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Project cleaned up

Initial State for workshop
/hw-training
Arturo Nereu 3 年前
当前提交
84413b01
共有 53 个文件被更改,包括 177 次插入2461 次删除
  1. 7
      Assets/Materials/Dino.mat
  2. 7
      Assets/Materials/Environment/Cardboard 1_Ruins.mat
  3. 7
      Assets/Materials/Environment/Cardboard.mat
  4. 7
      Assets/Materials/Environment/Cardboard_Castle.mat
  5. 7
      Assets/Materials/Environment/Cardboard_CaveBlue.mat
  6. 7
      Assets/Materials/Environment/Cardboard_ForestDark.mat
  7. 7
      Assets/Materials/Environment/Cardboard_sides.mat
  8. 7
      Assets/Materials/Environment/Castle_Column_Castle_Column_AlbedoTransparency.mat
  9. 7
      Assets/Materials/Environment/Castle_Flag_Castle_Flag_AlbedoTransparency.mat
  10. 7
      Assets/Materials/Environment/Castle_Wall_Castle_Wall_AlbedoTransparency.mat
  11. 7
      Assets/Materials/Environment/Cave_Crystals.mat
  12. 7
      Assets/Materials/Environment/Desert_Diff.mat
  13. 7
      Assets/Materials/Environment/Forest_Bridge_Forest_Bridge_AlbedoTransparency.mat
  14. 7
      Assets/Materials/Environment/Forest_Trees_Forest_trees_AlbedoTransparency.mat
  15. 2
      Assets/Materials/Environment/Forest_Vegetation.mat
  16. 7
      Assets/Materials/Environment/Ruins_Columns_Ruins_Column_AlbedoTransparency.mat
  17. 7
      Assets/Materials/Environment/Ruins_PalmTree_Ruins_PalmTree_AlbedoTransparency.mat
  18. 7
      Assets/Materials/Environment/Ruins_Platforms_Ruins_Platforms_AlbedoTransparency 1.mat
  19. 9
      Assets/Materials/Environment/Ruins_Platforms_Ruins_Platforms_AlbedoTransparency.mat
  20. 7
      Assets/Materials/Gameplay Elements/Chest_Chest_AlbedoTransparency.mat
  21. 7
      Assets/Materials/Gameplay Elements/Goal_Door_Goal_AlbedoTransparency.mat
  22. 7
      Assets/Materials/Gameplay Elements/Key_Key_AlbedoTransparency.mat
  23. 7
      Assets/Materials/Hats/Hat00Mat.mat
  24. 7
      Assets/Materials/Hats/Hat01Mat.mat
  25. 7
      Assets/Materials/Hats/Hat02Mat.mat
  26. 7
      Assets/Materials/Hats/Hats_Hat_AlbedoTransparency.mat
  27. 7
      Assets/Materials/Hats/Hats_Hat_Bunny_AlbedoTransparency.mat
  28. 7
      Assets/Materials/Hats/Hats_Hat_Crown_AlbedoTransparency.mat
  29. 7
      Assets/Materials/Hats/Hats_Hat_Pajama_AlbedoTransparency.mat
  30. 7
      Assets/Materials/Particles/FX_Chest.mat
  31. 7
      Assets/Materials/Particles/FX_JumpDust.mat
  32. 7
      Assets/Materials/Particles/FX_Star.mat
  33. 3
      Assets/Materials/StoreBackgroundMat.mat
  34. 696
      Assets/Scenes/Level_00.unity
  35. 28
      Assets/Scenes/MainMenu.unity
  36. 44
      Assets/Scripts/MonetizationManager.cs
  37. 68
      Assets/Scripts/PlayerConfigurator.cs
  38. 4
      Packages/manifest.json
  39. 70
      Packages/packages-lock.json
  40. 3
      ProjectSettings/GraphicsSettings.asset
  41. 4
      ProjectSettings/ProjectVersion.txt
  42. 4
      UserSettings/EditorUserSettings.asset
  43. 161
      Assets/Animation/DinoAnimatorController.controller
  44. 8
      Assets/Animation/DinoAnimatorController.controller.meta
  45. 147
      Assets/Prefabs/Dino_Store Variant.prefab
  46. 7
      Assets/Prefabs/Dino_Store Variant.prefab.meta
  47. 1001
      Assets/Scenes/Store.unity
  48. 7
      Assets/Scenes/Store.unity.meta
  49. 143
      Assets/Scripts/Store.cs
  50. 11
      Assets/Scripts/Store.cs.meta
  51. 8
      Assets/AddressableAssetsData.meta

7
Assets/Materials/Dino.mat


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7
Assets/Materials/Environment/Cardboard 1_Ruins.mat


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Assets/Materials/Environment/Cardboard.mat


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7
Assets/Materials/Environment/Cardboard_Castle.mat


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7
Assets/Materials/Environment/Cardboard_CaveBlue.mat


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Assets/Materials/Environment/Cardboard_ForestDark.mat


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Assets/Materials/Environment/Cardboard_sides.mat


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7
Assets/Materials/Environment/Castle_Column_Castle_Column_AlbedoTransparency.mat


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7
Assets/Materials/Environment/Castle_Flag_Castle_Flag_AlbedoTransparency.mat


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7
Assets/Materials/Environment/Castle_Wall_Castle_Wall_AlbedoTransparency.mat


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Assets/Materials/Environment/Cave_Crystals.mat


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Assets/Materials/Environment/Desert_Diff.mat


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Assets/Materials/Environment/Forest_Bridge_Forest_Bridge_AlbedoTransparency.mat


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7
Assets/Materials/Environment/Forest_Trees_Forest_trees_AlbedoTransparency.mat


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2
Assets/Materials/Environment/Forest_Vegetation.mat


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7
Assets/Materials/Environment/Ruins_Columns_Ruins_Column_AlbedoTransparency.mat


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7
Assets/Materials/Environment/Ruins_PalmTree_Ruins_PalmTree_AlbedoTransparency.mat


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Assets/Materials/Environment/Ruins_Platforms_Ruins_Platforms_AlbedoTransparency.mat


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Assets/Materials/Gameplay Elements/Goal_Door_Goal_AlbedoTransparency.mat


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Assets/Materials/Gameplay Elements/Key_Key_AlbedoTransparency.mat


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Assets/Materials/Hats/Hat00Mat.mat


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Assets/Materials/Hats/Hat01Mat.mat


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Assets/Materials/Hats/Hat02Mat.mat


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Assets/Materials/Hats/Hats_Hat_AlbedoTransparency.mat


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Assets/Scenes/Level_00.unity


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Assets/Scripts/MonetizationManager.cs


using System.Collections;
using UnityEngine;
using UnityEngine.Advertisements;
//using System.Collections;
//using UnityEngine;
//using UnityEngine.Advertisements;
public class MonetizationManager : MonoBehaviour
{
//public class MonetizationManager : MonoBehaviour
//{
string m_GameId = "4170594";
bool m_TestMode = true;
string m_SurfacingId = "bannerPlacement";
// string m_GameId = "4170594";
// bool m_TestMode = true;
// string m_SurfacingId = "bannerPlacement";
void Start()
{
Advertisement.Initialize(m_GameId, m_TestMode);
// void Start()
// {
// Advertisement.Initialize(m_GameId, m_TestMode);
StartCoroutine(ShowBannerWhenInitialized());
}
// StartCoroutine(ShowBannerWhenInitialized());
// }
IEnumerator ShowBannerWhenInitialized()
{
while (!Advertisement.isInitialized)
{
yield return new WaitForSeconds(0.5f);
}
Advertisement.Banner.Show(m_SurfacingId);
}
}
// IEnumerator ShowBannerWhenInitialized()
// {
// while (!Advertisement.isInitialized)
// {
// yield return new WaitForSeconds(0.5f);
// }
// Advertisement.Banner.Show(m_SurfacingId);
// }
//}

68
Assets/Scripts/PlayerConfigurator.cs


using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
//using UnityEngine;
//using UnityEngine.AddressableAssets;
//using UnityEngine.ResourceManagement.AsyncOperations;
public class PlayerConfigurator : MonoBehaviour
{
[SerializeField]
private Transform m_HatAnchor;
//public class PlayerConfigurator : MonoBehaviour
//{
// [SerializeField]
// private Transform m_HatAnchor;
//[SerializeField]
//private GameManagerSO m_GameManager;
// //[SerializeField]
// //private GameManagerSO m_GameManager;
private AsyncOperationHandle m_HatLoadingHandle;
// private AsyncOperationHandle m_HatLoadingHandle;
void Start()
{
// TODO: Implement a m_GameManager.HatsUnlocked method on the GameManager script
// void Start()
// {
// // TODO: Implement a m_GameManager.HatsUnlocked method on the GameManager script
SetHat(string.Format("Hat{0:00}", Random.Range(0,3)));
}
// SetHat(string.Format("Hat{0:00}", Random.Range(0,3)));
// }
// TODO: Change the string parameter
public void SetHat(string hatKey)
{
// We are using the InstantiateAsync function on the Addressables API, the non-Addressables way
// looks something like the following line, however, this version is not Asynchronous
// GameObject.Instantiate(prefabToInstantiate);
m_HatLoadingHandle = Addressables.InstantiateAsync(hatKey, m_HatAnchor, false);
// // TODO: Change the string parameter
// public void SetHat(string hatKey)
// {
// // We are using the InstantiateAsync function on the Addressables API, the non-Addressables way
// // looks something like the following line, however, this version is not Asynchronous
// // GameObject.Instantiate(prefabToInstantiate);
// m_HatLoadingHandle = Addressables.InstantiateAsync(hatKey, m_HatAnchor, false);
m_HatLoadingHandle.Completed += OnHatInstantiated;
}
// m_HatLoadingHandle.Completed += OnHatInstantiated;
// }
private void OnHatInstantiated(AsyncOperationHandle obj)
{
// We can check for the status of the InstantiationAsync operation: Failed, Succeeded or None
if (obj.Status == AsyncOperationStatus.Succeeded)
{
Debug.Log("Hat instantiated successfully");
}
// private void OnHatInstantiated(AsyncOperationHandle obj)
// {
// // We can check for the status of the InstantiationAsync operation: Failed, Succeeded or None
// if (obj.Status == AsyncOperationStatus.Succeeded)
// {
// Debug.Log("Hat instantiated successfully");
// }
m_HatLoadingHandle.Completed -= OnHatInstantiated;
}
// m_HatLoadingHandle.Completed -= OnHatInstantiated;
// }
}
//}

4
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文件差异内容过多而无法显示
查看文件

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143
Assets/Scripts/Store.cs


using UnityEngine;
using UnityEngine.UI;
//using UnityEngine.AddressableAssets;
//using UnityEngine.ResourceManagement.AsyncOperations;
public class Store : MonoBehaviour
{
[SerializeField]
private Button m_ClearCacheButton;
[SerializeField]
private Button m_BuyHatsButton;
[SerializeField]
private Button m_LeftArrowButton;
[SerializeField]
private Button m_RightArrowButton;
[SerializeField]
private Transform m_HatAttachPoint;
//private AsyncOperationHandle m_DownloadHatsHandle;
//private AsyncOperationHandle m_HatHandle;
// Start is called before the first frame update
void Start()
{
// TODO: Check if the hats have been unlocked
//if(m_GameManager.s_ActiveHat >= 0)
//{
// ShowHatSelectionUI();
// m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
//}
}
public void PurchaseHats()
{
// TODO: Download the assets and then assign the first hat to the character
//m_DownloadHatsHandle = Addressables.DownloadDependenciesAsync("Hat00");
//m_DownloadHatsHandle.Completed += OnHatsDownloaded;
}
/*
private void OnHatsDownloaded(AsyncOperationHandle obj)
{
if(m_DownloadHatsHandle.Status == AsyncOperationStatus.Succeeded)
{
Debug.Log("Hats Unlocked");
// TODO: Avoid assigning directly the int to the gamemanager property
// Save the first hat
//m_GameManager.s_ActiveHat = 0;
//TODO: Position it on the Dino's head
//m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
ShowHatSelectionUI();
}
m_DownloadHatsHandle.Completed -= OnHatsDownloaded;
}
public void NextHat()
{
// 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;
//}
//m_HatHandle = Addressables.InstantiateAsync("Hat0" + m_GameManager.s_ActiveHat, m_HatAttachPoint);
}
public void PreviousHat()
{
// Clear the current selected hat
Addressables.ReleaseInstance(m_HatHandle);
//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);
}
public void ClearAddressablesCache()
{
if(Caching.ClearCache())
{
Debug.Log("Cleared Cache Successfully");
// Reset the hat
//m_GameManager.s_ActiveHat = -1;
HideHatSelectionUI();
//TODO: Reload the scene or destroy the game object
Addressables.ReleaseInstance(m_HatHandle);
}
}
private void ShowHatSelectionUI()
{
//Hide the Purchase Button
m_BuyHatsButton.gameObject.SetActive(false);
//Show the clear cache button to remove the apps and purge the Addressables cache
m_ClearCacheButton.gameObject.SetActive(true);
// Show the arrow buttons
m_LeftArrowButton.gameObject.SetActive(true);
m_RightArrowButton.gameObject.SetActive(true);
}
private void HideHatSelectionUI()
{
// Show the Purchase Button
m_BuyHatsButton.gameObject.SetActive(true);
// Hide the clear cache button to remove the apps and purge the Addressables cache
m_ClearCacheButton.gameObject.SetActive(false);
// Hide the arrow buttons
m_LeftArrowButton.gameObject.SetActive(false);
m_RightArrowButton.gameObject.SetActive(false);
}
*/
}

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