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Replaced gameplay player prefab with dinosaur model

Also replaced Level_00 with art
/AdsTesting
Arturo Nereu 4 年前
当前提交
8b083b1c
共有 12 个文件被更改,包括 1095 次插入1297 次删除
  1. 6
      Assets/AddressableAssetsData/AssetGroups/Level 00.asset
  2. 4
      Assets/Art/Dino.fbx.meta
  3. 200
      Assets/Prefabs/Player.prefab
  4. 964
      Assets/Scenes/Level_00.unity
  5. 2
      Assets/Scenes/Level_00.unity.meta
  6. 968
      Assets/Scenes/Level_Blocking.unity
  7. 25
      Assets/Scripts/GameManager.cs
  8. 8
      Assets/Models.meta
  9. 8
      Assets/Prefabs/Accessories.meta
  10. 8
      Assets/Textures.meta
  11. 192
      Assets/Scenes/Bootstrap.unity
  12. 7
      Assets/Scenes/Bootstrap.unity.meta

6
Assets/AddressableAssetsData/AssetGroups/Level 00.asset


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964
Assets/Scenes/Level_00.unity
文件差异内容过多而无法显示
查看文件

2
Assets/Scenes/Level_00.unity.meta


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968
Assets/Scenes/Level_Blocking.unity
文件差异内容过多而无法显示
查看文件

25
Assets/Scripts/GameManager.cs


using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
// The curre
public int m_MaxAvailableLevel = 0;
public static AsyncOperationHandle<SceneInstance> s_GameplaySceneHandle;
public static AsyncOperationHandle<SceneInstance> s_MainMenuSceneHandle;
public static AsyncOperationHandle<SceneInstance> s_LoadingSceneHandle;
private void Start()
{
//TODO: subscribe and release handle
//s_MainMenuSceneHandle = Addressables.LoadSceneAsync("MainMenu", UnityEngine.SceneManagement.LoadSceneMode.Additive, true);
}
public static int s_MaxAvailableLevel = 4;
//Addressables.LoadSceneAsync("MainMenu", UnityEngine.SceneManagement.LoadSceneMode.Single, true).Completed += OnLoadingSceneLoaded;
}
public static void LoadNextLevel()

/// <summary>
//TODO: Check we are not going beyond the max scene
// Just to make sure we don't try to go beyond the allowed number of levels.
s_CurrentLevel = s_CurrentLevel % s_MaxAvailableLevel;
LoadNextLevel();
}

8
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