Project structure, add docs update unity version
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{
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"recommendations": [
|
||||||
|
"visualstudiotoolsforunity.vstuc"
|
||||||
|
]
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||||||
|
}
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||||||
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{
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"version": "0.2.0",
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|
"configurations": [
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|
{
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|
"name": "Attach to Unity",
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|
"type": "vstuc",
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|
"request": "attach"
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}
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]
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}
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{
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"files.exclude": {
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"**/.DS_Store": true,
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"build/": true,
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"Build/": true,
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"Library/": true,
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"Temp/": true
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},
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"dotnet.defaultSolution": "Gnome-s-Bounty.sln"
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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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||||||
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```
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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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||||||
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│ │ └── ExitDoorUI.cs
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||||||
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│ └── Utilities/
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||||||
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│ ├── TrollSpawner.cs
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||||||
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│ └── LevelManager.cs
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||||||
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├── Prefabs/
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||||||
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│ ├── Player.prefab
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||||||
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│ ├── Troll.prefab
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||||||
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│ ├── Axe.prefab
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||||||
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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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||||||
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│ │ ├── KeyCollect.mp3
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│ │ └── LevelComplete.mp3
|
||||||
|
├── Editor/
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||||||
|
│ ├── CustomEditorScripts/
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||||||
|
│ │ ├── PlayerControllerEditor.cs
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||||||
|
│ │ └── TrollControllerEditor.cs
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||||||
|
├── Documentation/
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||||||
|
│ └── Architecture.md
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||||||
|
└── README.md
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||||||
|
```
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||||||
|
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||||||
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## Key Components and Systems
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||||||
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||||||
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### Player Controller
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||||||
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- **Responsibilities**: Handles player movement (left/right, climbing, jumping).
|
||||||
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- **Interactions**: Interacts with the magical throwing axe.
|
||||||
|
|
||||||
|
### Troll Controller
|
||||||
|
- **Responsibilities**: Manages troll behavior (patrol, chase, stun recovery).
|
||||||
|
- **Spawning**: Spawns trolls from the troll cave.
|
||||||
|
|
||||||
|
### GameManager
|
||||||
|
- **Responsibilities**: Manages game state (level progression, score, lives).
|
||||||
|
|
||||||
|
### InputManager
|
||||||
|
- **Responsibilities**: Handles player input for movement and axe throwing.
|
||||||
|
|
||||||
|
### AudioManager
|
||||||
|
- **Responsibilities**: Plays sound effects and background music.
|
||||||
|
|
||||||
|
### UIManager
|
||||||
|
- **Responsibilities**: Manages the heads-up display (HUD) and UI elements like keys and exit doors.
|
||||||
|
|
||||||
|
### AxeThrower
|
||||||
|
- **Responsibilities**: Handles the mechanics of throwing the magical axe.
|
||||||
|
- **Stunning**: Stuns trolls and breaks blocks.
|
||||||
|
|
||||||
|
### BreakableBlock
|
||||||
|
- **Responsibilities**: Manages breakable blocks, including their destruction and sound effects.
|
||||||
|
|
||||||
|
### TreasureCollector
|
||||||
|
- **Responsibilities**: Tracks treasure collected by the player.
|
||||||
|
|
||||||
|
### TrollSpawner
|
||||||
|
- **Responsibilities**: Spawns trolls at timed intervals from the troll cave.
|
||||||
|
|
||||||
|
### LevelManager
|
||||||
|
- **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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@@ -0,0 +1,172 @@
|
|||||||
|
# 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
|
||||||
@@ -0,0 +1,7 @@
|
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|
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@@ -0,0 +1,98 @@
|
|||||||
|
# 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
|
||||||
|
- Animated UI frames
|
||||||
@@ -0,0 +1,7 @@
|
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|
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@@ -0,0 +1,175 @@
|
|||||||
|
# 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
|
||||||
|
- Hazard tiles
|
||||||
|
- 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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|
|
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|
"License" shall mean the terms and conditions for use, reproduction,
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|
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|
END OF TERMS AND CONDITIONS
|
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|
||||||
|
APPENDIX: How to apply the Apache License to your work.
|
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|
||||||
|
To apply the Apache License to your work, attach the following
|
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|
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|
||||||
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You may obtain a copy of the License at
|
||||||
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|
||||||
|
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|
||||||
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|
||||||
|
Unless required by applicable law or agreed to in writing, software
|
||||||
|
distributed under the License is distributed on an "AS IS" BASIS,
|
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|
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
|
||||||
|
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|
||||||
|
|
||||||
|
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
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|
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|
||||||
|
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 @@
|
|||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
- gvh_version-1.2.185
|
||||||
|
- gvhp_exportpath-ExternalDependencyManager/Editor/README.md
|
||||||
|
- gvh
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
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|
|||||||
|
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|
||||||
|
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
|
||||||
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|
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|
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||||||
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|
||||||
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|
||||||
|
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|
||||||
|
- gvh
|
||||||
|
- gvh_manifest
|
||||||
|
- gvhp_manifestname-0External Dependency Manager
|
||||||
|
- gvhp_manifestname-play-services-resolver
|
||||||
|
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@@ -938,7 +938,7 @@ MonoBehaviour:
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|
m_parseCtrlCharacters: 1
|
||||||
m_isOrthographic: 1
|
m_isOrthographic: 1
|
||||||
m_isCullingEnabled: 0
|
m_isCullingEnabled: 0
|
||||||
@@ -1246,20 +1252,23 @@ MonoBehaviour:
|
|||||||
m_VerticalAlignment: 512
|
m_VerticalAlignment: 512
|
||||||
m_textAlignment: 65535
|
m_textAlignment: 65535
|
||||||
m_characterSpacing: 0
|
m_characterSpacing: 0
|
||||||
|
m_characterHorizontalScale: 1
|
||||||
m_wordSpacing: 0
|
m_wordSpacing: 0
|
||||||
m_lineSpacing: 0
|
m_lineSpacing: 0
|
||||||
m_lineSpacingMax: 0
|
m_lineSpacingMax: 0
|
||||||
m_paragraphSpacing: 0
|
m_paragraphSpacing: 0
|
||||||
m_charWidthMaxAdj: 0
|
m_charWidthMaxAdj: 0
|
||||||
m_enableWordWrapping: 1
|
m_TextWrappingMode: 1
|
||||||
m_wordWrappingRatios: 0.4
|
m_wordWrappingRatios: 0.4
|
||||||
m_overflowMode: 0
|
m_overflowMode: 0
|
||||||
m_linkedTextComponent: {fileID: 0}
|
m_linkedTextComponent: {fileID: 0}
|
||||||
parentLinkedComponent: {fileID: 0}
|
parentLinkedComponent: {fileID: 0}
|
||||||
m_enableKerning: 1
|
m_enableKerning: 1
|
||||||
|
m_ActiveFontFeatures: 6e72656b
|
||||||
m_enableExtraPadding: 0
|
m_enableExtraPadding: 0
|
||||||
checkPaddingRequired: 0
|
checkPaddingRequired: 0
|
||||||
m_isRichText: 1
|
m_isRichText: 1
|
||||||
|
m_EmojiFallbackSupport: 1
|
||||||
m_parseCtrlCharacters: 1
|
m_parseCtrlCharacters: 1
|
||||||
m_isOrthographic: 1
|
m_isOrthographic: 1
|
||||||
m_isCullingEnabled: 0
|
m_isCullingEnabled: 0
|
||||||
|
|||||||
@@ -87,15 +87,15 @@ public abstract class Character : MonoBehaviour
|
|||||||
if (isAllowVertical)
|
if (isAllowVertical)
|
||||||
{
|
{
|
||||||
SetClimbingAnimation(v_movement != 0);
|
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{
|
else{
|
||||||
_body.velocity = new Vector2(h_movement * _movementSpeed, _body.velocity.y);
|
_body.linearVelocity = new Vector2(h_movement * _movementSpeed, _body.linearVelocity.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_body.velocity = new Vector2(h_movement * _movementSpeed, _body.velocity.y);
|
_body.linearVelocity = new Vector2(h_movement * _movementSpeed, _body.linearVelocity.y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -115,12 +115,12 @@ public abstract class Character : MonoBehaviour
|
|||||||
}
|
}
|
||||||
if (_isFalling)
|
if (_isFalling)
|
||||||
{
|
{
|
||||||
_body.velocity = new Vector2(0, _body.velocity.y);
|
_body.linearVelocity = new Vector2(0, _body.linearVelocity.y);
|
||||||
SetWalkingAnimation(false);
|
SetWalkingAnimation(false);
|
||||||
|
|
||||||
if (block?.ElementSO.ElementType == MapElementType.Ladder)
|
if (block?.ElementSO.ElementType == MapElementType.Ladder)
|
||||||
{
|
{
|
||||||
_body.velocity = Vector2.zero;
|
_body.linearVelocity = Vector2.zero;
|
||||||
_isOnLadder = true;
|
_isOnLadder = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Player : Character
|
public class PlayerController : Character
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Transform _hammerSpawnPoint;
|
private Transform _hammerSpawnPoint;
|
||||||
@@ -13,15 +13,6 @@ public class Player : Character
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Sprite _noHammerSprite;
|
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; }
|
public static Player Instance { get; private set; }
|
||||||
|
|
||||||
private GameObject _hammer;
|
private GameObject _hammer;
|
||||||
@@ -30,7 +21,8 @@ public class Player : Character
|
|||||||
|
|
||||||
public event EventHandler<TreasureType> OnPlayerTakeItem;
|
public event EventHandler<TreasureType> OnPlayerTakeItem;
|
||||||
|
|
||||||
private InputActions _inputActions;
|
private InputManager _inputManager;
|
||||||
|
private PlayerState _playerState;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -40,44 +32,23 @@ public class Player : Character
|
|||||||
Debug.Log("There's more than one player instance");
|
Debug.Log("There's more than one player instance");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
PlayerPrefs.SetString("lastExitName", string.Empty);
|
|
||||||
Instance = this;
|
Instance = this;
|
||||||
DontDestroyOnLoad(gameObject);
|
DontDestroyOnLoad(gameObject);
|
||||||
_inputActions = new InputActions();
|
_inputManager = new InputManager();
|
||||||
|
_playerState = GetComponent<PlayerState>();
|
||||||
|
|
||||||
|
_inputManager.OnMovementInput += OnMovementInput;
|
||||||
|
_inputManager.OnFireButtonPressed += OnFireButtonPressed;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
_inputActions.Enable();
|
_inputManager.Enable();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
_inputActions.Disable();
|
_inputManager.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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@@ -88,20 +59,16 @@ public class Player : Character
|
|||||||
_isHoldingHammer = true;
|
_isHoldingHammer = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (FireButtonPressed() && !_isFalling)
|
var move = _inputManager.OnMovementInput.ReadValue<Vector2>();
|
||||||
{
|
|
||||||
if (_hammer == null)
|
|
||||||
{
|
|
||||||
_animator.SetTrigger("Body_ThrowHammer");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
var move = _inputActions.Player.Movement.ReadValue<Vector2>();
|
|
||||||
base.MoveTo(move.x, isAllowVertical ? move.y : 0);
|
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()
|
public void ThrowHammerObject()
|
||||||
@@ -110,14 +77,14 @@ public class Player : Character
|
|||||||
_spriteRenderer.sprite = _noHammerSprite;
|
_spriteRenderer.sprite = _noHammerSprite;
|
||||||
_hammer = Instantiate(_hammerPrefab, _hammerSpawnPoint.position, _hammerSpawnPoint.rotation);
|
_hammer = Instantiate(_hammerPrefab, _hammerSpawnPoint.position, _hammerSpawnPoint.rotation);
|
||||||
_hammer.transform.localScale = new Vector2(_hammer.transform.localScale.x * (_facingRight ? 1 : -1), _hammer.transform.localScale.y);
|
_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)
|
protected override void SetWalkingAnimation(bool isWalking)
|
||||||
{
|
{
|
||||||
_bonesBack.SetActive(false);
|
_bonesBack.SetActive(false);
|
||||||
_bonesSide.SetActive(true);
|
_bonesSide.SetActive(true);
|
||||||
_animator.SetBool("Legs_Walk",isWalking);
|
_animator.SetBool("Legs_Walk", isWalking);
|
||||||
_animator.SetBool("Body_Walk", isWalking);
|
_animator.SetBool("Body_Walk", isWalking);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -133,11 +100,11 @@ public class Player : Character
|
|||||||
|
|
||||||
protected void OnDeath()
|
protected void OnDeath()
|
||||||
{
|
{
|
||||||
Lives--;
|
_playerState.Lives--;
|
||||||
|
|
||||||
if (Lives==0)
|
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;
|
float verticalDistance = Player.Instance.transform.position.y - transform.position.y;
|
||||||
|
|
||||||
|
if (Mathf.Abs(verticalDistance) > 0.1f && (isCanClimbUp || isCanGoDown))
|
||||||
if (verticalDistance > 0.1f && isCanClimbUp && isAllowVertical)
|
|
||||||
{
|
{
|
||||||
vertical = VerticalMove(verticalDistance);
|
vertical = Mathf.Sign(verticalDistance);
|
||||||
}
|
|
||||||
else if (verticalDistance < 0f && isAllowVertical && isCanGoDown)
|
|
||||||
{
|
|
||||||
vertical = VerticalMove(verticalDistance);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -40,13 +35,16 @@ public class EnemyAI : Character
|
|||||||
{ horizontal = -1; }
|
{ horizontal = -1; }
|
||||||
else if (directionToPlayer.x > 0)
|
else if (directionToPlayer.x > 0)
|
||||||
{ horizontal = 1; }
|
{ horizontal = 1; }
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Input.GetKey(KeyCode.T))
|
if (Input.GetKey(KeyCode.T))
|
||||||
{ vertical = 1; }
|
{ vertical = 1; }
|
||||||
if (Input.GetKey(KeyCode.G))
|
if (Input.GetKey(KeyCode.G))
|
||||||
{ vertical = -1; }
|
{ 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);
|
base.MoveTo(horizontal, vertical);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
//------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------
|
||||||
// <auto-generated>
|
// <auto-generated>
|
||||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||||
// version 1.7.0
|
// version 1.19.0
|
||||||
// from Assets/Scripts/InputActions.inputactions
|
// from Assets/Scripts/InputActions.inputactions
|
||||||
//
|
//
|
||||||
// Changes to this file may cause incorrect behavior and will be lost if
|
// 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;
|
||||||
using UnityEngine.InputSystem.Utilities;
|
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
|
public partial class @InputActions: IInputActionCollection2, IDisposable
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Provides access to the underlying asset instance.
|
||||||
|
/// </summary>
|
||||||
public InputActionAsset asset { get; }
|
public InputActionAsset asset { get; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Constructs a new instance.
|
||||||
|
/// </summary>
|
||||||
public @InputActions()
|
public @InputActions()
|
||||||
{
|
{
|
||||||
asset = InputActionAsset.FromJson(@"{
|
asset = InputActionAsset.FromJson(@"{
|
||||||
|
""version"": 1,
|
||||||
""name"": ""InputActions"",
|
""name"": ""InputActions"",
|
||||||
""maps"": [
|
""maps"": [
|
||||||
{
|
{
|
||||||
@@ -190,57 +255,76 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
|||||||
m_Player_Fire = m_Player.FindAction("Fire", throwIfNotFound: true);
|
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()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
UnityEngine.Object.Destroy(asset);
|
UnityEngine.Object.Destroy(asset);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||||
public InputBinding? bindingMask
|
public InputBinding? bindingMask
|
||||||
{
|
{
|
||||||
get => asset.bindingMask;
|
get => asset.bindingMask;
|
||||||
set => asset.bindingMask = value;
|
set => asset.bindingMask = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||||
public ReadOnlyArray<InputDevice>? devices
|
public ReadOnlyArray<InputDevice>? devices
|
||||||
{
|
{
|
||||||
get => asset.devices;
|
get => asset.devices;
|
||||||
set => asset.devices = value;
|
set => asset.devices = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||||
public bool Contains(InputAction action)
|
public bool Contains(InputAction action)
|
||||||
{
|
{
|
||||||
return asset.Contains(action);
|
return asset.Contains(action);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||||
public IEnumerator<InputAction> GetEnumerator()
|
public IEnumerator<InputAction> GetEnumerator()
|
||||||
{
|
{
|
||||||
return asset.GetEnumerator();
|
return asset.GetEnumerator();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||||
IEnumerator IEnumerable.GetEnumerator()
|
IEnumerator IEnumerable.GetEnumerator()
|
||||||
{
|
{
|
||||||
return GetEnumerator();
|
return GetEnumerator();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||||
public void Enable()
|
public void Enable()
|
||||||
{
|
{
|
||||||
asset.Enable();
|
asset.Enable();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||||
public void Disable()
|
public void Disable()
|
||||||
{
|
{
|
||||||
asset.Disable();
|
asset.Disable();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||||
{
|
{
|
||||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||||
{
|
{
|
||||||
return asset.FindBinding(bindingMask, out 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 List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
|
||||||
private readonly InputAction m_Player_Movement;
|
private readonly InputAction m_Player_Movement;
|
||||||
private readonly InputAction m_Player_Fire;
|
private readonly InputAction m_Player_Fire;
|
||||||
|
/// <summary>
|
||||||
|
/// Provides access to input actions defined in input action map "Player".
|
||||||
|
/// </summary>
|
||||||
public struct PlayerActions
|
public struct PlayerActions
|
||||||
{
|
{
|
||||||
private @InputActions m_Wrapper;
|
private @InputActions m_Wrapper;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Construct a new instance of the input action map wrapper class.
|
||||||
|
/// </summary>
|
||||||
public PlayerActions(@InputActions wrapper) { m_Wrapper = wrapper; }
|
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;
|
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;
|
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; }
|
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||||
public void Enable() { Get().Enable(); }
|
public void Enable() { Get().Enable(); }
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||||
public void Disable() { Get().Disable(); }
|
public void Disable() { Get().Disable(); }
|
||||||
|
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||||
public bool enabled => Get().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(); }
|
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)
|
public void AddCallbacks(IPlayerActions instance)
|
||||||
{
|
{
|
||||||
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
|
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
|
||||||
@@ -274,6 +388,13 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
|||||||
@Fire.canceled += instance.OnFire;
|
@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)
|
private void UnregisterCallbacks(IPlayerActions instance)
|
||||||
{
|
{
|
||||||
@Movement.started -= instance.OnMovement;
|
@Movement.started -= instance.OnMovement;
|
||||||
@@ -284,12 +405,25 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
|||||||
@Fire.canceled -= instance.OnFire;
|
@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)
|
public void RemoveCallbacks(IPlayerActions instance)
|
||||||
{
|
{
|
||||||
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
|
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
|
||||||
UnregisterCallbacks(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)
|
public void SetCallbacks(IPlayerActions instance)
|
||||||
{
|
{
|
||||||
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
|
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
|
||||||
@@ -298,10 +432,30 @@ public partial class @InputActions: IInputActionCollection2, IDisposable
|
|||||||
AddCallbacks(instance);
|
AddCallbacks(instance);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Provides a new <see cref="PlayerActions" /> instance referencing this action map.
|
||||||
|
/// </summary>
|
||||||
public PlayerActions @Player => new PlayerActions(this);
|
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
|
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);
|
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);
|
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:
|
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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version: 9
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version: 10
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|
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|
second: GreenButton_0
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|
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|
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@@ -120,32 +115,32 @@
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@@ -154,16 +149,16 @@
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"url": "https://packages.unity.com"
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@@ -310,11 +306,10 @@
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@@ -325,6 +320,14 @@
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@@ -467,7 +470,8 @@
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@@ -531,6 +535,16 @@
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m_HolographicTrackingLossScreen: {fileID: 0}
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|
||||||
defaultScreenWidth: 1920
|
defaultScreenWidth: 1920
|
||||||
defaultScreenHeight: 1080
|
defaultScreenHeight: 1080
|
||||||
defaultScreenWidthWeb: 960
|
defaultScreenWidthWeb: 960
|
||||||
@@ -49,6 +48,7 @@ PlayerSettings:
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m_StereoRenderingPath: 0
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m_StereoRenderingPath: 0
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m_ActiveColorSpace: 0
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m_ActiveColorSpace: 0
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unsupportedMSAAFallback: 0
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unsupportedMSAAFallback: 0
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m_SpriteBatchMaxVertexCount: 65535
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m_SpriteBatchVertexThreshold: 300
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m_SpriteBatchVertexThreshold: 300
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m_MTRendering: 1
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m_MTRendering: 1
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mipStripping: 0
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mipStripping: 0
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@@ -69,21 +69,24 @@ PlayerSettings:
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androidStartInFullscreen: 1
|
androidStartInFullscreen: 1
|
||||||
androidRenderOutsideSafeArea: 1
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androidRenderOutsideSafeArea: 1
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androidUseSwappy: 1
|
androidUseSwappy: 1
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||||||
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androidDisplayOptions: 1
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androidBlitType: 0
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androidBlitType: 0
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androidResizableWindow: 0
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androidResizeableActivity: 0
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androidDefaultWindowWidth: 1920
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androidDefaultWindowWidth: 1920
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androidDefaultWindowHeight: 1080
|
androidDefaultWindowHeight: 1080
|
||||||
androidMinimumWindowWidth: 400
|
androidMinimumWindowWidth: 400
|
||||||
androidMinimumWindowHeight: 300
|
androidMinimumWindowHeight: 300
|
||||||
androidFullscreenMode: 1
|
androidFullscreenMode: 1
|
||||||
|
androidAutoRotationBehavior: 1
|
||||||
|
androidPredictiveBackSupport: 1
|
||||||
androidApplicationEntry: 1
|
androidApplicationEntry: 1
|
||||||
defaultIsNativeResolution: 1
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defaultIsNativeResolution: 1
|
||||||
macRetinaSupport: 1
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macRetinaSupport: 1
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runInBackground: 0
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runInBackground: 0
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captureSingleScreen: 0
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|
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muteOtherAudioSources: 0
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muteOtherAudioSources: 0
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Prepare IOS For Recording: 0
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Prepare IOS For Recording: 0
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Force IOS Speakers When Recording: 0
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Force IOS Speakers When Recording: 0
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audioSpatialExperience: 0
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deferSystemGesturesMode: 0
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deferSystemGesturesMode: 0
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hideHomeButton: 0
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hideHomeButton: 0
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submitAnalytics: 1
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submitAnalytics: 1
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@@ -110,6 +113,7 @@ PlayerSettings:
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xboxEnableGuest: 0
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xboxEnableGuest: 0
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xboxEnablePIXSampling: 0
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xboxEnablePIXSampling: 0
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metalFramebufferOnly: 0
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metalFramebufferOnly: 0
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metalUseMetalDisplayLink: 0
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xboxOneResolution: 0
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xboxOneResolution: 0
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xboxOneSResolution: 0
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xboxOneSResolution: 0
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xboxOneXResolution: 3
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xboxOneXResolution: 3
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@@ -130,22 +134,23 @@ PlayerSettings:
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switchNVNMaxPublicSamplerIDCount: 0
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switchNVNMaxPublicSamplerIDCount: 0
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switchMaxWorkerMultiple: 8
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switchMaxWorkerMultiple: 8
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switchNVNGraphicsFirmwareMemory: 32
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switchNVNGraphicsFirmwareMemory: 32
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switchGraphicsJobsSyncAfterKick: 1
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vulkanNumSwapchainBuffers: 3
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vulkanNumSwapchainBuffers: 3
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vulkanEnableSetSRGBWrite: 0
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vulkanEnableSetSRGBWrite: 0
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vulkanEnablePreTransform: 0
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vulkanEnablePreTransform: 0
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vulkanEnableLateAcquireNextImage: 0
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vulkanEnableLateAcquireNextImage: 0
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vulkanEnableCommandBufferRecycling: 1
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vulkanEnableCommandBufferRecycling: 1
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||||||
loadStoreDebugModeEnabled: 0
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loadStoreDebugModeEnabled: 0
|
||||||
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visionOSBundleVersion: 1.0
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||||||
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tvOSBundleVersion: 1.0
|
||||||
bundleVersion: 1.0
|
bundleVersion: 1.0
|
||||||
preloadedAssets: []
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preloadedAssets: []
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metroInputSource: 0
|
metroInputSource: 0
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wsaTransparentSwapchain: 0
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wsaTransparentSwapchain: 0
|
||||||
m_HolographicPauseOnTrackingLoss: 1
|
|
||||||
xboxOneDisableKinectGpuReservation: 1
|
xboxOneDisableKinectGpuReservation: 1
|
||||||
xboxOneEnable7thCore: 1
|
xboxOneEnable7thCore: 1
|
||||||
vrSettings:
|
vrSettings:
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||||||
enable360StereoCapture: 0
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enable360StereoCapture: 0
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isWsaHolographicRemotingEnabled: 0
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enableFrameTimingStats: 0
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enableFrameTimingStats: 0
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enableOpenGLProfilerGPURecorders: 1
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enableOpenGLProfilerGPURecorders: 1
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allowHDRDisplaySupport: 0
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allowHDRDisplaySupport: 0
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@@ -163,13 +168,15 @@ PlayerSettings:
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buildNumber:
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buildNumber:
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Bratwurst: 0
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Bratwurst: 0
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Standalone: 0
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Standalone: 0
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VisionOS: 0
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iPhone: 0
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iPhone: 0
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tvOS: 0
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tvOS: 0
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overrideDefaultApplicationIdentifier: 1
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overrideDefaultApplicationIdentifier: 1
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AndroidBundleVersionCode: 1
|
AndroidBundleVersionCode: 1
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AndroidMinSdkVersion: 23
|
AndroidMinSdkVersion: 25
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AndroidTargetSdkVersion: 0
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AndroidTargetSdkVersion: 0
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AndroidPreferredInstallLocation: 1
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AndroidPreferredInstallLocation: 1
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||||||
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AndroidPreferredDataLocation: 1
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aotOptions:
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aotOptions:
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stripEngineCode: 1
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stripEngineCode: 1
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iPhoneStrippingLevel: 0
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iPhoneStrippingLevel: 0
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@@ -183,12 +190,14 @@ PlayerSettings:
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strictShaderVariantMatching: 0
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strictShaderVariantMatching: 0
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VertexChannelCompressionMask: 4054
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VertexChannelCompressionMask: 4054
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iPhoneSdkVersion: 988
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iPhoneSdkVersion: 988
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iOSTargetOSVersionString: 13.0
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iOSSimulatorArchitecture: 0
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iOSTargetOSVersionString: 15.0
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tvOSSdkVersion: 0
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tvOSSdkVersion: 0
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tvOSSimulatorArchitecture: 0
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tvOSRequireExtendedGameController: 0
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tvOSRequireExtendedGameController: 0
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tvOSTargetOSVersionString: 13.0
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tvOSTargetOSVersionString: 15.0
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bratwurstSdkVersion: 0
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VisionOSSdkVersion: 0
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bratwurstTargetOSVersionString: 13.0
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VisionOSTargetOSVersionString: 1.0
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uIPrerenderedIcon: 0
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uIPrerenderedIcon: 0
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uIRequiresPersistentWiFi: 0
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uIRequiresPersistentWiFi: 0
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uIRequiresFullScreen: 1
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uIRequiresFullScreen: 1
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@@ -213,7 +222,6 @@ PlayerSettings:
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rgba: 0
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rgba: 0
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iOSLaunchScreenFillPct: 100
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iOSLaunchScreenFillPct: 100
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iOSLaunchScreenSize: 100
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iOSLaunchScreenSize: 100
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iOSLaunchScreenCustomXibPath:
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iOSLaunchScreeniPadType: 0
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iOSLaunchScreeniPadType: 0
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iOSLaunchScreeniPadImage: {fileID: 0}
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iOSLaunchScreeniPadImage: {fileID: 0}
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iOSLaunchScreeniPadBackgroundColor:
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iOSLaunchScreeniPadBackgroundColor:
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@@ -221,7 +229,6 @@ PlayerSettings:
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rgba: 0
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rgba: 0
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iOSLaunchScreeniPadFillPct: 100
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iOSLaunchScreeniPadFillPct: 100
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iOSLaunchScreeniPadSize: 100
|
iOSLaunchScreeniPadSize: 100
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iOSLaunchScreeniPadCustomXibPath:
|
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iOSLaunchScreenCustomStoryboardPath:
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iOSLaunchScreenCustomStoryboardPath:
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iOSLaunchScreeniPadCustomStoryboardPath:
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iOSLaunchScreeniPadCustomStoryboardPath:
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iOSDeviceRequirements: []
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iOSDeviceRequirements: []
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@@ -231,15 +238,16 @@ PlayerSettings:
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iOSMetalForceHardShadows: 0
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iOSMetalForceHardShadows: 0
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metalEditorSupport: 1
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metalEditorSupport: 1
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metalAPIValidation: 1
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metalAPIValidation: 1
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metalCompileShaderBinary: 0
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iOSRenderExtraFrameOnPause: 0
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iOSRenderExtraFrameOnPause: 0
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iosCopyPluginsCodeInsteadOfSymlink: 0
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iosCopyPluginsCodeInsteadOfSymlink: 0
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appleDeveloperTeamID:
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appleDeveloperTeamID:
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iOSManualSigningProvisioningProfileID:
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iOSManualSigningProvisioningProfileID:
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tvOSManualSigningProvisioningProfileID:
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tvOSManualSigningProvisioningProfileID:
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bratwurstManualSigningProvisioningProfileID:
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VisionOSManualSigningProvisioningProfileID:
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iOSManualSigningProvisioningProfileType: 0
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iOSManualSigningProvisioningProfileType: 0
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tvOSManualSigningProvisioningProfileType: 0
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tvOSManualSigningProvisioningProfileType: 0
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bratwurstManualSigningProvisioningProfileType: 0
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VisionOSManualSigningProvisioningProfileType: 0
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appleEnableAutomaticSigning: 0
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appleEnableAutomaticSigning: 0
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iOSRequireARKit: 0
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iOSRequireARKit: 0
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iOSAutomaticallyDetectAndAddCapabilities: 1
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iOSAutomaticallyDetectAndAddCapabilities: 1
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@@ -257,7 +265,7 @@ PlayerSettings:
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useCustomGradleSettingsTemplate: 0
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useCustomGradleSettingsTemplate: 0
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useCustomProguardFile: 0
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useCustomProguardFile: 0
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AndroidTargetArchitectures: 1
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AndroidTargetArchitectures: 1
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AndroidTargetDevices: 0
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AndroidAllowedArchitectures: -1
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AndroidSplashScreenScale: 0
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AndroidSplashScreenScale: 0
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androidSplashScreen: {fileID: 0}
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androidSplashScreen: {fileID: 0}
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AndroidKeystoreName:
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AndroidKeystoreName:
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@@ -267,6 +275,9 @@ PlayerSettings:
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AndroidBuildApkPerCpuArchitecture: 0
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AndroidBuildApkPerCpuArchitecture: 0
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AndroidTVCompatibility: 0
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AndroidTVCompatibility: 0
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AndroidIsGame: 1
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AndroidIsGame: 1
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androidAppCategory: 3
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useAndroidAppCategory: 1
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androidAppCategoryOther:
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AndroidEnableTango: 0
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AndroidEnableTango: 0
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androidEnableBanner: 1
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androidEnableBanner: 1
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androidUseLowAccuracyLocation: 0
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androidUseLowAccuracyLocation: 0
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@@ -276,12 +287,12 @@ PlayerSettings:
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height: 180
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height: 180
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banner: {fileID: 0}
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banner: {fileID: 0}
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androidGamepadSupportLevel: 0
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androidGamepadSupportLevel: 0
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chromeosInputEmulation: 1
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AndroidMinifyRelease: 0
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AndroidMinifyRelease: 0
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AndroidMinifyDebug: 0
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AndroidMinifyDebug: 0
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AndroidValidateAppBundleSize: 1
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AndroidValidateAppBundleSize: 1
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AndroidAppBundleSizeToValidate: 150
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AndroidAppBundleSizeToValidate: 150
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AndroidReportGooglePlayAppDependencies: 1
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AndroidReportGooglePlayAppDependencies: 1
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androidSymbolsSizeThreshold: 800
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m_BuildTargetIcons:
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m_BuildTargetIcons:
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- m_BuildTarget:
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- m_BuildTarget:
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m_Icons:
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m_Icons:
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@@ -426,6 +437,9 @@ PlayerSettings:
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- m_BuildTarget: iOSSupport
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- m_BuildTarget: iOSSupport
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m_APIs: 10000000
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m_APIs: 10000000
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m_Automatic: 1
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m_Automatic: 1
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- m_BuildTarget: WindowsStandaloneSupport
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m_APIs: 0200000012000000
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m_Automatic: 0
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m_BuildTargetVRSettings: []
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m_BuildTargetVRSettings: []
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m_DefaultShaderChunkSizeInMB: 16
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m_DefaultShaderChunkSizeInMB: 16
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m_DefaultShaderChunkCount: 0
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m_DefaultShaderChunkCount: 0
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@@ -446,6 +460,7 @@ PlayerSettings:
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playModeTestRunnerEnabled: 0
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playModeTestRunnerEnabled: 0
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runPlayModeTestAsEditModeTest: 0
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runPlayModeTestAsEditModeTest: 0
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actionOnDotNetUnhandledException: 1
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actionOnDotNetUnhandledException: 1
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editorGfxJobOverride: 1
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enableInternalProfiler: 0
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enableInternalProfiler: 0
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logObjCUncaughtExceptions: 1
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logObjCUncaughtExceptions: 1
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enableCrashReportAPI: 0
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enableCrashReportAPI: 0
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@@ -453,7 +468,7 @@ PlayerSettings:
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locationUsageDescription:
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locationUsageDescription:
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microphoneUsageDescription:
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microphoneUsageDescription:
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bluetoothUsageDescription:
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bluetoothUsageDescription:
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macOSTargetOSVersion: 10.13.0
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macOSTargetOSVersion: 12.0
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switchNMETAOverride:
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switchNMETAOverride:
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switchNetLibKey:
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switchNetLibKey:
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switchSocketMemoryPoolSize: 6144
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switchSocketMemoryPoolSize: 6144
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@@ -598,6 +613,7 @@ PlayerSettings:
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switchEnableRamDiskSupport: 0
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switchEnableRamDiskSupport: 0
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switchMicroSleepForYieldTime: 25
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switchMicroSleepForYieldTime: 25
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switchRamDiskSpaceSize: 12
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switchRamDiskSpaceSize: 12
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switchUpgradedPlayerSettingsToNMETA: 0
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ps4NPAgeRating: 12
|
ps4NPAgeRating: 12
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ps4NPTitleSecret:
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ps4NPTitleSecret:
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ps4NPTrophyPackPath:
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ps4NPTrophyPackPath:
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@@ -700,11 +716,12 @@ PlayerSettings:
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webGLMemoryLinearGrowthStep: 16
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webGLMemoryLinearGrowthStep: 16
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webGLMemoryGeometricGrowthStep: 0.2
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webGLMemoryGeometricGrowthStep: 0.2
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webGLMemoryGeometricGrowthCap: 96
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webGLMemoryGeometricGrowthCap: 96
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webGLEnableWebGPU: 0
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webGLPowerPreference: 2
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webGLPowerPreference: 2
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webGLWebAssemblyTable: 0
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webGLWebAssemblyTable: 0
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webGLWebAssemblyBigInt: 0
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webGLWebAssemblyBigInt: 0
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webGLCloseOnQuit: 0
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webGLCloseOnQuit: 0
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webWasm2023: 0
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webEnableSubmoduleStrippingCompatibility: 0
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scriptingDefineSymbols: {}
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scriptingDefineSymbols: {}
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additionalCompilerArguments: {}
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additionalCompilerArguments: {}
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platformArchitecture: {}
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platformArchitecture: {}
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@@ -759,6 +776,7 @@ PlayerSettings:
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metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0}
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metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0}
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metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628, a: 1}
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metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628, a: 1}
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metroSplashScreenUseBackgroundColor: 0
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metroSplashScreenUseBackgroundColor: 0
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syncCapabilities: 0
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platformCapabilities: {}
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platformCapabilities: {}
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metroTargetDeviceFamilies: {}
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metroTargetDeviceFamilies: {}
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metroFTAName:
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metroFTAName:
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@@ -815,6 +833,7 @@ PlayerSettings:
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captureStartupLogs: {}
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captureStartupLogs: {}
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activeInputHandler: 2
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activeInputHandler: 2
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windowsGamepadBackendHint: 0
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windowsGamepadBackendHint: 0
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enableDirectStorage: 0
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cloudProjectId:
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cloudProjectId:
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framebufferDepthMemorylessMode: 0
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framebufferDepthMemorylessMode: 0
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qualitySettingsNames: []
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qualitySettingsNames: []
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@@ -826,3 +845,8 @@ PlayerSettings:
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platformRequiresReadableAssets: 0
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platformRequiresReadableAssets: 0
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virtualTexturingSupportEnabled: 0
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virtualTexturingSupportEnabled: 0
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insecureHttpOption: 0
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insecureHttpOption: 0
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androidVulkanDenyFilterList: []
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androidVulkanAllowFilterList: []
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androidVulkanDeviceFilterListAsset: {fileID: 0}
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d3d12DeviceFilterListAsset: {fileID: 0}
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allowedHttpConnections: 3
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@@ -4,164 +4,123 @@
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