* Added the basic inventory system
* Removed prefixes, added CreateAssetMenu to ingredient
* Added CreateAssetMenu to Inventory
* Updated to use tabs and prefixes
* Added prefix to inventory item
* Added a means to iterate over items in Inventory
* Moved accessor
* Spaces to tabs (again)
* Added default assignment to prevent warning
* Added a CustomEditor for Inventory
* added Items according to @chema descrription.
* Marked out item type
* follow code convention
* Added character Customization script.
Added folder structure for scripable objects
* removed marked out lines
* Changed Inventory to contain a list of ItemStacks instead of a dictrionary of Items.
* added item background color
* Reimplemented all the methods in Inventory.cs to work better with List.
* simplified member field namings
* made changed according to request by @Ciro_unity - moved scirpable objects to i...
* Toon Shader Wind effect addon
New Sub Graph added to simulate wind based on gradient noise (over world coordinates) and applied on Object coordinates depending of the mesh vertex color (Green channel) only.
- Properties: Wind speed, Wind density, Wind strength, Wind direction (around Y axis)
Note: No update on FBX files in this PR to introduce vertex color on the existing assets. It will be done through one/multiple other PRs.
* Toon refactor
Reading back the requirement from Toon Shader add-on, it is preferred (for perf reason) to have a separated unlit shader for Toon shading with wind impact, instead of having wind graph applied to all object even if they are not sensitve to the wind.
Toon shader refactor:
- Extract each part into a separated Sub Shader
-- Shadow part: ToonShadow
-- Specular part: ToonSpecular
- Move current Toon implementation into Sub Graph: ToonColor
- Use ToonColor into Unlit shader Toon...
Conflicts are all regarding the renaming of the namespace from Deivsky to UOP1
# Conflicts:
# UOP1_Project/Assets/Scripts/StateMachine/Core/IStateComponent.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/State.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateAction.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateCondition.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateMachine.cs
# UOP1_Project/Assets/Scripts/StateMachine/Core/StateTransition.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateActionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateConditionSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateSO.cs
# UOP1_Project/Assets/Scripts/StateMachine/ScriptableObjects/StateTransitionSO.cs