Log("Clicked");
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
//UnityEditor.EditorApplication.isPlaying = false;
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
BIN
Assets/Project Files/Sounds/NoEssence.wav
Normal file
BIN
Assets/Project Files/Sounds/NoEssence.wav
Normal file
Binary file not shown.
22
Assets/Project Files/Sounds/NoEssence.wav.meta
Normal file
22
Assets/Project Files/Sounds/NoEssence.wav.meta
Normal file
@@ -0,0 +1,22 @@
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BIN
Assets/Project Files/Sounds/shield_passive.wav
Normal file
BIN
Assets/Project Files/Sounds/shield_passive.wav
Normal file
Binary file not shown.
22
Assets/Project Files/Sounds/shield_passive.wav.meta
Normal file
22
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Normal file
@@ -0,0 +1,22 @@
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8
Assets/Scenes/CombatScene.meta
Normal file
8
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Normal file
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File diff suppressed because one or more lines are too long
BIN
Assets/Scenes/CombatScene/NavMesh.asset
Normal file
BIN
Assets/Scenes/CombatScene/NavMesh.asset
Normal file
Binary file not shown.
8
Assets/Scenes/CombatScene/NavMesh.asset.meta
Normal file
8
Assets/Scenes/CombatScene/NavMesh.asset.meta
Normal file
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AlphaCutoff: 0.5
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _EmissionPower: 4
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||||
- _GlossMapScale: 1
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Metallic: 0.25
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- _Mode: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _RampEnabled: 0
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- _RampInverted: 0
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- _Smoothness: 1
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _TransAmbient: 1
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- _TransDirect: 1
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- _TransNormal: 0.1
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- _TransNormalDistortion: 0.1
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- _TransScattering: 10
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- _TransShadow: 0.9
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- _TransStrength: 0
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- _Translucency: 0
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- _TranslucencyMaskPower: 1
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- _UVSec: 0
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- _ZWrite: 1
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- __dirty: 0
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorTint: {r: 1, g: 0.24264705, b: 0.6970591, a: 1}
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- _ColorTint1: {r: 0.14052643, g: 0, b: 0.25882354, a: 1}
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- _ColorTint2: {r: 0.6375065, g: 0, b: 1, a: 1}
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- _EmissionColor: {r: 0.61503696, g: 0, b: 1, a: 1}
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m_BuildTextureStacks: []
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2248381506947d544bac3cea82440d47
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -91,6 +91,7 @@ Material:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AlphaCutoff: 0.5
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- _BumpScale: 1
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@@ -126,6 +127,7 @@ Material:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _ColorTint: {r: 1, g: 0.24264705, b: 0.6970591, a: 1}
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- _ColorTint1: {r: 0, g: 0.10798726, b: 0.2573529, a: 1}
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- _ColorTint2: {r: 0.18382347, g: 0.52629757, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0.42068952, b: 1, a: 1}
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- _ColorTint1: {r: 0, g: 0.25882354, b: 0.22987913, a: 1}
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- _ColorTint2: {r: 0, g: 1, b: 0.7624991, a: 1}
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- _EmissionColor: {r: 0, g: 1, b: 0.9608457, a: 1}
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m_BuildTextureStacks: []
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@@ -2,7 +2,7 @@ using System.Collections;
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||||
using System.Collections.Generic;
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using UnityEngine;
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|
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public class death : StateMachineBehaviour
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public class SlimeDeath : StateMachineBehaviour
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{
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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@@ -17,10 +17,10 @@ public class death : StateMachineBehaviour
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//}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
|
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//}
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
|
||||
Destroy(animator.gameObject);
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}
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// OnStateMove is called right after Animator.OnAnimatorMove()
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 6c7f89faf36f41b418e5105a12c34cdb
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guid: aa7306c35f4c27d4daefb1259633b9d0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -100,7 +100,7 @@ Material:
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color0: {r: 1.5507064, g: 15.19919, b: 29.6185, a: 0}
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- _Color0: {r: 7.3553696, g: 17.679485, b: 28.351603, a: 0}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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m_BuildTextureStacks: []
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@@ -18,7 +18,7 @@ PhysicsManager:
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m_ClothInterCollisionDistance: 0
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m_ClothInterCollisionStiffness: 0
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m_ContactsGeneration: 1
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m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffffdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffff9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_AutoSimulation: 1
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m_AutoSyncTransforms: 1
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m_ReuseCollisionCallbacks: 1
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@@ -158,9 +158,12 @@ PlayerSettings:
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, type: 2}
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- {fileID: -8196854396901781169, guid: 1a4c68ca72a83449f938d669337cb305, type: 2}
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- {fileID: -990268426630310298, guid: a9a6963505ddf7f4d886008c6dc86122, type: 2}
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 0}
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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m_HolographicPauseOnTrackingLoss: 1
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@@ -731,7 +734,7 @@ PlayerSettings:
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PS4: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
|
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PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
|
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Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
|
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Standalone: RH_SerializedDictionary;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
|
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Standalone: RH_SerializedDictionary;PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2;GRIFFIN_URP;POSEIDON;POSEIDON_URP;JUPITER;GRIFFIN;TEXTURE_GRAPH;TG_SEARCHER;GRIFFIN_2021
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WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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||||
XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
|
||||
|
||||
Reference in New Issue
Block a user