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74
.gitignore
vendored
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74
.gitignore
vendored
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|
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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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#
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.utmp/
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||||
/[Ll]ibrary/
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||||
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||||
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||||
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133
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Assets/Scenes/Level1.unity
Normal file
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Assets/Scenes/Level1.unity
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Assets/Scenes/Level1.unity.meta
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Assets/Scenes/Level10.unity
Normal file
35844
Assets/Scenes/Level10.unity
Normal file
File diff suppressed because it is too large
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7
Assets/Scenes/Level10.unity.meta
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Normal file
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Normal file
7344
Assets/Scenes/Level2.unity
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Assets/Scenes/Level3.unity
Normal file
7441
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Normal file
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Assets/Scenes/Level3.unity.meta
Normal file
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Normal file
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Assets/Scenes/Level4.unity
Normal file
12586
Assets/Scenes/Level4.unity
Normal file
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Normal file
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Assets/Scenes/Level5.unity
Normal file
12726
Assets/Scenes/Level5.unity
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Assets/Scenes/Level5.unity.meta
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12822
Assets/Scenes/Level6.unity
Normal file
12822
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Assets/Scenes/Level6.unity.meta
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Normal file
12778
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13633
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Normal file
13633
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Normal file
File diff suppressed because one or more lines are too long
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Normal file
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Assets/Scripts.meta
Normal file
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Normal file
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Assets/Scripts/ButtonController.cs
Normal file
17
Assets/Scripts/ButtonController.cs
Normal file
|
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|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class ButtonController : MonoBehaviour{
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[SerializeField] ParticleSystem winParticles;
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bool won;
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|
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void OnTriggerEnter(Collider other){
|
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if (other.CompareTag("Piece") && !won){
|
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winParticles.Play();
|
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won = true;
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GameManager.instance.ButtonPressed();
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}
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}
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Assets/Scripts/ButtonController.cs.meta
Normal file
11
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Normal file
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39
Assets/Scripts/GameManager.cs
Normal file
39
Assets/Scripts/GameManager.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.SceneManagement;
|
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|
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public class GameManager : MonoBehaviour{
|
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|
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[SerializeField, Range(1f, 6f)] int numberOfButtons = 1;
|
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int remainingButtons;
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[SerializeField] int nextScene;
|
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[SerializeField, Range(0f, 10f)] float transitionDelay = 2f;
|
||||
|
||||
[SerializeField] Animator transition;
|
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|
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public static GameManager instance;
|
||||
|
||||
void Awake(){
|
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instance = this;
|
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}
|
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|
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// Start is called before the first frame update
|
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void Start(){
|
||||
remainingButtons = numberOfButtons;
|
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}
|
||||
|
||||
public void ButtonPressed(){
|
||||
remainingButtons--;
|
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if(remainingButtons == 0){
|
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StartCoroutine(Transition());
|
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}
|
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}
|
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|
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IEnumerator Transition(){
|
||||
yield return new WaitForSeconds(transitionDelay);
|
||||
transition.SetTrigger("Transition");
|
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yield return new WaitForSeconds(.5f);
|
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SceneManager.LoadSceneAsync(nextScene);
|
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}
|
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}
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Normal file
11
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Normal file
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85
Assets/Scripts/ObjectPlacer.cs
Normal file
85
Assets/Scripts/ObjectPlacer.cs
Normal file
|
@ -0,0 +1,85 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
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using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
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using UnityEngine.UI;
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|
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public class ObjectPlacer : MonoBehaviour{
|
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|
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[SerializeField] LayerMask groundMask;
|
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[SerializeField] LayerMask obstacleMask;
|
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[SerializeField] LayerMask pieceMask;
|
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[SerializeField] Camera cam;
|
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|
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[SerializeField] GameObject cube;
|
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PlacerObject placerObject;
|
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[SerializeField, Range(0f, 10f)] float rotationMultiplier = 5f;
|
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[SerializeField, Range(0f, 2f)] float pieceHeight = 1.5f;
|
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float cubeRotation;
|
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|
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[SerializeField] GameObject piece;
|
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|
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bool isMouseOverButton;
|
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|
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[Space]
|
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[SerializeField] Canvas canvas;
|
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[SerializeField] TMP_Text remainingText;
|
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[SerializeField, Range(0f, 20f)] int piecesAvaiable;
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int piecesRemaining;
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|
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public bool playing;
|
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public static bool canvasHidden;
|
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|
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// Start is called before the first frame update
|
||||
void Start(){
|
||||
placerObject = cube.GetComponent<PlacerObject>();
|
||||
piecesRemaining = piecesAvaiable;
|
||||
if (canvasHidden)
|
||||
canvas.gameObject.SetActive(false);
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
if(Physics.Raycast(ray, out RaycastHit hit, 100f, groundMask) && !Physics.Raycast(ray, 100f, obstacleMask) && !isMouseOverButton && !playing){
|
||||
cube.SetActive(true);
|
||||
cube.transform.position = hit.point + Vector3.up * pieceHeight / 2;
|
||||
}else{
|
||||
cube.SetActive(false);
|
||||
}
|
||||
|
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cubeRotation += Input.mouseScrollDelta.y * rotationMultiplier;
|
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cube.transform.rotation = Quaternion.Euler(0f, cubeRotation, 0f);
|
||||
|
||||
if(Input.GetMouseButtonDown(1) && Physics.Raycast(ray, out RaycastHit pieceHit, 100f, pieceMask) && !Physics.Raycast(ray, 100f, obstacleMask) && !isMouseOverButton && !playing){
|
||||
Destroy(pieceHit.transform.gameObject);
|
||||
piecesRemaining++;
|
||||
}
|
||||
if (Input.GetMouseButtonDown(0) && piecesRemaining > 0 && placerObject.CanPlace && cube.activeSelf && !isMouseOverButton && !playing){
|
||||
piecesRemaining--;
|
||||
Instantiate(piece, cube.transform.position, Quaternion.Euler(0f, cubeRotation, 0f));
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Escape)){
|
||||
canvasHidden = !canvasHidden;
|
||||
canvas.gameObject.SetActive(!canvas.gameObject.activeSelf);
|
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isMouseOverButton = false;
|
||||
}
|
||||
|
||||
remainingText.text = "LEFT " + piecesRemaining;
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.R)){
|
||||
Restart();
|
||||
}
|
||||
}
|
||||
|
||||
public void Restart(){
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
}
|
||||
|
||||
public void MouseOverUI(bool over){
|
||||
isMouseOverButton = over;
|
||||
}
|
||||
}
|
11
Assets/Scripts/ObjectPlacer.cs.meta
Normal file
11
Assets/Scripts/ObjectPlacer.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 85d60c4c7f95220418738fb22e58c169
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
31
Assets/Scripts/PlacerObject.cs
Normal file
31
Assets/Scripts/PlacerObject.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlacerObject : MonoBehaviour{
|
||||
|
||||
bool canPlace = true;
|
||||
public bool CanPlace { get { return canPlace; } }
|
||||
|
||||
[SerializeField] Color canPlaceColor, cannotPlaceColor;
|
||||
|
||||
Material material;
|
||||
|
||||
void Start(){
|
||||
material = GetComponent<MeshRenderer>().material;
|
||||
}
|
||||
|
||||
void OnTriggerStay(Collider other){
|
||||
if (other.CompareTag("Piece") || other.CompareTag("Button") || other.CompareTag("Obstacle")){
|
||||
canPlace = false;
|
||||
material.color = cannotPlaceColor;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit(Collider other){
|
||||
if (other.CompareTag("Piece") || other.CompareTag("Button") || other.CompareTag("Obstacle")){
|
||||
canPlace = true;
|
||||
material.color = canPlaceColor;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/PlacerObject.cs.meta
Normal file
11
Assets/Scripts/PlacerObject.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dffa75d9095395548ada03ea754b37ec
|
||||
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|
||||
externalObjects: {}
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||||
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|
||||
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|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
28
Assets/Scripts/StartGame.cs
Normal file
28
Assets/Scripts/StartGame.cs
Normal file
|
@ -0,0 +1,28 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class StartGame : MonoBehaviour{
|
||||
|
||||
[SerializeField] float force = 5f, forceOffset = .5f;
|
||||
Rigidbody rb;
|
||||
|
||||
bool started;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void Update(){
|
||||
if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.P))
|
||||
Play();
|
||||
}
|
||||
|
||||
public void Play(){
|
||||
if (started) return;
|
||||
rb.AddForceAtPosition(transform.forward * force, transform.position + transform.up * forceOffset, ForceMode.Impulse);
|
||||
FindObjectOfType<ObjectPlacer>().playing = true;
|
||||
started = true;
|
||||
}
|
||||
}
|
11
Assets/Scripts/StartGame.cs.meta
Normal file
11
Assets/Scripts/StartGame.cs.meta
Normal file
|
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|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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8
Assets/Shaders.meta
Normal file
8
Assets/Shaders.meta
Normal file
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 6e1562949b75049499b6091960a98f9c
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38
Assets/Shaders/ObstacleShader.mat
Normal file
38
Assets/Shaders/ObstacleShader.mat
Normal file
|
@ -0,0 +1,38 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
|
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m_Name: ObstacleShader
|
||||
m_Shader: {fileID: -6465566751694194690, guid: 19890f792629a324fa7b32283e6af23e, type: 3}
|
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
|
||||
m_Floats:
|
||||
- EmissiveIntensity: 0.6
|
||||
m_Colors: []
|
||||
m_BuildTextureStacks: []
|
8
Assets/Shaders/ObstacleShader.mat.meta
Normal file
8
Assets/Shaders/ObstacleShader.mat.meta
Normal file
|
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1806
Assets/Shaders/ObstacleShader.shadergraph
Normal file
1806
Assets/Shaders/ObstacleShader.shadergraph
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/Shaders/ObstacleShader.shadergraph.meta
Normal file
10
Assets/Shaders/ObstacleShader.shadergraph.meta
Normal file
|
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
39
Assets/Shaders/PieceShader.mat
Normal file
39
Assets/Shaders/PieceShader.mat
Normal file
|
@ -0,0 +1,39 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_PrefabAsset: {fileID: 0}
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m_Name: PieceShader
|
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m_Shader: {fileID: -6465566751694194690, guid: 38f29bf7c46d45c4e9704a68cb7f495b, type: 3}
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m_DoubleSidedGI: 0
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stringTagMap: {}
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disabledShaderPasses: []
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m_SavedProperties:
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m_TexEnvs:
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats: []
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m_Colors:
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- Color1: {r: 0, g: 0.833482, b: 1, a: 1}
|
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- Color2: {r: 0, g: 0.01568628, b: 1, a: 1}
|
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m_BuildTextureStacks: []
|
8
Assets/Shaders/PieceShader.mat.meta
Normal file
8
Assets/Shaders/PieceShader.mat.meta
Normal file
|
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fileFormatVersion: 2
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guid: 58e0d486de997b34cb03bebf2b8db97a
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assetBundleVariant:
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1201
Assets/Shaders/PieceShader.shadergraph
Normal file
1201
Assets/Shaders/PieceShader.shadergraph
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/Shaders/PieceShader.shadergraph.meta
Normal file
10
Assets/Shaders/PieceShader.shadergraph.meta
Normal file
|
@ -0,0 +1,10 @@
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ScriptedImporter:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
37
Assets/Shaders/StartPieceShader.mat
Normal file
37
Assets/Shaders/StartPieceShader.mat
Normal file
|
@ -0,0 +1,37 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: StartPieceShader
|
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m_Shader: {fileID: -6465566751694194690, guid: 06d13861fbf8f6049b56cd7744b16a1a, type: 3}
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disabledShaderPasses: []
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m_TexEnvs:
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- unity_Lightmaps:
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
|
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m_Floats: []
|
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m_Colors: []
|
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m_BuildTextureStacks: []
|
8
Assets/Shaders/StartPieceShader.mat.meta
Normal file
8
Assets/Shaders/StartPieceShader.mat.meta
Normal file
|
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1201
Assets/Shaders/StartPieceShader.shadergraph
Normal file
1201
Assets/Shaders/StartPieceShader.shadergraph
Normal file
File diff suppressed because it is too large
Load diff
10
Assets/Shaders/StartPieceShader.shadergraph.meta
Normal file
10
Assets/Shaders/StartPieceShader.shadergraph.meta
Normal file
|
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|
14
Assets/Smooth.physicMaterial
Normal file
14
Assets/Smooth.physicMaterial
Normal file
|
@ -0,0 +1,14 @@
|
|||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
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|
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|
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bounciness: 0
|
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|
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bounceCombine: 0
|
8
Assets/Smooth.physicMaterial.meta
Normal file
8
Assets/Smooth.physicMaterial.meta
Normal file
|
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Assets/TextMesh Pro.meta
Normal file
8
Assets/TextMesh Pro.meta
Normal file
|
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8
Assets/TextMesh Pro/Documentation.meta
Normal file
8
Assets/TextMesh Pro/Documentation.meta
Normal file
|
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Assets/TextMesh Pro/Fonts.meta
Normal file
8
Assets/TextMesh Pro/Fonts.meta
Normal file
|
@ -0,0 +1,8 @@
|
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46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
46
Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
Normal file
|
@ -0,0 +1,46 @@
|
|||
Digitized data copyright (c) 2010 Google Corporation
|
||||
with Reserved Font Arimo, Tinos and Cousine.
|
||||
Copyright (c) 2012 Red Hat, Inc.
|
||||
with Reserved Font Name Liberation.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are not met.
|
||||
|
||||
DISCLAIMER
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