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leoncheng@unity3d.com 3 年前
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共有 658 个文件被更改,包括 4595 次插入0 次删除
  1. 8
      Assets/Audio.meta
  2. 282
      Assets/Audio/AudioMixer_Main.mixer
  3. 8
      Assets/Audio/AudioMixer_Main.mixer.meta
  4. 8
      Assets/Audio/Music.meta
  5. 8
      Assets/Audio/SFX.meta
  6. 8
      Assets/Character.meta
  7. 8
      Assets/Character/Animation.meta
  8. 8
      Assets/Character/Sprites.meta
  9. 8
      Assets/Concept Art.meta
  10. 8
      Assets/Environment.meta
  11. 8
      Assets/Environment/Animations.meta
  12. 8
      Assets/Environment/Materials.meta
  13. 8
      Assets/Environment/Prefabs.meta
  14. 1001
      Assets/Environment/Prefabs/Environment_Middle_TileGrid.prefab
  15. 7
      Assets/Environment/Prefabs/Environment_Middle_TileGrid.prefab.meta
  16. 81
      Assets/Environment/Prefabs/Volume.prefab
  17. 7
      Assets/Environment/Prefabs/Volume.prefab.meta
  18. 8
      Assets/Environment/Sprite Shapes.meta
  19. 8
      Assets/Environment/Sprites.meta
  20. 8
      Assets/Environment/Textures.meta
  21. 8
      Assets/Environment/Tilemaps.meta
  22. 8
      Assets/Gameplay.meta
  23. 14
      Assets/Gameplay/Allow Movement.signal
  24. 8
      Assets/Gameplay/Allow Movement.signal.meta
  25. 1001
      Assets/Gameplay/GameplayTimeline.playable
  26. 8
      Assets/Gameplay/GameplayTimeline.playable.meta
  27. 14
      Assets/Gameplay/Grab Wand.signal
  28. 8
      Assets/Gameplay/Grab Wand.signal.meta
  29. 14
      Assets/Gameplay/Stop Movement.signal
  30. 8
      Assets/Gameplay/Stop Movement.signal.meta
  31. 14
      Assets/Gameplay/Swap Outfit.signal
  32. 8
      Assets/Gameplay/Swap Outfit.signal.meta
  33. 3
      Assets/Gameplay/Triangle.png
  34. 97
      Assets/Gameplay/Triangle.png.meta
  35. 8
      Assets/Icons.meta
  36. 8
      Assets/ParticleSystems.meta
  37. 8
      Assets/RenderPipeline.meta
  38. 1001
      Assets/Scenes/Main.unity
  39. 7
      Assets/Scenes/Main.unity.meta
  40. 49
      Assets/Scripts/CharacterAudio.cs
  41. 11
      Assets/Scripts/CharacterAudio.cs.meta
  42. 266
      Assets/Scripts/CharacterController2D.cs
  43. 11
      Assets/Scripts/CharacterController2D.cs.meta
  44. 8
      Assets/Scripts/Editor.meta
  45. 22
      Assets/Scripts/GameplayTrigger.cs
  46. 11
      Assets/Scripts/GameplayTrigger.cs.meta
  47. 53
      Assets/Scripts/LightColorController.cs
  48. 11
      Assets/Scripts/LightColorController.cs.meta
  49. 20
      Assets/Scripts/LightColorSetter.cs
  50. 11
      Assets/Scripts/LightColorSetter.cs.meta
  51. 30
      Assets/Scripts/LightIntensityController.cs
  52. 11
      Assets/Scripts/LightIntensityController.cs.meta
  53. 19
      Assets/Scripts/MaterialColorSetter.cs
  54. 11
      Assets/Scripts/MaterialColorSetter.cs.meta
  55. 14
      Assets/Scripts/MaterialVectorSetter.cs
  56. 11
      Assets/Scripts/MaterialVectorSetter.cs.meta
  57. 26
      Assets/Scripts/ObjectActivator.cs
  58. 11
      Assets/Scripts/ObjectActivator.cs.meta
  59. 18
      Assets/Scripts/OnScreenControls.cs
  60. 11
      Assets/Scripts/OnScreenControls.cs.meta
  61. 32
      Assets/Scripts/ParallaxLayer.cs
  62. 11
      Assets/Scripts/ParallaxLayer.cs.meta
  63. 19
      Assets/Scripts/VisibleOnlyDuringNight.cs
  64. 11
      Assets/Scripts/VisibleOnlyDuringNight.cs.meta
  65. 8
      Assets/ShaderGraphs.meta
  66. 8
      Assets/Tilemap Extras.meta
  67. 8
      Assets/Timeline.meta
  68. 8
      Assets/Unity Technologies.meta
  69. 8
      Assets/Volumes.meta
  70. 8
      ProjectSettings/NetworkManager.asset
  71. 22
      Assets/Audio/Music/Music_Loop.wav.meta
  72. 22
      Assets/Audio/SFX/Ambience/SFX_Ambience_Forest_Day_Loop.wav.meta
  73. 22
      Assets/Audio/SFX/Ambience/SFX_Ambience_Forest_Night_Loop.wav.meta
  74. 22
      Assets/Audio/SFX/Ambience/SFX_Ambience_Temple_Loop.wav.meta
  75. 8
      Assets/Audio/SFX/Ambience.meta

8
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Assets/Gameplay/GameplayTimeline.playable
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Assets/Gameplay/Grab Wand.signal


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之前 之后
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Assets/Scenes/Main.unity
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49
Assets/Scripts/CharacterAudio.cs


using UnityEngine;
public class CharacterAudio : MonoBehaviour
{
[SerializeField] AudioSource footstepsAudioSource = null;
[SerializeField] AudioSource jumpingAudioSource = null;
[Header("Audio Clips")]
[SerializeField] AudioClip[] softSteps = null;
[SerializeField] AudioClip[] hardSteps = null;
[SerializeField] AudioClip softLanding = null;
[SerializeField] AudioClip hardLanding = null;
[SerializeField] AudioClip jump = null;
[Header("Steps")]
[SerializeField] float stepsTimeGap = 1f;
private float stepsTimer;
public void PlaySteps(GroundType groundType, float speedNormalized)
{
if (groundType == GroundType.None)
return;
stepsTimer += Time.fixedDeltaTime * speedNormalized;
if (stepsTimer >= stepsTimeGap)
{
var steps = groundType == GroundType.Hard ? hardSteps : softSteps;
int index = Random.Range(0, steps.Length);
footstepsAudioSource.PlayOneShot(steps[index]);
stepsTimer = 0;
}
}
public void PlayJump()
{
jumpingAudioSource.PlayOneShot(jump);
}
public void PlayLanding(GroundType groundType)
{
if (groundType == GroundType.Hard)
jumpingAudioSource.PlayOneShot(hardLanding);
else
jumpingAudioSource.PlayOneShot(softLanding);
}
}

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266
Assets/Scripts/CharacterController2D.cs


using UnityEngine;
using UnityEngine.Experimental.U2D.Animation;
using UnityEngine.InputSystem;
public enum GroundType
{
None,
Soft,
Hard
}
public class CharacterController2D : MonoBehaviour
{
readonly Vector3 flippedScale = new Vector3(-1, 1, 1);
readonly Quaternion flippedRotation = new Quaternion(0, 0, 1, 0);
[Header("Character")]
[SerializeField] Animator animator = null;
[SerializeField] Transform puppet = null;
[SerializeField] CharacterAudio audioPlayer = null;
[Header("Tail")]
[SerializeField] Transform tailAnchor = null;
[SerializeField] Rigidbody2D tailRigidbody = null;
[Header("Equipment")]
[SerializeField] Transform handAnchor = null;
[SerializeField] SpriteLibrary spriteLibrary = null;
[Header("Movement")]
[SerializeField] float acceleration = 0.0f;
[SerializeField] float maxSpeed = 0.0f;
[SerializeField] float jumpForce = 0.0f;
[SerializeField] float minFlipSpeed = 0.1f;
[SerializeField] float jumpGravityScale = 1.0f;
[SerializeField] float fallGravityScale = 1.0f;
[SerializeField] float groundedGravityScale = 1.0f;
[SerializeField] bool resetSpeedOnLand = false;
private Rigidbody2D controllerRigidbody;
private Collider2D controllerCollider;
private LayerMask softGroundMask;
private LayerMask hardGroundMask;
private Vector2 movementInput;
private bool jumpInput;
private Vector2 prevVelocity;
private GroundType groundType;
private bool isFlipped;
private bool isJumping;
private bool isFalling;
private int animatorGroundedBool;
private int animatorRunningSpeed;
private int animatorJumpTrigger;
public bool CanMove { get; set; }
void Start()
{
#if UNITY_EDITOR
if (Keyboard.current == null)
{
var playerSettings = new UnityEditor.SerializedObject(Resources.FindObjectsOfTypeAll<UnityEditor.PlayerSettings>()[0]);
var newInputSystemProperty = playerSettings.FindProperty("enableNativePlatformBackendsForNewInputSystem");
bool newInputSystemEnabled = newInputSystemProperty != null ? newInputSystemProperty.boolValue : false;
if (newInputSystemEnabled)
{
var msg = "New Input System backend is enabled but it requires you to restart Unity, otherwise the player controls won't work. Do you want to restart now?";
if (UnityEditor.EditorUtility.DisplayDialog("Warning", msg, "Yes", "No"))
{
UnityEditor.EditorApplication.ExitPlaymode();
var dataPath = Application.dataPath;
var projectPath = dataPath.Substring(0, dataPath.Length - 7);
UnityEditor.EditorApplication.OpenProject(projectPath);
}
}
}
#endif
controllerRigidbody = GetComponent<Rigidbody2D>();
controllerCollider = GetComponent<Collider2D>();
softGroundMask = LayerMask.GetMask("Ground Soft");
hardGroundMask = LayerMask.GetMask("Ground Hard");
animatorGroundedBool = Animator.StringToHash("Grounded");
animatorRunningSpeed = Animator.StringToHash("RunningSpeed");
animatorJumpTrigger = Animator.StringToHash("Jump");
CanMove = true;
}
void Update()
{
var keyboard = Keyboard.current;
if (!CanMove || keyboard == null)
return;
// Horizontal movement
float moveHorizontal = 0.0f;
if (keyboard.leftArrowKey.isPressed || keyboard.aKey.isPressed)
moveHorizontal = -1.0f;
else if (keyboard.rightArrowKey.isPressed || keyboard.dKey.isPressed)
moveHorizontal = 1.0f;
movementInput = new Vector2(moveHorizontal, 0);
// Jumping input
if (!isJumping && keyboard.spaceKey.wasPressedThisFrame)
jumpInput = true;
}
void FixedUpdate()
{
UpdateGrounding();
UpdateVelocity();
UpdateDirection();
UpdateJump();
UpdateTailPose();
UpdateGravityScale();
prevVelocity = controllerRigidbody.velocity;
}
private void UpdateGrounding()
{
// Use character collider to check if touching ground layers
if (controllerCollider.IsTouchingLayers(softGroundMask))
groundType = GroundType.Soft;
else if (controllerCollider.IsTouchingLayers(hardGroundMask))
groundType = GroundType.Hard;
else
groundType = GroundType.None;
// Update animator
animator.SetBool(animatorGroundedBool, groundType != GroundType.None);
}
private void UpdateVelocity()
{
Vector2 velocity = controllerRigidbody.velocity;
// Apply acceleration directly as we'll want to clamp
// prior to assigning back to the body.
velocity += movementInput * acceleration * Time.fixedDeltaTime;
// We've consumed the movement, reset it.
movementInput = Vector2.zero;
// Clamp horizontal speed.
velocity.x = Mathf.Clamp(velocity.x, -maxSpeed, maxSpeed);
// Assign back to the body.
controllerRigidbody.velocity = velocity;
// Update animator running speed
var horizontalSpeedNormalized = Mathf.Abs(velocity.x) / maxSpeed;
animator.SetFloat(animatorRunningSpeed, horizontalSpeedNormalized);
// Play audio
audioPlayer.PlaySteps(groundType, horizontalSpeedNormalized);
}
private void UpdateJump()
{
// Set falling flag
if (isJumping && controllerRigidbody.velocity.y < 0)
isFalling = true;
// Jump
if (jumpInput && groundType != GroundType.None)
{
// Jump using impulse force
controllerRigidbody.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
// Set animator
animator.SetTrigger(animatorJumpTrigger);
// We've consumed the jump, reset it.
jumpInput = false;
// Set jumping flag
isJumping = true;
// Play audio
audioPlayer.PlayJump();
}
// Landed
else if (isJumping && isFalling && groundType != GroundType.None)
{
// Since collision with ground stops rigidbody, reset velocity
if (resetSpeedOnLand)
{
prevVelocity.y = controllerRigidbody.velocity.y;
controllerRigidbody.velocity = prevVelocity;
}
// Reset jumping flags
isJumping = false;
isFalling = false;
// Play audio
audioPlayer.PlayLanding(groundType);
}
}
private void UpdateDirection()
{
// Use scale to flip character depending on direction
if (controllerRigidbody.velocity.x > minFlipSpeed && isFlipped)
{
isFlipped = false;
puppet.localScale = Vector3.one;
}
else if (controllerRigidbody.velocity.x < -minFlipSpeed && !isFlipped)
{
isFlipped = true;
puppet.localScale = flippedScale;
}
}
private void UpdateTailPose()
{
// Calculate the extrapolated target position of the tail anchor.
Vector2 targetPosition = tailAnchor.position;
targetPosition += controllerRigidbody.velocity * Time.fixedDeltaTime;
tailRigidbody.MovePosition(targetPosition);
if (isFlipped)
tailRigidbody.SetRotation(tailAnchor.rotation * flippedRotation);
else
tailRigidbody.SetRotation(tailAnchor.rotation);
}
private void UpdateGravityScale()
{
// Use grounded gravity scale by default.
var gravityScale = groundedGravityScale;
if (groundType == GroundType.None)
{
// If not grounded then set the gravity scale according to upwards (jump) or downwards (falling) motion.
gravityScale = controllerRigidbody.velocity.y > 0.0f ? jumpGravityScale : fallGravityScale;
}
controllerRigidbody.gravityScale = gravityScale;
}
public void GrabItem(Transform item)
{
// Attach item to hand
item.SetParent(handAnchor, false);
item.localPosition = Vector3.zero;
item.localRotation = Quaternion.identity;
}
public void SwapSprites(SpriteLibraryAsset spriteLibraryAsset)
{
spriteLibrary.spriteLibraryAsset = spriteLibraryAsset;
}
}

11
Assets/Scripts/CharacterController2D.cs.meta


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22
Assets/Scripts/GameplayTrigger.cs


using UnityEngine;
using UnityEngine.Playables;
[RequireComponent(typeof(PlayableDirector))]
public class GameplayTrigger : MonoBehaviour
{
public bool repeatable = false;
private void Start()
{
}
public void OnTriggerEnter2D(Collider2D collision)
{
if (enabled && collision.CompareTag("Player"))
{
GetComponent<PlayableDirector>().Play();
if (!repeatable)
enabled = false;
}
}
}

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53
Assets/Scripts/LightColorController.cs


using UnityEngine;
public interface ColorSetterInterface
{
void Refresh();
void SetColor(float time);
}
[ExecuteInEditMode]
public class LightColorController : MonoBehaviour
{
[SerializeField] [Range(0,1)] float time;
private ColorSetterInterface[] setters;
private float currentTime = 0;
public float timeValue => currentTime;
public void GetSetters()
{
setters = GetComponentsInChildren<ColorSetterInterface>();
foreach (var setter in setters)
setter.Refresh();
}
private void OnEnable()
{
time = 0;
GetSetters();
UpdateSetters();
}
private void OnDisable()
{
time = 0;
UpdateSetters();
}
private void Update()
{
if (currentTime != time)
UpdateSetters();
}
public void UpdateSetters()
{
currentTime = time;
foreach (var setter in setters)
setter.SetColor(time);
}
}

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20
Assets/Scripts/LightColorSetter.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
public class LightColorSetter : MonoBehaviour, ColorSetterInterface
{
[SerializeField] Gradient gradient = null;
private Light2D[] lights;
public void Refresh()
{
lights = GetComponentsInChildren<Light2D>();
}
public void SetColor(float time)
{
foreach (var light in lights)
light.color = gradient.Evaluate(time);
}
}

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30
Assets/Scripts/LightIntensityController.cs


using System.Collections;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
[RequireComponent(typeof(Light2D))]
public class LightIntensityController : MonoBehaviour
{
[SerializeField] float minIntensity = 0.0f;
[SerializeField] float maxIntensity = 0.0f;
[SerializeField] float minTime = 0.0f;
[SerializeField] float maxTime = 0.0f;
private IEnumerator Start()
{
Light2D light = GetComponent<Light2D>();
while (true)
{
float startIntensity = light.intensity;
float targetIntensity = Random.Range(minIntensity, maxIntensity);
float targetTime = Random.Range(minTime, maxTime);
for (float t = 0; t < targetTime; t += Time.deltaTime)
{
light.intensity = Mathf.Lerp(startIntensity, targetIntensity, t / targetTime);
yield return null;
}
}
}
}

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19
Assets/Scripts/MaterialColorSetter.cs


using UnityEngine;
public class MaterialColorSetter : MonoBehaviour, ColorSetterInterface
{
[GradientUsage(true)]
[SerializeField] Gradient gradient = null;
[SerializeField] string colorName = null;
[SerializeField] Material[] materials = null;
public void Refresh()
{
}
public void SetColor(float time)
{
foreach (var material in materials)
material.SetColor(colorName, gradient.Evaluate(time));
}
}

11
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Assets/Scripts/MaterialVectorSetter.cs


using UnityEngine;
[ExecuteInEditMode]
public class MaterialVectorSetter : MonoBehaviour
{
[SerializeField] string valueName = null;
[SerializeField] Material[] materials = null;
private void Update()
{
foreach (var material in materials)
material.SetVector(valueName, transform.position);
}
}

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26
Assets/Scripts/ObjectActivator.cs


using UnityEngine;
public class ObjectActivator : MonoBehaviour
{
[SerializeField] string activatorTag = null;
[SerializeField] bool deactivateOnExit = false;
[SerializeField] GameObject[] objects = null;
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag(activatorTag))
{
foreach (var obj in objects)
obj.SetActive(true);
}
}
private void OnTriggerExit2D(Collider2D collision)
{
if (deactivateOnExit && collision.CompareTag(activatorTag))
{
foreach (var obj in objects)
obj.SetActive(false);
}
}
}

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18
Assets/Scripts/OnScreenControls.cs


using UnityEngine;
using UnityEngine.InputSystem;
public class OnScreenControls : MonoBehaviour
{
public Canvas controlsCanvas;
void Awake()
{
bool isMobile = SystemInfo.deviceType == DeviceType.Handheld;
if (controlsCanvas != null)
controlsCanvas.gameObject.SetActive(isMobile);
if (isMobile)
Application.targetFrameRate = 60;
}
}

11
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32
Assets/Scripts/ParallaxLayer.cs


using UnityEngine;
public class ParallaxLayer : MonoBehaviour
{
[SerializeField] float multiplier = 0.0f;
[SerializeField] bool horizontalOnly = true;
private Transform cameraTransform;
private Vector3 startCameraPos;
private Vector3 startPos;
void Start()
{
cameraTransform = Camera.main.transform;
startCameraPos = cameraTransform.position;
startPos = transform.position;
}
private void LateUpdate()
{
var position = startPos;
if (horizontalOnly)
position.x += multiplier * (cameraTransform.position.x - startCameraPos.x);
else
position += multiplier * (cameraTransform.position - startCameraPos);
transform.position = position;
}
}

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19
Assets/Scripts/VisibleOnlyDuringNight.cs


using UnityEngine;
public class VisibleOnlyDuringNight : MonoBehaviour
{
LightColorController m_LightController;
Renderer m_Renderer;
void Awake()
{
m_LightController = FindObjectOfType<LightColorController>();
m_Renderer = GetComponent<Renderer>();
}
void Update()
{
if (m_Renderer != null && m_LightController != null)
m_Renderer.enabled = m_LightController.timeValue > 0.0f;
}
}

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