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Merge pull request #26 from UnityTechnologies/gameplay

Modification to Gameplay prefabs
/AdsTesting
GitHub 4 年前
当前提交
a512a948
共有 19 个文件被更改,包括 456 次插入219 次删除
  1. 22
      Assets/AddressableAssetsData/AddressableAssetSettings.asset
  2. 4
      Assets/AddressableAssetsData/AssetGroups/Schemas/Hats_BundledAssetGroupSchema.asset
  3. 4
      Assets/Animation/Goal_Door.controller
  4. 25
      Assets/Models/Gameplay Elements/Key.fbx.meta
  5. 193
      Assets/Prefabs/Chest.prefab
  6. 109
      Assets/Prefabs/Door.prefab
  7. 11
      Assets/Prefabs/GameplayCanvas.prefab
  8. 157
      Assets/Scenes/Level_00.unity
  9. 3
      Assets/Scripts/GameManagerSO.cs
  10. 8
      Assets/Scripts/Gameplay/Chest.cs
  11. 3
      Assets/Scripts/Gameplay/Door.cs
  12. 13
      Assets/Scripts/PlayerController.cs
  13. 92
      ProjectSettings/ProjectSettings.asset
  14. 12
      UserSettings/EditorUserSettings.asset
  15. 8
      Assets/AddressableAssetsData/Android.meta
  16. 4
      Assets/AddressableAssetsData/Android/addressables_content_state.bin
  17. 7
      Assets/AddressableAssetsData/Android/addressables_content_state.bin.meta

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using UnityEngine;
using System.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
[CreateAssetMenu()]

8
Assets/Scripts/Gameplay/Chest.cs


using System.Collections;
using System.Collections.Generic;
[RequireComponent (typeof(Animator))]
private Animator m_Animator;
private Animator m_Animator;
private ParticleSystem m_ParticleSystem;
// Start is called before the first frame update
void Start()

{
// TODO: cache the string as a hash
m_Animator.SetTrigger("Open");
m_ParticleSystem.Play();
}
}

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Assets/Scripts/Gameplay/Door.cs


using System.Collections;
using System.Collections.Generic;
[SerializeField]
private Animator m_Animator;
// Start is called before the first frame update

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Assets/Scripts/PlayerController.cs


using UnityEngine;
using System.Collections;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : MonoBehaviour

other.gameObject.GetComponent<Door>().Open();
//m_GameManager.LevelCompleted();
// TODO: Change this number to a member variable
StartCoroutine(LevelCompleted());
}
private IEnumerator LevelCompleted()
{
yield return new WaitForSeconds(1.75f);
m_GameManager.LevelCompleted();
}
void Update()

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