Initial
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# This .gitignore file should be placed at the root of your Unity project directory
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||||||
|
#
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||||||
|
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
|
||||||
|
#
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||||||
|
/[Ll]ibrary/
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||||||
|
/[Tt]emp/
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||||||
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/[Oo]bj/
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||||||
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/[Bb]uild/
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||||||
|
/[Bb]uilds/
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||||||
|
/[Ll]ogs/
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||||||
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/[Uu]ser[Ss]ettings/
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||||||
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||||||
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Recordings can get excessive in size
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/[Rr]ecordings/
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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||||||
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/[Aa]ssets/Plugins/Editor/JetBrains*
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||||||
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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||||||
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||||||
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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||||||
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*.suo
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||||||
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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||||||
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# Unity3D generated meta files
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|
*.pidb.meta
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||||||
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*.pdb.meta
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*.mdb.meta
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||||||
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||||||
|
# Unity3D generated file on crash reports
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||||||
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sysinfo.txt
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||||||
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# Builds
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||||||
|
*.apk
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*.aab
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||||||
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*.unitypackage
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||||||
|
*.app
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||||||
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# Crashlytics generated file
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crashlytics-build.properties
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||||||
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# Packed Addressables
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||||||
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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/ProjectSettings/ProjectVersion.txt
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using System.Collections;
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using System.Collections.Generic;
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|
using UnityEngine;
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|
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public class BoxesController : MonoBehaviour
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{
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.tag == "Player")
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{
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Destroy(gameObject);
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}
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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|
{
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|
[SerializeField]
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private Animator animator;
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[SerializeField]
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private float MovementSpeed = 1.5f;
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[SerializeField]
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private LayerMask ladderLayer;
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[SerializeField]
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private LayerMask groundLayer;
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[SerializeField]
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private float distance;
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private bool _isOnLadder;
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private Rigidbody2D _body;
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private CapsuleCollider2D _capsule;
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void Start()
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{
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_body = GetComponent<Rigidbody2D>();
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_capsule= GetComponent<CapsuleCollider2D>();
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}
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void Update()
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{
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float moveX = Input.GetAxisRaw("Horizontal");
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animator.SetFloat("Horizontal", moveX);
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float moveY = 0;
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var groundCheck = Physics2D.CapsuleCast(_capsule.bounds.center,_capsule.bounds.size,CapsuleDirection2D.Vertical,0f, Vector2.down, .1f,groundLayer);
|
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|
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if (groundCheck || _isOnLadder)
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{
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var ladderCheck = Physics2D.CapsuleCast(_capsule.bounds.center, _capsule.bounds.size, CapsuleDirection2D.Vertical, 0f, Vector2.down, .1f, ladderLayer);
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|
if (ladderCheck)
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{
|
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|
_isOnLadder = true;
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moveY = Input.GetAxisRaw("Vertical");
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|
if(moveY> 0)
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|
{
|
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if(!Physics2D.CapsuleCast(_capsule.bounds.center, _capsule.bounds.size, CapsuleDirection2D.Vertical, 0f, Vector2.up, .1f, ladderLayer))
|
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|
{
|
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|
moveY= 0;
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}
|
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|
}
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}
|
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else
|
||||||
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{
|
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|
_isOnLadder = false;
|
||||||
|
}
|
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|
_body.velocity = new Vector2(moveX * MovementSpeed, moveY * MovementSpeed);
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}
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|
}
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|
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private void FixedUpdate()
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{
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if (_isOnLadder)
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{
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|
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_body.gravityScale = 0;
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}
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else
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{
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_body.gravityScale = 5;
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}
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}
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