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Removed extra scenes and non-gameplay scripts

/hw-training
Arturo Nereu 3 年前
当前提交
00ce3352
共有 48 个文件被更改,包括 46 次插入4577 次删除
  1. 11
      Assets/Models/Dino.fbx.meta
  2. 10
      Assets/Scripts/PlayerConfigurator.cs
  3. 8
      Assets/Scripts/PlayerController.cs
  4. 55
      Assets/Scripts/Store.cs
  5. 4
      ProjectSettings/ProjectVersion.txt
  6. 17
      UserSettings/EditorUserSettings.asset
  7. 7
      Assets/Scenes/Level_01.unity.meta
  8. 7
      Assets/Scenes/Level_02.unity.meta
  9. 7
      Assets/Scenes/Level_03.unity.meta
  10. 1001
      Assets/Scenes/LoadingScene.unity
  11. 7
      Assets/Scenes/LoadingScene.unity.meta
  12. 8
      Assets/Scenes/Level_01.meta
  13. 8
      Assets/Scenes/Level_02.meta
  14. 8
      Assets/Scenes/Level_03.meta
  15. 1001
      Assets/Scenes/Level_01.unity
  16. 63
      Assets/Scenes/Level_01Settings.lighting
  17. 8
      Assets/Scenes/Level_01Settings.lighting.meta
  18. 8
      Assets/Scenes/Level_01_Profiles.meta
  19. 1001
      Assets/Scenes/Level_02.unity
  20. 63
      Assets/Scenes/Level_02Settings.lighting
  21. 8
      Assets/Scenes/Level_02Settings.lighting.meta
  22. 1001
      Assets/Scenes/Level_03.unity
  23. 63
      Assets/Scenes/Level_03Settings.lighting
  24. 8
      Assets/Scenes/Level_03Settings.lighting.meta
  25. 8
      Assets/Scenes/Store.meta
  26. 49
      Assets/Scripts/Loading.cs
  27. 11
      Assets/Scripts/Loading.cs.meta
  28. 29
      Assets/Scripts/GameplayUI.cs
  29. 11
      Assets/Scripts/GameplayUI.cs.meta
  30. 7
      Assets/Scripts/GameManagerMB.cs
  31. 54
      Assets/Scripts/GameManagerSO.cs
  32. 11
      Assets/Scripts/GameManagerSO.cs.meta
  33. 11
      Assets/Scripts/GameManagerMB.cs.meta
  34. 15
      Assets/Scripts/DustParticles.cs
  35. 11
      Assets/Scripts/DustParticles.cs.meta
  36. 8
      Assets/Scripts/Tools.meta
  37. 8
      Assets/Rendering.meta
  38. 8
      Assets/ScriptableObjects.meta
  39. 0
      /Assets/Scenes/Leve_00.unity
  40. 0
      /Assets/Scenes/Leve_00.unity.meta

11
Assets/Models/Dino.fbx.meta


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ModelImporter:
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internalIDToNameTable:
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bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events:
- time: 0.66809475
functionName: PlayParticles
data:
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floatParameter: 0
intParameter: 0
messageOptions: 0
events: []
transformMask: []
maskType: 3
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10
Assets/Scripts/PlayerConfigurator.cs


private Transform m_HatAnchor;
[SerializeField]
private GameManagerSO m_GameManager;
//private GameManagerSO m_GameManager;
private AsyncOperationHandle m_HatLoadingHandle;

//If the condition is met, then a hat has been unlocked
if(m_GameManager.s_ActiveHat >= 0)
{
SetHat(string.Format("Hat{0:00}", m_GameManager.s_ActiveHat));
}
//if(m_GameManager.s_ActiveHat >= 0)
//{
// SetHat(string.Format("Hat{0:00}", m_GameManager.s_ActiveHat));
//}
}
// TODO: Change the string parameter

8
Assets/Scripts/PlayerController.cs


[SerializeField]
private LayerMask m_InputCollisionLayer;
[SerializeField]
private GameManagerSO m_GameManager;
private bool m_HasKey = false;
private Rigidbody m_Rigidbody;

m_HasKey = true;
//TODO: Put this outside of the PlayerController
GameObject.FindObjectOfType<GameplayUI>().KeyCollected();
}
private void OnTriggerEnter(Collider other)

private IEnumerator LevelCompleted()
{
yield return new WaitForSeconds(2.15f);
m_GameManager.LevelCompleted();
#if UNITY_EDITOR
#if UNITY_WINDOWS || UNITY_STANDALONE_OSX
if (Input.GetMouseButton(0))
{
MoveToPosition(Input.mousePosition);

55
Assets/Scripts/Store.cs


private Button m_RightArrowButton;
[SerializeField]
private GameManagerSO m_GameManager;
[SerializeField]
private Transform m_HatAttachPoint;
private AsyncOperationHandle m_DownloadHatsHandle;

void Start()
{
// TODO: Check if the hats have been unlocked
if(m_GameManager.s_ActiveHat >= 0)
{
ShowHatSelectionUI();
//if(m_GameManager.s_ActiveHat >= 0)
//{
// ShowHatSelectionUI();
m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
}
// m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
//}
}
public void PurchaseHats()

// TODO: Avoid assigning directly the int to the gamemanager property
// Save the first hat
m_GameManager.s_ActiveHat = 0;
//m_GameManager.s_ActiveHat = 0;
m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
//m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
ShowHatSelectionUI();
}

// Clear the current selected hat
Addressables.ReleaseInstance(m_HatHandle);
if(m_GameManager.s_ActiveHat < 3)
{
++m_GameManager.s_ActiveHat;
}
else
{
m_GameManager.s_ActiveHat = 0;
}
//if(m_GameManager.s_ActiveHat < 3)
//{
// ++m_GameManager.s_ActiveHat;
//}
//else
//{
// m_GameManager.s_ActiveHat = 0;
//}
m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
//m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
}
public void PreviousHat()

if (m_GameManager.s_ActiveHat > 1)
{
--m_GameManager.s_ActiveHat;
}
else
{
m_GameManager.s_ActiveHat = 3;
}
//if (m_GameManager.s_ActiveHat > 1)
//{
// --m_GameManager.s_ActiveHat;
//}
//else
//{
// m_GameManager.s_ActiveHat = 3;
//}
m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
//m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
}
public void ClearAddressablesCache()

Debug.Log("Cleared Cache Successfully");
// Reset the hat
m_GameManager.s_ActiveHat = -1;
//m_GameManager.s_ActiveHat = -1;
HideHatSelectionUI();

4
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2021.1.10f1
m_EditorVersionWithRevision: 2021.1.10f1 (b15f561b2cef)
m_EditorVersion: 2021.1.11f1
m_EditorVersionWithRevision: 2021.1.11f1 (4d8c25f7477e)

17
UserSettings/EditorUserSettings.asset


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7
Assets/Scenes/Level_01.unity.meta


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Assets/Scenes/LoadingScene.unity
文件差异内容过多而无法显示
查看文件

7
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Assets/Scenes/Level_01.unity
文件差异内容过多而无法显示
查看文件

63
Assets/Scenes/Level_01Settings.lighting


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Assets/Scenes/Level_02.unity
文件差异内容过多而无法显示
查看文件

63
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Assets/Scenes/Level_03.unity
文件差异内容过多而无法显示
查看文件

63
Assets/Scenes/Level_03Settings.lighting


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Assets/Scripts/Loading.cs


using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.UI;
using UnityEngine.ResourceManagement.AsyncOperations;
public class Loading : MonoBehaviour
{
private AsyncOperationHandle m_SceneHandle;
[SerializeField]
private Slider m_LoadingSlider;
[SerializeField]
private GameObject m_PlayButton;
[SerializeField]
private GameManagerSO m_GameManager;
void OnEnable()
{
m_SceneHandle = Addressables.DownloadDependenciesAsync("Level_0" + m_GameManager.s_CurrentLevel);
m_SceneHandle.Completed += OnSceneLoaded;
}
private void OnDisable()
{
m_SceneHandle.Completed -= OnSceneLoaded;
}
private void OnSceneLoaded(AsyncOperationHandle obj)
{
// We show the UI button once the scene is successfully downloaded
if(obj.Status == AsyncOperationStatus.Succeeded)
{
m_PlayButton.SetActive(true);
}
}
public void GoToNextLevel()
{
Addressables.LoadSceneAsync("Level_0" + m_GameManager.s_CurrentLevel, UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
private void Update()
{
// We don't need to check for this value every single frame, and certainly not after the scene has been loaded
m_LoadingSlider.value = m_SceneHandle.GetDownloadStatus().Percent;
}
}

11
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Assets/Scripts/GameplayUI.cs


using UnityEngine;
using UnityEngine.UI;
public class GameplayUI : MonoBehaviour
{
[SerializeField]
private Button m_ExitButton;
[SerializeField]
private Image m_KeyIndicator;
[SerializeField]
private GameManagerSO m_GameManager;
private void OnEnable()
{
m_ExitButton.onClick.AddListener(m_GameManager.ExitGameplay);
}
private void OnDisable()
{
m_ExitButton.onClick.RemoveListener(m_GameManager.ExitGameplay);
}
public void KeyCollected()
{
m_KeyIndicator.color = Color.white;
}
}

11
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Assets/Scripts/GameManagerMB.cs


using UnityEngine;
public class GameManagerMB : MonoBehaviour
{
[SerializeField]
private GameManagerSO m_GameManager;
}

54
Assets/Scripts/GameManagerSO.cs


using System.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
[CreateAssetMenu()]
public class GameManagerSO : ScriptableObject
{
public int s_CurrentLevel = 0;
public int s_MaxAvailableLevel = 4;
// The value of -1 means no hats have been purchased
public int s_ActiveHat = -1;
public void OnEnable()
{
// When we go to the
s_CurrentLevel = 0;
}
public void ExitGame()
{
s_CurrentLevel = 0;
}
public void LoadNextLevel()
{
// We are going to be using the Addressables API to manage our scene loading and unloading, the equivalent way on the UnityEngine.SceneManagement API is:
// SceneManager.LoadSceneAsync("LoadingScene", LoadSceneMode.Single);
// Scene loaded in Single mode, the previously loaded scenes will be disposed by the Addressables.
Addressables.LoadSceneAsync("LoadingScene", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
public void LevelCompleted()
{
s_CurrentLevel++;
// Just to make sure we don't try to go beyond the allowed number of levels.
s_CurrentLevel = s_CurrentLevel % s_MaxAvailableLevel;
LoadNextLevel();
}
public void ExitGameplay()
{
Addressables.LoadSceneAsync("MainMenu", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
public void LoadStore()
{
Addressables.LoadSceneAsync("Store", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
}

11
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Assets/Scripts/DustParticles.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DustParticles : MonoBehaviour
{
[SerializeField]
private ParticleSystem m_ParticleSystem;
public void PlayParticles()
{
m_ParticleSystem.Play();
}
}

11
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/Assets/Scenes/Level_00.unity → /Assets/Scenes/Leve_00.unity

/Assets/Scenes/Level_00.unity.meta → /Assets/Scenes/Leve_00.unity.meta

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