Unknown
4 年前
当前提交
851efcad
共有 245 个文件被更改,包括 1634 次插入 和 735 次删除
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17.github/ISSUE_TEMPLATE/bug_report.md
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29README.md
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159UOP1_Project/Assets/Prefabs/Pig.prefab
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565UOP1_Project/Assets/Scenes/CharController.unity
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2UOP1_Project/Assets/ScriptableObjects.meta
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47UOP1_Project/Assets/Scripts/InputReader.cs
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4UOP1_Project/Assets/Settings/Graphics/UniversalRP-HighQuality.asset
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10UOP1_Project/Packages/manifest.json
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12UOP1_Project/Packages/packages-lock.json
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288UOP1_Project/ProjectSettings/InputManager.asset
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4UOP1_Project/ProjectSettings/Packages/com.unity.probuilder/Settings.json
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16UOP1_Project/ProjectSettings/ProjectSettings.asset
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2UOP1_Project/ProjectSettings/QualitySettings.asset
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2UOP1_Project/ProjectSettings/UnityConnectSettings.asset
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13.github/pull_request_template.md
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4.gitignore
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5CONTRIBUTING.md
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38UOP1_Project/.editorconfig
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14UOP1_Project/Assets/Prefabs/Input Reader.asset
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8UOP1_Project/Assets/Prefabs/Input Reader.asset.meta
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82UOP1_Project/Assets/Prefabs/SpawnSystem.prefab
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7UOP1_Project/Assets/Prefabs/SpawnSystem.prefab.meta
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129UOP1_Project/Assets/Prefabs/Sphere.prefab
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8UOP1_Project/Assets/ScriptableObjects/Protagonist.meta
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31UOP1_Project/Assets/Scripts/CameraManager.cs
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8UOP1_Project/Assets/Scripts/Characters.meta
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77UOP1_Project/Assets/Scripts/SpawnSystem.cs
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8UOP1_Project/Assets/Scripts/StateMachine.meta
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8UOP1_Project/Assets/TextMesh Pro.meta
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30.github/workflows/linter.yml
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8UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions.meta
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22UOP1_Project/Assets/ScriptableObjects/Protagonist/States/JumpAscending.asset
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22UOP1_Project/Assets/ScriptableObjects/Protagonist/States/JumpDescending.asset
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8UOP1_Project/Assets/ScriptableObjects/Protagonist/States/JumpDescending.asset.meta
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21UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Sliding.asset
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8UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Sliding.asset.meta
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24UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Walking.asset
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19UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/StartSliding.asset
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8UOP1_Project/Assets/ScriptableObjects/Protagonist/Transitions/StartSliding.asset.meta
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# uop1 |
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Unity Open Project 1 |
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![Unity Open Projects](https://imgur.com/Y0svl0w.png) |
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# Unity Open Project #1 |
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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*. |
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## Follow the progress |
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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. |
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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! |
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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. |
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## Contribute |
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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. |
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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. |
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⚠ 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!** |
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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! |
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This project is built on **Unity 2019.4 LTS**, whatever latest patch is available. |
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## Play the game |
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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. |
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## |
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> **We are looking forward to see what you will create** ❤ |
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> *- the Unity Creator Advocacy team* |
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_Please delete the questions below, and type the answers in their place instead_ |
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**[for Generic PRs]** |
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Do you have a forum thread linked to this PR? |
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What will this PR bring to the project for everyone? |
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Why are these changes necessary? |
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How did you implement them? |
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**[for Bugfix PRs]** |
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Is this PR linked to an issue? If so please link it here, if not please create one first, then link it. |
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Is there a forum thread linked to this issue? If so please link it here. |
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How did you resolve this issue? |
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How can it be verified that the issue has actually been resolved? |
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//The purpose of this additional .gitignore is to catch files/directories to ignore in the very root folder of the .git repo |
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# Visual Studio cache directory |
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.vs/ |
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# Contribution Guidelines |
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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) |
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Please read it before contributing or creating a thread on the forums. |
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|||
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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|||
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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|||
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" |
|||
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|||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} |
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