Project structure, add docs update unity version
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{
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"recommendations": [
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"visualstudiotoolsforunity.vstuc"
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]
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}
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# Gnome’s Bounty - Architecture Documentation
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## Project Structure
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||||
```
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||||
Assets/
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├── Scripts/
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│ ├── Controllers/
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│ │ ├── PlayerController.cs
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│ │ ├── TrollController.cs
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│ │ └── GameManager.cs
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│ ├── Managers/
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│ │ ├── InputManager.cs
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│ │ ├── AudioManager.cs
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│ │ └── UIManager.cs
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│ │ └── GameManager.cs
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│ ├── Mechanics/
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│ │ ├── AxeThrower.cs
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│ │ ├── BreakableBlock.cs
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│ │ └── TreasureCollector.cs
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│ ├── UI/
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│ │ ├── HUD.cs
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│ │ ├── KeyUI.cs
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│ │ └── ExitDoorUI.cs
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│ └── Utilities/
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│ ├── TrollSpawner.cs
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│ └── LevelManager.cs
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├── Prefabs/
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│ ├── Player.prefab
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│ ├── Troll.prefab
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│ ├── Axe.prefab
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│ ├── BreakableBlock.prefab
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│ ├── Treasure.prefab
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│ ├── Chest.prefab
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│ ├── ExitDoor.prefab
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│ └── TrollCave.prefab
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├── Scenes/
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│ ├── MainScene.unity
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│ └── Level1.unity
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├── Resources/
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||||
│ ├── Sprites/
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│ │ ├── Player.png
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│ │ ├── Troll.png
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│ │ ├── Axe.png
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||||
│ │ ├── BreakableBlock.png
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│ │ ├── Treasure.png
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│ │ ├── Chest.png
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||||
│ │ └── ExitDoor.png
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│ ├── Audio/
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||||
│ │ ├── Footsteps.mp3
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||||
│ │ ├── StunSound.wav
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||||
│ │ ├── BlockBreak.mp3
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||||
│ │ ├── KeyCollect.mp3
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||||
│ │ └── LevelComplete.mp3
|
||||
├── Editor/
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||||
│ ├── CustomEditorScripts/
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||||
│ │ ├── PlayerControllerEditor.cs
|
||||
│ │ └── TrollControllerEditor.cs
|
||||
├── Documentation/
|
||||
│ └── Architecture.md
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||||
└── README.md
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||||
```
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## Key Components and Systems
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### Player Controller
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- **Responsibilities**: Handles player movement (left/right, climbing, jumping).
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- **Interactions**: Interacts with the magical throwing axe.
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||||
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||||
### Troll Controller
|
||||
- **Responsibilities**: Manages troll behavior (patrol, chase, stun recovery).
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||||
- **Spawning**: Spawns trolls from the troll cave.
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||||
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||||
### GameManager
|
||||
- **Responsibilities**: Manages game state (level progression, score, lives).
|
||||
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||||
### InputManager
|
||||
- **Responsibilities**: Handles player input for movement and axe throwing.
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||||
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||||
### AudioManager
|
||||
- **Responsibilities**: Plays sound effects and background music.
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||||
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||||
### UIManager
|
||||
- **Responsibilities**: Manages the heads-up display (HUD) and UI elements like keys and exit doors.
|
||||
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||||
### AxeThrower
|
||||
- **Responsibilities**: Handles the mechanics of throwing the magical axe.
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||||
- **Stunning**: Stuns trolls and breaks blocks.
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||||
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||||
### BreakableBlock
|
||||
- **Responsibilities**: Manages breakable blocks, including their destruction and sound effects.
|
||||
|
||||
### TreasureCollector
|
||||
- **Responsibilities**: Tracks treasure collected by the player.
|
||||
|
||||
### TrollSpawner
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||||
- **Responsibilities**: Spawns trolls at timed intervals from the troll cave.
|
||||
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### LevelManager
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- **Responsibilities**: Manages level transitions and loading.
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# Gnome’s Bounty — Cave Backgrounds Specification
|
||||
**Style:** Cartoony, layered parallax
|
||||
**Resolution:** 1920×1080 (scalable)
|
||||
**Background:** Full opaque
|
||||
**Version:** 1.0
|
||||
|
||||
---
|
||||
|
||||
# 1. Main Cave Background
|
||||
|
||||
## 1.1 Layer 1 — Foreground Shadows
|
||||
- Dark silhouettes of rocks
|
||||
- Soft edges
|
||||
- Slight transparency
|
||||
|
||||
## 1.2 Layer 2 — Midground
|
||||
- Stone walls
|
||||
- Wooden beams
|
||||
- Cracks and large shapes
|
||||
- Low detail to avoid distraction
|
||||
|
||||
## 1.3 Layer 3 — Deep Background
|
||||
- Very dark blue/gray
|
||||
- Large blurred shapes
|
||||
- Occasional glowing crystals
|
||||
|
||||
---
|
||||
|
||||
# 2. Special Backgrounds
|
||||
|
||||
## 2.1 Troll Cave Entrance
|
||||
- Large dark hole
|
||||
- Thick outline
|
||||
- Glowing eyes inside
|
||||
- Dust/particle effects
|
||||
|
||||
## 2.2 Rune Chamber
|
||||
- Stone walls with glowing runes
|
||||
- Blue or green light sources
|
||||
- Symmetrical layout
|
||||
|
||||
## 2.3 Abandoned Mine
|
||||
- Broken beams
|
||||
- Rusty rails
|
||||
- Old minecart silhouette
|
||||
|
||||
---
|
||||
|
||||
# 3. Color Palette
|
||||
- Deep blues
|
||||
- Muted grays
|
||||
- Warm browns for wood
|
||||
- Bright accents: crystals, runes
|
||||
|
||||
---
|
||||
|
||||
# 4. Parallax Recommendations
|
||||
- Foreground: 120% speed
|
||||
- Midground: 60% speed
|
||||
- Background: 20% speed
|
||||
|
||||
---
|
||||
|
||||
# 5. Versioning
|
||||
Backgrounds v1.0 include:
|
||||
- Main cave
|
||||
- Troll cave
|
||||
- Rune chamber
|
||||
- Abandoned mine
|
||||
|
||||
Future versions may add:
|
||||
- Lava biome
|
||||
- Ice biome
|
||||
- Forest ruins
|
||||
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# Gnome’s Bounty — Decoration Elements Specification
|
||||
**Style:** Cartoony, thick outlines
|
||||
**Tile size:** 128×128 (where applicable)
|
||||
**Version:** 1.0
|
||||
|
||||
---
|
||||
|
||||
# 1. Interactive Decor
|
||||
|
||||
## 1.1 Chest
|
||||
- Wooden body
|
||||
- Metal bands
|
||||
- Lock
|
||||
- Open/closed versions
|
||||
- Gold coins inside
|
||||
|
||||
## 1.2 Key
|
||||
- Large cartoon key
|
||||
- Gold
|
||||
- Sparkle effect
|
||||
|
||||
## 1.3 Torch
|
||||
- Wooden handle
|
||||
- Metal holder
|
||||
- Flame animation (3 frames)
|
||||
- Glow halo
|
||||
|
||||
---
|
||||
|
||||
# 2. Environmental Decor
|
||||
|
||||
## 2.1 Crystals
|
||||
- Blue or green
|
||||
- Soft glow
|
||||
- 3–4 facets
|
||||
- Thick outline
|
||||
|
||||
## 2.2 Stone Debris
|
||||
- 3–5 rock pieces
|
||||
- Random shapes
|
||||
- Shadows under each
|
||||
|
||||
## 2.3 Roots
|
||||
- Dark brown
|
||||
- Curved organic shapes
|
||||
- Slight shadow
|
||||
|
||||
## 2.4 Mine Rails
|
||||
- Wooden beams
|
||||
- Metal rails
|
||||
- Slight perspective
|
||||
|
||||
## 2.5 Minecart
|
||||
- Wooden body
|
||||
- Metal wheels
|
||||
- Simple shading
|
||||
|
||||
---
|
||||
|
||||
# 3. Atmospheric Decor
|
||||
|
||||
## 3.1 Cobwebs
|
||||
- White/gray
|
||||
- Thin lines
|
||||
- Slight transparency
|
||||
|
||||
## 3.2 Bones (Humorous Troll Bones)
|
||||
- Large cartoon bones
|
||||
- Slight cracks
|
||||
- Thick outline
|
||||
|
||||
## 3.3 Hanging Lantern
|
||||
- Metal frame
|
||||
- Warm yellow glow
|
||||
- Simple chain
|
||||
|
||||
---
|
||||
|
||||
# 4. Versioning
|
||||
Decor v1.0 includes:
|
||||
- All core interactive objects
|
||||
- Environmental props
|
||||
- Atmospheric props
|
||||
|
||||
Future versions may add:
|
||||
- Animated crystals
|
||||
- Falling dust
|
||||
- Water drips
|
||||
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# Gnome’s Bounty — Game Concept Document
|
||||
|
||||
## 1. Overview
|
||||
**Gnome’s Bounty** is a 2D side‑view puzzle‑platformer with a cartoony visual style.
|
||||
The player controls a clever gnome exploring ancient underground tunnels filled with treasure, traps, and slow but dangerous troll guardians.
|
||||
|
||||
The game focuses on tactical movement, environmental puzzles, and timing rather than combat.
|
||||
The gnome’s primary tool is a magical throwing axe that can stun enemies and break fragile blocks, but cannot kill.
|
||||
|
||||
Each level is a compact, self‑contained challenge where the player must collect treasure, find a key, and reach the exit before trolls overwhelm the area.
|
||||
|
||||
---
|
||||
|
||||
## 2. Core Fantasy
|
||||
- You are a treasure‑seeking gnome delving into forgotten mines.
|
||||
- Trolls inhabit these tunnels and emerge from their lairs over time.
|
||||
- You rely on agility, cleverness, and a magical axe — not brute force.
|
||||
- Every level is a race against time and growing danger.
|
||||
|
||||
---
|
||||
|
||||
## 3. Key Mechanics
|
||||
|
||||
### 3.1 Movement
|
||||
- Run left/right
|
||||
- Climb ladders
|
||||
- Drop down from ledges
|
||||
- Jump (optional depending on final design)
|
||||
|
||||
Movement is simple and responsive, supporting puzzle‑focused gameplay.
|
||||
|
||||
---
|
||||
|
||||
### 3.2 Magical Throwing Axe
|
||||
The gnome wields a **runic enchanted axe** with the following properties:
|
||||
|
||||
- Can be thrown in a straight line.
|
||||
- Stuns trolls for a few seconds.
|
||||
- Breaks fragile blocks.
|
||||
- Disappears on impact (stone, wall, troll).
|
||||
- Reappears only after a cooldown period.
|
||||
- Cannot kill enemies — this is not a combat game.
|
||||
|
||||
The axe is a strategic tool, not a weapon.
|
||||
|
||||
---
|
||||
|
||||
### 3.3 Trolls
|
||||
Trolls are the primary threat. They are:
|
||||
|
||||
- Slow
|
||||
- Dumb
|
||||
- Strong
|
||||
- Persistent
|
||||
- Easily distracted
|
||||
- Vulnerable to stunning
|
||||
|
||||
#### Behavior
|
||||
- Spawn from a troll cave with a delay.
|
||||
- Maximum of 1 to 3 trolls per level.
|
||||
- Patrol platforms and climb ladders.
|
||||
- React to:
|
||||
- Player in line of sight
|
||||
- Loud noises (breaking blocks)
|
||||
- Chase the player if they see him.
|
||||
- Fall into pits and struggle to escape.
|
||||
- After being stunned, recover and resume behavior.
|
||||
|
||||
Trolls create pressure, not combat.
|
||||
|
||||
---
|
||||
|
||||
### 3.4 Troll Cave (Spawner)
|
||||
Each level contains one troll cave.
|
||||
|
||||
- First troll spawns after a short delay.
|
||||
- Additional trolls spawn at timed intervals.
|
||||
- Total trolls per level is limited.
|
||||
- Visual and audio cues warn the player before a spawn:
|
||||
- rumbling
|
||||
- glowing eyes
|
||||
- dust or smoke
|
||||
|
||||
This creates a soft time limit and dynamic tension.
|
||||
|
||||
---
|
||||
|
||||
### 3.5 Breakable Blocks
|
||||
Some blocks can be destroyed with the axe.
|
||||
|
||||
Used for:
|
||||
- Opening shortcuts
|
||||
- Creating escape routes
|
||||
- Dropping trolls into pits
|
||||
- Accessing treasure
|
||||
|
||||
Breaking blocks makes noise, attracting trolls.
|
||||
|
||||
---
|
||||
|
||||
### 3.6 Treasure
|
||||
Treasure is scattered around the level.
|
||||
|
||||
- Optional to collect, but increases score.
|
||||
- Often placed in risky or troll‑patrolled areas.
|
||||
- Encourages exploration and clever routing.
|
||||
|
||||
---
|
||||
|
||||
### 3.7 Chests and Keys
|
||||
Each level contains several chests.
|
||||
|
||||
- Only one chest contains the key to the exit.
|
||||
- Others contain treasure.
|
||||
- Trolls often guard chests.
|
||||
- Opening a chest takes time, creating tension.
|
||||
|
||||
---
|
||||
|
||||
### 3.8 Exit Door
|
||||
To complete a level, the player must:
|
||||
|
||||
1. Find the chest with the key
|
||||
2. Reach the exit door
|
||||
3. Avoid or outsmart trolls along the way
|
||||
|
||||
---
|
||||
|
||||
## 4. Level Structure
|
||||
- Compact, single‑screen or small scrolling areas.
|
||||
- Designed as puzzles, not long platforming sequences.
|
||||
- Multiple paths and verticality.
|
||||
- Troll cave placed strategically to create pressure.
|
||||
- Ladders, platforms, pits, breakable blocks, and hazards.
|
||||
|
||||
Each level is a self‑contained challenge loop.
|
||||
|
||||
---
|
||||
|
||||
## 5. Tone & Art Style
|
||||
- Bright, cartoony, expressive characters.
|
||||
- Trolls look goofy but intimidating.
|
||||
- Gnome is charming and determined.
|
||||
- Environments are colorful but cave‑like:
|
||||
- wooden beams
|
||||
- glowing crystals
|
||||
- runic symbols
|
||||
- old mine equipment
|
||||
|
||||
The tone is adventurous with a touch of humor.
|
||||
|
||||
---
|
||||
|
||||
## 6. Core Gameplay Loop
|
||||
1. Enter level
|
||||
2. Observe layout and troll cave
|
||||
3. Collect treasure
|
||||
4. Break blocks to open paths
|
||||
5. Stun trolls when needed
|
||||
6. Find the key
|
||||
7. Reach the exit
|
||||
8. Advance to next level
|
||||
|
||||
---
|
||||
|
||||
## 7. Design Pillars
|
||||
- Tactical movement, not combat
|
||||
- Simple controls, deep puzzles
|
||||
- Predictable but dangerous enemies
|
||||
- Magical tools with clear limitations
|
||||
- Short, replayable levels
|
||||
- Cartoony charm with real tension
|
||||
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|
||||
# Gnome’s Bounty — HUD Specification
|
||||
**Style:** Cartoony, thick outlines, simple shapes
|
||||
**Resolution target:** 1080p and scalable
|
||||
**Background:** Transparent for icons
|
||||
**HUD version:** 1.0
|
||||
|
||||
---
|
||||
|
||||
# 1. HUD Icons
|
||||
|
||||
## 1.1 Axe Icon
|
||||
- Shape: stylized magical axe
|
||||
- Outline: thick, dark brown
|
||||
- Colors: steel gray blade, wooden handle
|
||||
- Rune glow: soft blue
|
||||
- States:
|
||||
- Ready (bright, saturated)
|
||||
- Cooldown (grayed out, circular timer overlay)
|
||||
|
||||
## 1.2 Key Icon
|
||||
- Large cartoon key
|
||||
- Gold color with bright highlight
|
||||
- Thick outline
|
||||
- Slight sparkle effect
|
||||
|
||||
## 1.3 Chest Icon
|
||||
- Wooden chest with metal bands
|
||||
- Closed version
|
||||
- Open version (optional)
|
||||
- Gold coins peeking out
|
||||
|
||||
## 1.4 Coin Icon
|
||||
- Round gold coin
|
||||
- Thick outline
|
||||
- Simple embossed rune
|
||||
|
||||
## 1.5 Life Icon
|
||||
- Gnome face portrait
|
||||
- Big beard, helmet
|
||||
- Neutral expression
|
||||
- Optional: damaged version for low HP
|
||||
|
||||
---
|
||||
|
||||
# 2. HUD Panels
|
||||
|
||||
## 2.1 Main HUD Panel
|
||||
- Wooden plank background
|
||||
- Rope or metal brackets on edges
|
||||
- Slight shadow behind panel
|
||||
|
||||
## 2.2 Pause Panel
|
||||
- Darkened background overlay
|
||||
- Wooden frame
|
||||
- Large readable buttons
|
||||
|
||||
## 2.3 Inventory Panel (optional)
|
||||
- Grid layout
|
||||
- Wooden frame
|
||||
- Thick borders
|
||||
|
||||
---
|
||||
|
||||
# 3. Buttons
|
||||
|
||||
## 3.1 Style
|
||||
- Rounded rectangular shape
|
||||
- Thick outline
|
||||
- Bright colors (green, blue, orange)
|
||||
- Large readable text
|
||||
|
||||
## 3.2 Buttons List
|
||||
- Play
|
||||
- Pause
|
||||
- Resume
|
||||
- Exit
|
||||
- Retry
|
||||
|
||||
---
|
||||
|
||||
# 4. Animation Notes
|
||||
- Axe cooldown: circular wipe animation
|
||||
- Coin pickup: bounce + sparkle
|
||||
- Key pickup: rotation + glow
|
||||
- Life loss: shake + fade
|
||||
|
||||
---
|
||||
|
||||
# 5. Versioning
|
||||
HUD v1.0 includes:
|
||||
- All core icons
|
||||
- Panels
|
||||
- Buttons
|
||||
|
||||
Future versions may add:
|
||||
- Minimap
|
||||
- Quest markers
|
||||
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|
||||
# Gnome’s Bounty — Tileset Specification
|
||||
**Tile size:** 128×128 px
|
||||
**Style:** Cartoony, thick outlines, soft shading, simple shapes
|
||||
**Background:** Transparent
|
||||
**Tileset version:** 1.0
|
||||
**Total tiles:** 21
|
||||
|
||||
---
|
||||
|
||||
# 1. Stone Tiles
|
||||
|
||||
## 1.1 Stone Block (Regular)
|
||||
- 128×128
|
||||
- Slightly rounded corners
|
||||
- Thick dark-brown outline
|
||||
- Color: bluish-gray with soft vertical gradient
|
||||
- 2–3 large cracks
|
||||
- Soft shadow at bottom
|
||||
|
||||
## 1.2 Stone Block (Breakable)
|
||||
- Same base as regular block
|
||||
- Larger cracks
|
||||
- Lighter color
|
||||
- Subtle blue rune glow
|
||||
- Slight dust texture
|
||||
|
||||
## 1.3 Stone Block — Left Edge
|
||||
- Left side chipped
|
||||
- Strong shadow on right side
|
||||
- Outline thicker on the broken edge
|
||||
|
||||
## 1.4 Stone Block — Right Edge
|
||||
- Mirror of left edge
|
||||
- Shadow on left side
|
||||
|
||||
## 1.5 Stone Block — Top Edge
|
||||
- Flat top
|
||||
- Slight highlight
|
||||
- Shadow underneath
|
||||
|
||||
## 1.6 Stone Block — Bottom Edge
|
||||
- Heavy shadow
|
||||
- Rough lower edge
|
||||
|
||||
## 1.7 Stone Block — Corner
|
||||
- Rounded corner
|
||||
- Diagonal shadow
|
||||
- Slight chipped effect
|
||||
|
||||
## 1.8 Thin Stone Platform
|
||||
- Height: ~40 px
|
||||
- Uneven bottom edge
|
||||
- Strong shadow underneath
|
||||
- Slight cracks
|
||||
|
||||
---
|
||||
|
||||
# 2. Wooden Elements
|
||||
|
||||
## 2.1 Vertical Beam
|
||||
- Thick, slightly curved
|
||||
- Warm brown color
|
||||
- 1–2 large scratches
|
||||
- Dark outline
|
||||
|
||||
## 2.2 Horizontal Beam
|
||||
- Same texture as vertical
|
||||
- Light highlight in center
|
||||
|
||||
## 2.3 Diagonal Beam
|
||||
- 45° angle
|
||||
- Same wood texture
|
||||
|
||||
## 2.4 Mine Entrance Frame
|
||||
- Two vertical beams + top beam
|
||||
- Metal bolts (simple circles)
|
||||
- Slight shadow inside
|
||||
|
||||
## 2.5 Wooden Floor Planks
|
||||
- 3–4 planks
|
||||
- Gaps between planks
|
||||
- Slight curvature
|
||||
|
||||
---
|
||||
|
||||
# 3. Ladders
|
||||
|
||||
## 3.1 Ladder (Single Tile)
|
||||
- Two side beams
|
||||
- 3–4 steps
|
||||
- Thick outline
|
||||
- Slight unevenness
|
||||
|
||||
## 3.2 Ladder (Double Height)
|
||||
- Two stacked tiles
|
||||
- Seamless connection
|
||||
|
||||
## 3.3 Broken Ladder
|
||||
- One missing step
|
||||
- Cracks on beams
|
||||
- Jagged edges
|
||||
|
||||
---
|
||||
|
||||
# 4. Decorative Tiles
|
||||
|
||||
## 4.1 Crystal
|
||||
- Blue or green
|
||||
- 3–4 facets
|
||||
- Soft glow
|
||||
- Thick outline
|
||||
|
||||
## 4.2 Torch
|
||||
- Wooden handle
|
||||
- Yellow-orange flame
|
||||
- Flame animation: 3 frames (wobble)
|
||||
- Small glow halo
|
||||
|
||||
## 4.3 Mine Rails
|
||||
- Two wooden beams
|
||||
- Metal rails on top
|
||||
- Slight perspective tilt
|
||||
|
||||
## 4.4 Stone Debris
|
||||
- 3–5 rock pieces
|
||||
- Random shapes
|
||||
- Shadows under each piece
|
||||
|
||||
## 4.5 Roots
|
||||
- Dark brown
|
||||
- Curved organic shapes
|
||||
- Thick outline
|
||||
- Slight shadow
|
||||
|
||||
---
|
||||
|
||||
# 5. Tileset Layout Recommendation
|
||||
|
||||
**Grid:**
|
||||
- 5 columns × 5 rows (25 slots, 21 used)
|
||||
- Each tile 128×128
|
||||
- Transparent background
|
||||
|
||||
**Suggested order:**
|
||||
1–8: Stone tiles
|
||||
9–13: Wooden elements
|
||||
14–16: Ladders
|
||||
17–21: Decorative tiles
|
||||
|
||||
---
|
||||
|
||||
# 6. Style Notes
|
||||
|
||||
- Outlines must match character style (same thickness).
|
||||
- Colors should be saturated but not neon.
|
||||
- Shadows soft, no realistic lighting.
|
||||
- Shapes slightly exaggerated and rounded.
|
||||
- Avoid small details — readability first.
|
||||
|
||||
---
|
||||
|
||||
# 7. Versioning
|
||||
|
||||
**Tileset v1.0 includes:**
|
||||
- All core stone tiles
|
||||
- All wooden structural tiles
|
||||
- All ladder variations
|
||||
- All basic decor
|
||||
|
||||
Future versions may add:
|
||||
- Animated tiles
|
||||
- Special rune blocks
|
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- Hazard tiles
|
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- Biome variations
|
||||
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||||
Copyright (C) 2014 Google Inc.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
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||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
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and distribution as defined by Sections 1 through 9 of this document.
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"Legal Entity" shall mean the union of the acting entity and all
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"control" means (i) the power, direct or indirect, to cause the
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"You" (or "Your") shall mean an individual or Legal Entity
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|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||
replaced with your own identifying information. (Don't include
|
||||
the brackets!) The text should be enclosed in the appropriate
|
||||
comment syntax for the file format. We also recommend that a
|
||||
file or class name and description of purpose be included on the
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
====================================================================================================
|
||||
This package uses MiniJSON
|
||||
|
||||
Copyright (c) 2013 Calvin Rien
|
||||
|
||||
Based on the JSON parser by Patrick van Bergen
|
||||
http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
|
||||
|
||||
Simplified it so that it doesn't throw exceptions
|
||||
and can be used in Unity iPhone with maximum code stripping.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of this software and associated documentation files (the
|
||||
"Software"), to deal in the Software without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0a74f7579114ab58b46e496d4b2ba97
|
||||
labels:
|
||||
- gvh_version-1.2.185
|
||||
- gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE
|
||||
- gvh
|
||||
timeCreated: 1584567712
|
||||
licenseType: Pro
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,903 @@
|
||||
# External Dependency Manager for Unity
|
||||
|
||||
[](https://openupm.com/packages/com.google.external-dependency-manager/)
|
||||
[](https://openupm.com/packages/com.google.external-dependency-manager/)
|
||||
|
||||
## Overview
|
||||
|
||||
The External Dependency Manager for Unity (EDM4U) (formerly Play Services
|
||||
Resolver/Jar Resolver) is intended to be used by any Unity package or user that
|
||||
requires:
|
||||
|
||||
* Android specific libraries (e.g
|
||||
[AARs](https://developer.android.com/studio/projects/android-library.html))
|
||||
|
||||
* iOS [CocoaPods](https://cocoapods.org/)
|
||||
|
||||
* Version management of transitive dependencies
|
||||
|
||||
* Management of Package Manager (PM) Registries
|
||||
|
||||
If you want to add and use iOS/Android dependencies directly in your project,
|
||||
then you should to install EDM4U in your project.
|
||||
|
||||
If you are a package user and the plugin you are using depends on EDM4U, *and*
|
||||
the package does not include EDM4U as a package dependency already, then you
|
||||
should to install EDM4U in your project.
|
||||
|
||||
If you are a UPM package maintainer and your package requires EDM4U, then you
|
||||
should add EDM4U as a
|
||||
[package dependency](https://docs.unity3d.com/2019.3/Documentation/Manual/upm-dependencies.html)
|
||||
in your package manifest (`package.json`):
|
||||
|
||||
```json
|
||||
{
|
||||
"dependencies": {
|
||||
"com.google.external-dependency-manager": "1.2.178"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
You should still install EDM4U to test out the package during development.
|
||||
|
||||
If you are a legacy `.unitypackage` package maintainer and your package requires
|
||||
EDM4U, please ask the user to install EDM4U separately. You should install EDM4U
|
||||
to test out the package during development.
|
||||
|
||||
Updated releases are available on
|
||||
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
|
||||
|
||||
## Requirements
|
||||
|
||||
The *Android Resolver* and *iOS Resolver* components of the plugin only work
|
||||
with Unity version 4.6.8 or higher.
|
||||
|
||||
The *Version Handler* component only works with Unity 5.x or higher as it
|
||||
depends upon the `PluginImporter` UnityEditor API.
|
||||
|
||||
The *Package Manager Resolver* component only works with Unity 2018.4 or above,
|
||||
when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support
|
||||
was added to the Package Manager.
|
||||
|
||||
## Getting Started
|
||||
|
||||
Check out [troubleshooting](troubleshooting-faq.md) if you need help.
|
||||
|
||||
### Install via OpenUPM
|
||||
|
||||
EDM4U is available on
|
||||
[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/):
|
||||
|
||||
```shell
|
||||
openupm add com.google.external-dependency-manager
|
||||
```
|
||||
|
||||
### Install via git URL
|
||||
1. Open Package Manager
|
||||
2. Click on the + icon on the top left corner of the "Package Manager" screen
|
||||
3. Click on "Install package from git url..."
|
||||
4. Paste: https://github.com/googlesamples/unity-jar-resolver.git?path=upm
|
||||
|
||||
### Install via Google APIs for Unity
|
||||
|
||||
EDM4U is available both in UPM and legacy `.unitypackage` formats on
|
||||
[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity).
|
||||
|
||||
You may install the UPM version (.tgz) as a
|
||||
[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html).
|
||||
|
||||
You can also install EDM4U in your project as a `.unitypackage`. This is not
|
||||
recommended due to potential conflicts.
|
||||
|
||||
### Conflict Resolution
|
||||
|
||||
For historical reasons, a package maintainer may choose to embed EDM4U in their
|
||||
package for ease of installation. This will create a conflict when you try to
|
||||
install EDM4U with the steps above, or with another package with embedded EDM4U.
|
||||
If your project imported a `.unitypackage` that has a copy of EDM4U embedded in
|
||||
it, you may safely delete it from your Assets folder. If your project depends on
|
||||
another UPM package with EDM4U, please reach out to the package maintainer and
|
||||
ask them to replace it with a dependency to this package. In the meantime, you
|
||||
can workaround the issue by copying the package to your Packages folder (to
|
||||
create an
|
||||
[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded))
|
||||
and perform the steps yourself to avoid a dependency conflict.
|
||||
|
||||
### Config file
|
||||
|
||||
To start adding dependencies to your project, copy and rename the
|
||||
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
|
||||
file into your plugin and add the dependencies your project requires.
|
||||
|
||||
The XML file needs to be under an `Editor` directory and match the name
|
||||
`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`.
|
||||
|
||||
## Usages
|
||||
|
||||
### Android Resolver
|
||||
|
||||
The Android Resolver copies specified dependencies from local or remote Maven
|
||||
repositories into the Unity project when a user selects Android as the build
|
||||
target in the Unity editor.
|
||||
|
||||
For example, to add the Google Play Games library
|
||||
(`com.google.android.gms:play-services-games` package) at version `9.8.0` to the
|
||||
set of a plugin's Android dependencies:
|
||||
|
||||
```xml
|
||||
<dependencies>
|
||||
<androidPackages>
|
||||
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
|
||||
<androidSdkPackageIds>
|
||||
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
|
||||
</androidSdkPackageIds>
|
||||
</androidPackage>
|
||||
</androidPackages>
|
||||
</dependencies>
|
||||
```
|
||||
|
||||
The version specification (last component) supports:
|
||||
|
||||
* Specific versions e.g `9.8.0`
|
||||
|
||||
* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
|
||||
recent version
|
||||
|
||||
* Latest version using `LATEST` or `+`. We do *not* recommend using this
|
||||
unless you're 100% sure the library you depend upon will not break your
|
||||
Unity plugin in future
|
||||
|
||||
The above example specifies the dependency as a component of the Android SDK
|
||||
manager such that the Android SDK manager will be executed to install the
|
||||
package if it's not found. If your Android dependency is located on Maven
|
||||
central it's possible to specify the package simply using the `androidPackage`
|
||||
element:
|
||||
|
||||
```xml
|
||||
<dependencies>
|
||||
<androidPackages>
|
||||
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
|
||||
</androidPackages>
|
||||
</dependencies>
|
||||
```
|
||||
|
||||
#### Auto-resolution
|
||||
|
||||
By default the Android Resolver automatically monitors the dependencies you have
|
||||
specified and the `Plugins/Android` folder of your Unity project. The resolution
|
||||
process runs when the specified dependencies are not present in your project.
|
||||
|
||||
The *auto-resolution* process can be disabled via the `Assets > External
|
||||
Dependency Manager > Android Resolver > Settings` menu.
|
||||
|
||||
Manual resolution can be performed using the following menu options:
|
||||
|
||||
* `Assets > External Dependency Manager > Android Resolver > Resolve`
|
||||
|
||||
* `Assets > External Dependency Manager > Android Resolver > Force Resolve`
|
||||
|
||||
#### Deleting libraries
|
||||
|
||||
Resolved packages are tracked via asset labels by the Android Resolver. They can
|
||||
easily be deleted using the `Assets > External Dependency Manager > Android
|
||||
Resolver > Delete Resolved Libraries` menu item.
|
||||
|
||||
#### Android Manifest Variable Processing
|
||||
|
||||
Some AAR files (for example play-services-measurement) contain variables that
|
||||
are processed by the Android Gradle plugin. Unfortunately, Unity does not
|
||||
perform the same processing when using Unity's Internal Build System, so the
|
||||
Android Resolver plugin handles known cases of this variable substitution by
|
||||
exploding the AAR into a folder and replacing `${applicationId}` with the
|
||||
`bundleID`.
|
||||
|
||||
Disabling AAR explosion and therefore Android manifest processing can be done
|
||||
via the `Assets > External Dependency Manager > Android Resolver > Settings`
|
||||
menu. You may want to disable explosion of AARs if you're exporting a project to
|
||||
be built with Gradle/Android Studio.
|
||||
|
||||
#### ABI Stripping
|
||||
|
||||
Some AAR files contain native libraries (.so files) for each ABI supported by
|
||||
Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not
|
||||
strip native libraries for unused ABIs. To strip unused ABIs, the Android
|
||||
Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce
|
||||
the built APK size. Furthermore, if native libraries are not stripped from an
|
||||
APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries)
|
||||
Android may attempt to load the wrong library for the current runtime ABI
|
||||
completely breaking your plugin when targeting some architectures.
|
||||
|
||||
AAR explosion and therefore ABI stripping can be disabled via the `Assets >
|
||||
External Dependency Manager > Android Resolver > Settings` menu. You may want to
|
||||
disable explosion of AARs if you're exporting a project to be built with
|
||||
Gradle/Android Studio.
|
||||
|
||||
#### Resolution Strategies
|
||||
|
||||
By default the Android Resolver will use Gradle to download dependencies prior
|
||||
to integrating them into a Unity project. This works with Unity's internal build
|
||||
system and Gradle/Android Studio project export.
|
||||
|
||||
It's possible to change the resolution strategy via the `Assets > External
|
||||
Dependency Manager > Android Resolver > Settings` menu.
|
||||
|
||||
##### Download Artifacts with Gradle
|
||||
|
||||
Using the default resolution strategy, the Android resolver executes the
|
||||
following operations:
|
||||
|
||||
- Remove the result of previous Android resolutions. E.g Delete all files and
|
||||
directories labeled with "gpsr" under `Plugins/Android` from the project.
|
||||
|
||||
- Collect the set of Android dependencies (libraries) specified by a project's
|
||||
`*Dependencies.xml` files.
|
||||
|
||||
- Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if
|
||||
successful, download the set of resolved Android libraries (AARs, JARs).
|
||||
|
||||
- Process each AAR/JAR so that it can be used with the currently selected
|
||||
Unity build system (e.g Internal vs. Gradle, Export vs. No Export). This
|
||||
involves patching each reference to `applicationId` in the
|
||||
`AndroidManifest.xml` with the project's bundle ID. This means resolution
|
||||
must be run again if the bundle ID has changed.
|
||||
|
||||
- Move the processed AARs to `Plugins/Android` so they will be included when
|
||||
Unity invokes the Android build.
|
||||
|
||||
##### Integrate into mainTemplate.gradle
|
||||
|
||||
Unity 5.6 introduced support for customizing the `build.gradle` used to build
|
||||
Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
|
||||
enabled, rather than downloading artifacts before the build, Android resolution
|
||||
results in the execution of the following operations:
|
||||
|
||||
- Remove the result of previous Android resolutions. E.g Delete all files and
|
||||
directories labeled with "gpsr" under `Plugins/Android` from the project and
|
||||
remove sections delimited with `// Android Resolver * Start` and `// Android
|
||||
Resolver * End` lines.
|
||||
|
||||
- Collect the set of Android dependencies (libraries) specified by a project's
|
||||
`*Dependencies.xml` files.
|
||||
|
||||
- Rename any `.srcaar` files in the build to `.aar` and exclude them from
|
||||
being included directly by Unity in the Android build as
|
||||
`mainTemplate.gradle` will be patched to include them instead from their
|
||||
local maven repositories.
|
||||
|
||||
- Inject the required Gradle repositories into `mainTemplate.gradle` at the
|
||||
line matching the pattern `.*apply plugin:
|
||||
'com\.android\.(application|library)'.*` or the section starting at the line
|
||||
`// Android Resolver Repos Start`. If you want to control the injection
|
||||
point in the file, the section delimited by the lines `// Android Resolver
|
||||
Repos Start` and `// Android Resolver Repos End` should be placed in the
|
||||
global scope before the `dependencies` section.
|
||||
|
||||
- Inject the required Android dependencies (libraries) into
|
||||
`mainTemplate.gradle` at the line matching the pattern `***DEPS***` or the
|
||||
section starting at the line `// Android Resolver Dependencies Start`. If
|
||||
you want to control the injection point in the file, the section delimited
|
||||
by the lines `// Android Resolver Dependencies Start` and `// Android
|
||||
Resolver Dependencies End` should be placed in the `dependencies` section.
|
||||
|
||||
- Inject the packaging options logic, which excludes architecture specific
|
||||
libraries based upon the selected build target, into `mainTemplate.gradle`
|
||||
at the line matching the pattern `android +{` or the section starting at the
|
||||
line `// Android Resolver Exclusions Start`. If you want to control the
|
||||
injection point in the file, the section delimited by the lines `// Android
|
||||
Resolver Exclusions Start` and `// Android Resolver Exclusions End` should
|
||||
be placed in the global scope before the `android` section.
|
||||
|
||||
#### Dependency Tracking
|
||||
|
||||
The Android Resolver creates the
|
||||
`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
|
||||
of resolved dependencies in a project. This is used by the auto-resolution
|
||||
process to only run the expensive resolution process when necessary.
|
||||
|
||||
#### Displaying Dependencies
|
||||
|
||||
It's possible to display the set of dependencies the Android Resolver would
|
||||
download and process in your project via the `Assets > External Dependency
|
||||
Manager > Android Resolver > Display Libraries` menu item.
|
||||
|
||||
### iOS Resolver
|
||||
|
||||
The iOS resolver component of this plugin manages
|
||||
[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the
|
||||
`pod` tool is executed as a post build process step to add dependencies to the
|
||||
Xcode project exported by Unity.
|
||||
|
||||
Dependencies for iOS are added by referring to CocoaPods.
|
||||
|
||||
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
|
||||
|
||||
```xml
|
||||
<dependencies>
|
||||
<iosPods>
|
||||
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
|
||||
minTargetSdk="6.0" addToAllTargets="false" />
|
||||
</iosPods>
|
||||
</dependencies>
|
||||
```
|
||||
|
||||
#### Integration Strategies
|
||||
|
||||
The `CocoaPods` are either:
|
||||
|
||||
* Downloaded and injected into the Xcode project file directly, rather than
|
||||
creating a separate xcworkspace. We call this `Xcode project` integration.
|
||||
|
||||
* If the Unity version supports opening a xcworkspace file, the `pod` tool is
|
||||
used as intended to generate a xcworkspace which references the CocoaPods.
|
||||
We call this `Xcode workspace` integration.
|
||||
|
||||
The resolution strategy can be changed via the `Assets > External Dependency
|
||||
Manager > iOS Resolver > Settings` menu.
|
||||
|
||||
##### Appending text to generated Podfile
|
||||
|
||||
In order to modify the generated Podfile you can create a script like this:
|
||||
|
||||
```csharp
|
||||
using System.IO;
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
||||
using UnityEngine;
|
||||
|
||||
public class PostProcessIOS : MonoBehaviour
|
||||
{
|
||||
// Must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and
|
||||
// that it's added before "pod install" (50).
|
||||
[PostProcessBuildAttribute(45)]
|
||||
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
|
||||
{
|
||||
if (target == BuildTarget.iOS)
|
||||
{
|
||||
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
||||
{
|
||||
// E.g. add an app extension
|
||||
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Package Manager Resolver
|
||||
|
||||
Adding registries to the
|
||||
[Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) is a
|
||||
manual process. The Package Manager Resolver (PMR) component of this plugin
|
||||
makes it easy for plugin maintainers to distribute new PM registry servers and
|
||||
easy for plugin users to manage PM registry servers.
|
||||
|
||||
#### Adding Registries
|
||||
|
||||
For example, to add a registry for plugins in the scope `com.coolstuff`:
|
||||
|
||||
```xml
|
||||
<registries>
|
||||
<registry name="Cool Stuff"
|
||||
url="https://unityregistry.coolstuff.com"
|
||||
termsOfService="https://coolstuff.com/unityregistry/terms"
|
||||
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
|
||||
<scopes>
|
||||
<scope>com.coolstuff</scope>
|
||||
</scopes>
|
||||
</registry>
|
||||
</registries>
|
||||
```
|
||||
|
||||
When PMR is loaded it will prompt the developer to add the registry to their
|
||||
project if it isn't already present in the `Packages/manifest.json` file.
|
||||
|
||||
For more information, see Unity's documentation on
|
||||
[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
|
||||
|
||||
#### Managing Registries
|
||||
|
||||
It's possible to add and remove registries that are specified via PMR XML
|
||||
configuration files via the following menu options:
|
||||
|
||||
* `Assets > External Dependency Manager > Package Manager Resolver > Add
|
||||
Registries` will prompt the user with a window which allows them to add
|
||||
registries discovered in the project to the Package Manager.
|
||||
|
||||
* `Assets > External Dependency Manager > Package Manager Resolver > Remove
|
||||
Registries` will prompt the user with a window which allows them to remove
|
||||
registries discovered in the project from the Package Manager.
|
||||
|
||||
* `Assets > External Dependency Manager > Package Manager Resolver > Modify
|
||||
Registries` will prompt the user with a window which allows them to add or
|
||||
remove registries discovered in the project.
|
||||
|
||||
#### Migration
|
||||
|
||||
PMR can migrate Version Handler packages installed in the `Assets` folder to PM
|
||||
packages. This requires the plugins to implement the following:
|
||||
|
||||
* `.unitypackage` must include a Version Handler manifests that describes the
|
||||
components of the plugin. If the plugin has no dependencies the manifest
|
||||
would just include the files in the plugin.
|
||||
|
||||
* The PM package JSON provided by the registry must include a keyword (in the
|
||||
`versions.VERSION.keyword` list) that maps the PM package to a Version
|
||||
Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME`
|
||||
where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in
|
||||
the `.unitypackage`. For more information see the description of the
|
||||
`gvhp_manifestname` asset label in the [Version Handler](#version-handler)
|
||||
section.
|
||||
|
||||
When using the `Assets > External Dependency Manager > Package Manager
|
||||
Resolver > Migrate Packages` menu option, PMR then will:
|
||||
|
||||
* List all Version Handler manager packages in the project.
|
||||
|
||||
* Search all available packages in the PM registries and fetch keywords
|
||||
associated with each package parsing the Version Handler manifest names for
|
||||
each package.
|
||||
|
||||
* Map each installed Version Handler package to a PM package.
|
||||
|
||||
* Prompt the user to migrate the discovered packages.
|
||||
|
||||
* Perform package migration for all selected packages if the user clicks the
|
||||
`Apply` button.
|
||||
|
||||
#### Configuration
|
||||
|
||||
PMR can be configured via the `Assets > External Dependency Manager > Package
|
||||
Manager Resolver > Settings` menu option:
|
||||
|
||||
* `Add package registries` when enabled, when the plugin loads or registry
|
||||
configuration files change, this will prompt the user to add registries that
|
||||
are not present in the Package Manager.
|
||||
|
||||
* `Prompt to add package registries` will cause a developer to be prompted
|
||||
with a window that will ask for confirmation before adding registries. When
|
||||
this is disabled registries are added silently to the project.
|
||||
|
||||
* `Prompt to migrate packages` will cause a developer to be prompted with a
|
||||
window that will ask for confirmation before migrating packages installed in
|
||||
the `Assets` directory to PM packages.
|
||||
|
||||
* `Enable Analytics Reporting` when enabled, reports the use of the plugin to
|
||||
the developers so they can make imrpovements.
|
||||
|
||||
* `Verbose logging` when enabled prints debug information to the console which
|
||||
can be useful when filing bug reports.
|
||||
|
||||
### Version Handler
|
||||
|
||||
The Version Handler component of this plugin manages:
|
||||
|
||||
* Shared Unity plugin dependencies.
|
||||
|
||||
* Upgrading Unity plugins by cleaning up old files from previous versions.
|
||||
|
||||
* Uninstallation of plugins that are distributed with manifest files.
|
||||
|
||||
* Restoration of plugin assets to their original install locations if assets
|
||||
are tagged with the `exportpath` label.
|
||||
|
||||
Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
|
||||
to enable/disable components, rename and delete asset files it does not work
|
||||
with Package Manager installed packages. It's still possible to include EDM4U in
|
||||
Package Manager packages, the Version Handler component simply won't do anything
|
||||
to PM plugins in this case.
|
||||
|
||||
#### Using Version Handler Managed Plugins
|
||||
|
||||
If a plugin is imported at multiple different versions into a project, if the
|
||||
Version Handler is enabled, it will automatically check all managed assets to
|
||||
determine the set of assets that are out of date and assets that should be
|
||||
removed. To disable automatic checking managed assets disable the `Enable
|
||||
version management` option in the `Assets > External Dependency Manager >
|
||||
Version Handler > Settings` menu.
|
||||
|
||||
If version management is disabled, it's possible to check managed assets
|
||||
manually using the `Assets > External Dependency Manager > Version Handler >
|
||||
Update` menu option.
|
||||
|
||||
##### Listing Managed Plugins
|
||||
|
||||
Plugins managed by the Version Handler, those that ship with manifest files, can
|
||||
displayed using the `Assets > External Dependency Manager > Version Handler >
|
||||
Display Managed Packages` menu option. The list of plugins are written to the
|
||||
console window along with the set of files used by each plugin.
|
||||
|
||||
##### Uninstalling Managed Plugins
|
||||
|
||||
Plugins managed by the Version Handler, those that ship with manifest files, can
|
||||
be removed using the `Assets > External Dependency Manager > Version Handler >
|
||||
Uninstall Managed Packages` menu option. This operation will display a window
|
||||
that allows a developer to select a set of plugins to remove which will remove
|
||||
all files owned by each plugin excluding those that are in use by other
|
||||
installed plugins.
|
||||
|
||||
Files managed by the Version Handler, those labeled with the `gvh` asset label,
|
||||
can be checked to see whether anything needs to be upgraded, disabled or removed
|
||||
using the `Assets > External Dependency Manager > Version Handler > Update` menu
|
||||
option.
|
||||
|
||||
##### Restore Install Paths
|
||||
|
||||
Some developers move assets around in their project which can make it harder for
|
||||
plugin maintainers to debug issues if this breaks Unity's
|
||||
[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. If
|
||||
assets are labeled with their original install/export path (see
|
||||
`gvhp_exportpath` below), Version Handler can restore assets to their original
|
||||
locations when using the `Assets > External Dependency Manager > Version
|
||||
Handler > Move Files To Install Locations` menu option.
|
||||
|
||||
##### Settings
|
||||
|
||||
Some behavior of the Version Handler can be configured via the `Assets >
|
||||
External Dependency Manager > Version Handler > Settings` menu option.
|
||||
|
||||
* `Enable version management` controls whether the plugin should automatically
|
||||
check asset versions and apply changes. If this is disabled the process
|
||||
should be run manually when installing or upgrading managed plugins using
|
||||
`Assets > External Dependency Manager > Version Handler > Update`.
|
||||
|
||||
* `Rename to canonical filenames` is a legacy option that will rename files to
|
||||
remove version numbers and other labels from filenames.
|
||||
|
||||
* `Prompt for obsolete file deletion` enables the display of a window when
|
||||
obsolete files are deleted allowing the developer to select which files to
|
||||
delete and those to keep.
|
||||
|
||||
* `Allow disabling files via renaming` controls whether obsolete or disabled
|
||||
files should be disabled by renaming them to `myfilename_DISABLED`. Renaming
|
||||
to disable files is required in some scenarios where Unity doesn't support
|
||||
removing files from the build via the PluginImporter.
|
||||
|
||||
* `Enable Analytics Reporting` enables/disables usage reporting to plugin
|
||||
developers to improve the product.
|
||||
|
||||
* `Verbose logging` enables *very* noisy log output that is useful for
|
||||
debugging while filing a bug report or building a new managed plugin.
|
||||
|
||||
* `Use project settings` saves settings for the plugin in the project rather
|
||||
than system-wide.
|
||||
|
||||
#### Redistributing a Managed Plugin
|
||||
|
||||
The Version Handler employs a couple of methods for managing version selection,
|
||||
upgrade and removal of plugins.
|
||||
|
||||
* Each plugin can ship with a manifest file that lists the files it includes.
|
||||
This makes it possible for Version Handler to calculate the difference in
|
||||
assets between the most recent release of a plugin and the previous release
|
||||
installed in a project. If a files are removed the Version Handler will
|
||||
prompt the user to clean up obsolete files.
|
||||
|
||||
* Plugins can ship using assets with unique names, unique GUIDs and version
|
||||
number labels. Version numbers can be attached to assets using labels or
|
||||
added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
|
||||
This allows the Version Handler to determine which set of files are the same
|
||||
file at different versions, select the most recent version and prompt the
|
||||
developer to clean up old versions.
|
||||
|
||||
Unity plugins can be managed by the Version Handler using the following steps:
|
||||
|
||||
1. Add the `gvh` asset label to each asset (file) you want Version Handler to
|
||||
manage.
|
||||
|
||||
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
|
||||
version of the plugin you're releasing (e.g 1.2.3).
|
||||
|
||||
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
|
||||
export path of the file when the `.unitypackage` is created. This is used to
|
||||
track files if they're moved around in a project by developers.
|
||||
|
||||
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your plugin
|
||||
and disable `editor` as a target platform for the DLL. The Version Handler
|
||||
will enable the most recent version of this DLL when the plugin is imported.
|
||||
|
||||
1. Optional: If your plugin is included in other Unity plugins, you should add
|
||||
the version number to each filename and change the GUID of each asset. This
|
||||
allows multiple versions of your plugin to be imported into a Unity project,
|
||||
with the Version Handler component activating only the most recent version.
|
||||
|
||||
1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` that
|
||||
lists all the files in your plugin relative to the project root. Then add
|
||||
the `gvh_manifest` label to the asset to indicate this file is a plugin
|
||||
manifest.
|
||||
|
||||
1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file to
|
||||
provide a human readable name for your package. If this isn't provided the
|
||||
name of the manifest file will be used as the package name. NAME can match
|
||||
the pattern `[0-9]+[a-zA-Z -]` where a leading integer will set the priority
|
||||
of the name where `0` is the highest priority and preferably used as the
|
||||
display name. The lowest value (i.e highest priority name) will be used as
|
||||
the display name and all other specified names will be aliases of the
|
||||
display name. Aliases can refer to previous names of the package allowing
|
||||
renaming across published versions.
|
||||
|
||||
1. Redistribute EDM4U Unity plugin with your plugin. See the
|
||||
[Plugin Redistribution](#plugin-redistribution) section for details.
|
||||
|
||||
If you follow these steps:
|
||||
|
||||
* When users import a newer version of your plugin, files referenced by the
|
||||
older version's manifest are cleaned up.
|
||||
|
||||
* The latest version of the plugin will be selected when users import multiple
|
||||
packages that include your plugin, assuming the steps in
|
||||
[Plugin Redistribution](#plugin-redistribution) are followed.
|
||||
|
||||
## Background
|
||||
|
||||
Many Unity plugins have dependencies upon Android specific libraries, iOS
|
||||
CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
|
||||
This causes the following problems:
|
||||
|
||||
* Integrating platform specific (e.g Android and iOS) libraries within a Unity
|
||||
project can be complex and a burden on a Unity plugin maintainer.
|
||||
* The process of resolving conflicting dependencies on platform specific
|
||||
libraries is pushed to the developer attempting to use a Unity plugin. The
|
||||
developer trying to use your plugin is very likely to give up when faced
|
||||
with Android or iOS specific build errors.
|
||||
* The process of resolving conflicting Unity plugins (due to shared Unity
|
||||
plugin components) is pushed to the developer attempting to use your Unity
|
||||
plugin. In an effort to resolve conflicts, the developer will very likely
|
||||
attempt to resolve problems by deleting random files in your plugin, report
|
||||
bugs when that doesn't work and finally give up.
|
||||
|
||||
EDM4U provides solutions for each of these problems.
|
||||
|
||||
### Android Dependency Management
|
||||
|
||||
The *Android Resolver* component of this plugin will download and integrate
|
||||
Android library dependencies and handle any conflicts between plugins that share
|
||||
the same dependencies.
|
||||
|
||||
Without the Android Resolver, typically Unity plugins bundle their AAR and JAR
|
||||
dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play
|
||||
Games Android library would redistribute the library and its transitive
|
||||
dependencies in the folder `SomePlugin/Android/`. When a user imports
|
||||
`SomeOtherPlugin` that includes the same libraries (potentially at different
|
||||
versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
|
||||
`SomeOtherPlugin` will see an error when building for Android that can be hard
|
||||
to interpret.
|
||||
|
||||
Using the Android Resolver to manage Android library dependencies:
|
||||
|
||||
* Solves Android library conflicts between plugins.
|
||||
* Handles all of the various processing steps required to use Android
|
||||
libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions
|
||||
of Unity have - at best - partial support for AARs.
|
||||
* (Experimental) Supports minification of included Java components without
|
||||
exporting a project.
|
||||
|
||||
### iOS Dependency Management
|
||||
|
||||
The *iOS Resolver* component of this plugin integrates with
|
||||
[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries and
|
||||
frameworks into the Xcode project Unity generates when building for iOS. Using
|
||||
CocoaPods allows multiple plugins to utilize shared components without forcing
|
||||
developers to fix either duplicate or incompatible versions of libraries
|
||||
included through multiple Unity plugins in their project.
|
||||
|
||||
### Package Manager Registry Setup
|
||||
|
||||
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes
|
||||
use of [NPM](https://www.npmjs.com/) registry servers for package hosting and
|
||||
provides ways to discover, install, upgrade and uninstall packages. This makes
|
||||
it easier for developers to manage plugins within their projects.
|
||||
|
||||
However, installing additional package registries requires a few manual steps
|
||||
that can potentially be error prone. The *Package Manager Resolver* component of
|
||||
this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html)
|
||||
to provide a way to auto-install PM package registries when a `.unitypackage` is
|
||||
installed which allows plugin maintainers to ship a `.unitypackage` that can
|
||||
provide access to their own PM registry server to make it easier for developers
|
||||
to manage their plugins.
|
||||
|
||||
### Unity Plugin Version Management
|
||||
|
||||
Finally, the *Version Handler* component of this plugin simplifies the process
|
||||
of managing transitive dependencies of Unity plugins and each plugin's upgrade
|
||||
process.
|
||||
|
||||
For example, without the Version Handler plugin, if:
|
||||
|
||||
* Unity plugin `SomePlugin` includes `EDM4U` plugin at version 1.1.
|
||||
* Unity plugin `SomeOtherPlugin` includes `EDM4U` plugin at version 1.2.
|
||||
|
||||
The version of `EDM4U` included in the developer's project depends upon the
|
||||
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
|
||||
|
||||
This results in:
|
||||
|
||||
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
|
||||
is imported.
|
||||
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin`
|
||||
is imported.
|
||||
|
||||
The Version Handler solves the problem of managing transitive dependencies by:
|
||||
|
||||
* Specifying a set of packaging requirements that enable a plugin at different
|
||||
versions to be imported into a Unity project.
|
||||
* Providing activation logic that selects the latest version of a plugin
|
||||
within a project.
|
||||
|
||||
When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
|
||||
`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
|
||||
version activated in a developer's Unity project.
|
||||
|
||||
Plugin creators are encouraged to adopt this library to ease integration for
|
||||
their customers. For more information about integrating EDM4U into your own
|
||||
plugin, see the [Plugin Redistribution](#plugin-redistribution) section of this
|
||||
document.
|
||||
|
||||
## Analytics
|
||||
|
||||
The External Dependency Manager for Unity plugin by default logs usage to Google
|
||||
Analytics. The purpose of the logging is to quantitatively measure the usage of
|
||||
functionality, to gather reports on integration failures and to inform future
|
||||
improvements to the developer experience of the External Dependency Manager
|
||||
plugin. Note that the analytics collected are limited to the scope of the EDM4U
|
||||
plugin’s usage.
|
||||
|
||||
For details of what is logged, please refer to the usage of
|
||||
`EditorMeasurement.Report()` in the source code.
|
||||
|
||||
## Plugin Redistribution
|
||||
|
||||
If you are a package maintainer and your package depends on EDM4U, it is highly
|
||||
recommended to use the UPM format and add EDM4U as a dependency. If you must
|
||||
include it in your `.unitypackage`, redistributing `EDM4U` inside your own
|
||||
plugin might ease the integration process for your users.
|
||||
|
||||
If you wish to redistribute `EDM4U` inside your plugin, you **must** follow
|
||||
these steps when importing the `external-dependency-manager-*.unitypackage`, and
|
||||
when exporting your own plugin package:
|
||||
|
||||
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
|
||||
project by
|
||||
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
||||
ensuring that you add the `-gvh_disable` option.
|
||||
1. Export your plugin by
|
||||
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html),
|
||||
ensuring that you:
|
||||
- Include the contents of the `Assets/PlayServicesResolver` and
|
||||
`Assets/ExternalDependencyManager` directory.
|
||||
- Add the `-gvh_disable` option.
|
||||
|
||||
You **must** specify the `-gvh_disable` option in order for the Version Handler
|
||||
to work correctly!
|
||||
|
||||
For example, the following command will import the
|
||||
`external-dependency-manager-1.2.46.0.unitypackage` into the project
|
||||
`MyPluginProject` and export the entire Assets folder to
|
||||
`MyPlugin.unitypackage`:
|
||||
|
||||
```shell
|
||||
Unity -gvh_disable \
|
||||
-batchmode \
|
||||
-importPackage external-dependency-manager-1.2.46.0.unitypackage \
|
||||
-projectPath MyPluginProject \
|
||||
-exportPackage Assets MyPlugin.unitypackage \
|
||||
-quit
|
||||
```
|
||||
|
||||
### Background
|
||||
|
||||
The *Version Handler* component relies upon deferring the load of editor DLLs so
|
||||
that it can run first and determine the latest version of a plugin component to
|
||||
activate. The build of `EDM4U` plugin has Unity asset metadata that is
|
||||
configured so that the editor components are not initially enabled when it's
|
||||
imported into a Unity project. To maintain this configuration when importing the
|
||||
`mobile-dependency-resolver.unitypackage` into a Unity plugin project, you
|
||||
*must* specify the command line option `-gvh_disable` which will prevent the
|
||||
Version Handler component from running and changing the Unity asset metadata.
|
||||
|
||||
## Building from Source
|
||||
|
||||
To build this plugin from source you need the following tools installed: * Unity
|
||||
2021 and below (with iOS and Android modules installed) * Java 11
|
||||
|
||||
You can build the plugin by running the following from your shell (Linux / OSX):
|
||||
|
||||
```shell
|
||||
./gradlew build
|
||||
|
||||
```
|
||||
|
||||
or Windows:
|
||||
|
||||
```shell
|
||||
./gradlew.bat build
|
||||
```
|
||||
|
||||
If Java 11 is not your default Java command, add
|
||||
`-Dorg.gradle.java.home=<PATH_TO_JAVA_HOME>` to the command above.
|
||||
|
||||
## Testing
|
||||
|
||||
You can run the tests by running the following from your shell (Linux / OSX):
|
||||
|
||||
```shell
|
||||
./gradlew test
|
||||
```
|
||||
|
||||
or Windows:
|
||||
|
||||
```shell
|
||||
./gradlew.bat test
|
||||
```
|
||||
|
||||
The following properties can be set to narrow down the tests to run or change
|
||||
the test run behavior.
|
||||
|
||||
* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable
|
||||
interactive mode tests, which requires GPU on the machine. Otherwise, only
|
||||
run tests in the batch mode.
|
||||
* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every
|
||||
type of the test. To narrow down the types of test to run, set this
|
||||
properties with a list of case-insensitive type strings separated by comma.
|
||||
For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only
|
||||
Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for
|
||||
available options.
|
||||
* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none.
|
||||
To add types of tests to exclude, set this properties with a list of
|
||||
case-insensitive type strings separated by comma. For instance,
|
||||
`-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and
|
||||
NUnit tests. See `TestTypeEnum` in `build.gradle` for available options.
|
||||
* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the
|
||||
tests for every modules. To narrow down modules to test, set this properties
|
||||
with a list of case-insensitive module strings separated by comma. For
|
||||
instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests
|
||||
for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle`
|
||||
for available options.
|
||||
* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude
|
||||
none. To add modules to exclude, set this properties with a list of
|
||||
case-insensitive module strings separated by comma. For instance,
|
||||
`-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any
|
||||
modules other than tools and Android Resolver. See `TestModuleEnum` in
|
||||
`build.gradle` for available options.
|
||||
* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To
|
||||
add tests to exclude, set this properties with a list of case-insensitive
|
||||
test names separated by comma. For instance,
|
||||
`-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests
|
||||
except the tests with name of `testGenGuids` and `testDownloadArtifacts`.
|
||||
* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to
|
||||
continue running the next test when the current one fails. Otherwise, the
|
||||
build script stops whenever any test fails.
|
||||
|
||||
For instance, by running the following command, it only runs the Unity
|
||||
integration tests that does not requires GPU, but exclude tests for Android
|
||||
Resolver module and iOS Resolver module.
|
||||
|
||||
```shell
|
||||
./gradlew test \
|
||||
-PINTERACTIVE_MODE_TESTS_ENABLED=0 \
|
||||
-PINCLUDE_TEST_TYPES="Integration" \
|
||||
-PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver"
|
||||
```
|
||||
|
||||
## Releasing
|
||||
|
||||
Each time a new build of this plugin is checked into the source tree you need to
|
||||
do the following:
|
||||
|
||||
* Bump the plugin version variable `pluginVersion` in `build.gradle`
|
||||
* Update `CHANGELOG.md` with the new version number and changes included in
|
||||
the release.
|
||||
* Build the release using `./gradlew release` which performs the following:
|
||||
* Updates `external-dependency-manager-*.unitypackage`
|
||||
* Copies the unpacked plugin to the `exploded` directory.
|
||||
* Updates template metadata files in the `plugin` directory. The GUIDs of
|
||||
all asset metadata is modified due to the version number change. Each
|
||||
file within the plugin is versioned to allow multiple versions of the
|
||||
plugin to be imported into a Unity project which allows the most recent
|
||||
version to be activated by the Version Handler component.
|
||||
* Create release commit using `./gradlew gitCreateReleaseCommit` which
|
||||
performs `git commit -a -m "description from CHANGELOG.md"`
|
||||
* Once the release commit is merge, tag the release using `./gradlew
|
||||
gitTagRelease` which performs the following:
|
||||
* `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
|
||||
* Update tags on remote branch using `git push --tag REMOTE HEAD:master`
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eda60a5e280441219d51748b60eaf0b7
|
||||
labels:
|
||||
- gvh_version-1.2.185
|
||||
- gvhp_exportpath-ExternalDependencyManager/Editor/README.md
|
||||
- gvh
|
||||
timeCreated: 1584567712
|
||||
licenseType: Pro
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,13 @@
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.IOSResolver.dll
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.IOSResolver.pdb
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.JarResolver.dll
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.JarResolver.pdb
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.PackageManagerResolver.dll
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.PackageManagerResolver.pdb
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.VersionHandlerImpl.dll
|
||||
Assets/MobileDependencyResolver/Editor/1.2.185/Google.VersionHandlerImpl.pdb
|
||||
Assets/MobileDependencyResolver/Editor/CHANGELOG.md
|
||||
Assets/MobileDependencyResolver/Editor/Google.VersionHandler.dll
|
||||
Assets/MobileDependencyResolver/Editor/Google.VersionHandler.pdb
|
||||
Assets/MobileDependencyResolver/Editor/LICENSE
|
||||
Assets/MobileDependencyResolver/Editor/README.md
|
||||
@@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e590a4aab514d859dd0ac8982d9e78c
|
||||
labels:
|
||||
- gvh_version-1.2.185
|
||||
- gvhp_exportpath-MobileDependencyResolver/Editor/mobile-dependency-resolver_version-1.2.185_manifest.txt
|
||||
- gvh
|
||||
- gvh_manifest
|
||||
- gvhp_manifestname-0External Dependency Manager
|
||||
- gvhp_manifestname-play-services-resolver
|
||||
timeCreated: 1474401009
|
||||
licenseType: Pro
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,7 +13,7 @@ OcclusionCullingSettings:
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
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serializedVersion: 9
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serializedVersion: 10
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m_Fog: 0
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m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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m_FogMode: 3
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||||
@@ -38,13 +38,12 @@ RenderSettings:
|
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m_ReflectionIntensity: 1
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m_CustomReflection: {fileID: 0}
|
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
|
||||
LightmapSettings:
|
||||
m_ObjectHideFlags: 0
|
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serializedVersion: 12
|
||||
m_GIWorkflowMode: 1
|
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serializedVersion: 13
|
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m_BakeOnSceneLoad: 0
|
||||
m_GISettings:
|
||||
serializedVersion: 2
|
||||
m_BounceScale: 1
|
||||
@@ -67,9 +66,6 @@ LightmapSettings:
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m_LightmapParameters: {fileID: 0}
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m_LightmapsBakeMode: 1
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m_TextureCompression: 1
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m_FinalGather: 0
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m_FinalGatherFiltering: 1
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m_FinalGatherRayCount: 256
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m_ReflectionCompression: 2
|
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m_MixedBakeMode: 2
|
||||
m_BakeBackend: 1
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||||
@@ -293,20 +289,23 @@ MonoBehaviour:
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m_VerticalAlignment: 512
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m_textAlignment: 65535
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m_characterSpacing: 0
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m_characterHorizontalScale: 1
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m_wordSpacing: 0
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m_lineSpacing: 0
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_charWidthMaxAdj: 0
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m_enableWordWrapping: 1
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checkPaddingRequired: 0
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
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m_parseCtrlCharacters: 1
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||||
m_isOrthographic: 1
|
||||
m_isCullingEnabled: 0
|
||||
@@ -434,6 +433,7 @@ Canvas:
|
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m_OverridePixelPerfect: 0
|
||||
m_SortingBucketNormalizedSize: 0
|
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m_VertexColorAlwaysGammaSpace: 0
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m_UseReflectionProbes: 0
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m_AdditionalShaderChannelsFlag: 25
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m_UpdateRectTransformForStandalone: 0
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m_SortingLayerID: 0
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@@ -915,8 +915,8 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 120.97, y: 335}
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m_SizeDelta: {x: 360.9883, y: 82.0468}
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m_AnchoredPosition: {x: 139.55057, y: 335}
|
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m_SizeDelta: {x: 398.1496, y: 82.0468}
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||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &1237552950
|
||||
MonoBehaviour:
|
||||
@@ -938,7 +938,7 @@ MonoBehaviour:
|
||||
m_OnCullStateChanged:
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||||
m_PersistentCalls:
|
||||
m_Calls: []
|
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m_text: Goblin's Bounty
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m_text: Gnome's Bounty
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
|
||||
@@ -976,20 +976,23 @@ MonoBehaviour:
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||||
m_VerticalAlignment: 256
|
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m_textAlignment: 65535
|
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m_characterSpacing: 0
|
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m_characterHorizontalScale: 1
|
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m_wordSpacing: 0
|
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m_lineSpacing: 0
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_charWidthMaxAdj: 0
|
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m_enableWordWrapping: 1
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m_TextWrappingMode: 1
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m_wordWrappingRatios: 0.4
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m_overflowMode: 0
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m_linkedTextComponent: {fileID: 0}
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 1
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m_ActiveFontFeatures: 6e72656b
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m_enableExtraPadding: 0
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checkPaddingRequired: 0
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
|
||||
m_parseCtrlCharacters: 1
|
||||
m_isOrthographic: 1
|
||||
m_isCullingEnabled: 0
|
||||
@@ -1001,7 +1004,7 @@ MonoBehaviour:
|
||||
m_VertexBufferAutoSizeReduction: 0
|
||||
m_useMaxVisibleDescender: 1
|
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m_pageToDisplay: 1
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_margin: {x: 0, y: 0, z: -0.00012207031, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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@@ -1112,20 +1115,23 @@ MonoBehaviour:
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||||
m_VerticalAlignment: 512
|
||||
m_textAlignment: 65535
|
||||
m_characterSpacing: 0
|
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m_characterHorizontalScale: 1
|
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m_wordSpacing: 0
|
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m_lineSpacing: 0
|
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m_lineSpacingMax: 0
|
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m_paragraphSpacing: 0
|
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m_charWidthMaxAdj: 0
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m_enableWordWrapping: 1
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m_TextWrappingMode: 1
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m_wordWrappingRatios: 0.4
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m_overflowMode: 0
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m_linkedTextComponent: {fileID: 0}
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 1
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m_ActiveFontFeatures: 6e72656b
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m_enableExtraPadding: 0
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checkPaddingRequired: 0
|
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
|
||||
m_parseCtrlCharacters: 1
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||||
m_isOrthographic: 1
|
||||
m_isCullingEnabled: 0
|
||||
@@ -1246,20 +1252,23 @@ MonoBehaviour:
|
||||
m_VerticalAlignment: 512
|
||||
m_textAlignment: 65535
|
||||
m_characterSpacing: 0
|
||||
m_characterHorizontalScale: 1
|
||||
m_wordSpacing: 0
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||||
m_lineSpacing: 0
|
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m_lineSpacingMax: 0
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m_paragraphSpacing: 0
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m_charWidthMaxAdj: 0
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m_enableWordWrapping: 1
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m_TextWrappingMode: 1
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m_wordWrappingRatios: 0.4
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m_overflowMode: 0
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m_linkedTextComponent: {fileID: 0}
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parentLinkedComponent: {fileID: 0}
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m_enableKerning: 1
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m_ActiveFontFeatures: 6e72656b
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m_enableExtraPadding: 0
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checkPaddingRequired: 0
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m_isRichText: 1
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m_EmojiFallbackSupport: 1
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||||
m_parseCtrlCharacters: 1
|
||||
m_isOrthographic: 1
|
||||
m_isCullingEnabled: 0
|
||||
|
||||
@@ -87,15 +87,15 @@ public abstract class Character : MonoBehaviour
|
||||
if (isAllowVertical)
|
||||
{
|
||||
SetClimbingAnimation(v_movement != 0);
|
||||
_body.velocity = new Vector2(h_movement * _movementSpeed, v_movement * _movementSpeed);
|
||||
_body.linearVelocity = new Vector2(h_movement * _movementSpeed, v_movement * _movementSpeed);
|
||||
}
|
||||
else{
|
||||
_body.velocity = new Vector2(h_movement * _movementSpeed, _body.velocity.y);
|
||||
_body.linearVelocity = new Vector2(h_movement * _movementSpeed, _body.linearVelocity.y);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_body.velocity = new Vector2(h_movement * _movementSpeed, _body.velocity.y);
|
||||
_body.linearVelocity = new Vector2(h_movement * _movementSpeed, _body.linearVelocity.y);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -115,12 +115,12 @@ public abstract class Character : MonoBehaviour
|
||||
}
|
||||
if (_isFalling)
|
||||
{
|
||||
_body.velocity = new Vector2(0, _body.velocity.y);
|
||||
_body.linearVelocity = new Vector2(0, _body.linearVelocity.y);
|
||||
SetWalkingAnimation(false);
|
||||
|
||||
if (block?.ElementSO.ElementType == MapElementType.Ladder)
|
||||
{
|
||||
_body.velocity = Vector2.zero;
|
||||
_body.linearVelocity = Vector2.zero;
|
||||
_isOnLadder = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : Character
|
||||
public class PlayerController : Character
|
||||
{
|
||||
[SerializeField]
|
||||
private Transform _hammerSpawnPoint;
|
||||
@@ -13,15 +13,6 @@ public class Player : Character
|
||||
[SerializeField]
|
||||
private Sprite _noHammerSprite;
|
||||
|
||||
public int Lives=3;
|
||||
|
||||
private int _hammerSpeed = 5;
|
||||
|
||||
private int _totalCoins = 0;
|
||||
private bool _hasKey = false;
|
||||
|
||||
public int TotalCoins => _totalCoins;
|
||||
|
||||
public static Player Instance { get; private set; }
|
||||
|
||||
private GameObject _hammer;
|
||||
@@ -30,7 +21,8 @@ public class Player : Character
|
||||
|
||||
public event EventHandler<TreasureType> OnPlayerTakeItem;
|
||||
|
||||
private InputActions _inputActions;
|
||||
private InputManager _inputManager;
|
||||
private PlayerState _playerState;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -40,44 +32,23 @@ public class Player : Character
|
||||
Debug.Log("There's more than one player instance");
|
||||
return;
|
||||
}
|
||||
PlayerPrefs.SetString("lastExitName", string.Empty);
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
_inputActions = new InputActions();
|
||||
_inputManager = new InputManager();
|
||||
_playerState = GetComponent<PlayerState>();
|
||||
|
||||
_inputManager.OnMovementInput += OnMovementInput;
|
||||
_inputManager.OnFireButtonPressed += OnFireButtonPressed;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_inputActions.Enable();
|
||||
_inputManager.Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_inputActions.Disable();
|
||||
}
|
||||
|
||||
public void AddCoin()
|
||||
{
|
||||
_totalCoins++;
|
||||
OnPlayerTakeItem?.Invoke(this,TreasureType.Coin);
|
||||
print($"player have {_totalCoins} coins");
|
||||
}
|
||||
|
||||
public void SetKey()
|
||||
{
|
||||
OnPlayerTakeItem?.Invoke(this, TreasureType.Key);
|
||||
print($"player have key");
|
||||
_hasKey = true;
|
||||
}
|
||||
|
||||
public void RemoveKey()
|
||||
{
|
||||
_hasKey = false;
|
||||
}
|
||||
|
||||
public bool IsHasKey()
|
||||
{
|
||||
return _hasKey;
|
||||
_inputManager.Disable();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -88,20 +59,16 @@ public class Player : Character
|
||||
_isHoldingHammer = true;
|
||||
}
|
||||
|
||||
if (FireButtonPressed() && !_isFalling)
|
||||
{
|
||||
if (_hammer == null)
|
||||
{
|
||||
_animator.SetTrigger("Body_ThrowHammer");
|
||||
}
|
||||
}
|
||||
var move = _inputActions.Player.Movement.ReadValue<Vector2>();
|
||||
var move = _inputManager.OnMovementInput.ReadValue<Vector2>();
|
||||
base.MoveTo(move.x, isAllowVertical ? move.y : 0);
|
||||
}
|
||||
|
||||
private bool FireButtonPressed()
|
||||
private void OnFireButtonPressed()
|
||||
{
|
||||
return _inputActions.Player.Fire.triggered && _inputActions.Player.Fire.ReadValue<float>() > 0;
|
||||
if (_hammer == null)
|
||||
{
|
||||
_animator.SetTrigger("Body_ThrowHammer");
|
||||
}
|
||||
}
|
||||
|
||||
public void ThrowHammerObject()
|
||||
@@ -110,14 +77,14 @@ public class Player : Character
|
||||
_spriteRenderer.sprite = _noHammerSprite;
|
||||
_hammer = Instantiate(_hammerPrefab, _hammerSpawnPoint.position, _hammerSpawnPoint.rotation);
|
||||
_hammer.transform.localScale = new Vector2(_hammer.transform.localScale.x * (_facingRight ? 1 : -1), _hammer.transform.localScale.y);
|
||||
_hammer.GetComponent<Rigidbody2D>().velocity = new Vector2(gameObject.transform.localScale.x * _hammerSpeed, 0);
|
||||
_hammer.GetComponent<Rigidbody2D>().linearVelocity = new Vector2(gameObject.transform.localScale.x * _hammerSpeed, 0);
|
||||
}
|
||||
|
||||
protected override void SetWalkingAnimation(bool isWalking)
|
||||
{
|
||||
_bonesBack.SetActive(false);
|
||||
_bonesSide.SetActive(true);
|
||||
_animator.SetBool("Legs_Walk",isWalking);
|
||||
_animator.SetBool("Legs_Walk", isWalking);
|
||||
_animator.SetBool("Body_Walk", isWalking);
|
||||
}
|
||||
|
||||
@@ -133,11 +100,11 @@ public class Player : Character
|
||||
|
||||
protected void OnDeath()
|
||||
{
|
||||
Lives--;
|
||||
|
||||
if (Lives==0)
|
||||
_playerState.Lives--;
|
||||
|
||||
if (_playerState.Lives == 0)
|
||||
{
|
||||
print("game over");
|
||||
Debug.Log("Game over");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -21,14 +21,9 @@ public class EnemyAI : Character
|
||||
|
||||
float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
|
||||
|
||||
|
||||
if (verticalDistance > 0.1f && isCanClimbUp && isAllowVertical)
|
||||
if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown))
|
||||
{
|
||||
vertical = VerticalMove(verticalDistance);
|
||||
}
|
||||
else if (verticalDistance < 0f && isAllowVertical && isCanGoDown)
|
||||
{
|
||||
vertical = VerticalMove(verticalDistance);
|
||||
vertical = Mathf.Sign(verticalDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -40,13 +35,16 @@ public class EnemyAI : Character
|
||||
{ horizontal = -1; }
|
||||
else if (directionToPlayer.x > 0)
|
||||
{ horizontal = 1; }
|
||||
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.T))
|
||||
{ vertical = 1; }
|
||||
if (Input.GetKey(KeyCode.G))
|
||||
{ vertical = -1; }
|
||||
|
||||
Debug.Log($"Enemy Position: {transform.position}, Player Position: {Player.Instance.transform.position}");
|
||||
Debug.Log($"Vertical Distance: {verticalDistance}, Vertical Movement: {vertical}");
|
||||
|
||||
base.MoveTo(horizontal, vertical);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||
// version 1.7.0
|
||||
// version 1.19.0
|
||||
// from Assets/Scripts/InputActions.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
@@ -15,12 +15,77 @@ using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
|
||||
/// <summary>
|
||||
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Scripts/InputActions.inputactions".
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// using namespace UnityEngine;
|
||||
/// using UnityEngine.InputSystem;
|
||||
///
|
||||
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
|
||||
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
|
||||
/// {
|
||||
/// private MyActions_Actions m_Actions; // Source code representation of asset.
|
||||
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
|
||||
///
|
||||
/// void Awake()
|
||||
/// {
|
||||
/// m_Actions = new MyActions_Actions(); // Create asset object.
|
||||
/// m_Player = m_Actions.Player; // Extract action map object.
|
||||
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
|
||||
/// }
|
||||
///
|
||||
/// void OnDestroy()
|
||||
/// {
|
||||
/// m_Actions.Dispose(); // Destroy asset object.
|
||||
/// }
|
||||
///
|
||||
/// void OnEnable()
|
||||
/// {
|
||||
/// m_Player.Enable(); // Enable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// void OnDisable()
|
||||
/// {
|
||||
/// m_Player.Disable(); // Disable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// #region Interface implementation of MyActions.IPlayerActions
|
||||
///
|
||||
/// // Invoked when "Move" action is either started, performed or canceled.
|
||||
/// public void OnMove(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
|
||||
/// }
|
||||
///
|
||||
/// // Invoked when "Attack" action is either started, performed or canceled.
|
||||
/// public void OnAttack(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
|
||||
/// }
|
||||
///
|
||||
/// #endregion
|
||||
/// }
|
||||
/// </code>
|
||||
/// </example>
|
||||
public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
|
||||
public InputActionAsset asset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
|
||||
public @InputActions()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
||||
""version"": 1,
|
||||
""name"": ""InputActions"",
|
||||
""maps"": [
|
||||
{
|
||||
@@ -190,57 +255,76 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||
m_Player_Fire = m_Player.FindAction("Fire", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@InputActions()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, InputActions.Player.Disable() has not been called.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
UnityEngine.Object.Destroy(asset);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||
public IEnumerator<InputAction> GetEnumerator()
|
||||
{
|
||||
return asset.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
@@ -251,17 +335,47 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
|
||||
private readonly InputAction m_Player_Movement;
|
||||
private readonly InputAction m_Player_Fire;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Player".
|
||||
/// </summary>
|
||||
public struct PlayerActions
|
||||
{
|
||||
private @InputActions m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public PlayerActions(@InputActions wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Player/Movement".
|
||||
/// </summary>
|
||||
public InputAction @Movement => m_Wrapper.m_Player_Movement;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Player/Fire".
|
||||
/// </summary>
|
||||
public InputAction @Fire => m_Wrapper.m_Player_Fire;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="PlayerActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="PlayerActions" />
|
||||
public void AddCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
|
||||
@@ -274,6 +388,13 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||
@Fire.canceled += instance.OnFire;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="PlayerActions" />
|
||||
private void UnregisterCallbacks(IPlayerActions instance)
|
||||
{
|
||||
@Movement.started -= instance.OnMovement;
|
||||
@@ -284,12 +405,25 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||
@Fire.canceled -= instance.OnFire;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
|
||||
public void RemoveCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
|
||||
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
|
||||
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
|
||||
public void SetCallbacks(IPlayerActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
|
||||
@@ -298,10 +432,30 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="PlayerActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public PlayerActions @Player => new PlayerActions(this);
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Player" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
|
||||
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
|
||||
public interface IPlayerActions
|
||||
{
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Movement" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnMovement(InputAction.CallbackContext context);
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Fire" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnFire(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
public class InputManager : MonoBehaviour
|
||||
{
|
||||
private InputActions _inputActions;
|
||||
|
||||
public event EventHandler<Vector2> OnMovementInput;
|
||||
public event EventHandler OnFireButtonPressed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_inputActions = new InputActions();
|
||||
_inputActions.Player.Movement.performed += ctx => OnMovementInput?.Invoke(ctx.ReadValue<Vector2>());
|
||||
_inputActions.Player.Fire.performed += ctx => OnFireButtonPressed?.Invoke();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_inputActions.Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_inputActions.Disable();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
public class PlayerState : MonoBehaviour
|
||||
{
|
||||
public int Lives = 3;
|
||||
public int TotalCoins { get; private set; }
|
||||
public bool HasKey { get; private set; }
|
||||
|
||||
public event EventHandler<TreasureType> OnPlayerTakeItem;
|
||||
|
||||
public void AddCoin()
|
||||
{
|
||||
TotalCoins++;
|
||||
OnPlayerTakeItem?.Invoke(this, TreasureType.Coin);
|
||||
Debug.Log($"Player has {TotalCoins} coins");
|
||||
}
|
||||
|
||||
public void SetKey()
|
||||
{
|
||||
HasKey = true;
|
||||
OnPlayerTakeItem?.Invoke(this, TreasureType.Key);
|
||||
Debug.Log("Player has key");
|
||||
}
|
||||
|
||||
public void RemoveKey()
|
||||
{
|
||||
HasKey = false;
|
||||
}
|
||||
}
|
||||
@@ -77,4 +77,4 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
version: 9
|
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