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Merge remote-tracking branch 'origin/main' into Scene-Loading

/main
Unknown 4 年前
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共有 245 个文件被更改,包括 1634 次插入735 次删除
  1. 17
      .github/ISSUE_TEMPLATE/bug_report.md
  2. 29
      README.md
  3. 159
      UOP1_Project/Assets/Prefabs/Pig.prefab
  4. 565
      UOP1_Project/Assets/Scenes/CharController.unity
  5. 2
      UOP1_Project/Assets/ScriptableObjects.meta
  6. 47
      UOP1_Project/Assets/Scripts/InputReader.cs
  7. 4
      UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset
  8. 10
      UOP1_Project/Packages/manifest.json
  9. 12
      UOP1_Project/Packages/packages-lock.json
  10. 288
      UOP1_Project/ProjectSettings/InputManager.asset
  11. 4
      UOP1_Project/ProjectSettings/Packages/com.unity.probuilder/Settings.json
  12. 16
      UOP1_Project/ProjectSettings/ProjectSettings.asset
  13. 2
      UOP1_Project/ProjectSettings/QualitySettings.asset
  14. 2
      UOP1_Project/ProjectSettings/UnityConnectSettings.asset
  15. 13
      .github/pull_request_template.md
  16. 4
      .gitignore
  17. 5
      CONTRIBUTING.md
  18. 38
      UOP1_Project/.editorconfig
  19. 14
      UOP1_Project/Assets/Prefabs/Input Reader.asset
  20. 8
      UOP1_Project/Assets/Prefabs/Input Reader.asset.meta
  21. 82
      UOP1_Project/Assets/Prefabs/SpawnSystem.prefab
  22. 7
      UOP1_Project/Assets/Prefabs/SpawnSystem.prefab.meta
  23. 129
      UOP1_Project/Assets/Prefabs/Sphere.prefab
  24. 7
      UOP1_Project/Assets/Prefabs/Sphere.prefab.meta
  25. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist.meta
  26. 31
      UOP1_Project/Assets/Scripts/CameraManager.cs
  27. 11
      UOP1_Project/Assets/Scripts/CameraManager.cs.meta
  28. 8
      UOP1_Project/Assets/Scripts/Characters.meta
  29. 77
      UOP1_Project/Assets/Scripts/SpawnSystem.cs
  30. 11
      UOP1_Project/Assets/Scripts/SpawnSystem.cs.meta
  31. 8
      UOP1_Project/Assets/Scripts/StateMachine.meta
  32. 8
      UOP1_Project/Assets/TextMesh Pro.meta
  33. 30
      .github/workflows/linter.yml
  34. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions.meta
  35. 14
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/ApplyMovementVector.asset
  36. 8
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  37. 14
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  38. 8
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  39. 14
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  40. 8
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  41. 15
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  42. 8
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  43. 15
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  44. 8
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  45. 15
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  46. 8
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  47. 15
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  48. 8
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  49. 15
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/Slide.asset
  50. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/Slide.asset.meta
  51. 15
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/SlidingGravity.asset
  52. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/SlidingGravity.asset.meta
  53. 15
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  54. 8
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  55. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions.meta
  56. 14
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  57. 8
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  58. 14
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  59. 8
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  60. 14
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  61. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsHoldingJump.asset.meta
  62. 15
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsMoving.asset
  63. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsMoving.asset.meta
  64. 14
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsSliding.asset
  65. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/IsSliding.asset.meta
  66. 15
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/JumpHoldTimer.asset
  67. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Conditions/JumpHoldTimer.asset.meta
  68. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/States.meta
  69. 20
      UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Idle.asset
  70. 8
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  71. 22
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  72. 8
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  73. 22
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  74. 8
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  75. 21
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  76. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Sliding.asset.meta
  77. 24
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  78. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Walking.asset.meta
  79. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions.meta
  80. 19
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/BeginJump.asset
  81. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/BeginJump.asset.meta
  82. 22
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/BeginJumpDescent.asset
  83. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/BeginJumpDescent.asset.meta
  84. 19
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/HitHead.asset
  85. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/HitHead.asset.meta
  86. 22
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/LandIdle.asset
  87. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/LandIdle.asset.meta
  88. 22
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/LandWalking.asset
  89. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/LandWalking.asset.meta
  90. 19
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/StartSliding.asset
  91. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/StartSliding.asset.meta

17
.github/ISSUE_TEMPLATE/bug_report.md


about: Report a bug in the game
title: ''
labels: ''
assignees: ciro-unity
assignees: ''
**Describe the bug**
**Short description**
**Expected behaviour**
A clear and concise description of what you expected to happen instead.
4. This (wrong behaviour) happens
**Expected behaviour**
A clear and concise description of what you expected to happen instead.
4. This (wrong behaviour) happens.
- Add any other context about the problem here
- And even more
- Point to the screenshot that you have attached
- Add any other context about the problem here.
- Point to the screenshot that you have attached.

29
README.md


# uop1
Unity Open Project 1
![Unity Open Projects](https://imgur.com/Y0svl0w.png)
# Unity Open Project #1
Welcome! This is the repository for the first Unity **Open Project**, an initiative where Unity and the community collaborate together to create **a small game**, in an open source way. As of now the game is still unnamed so we just refer to it as *Open Project #1*.
## Follow the progress
The [dedicated sub-forum](https://forum.unity.com/forums/open-projects.531/) on the Unity Forums is where the Unity team and the whole community discuss and brainstorm ideas.
The [public roadmap](https://open.codecks.io/unity-open-project-1) is the central location to know what's coming to the game. Also a great way to find something to contribute on!
The [#open-projects channel](https://discord.gg/EZBXA4V) on the Official Unity Discord is where collaborators can meet for quick feedback and non-threaded discussion.
## Contribute
We would love to get your contributions into the game! Whether you create code, art, narrative, sounds; whether you feel you are experienced enough or not; there is probably something you can add to it.
To learn all about contributing, head to the [Contribution Guidelines](https://docs.google.com/document/d/1PwBF4yQl69RxvVHZ2m2iiy5pYjd9QO-VcuXWDjB7QwA/edit#). For code style, scene hierarchy, and project organisation standards, read the [Conventions](https://docs.google.com/document/d/1-eUWZ0lWREFu5iH-ggofwnixDDQqalOoT4Yc0NpWR3k/edit) document.
⚠ Please **read the [forums](https://forum.unity.com/forums/open-projects.531/) and check the [roadmap](https://open.codecks.io/unity-open-project-1) before starting to work on big contributions!**
If you feel like taking on some **bugs**, check out the [Issues page](https://github.com/UnityTechnologies/open-project-1/issues) on this very repo. In fact, another thing you could help with is by doing some **QA testing**: download the [latest release](https://github.com/UnityTechnologies/open-project-1/releases) of the game, play it, and report issues in the appropriate page. That's also a great way to be part of this project!
This project is built on **Unity 2019.4 LTS**, whatever latest patch is available.
## Play the game
Just want to try the game out? Head to the [release page](https://github.com/UnityTechnologies/open-project-1/releases) and grab the latest version.
##
> **We are looking forward to see what you will create**
> *- the Unity Creator Advocacy team*

159
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UOP1_Project/Assets/Scripts/InputReader.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class InputReader : MonoBehaviour, GameInput.IGameplayActions
[CreateAssetMenu(fileName = "Input Reader", menuName = "Game/Input Reader")]
public class InputReader : ScriptableObject, GameInput.IGameplayActions
public UnityAction jumpEvent;
public UnityAction jumpCanceledEvent;
public UnityAction attackEvent;
public UnityAction interactEvent;
public UnityAction extraActionEvent;
public UnityAction pauseEvent;
public UnityAction<Vector2> moveEvent;
public UnityAction<Vector2> cameraMoveEvent;
public event UnityAction jumpEvent;
public event UnityAction jumpCanceledEvent;
public event UnityAction attackEvent;
public event UnityAction interactEvent;
public event UnityAction extraActionEvent;
public event UnityAction pauseEvent;
public event UnityAction<Vector2> moveEvent;
public event UnityAction<Vector2> cameraMoveEvent;
if(gameInput == null)
if (gameInput == null)
//Debug.Log("I'm enabled");
}
private void OnDisable()

public void OnAttack(InputAction.CallbackContext context)
{
if(attackEvent != null
if (attackEvent != null
&& context.phase == InputActionPhase.Started)
attackEvent.Invoke();
}

if(extraActionEvent != null
if (extraActionEvent != null
&& context.phase == InputActionPhase.Started)
extraActionEvent.Invoke();
}

if(interactEvent != null
if (interactEvent != null
&& context.phase == InputActionPhase.Started)
interactEvent.Invoke();
}

if(jumpEvent != null
if (jumpEvent != null
if(jumpCanceledEvent != null
if (jumpCanceledEvent != null
&& context.phase == InputActionPhase.Canceled)
jumpCanceledEvent.Invoke();
}

if(moveEvent != null)
if (moveEvent != null)
//Debug.Log("Move Event " + context.phase + " value " + context.ReadValue<Vector2>());
moveEvent.Invoke(context.ReadValue<Vector2>());
}
}

if(pauseEvent != null
if (pauseEvent != null
&& context.phase == InputActionPhase.Started)
pauseEvent.Invoke();
}

if(cameraMoveEvent != null
&& context.phase == InputActionPhase.Performed)
if (cameraMoveEvent != null)
{
cameraMoveEvent.Invoke(context.ReadValue<Vector2>());
}

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2
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13
.github/pull_request_template.md


_Please delete the questions below, and type the answers in their place instead_
**[for Generic PRs]**
Do you have a forum thread linked to this PR?
What will this PR bring to the project for everyone?
Why are these changes necessary?
How did you implement them?
**[for Bugfix PRs]**
Is this PR linked to an issue? If so please link it here, if not please create one first, then link it.
Is there a forum thread linked to this issue? If so please link it here.
How did you resolve this issue?
How can it be verified that the issue has actually been resolved?

4
.gitignore


//The purpose of this additional .gitignore is to catch files/directories to ignore in the very root folder of the .git repo
# Visual Studio cache directory
.vs/

5
CONTRIBUTING.md


# Contribution Guidelines
Everything you need to know to contribute to Open Project #1 is included in the [Contribution Guidelines](https://docs.google.com/document/d/1PwBF4yQl69RxvVHZ2m2iiy5pYjd9QO-VcuXWDjB7QwA/edit?usp=sharing)
Please read it before contributing or creating a thread on the forums.

38
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UOP1_Project/Assets/Scripts/CameraManager.cs


using UnityEngine;
using Cinemachine;
public class CameraManager : MonoBehaviour
{
public InputReader inputReader;
public Camera mainCamera;
public CinemachineFreeLook freeLookVCam;
public void SetupProtagonistVirtualCamera(Transform target)
{
freeLookVCam.Follow = target;
freeLookVCam.LookAt = target;
}
private void OnEnable()
{
inputReader.cameraMoveEvent += OnCameraMove;
}
private void OnDisable()
{
inputReader.cameraMoveEvent -= OnCameraMove;
}
private void OnCameraMove(Vector2 cameraMovement)
{
freeLookVCam.m_XAxis.m_InputAxisValue = cameraMovement.x * Time.smoothDeltaTime;
freeLookVCam.m_YAxis.m_InputAxisValue = cameraMovement.y * Time.smoothDeltaTime;
}
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UOP1_Project/Assets/Scripts/SpawnSystem.cs


using System;
using System.Linq;
using UnityEngine;
public class SpawnSystem : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private int _defaultSpawnIndex = 0;
[Header("Project References")]
[SerializeField] private Protagonist _playerPrefab = null;
[Header("Scene References")]
[SerializeField] private CameraManager _cameraManager;
[SerializeField] private Transform[] _spawnLocations;
void Awake()
{
try
{
Spawn(_defaultSpawnIndex);
}
catch (Exception e)
{
Debug.LogError($"[SpawnSystem] Failed to spawn player. {e.Message}");
}
}
void Reset()
{
AutoFill();
}
[ContextMenu("Attempt Auto Fill")]
private void AutoFill()
{
if (_cameraManager == null)
_cameraManager = FindObjectOfType<CameraManager>();
if (_spawnLocations == null || _spawnLocations.Length == 0)
_spawnLocations = transform.GetComponentsInChildren<Transform>(true)
.Where(t => t != this.transform)
.ToArray();
}
private void Spawn(int spawnIndex)
{
Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations);
Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation, _cameraManager);
SetupCameras(playerInstance);
}
private Transform GetSpawnLocation(int index, Transform[] spawnLocations)
{
if (spawnLocations == null || spawnLocations.Length == 0)
throw new Exception("No spawn locations set.");
index = Mathf.Clamp(index, 0, spawnLocations.Length - 1);
return spawnLocations[index];
}
private Protagonist InstantiatePlayer(Protagonist playerPrefab, Transform spawnLocation, CameraManager _cameraManager)
{
if (playerPrefab == null)
throw new Exception("Player Prefab can't be null.");
Protagonist playerInstance = Instantiate(playerPrefab, spawnLocation.position, spawnLocation.rotation);
return playerInstance;
}
private void SetupCameras(Protagonist player)
{
player.gameplayCamera = _cameraManager.mainCamera.transform;
_cameraManager.SetupProtagonistVirtualCamera(player.transform);
}
}

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.github/workflows/linter.yml


name: Linter
# Run this workflow every time a new commit pushed to your repository
on: push
jobs:
# Set the job key. The key is displayed as the job name
# when a job name is not provided
super-lint:
# Name the Job
name: Lint code base
# Set the type of machine to run on
runs-on: ubuntu-latest
env:
working-directory : ./UOP1_Project/
steps:
- uses: actions/checkout@v2
- run: git pull
- run: dotnet tool install -g dotnet-format
- name: format
run: dotnet-format -f Assets/Scripts -v d
working-directory: ${{env.working-directory}}
- name: Commit changes
uses: EndBug/add-and-commit@v5
with:
message: "[Bot] Automated dotnet-format update"
add: "*.cs"
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

8
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