@ -0,0 +1,73 @@ |
|||
# ---> Unity |
|||
# This .gitignore file should be placed at the root of your Unity project directory |
|||
# |
|||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore |
|||
# |
|||
/[Ll]ibrary/ |
|||
/[Tt]emp/ |
|||
/[Oo]bj/ |
|||
/[Bb]uild/ |
|||
/[Bb]uilds/ |
|||
/[Ll]ogs/ |
|||
/[Uu]ser[Ss]ettings/ |
|||
|
|||
# MemoryCaptures can get excessive in size. |
|||
# They also could contain extremely sensitive data |
|||
/[Mm]emoryCaptures/ |
|||
|
|||
# Asset meta data should only be ignored when the corresponding asset is also ignored |
|||
!/[Aa]ssets/**/*.meta |
|||
|
|||
# Uncomment this line if you wish to ignore the asset store tools plugin |
|||
# /[Aa]ssets/AssetStoreTools* |
|||
|
|||
# Autogenerated Jetbrains Rider plugin |
|||
/[Aa]ssets/Plugins/Editor/JetBrains* |
|||
|
|||
# Visual Studio cache directory |
|||
.vs/ |
|||
|
|||
# Gradle cache directory |
|||
.gradle/ |
|||
|
|||
# Autogenerated VS/MD/Consulo solution and project files |
|||
ExportedObj/ |
|||
.consulo/ |
|||
*.csproj |
|||
*.unityproj |
|||
*.sln |
|||
*.suo |
|||
*.tmp |
|||
*.user |
|||
*.userprefs |
|||
*.pidb |
|||
*.booproj |
|||
*.svd |
|||
*.pdb |
|||
*.mdb |
|||
*.opendb |
|||
*.VC.db |
|||
|
|||
# Unity3D generated meta files |
|||
*.pidb.meta |
|||
*.pdb.meta |
|||
*.mdb.meta |
|||
|
|||
# Unity3D generated file on crash reports |
|||
sysinfo.txt |
|||
|
|||
# Builds |
|||
*.apk |
|||
*.aab |
|||
*.unitypackage |
|||
|
|||
# Crashlytics generated file |
|||
crashlytics-build.properties |
|||
|
|||
# Packed Addressables |
|||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* |
|||
|
|||
# Temporary auto-generated Android Assets |
|||
/[Aa]ssets/[Ss]treamingAssets/aa.meta |
|||
/[Aa]ssets/[Ss]treamingAssets/aa/* |
|||
|
@ -0,0 +1,6 @@ |
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{ |
|||
"version": "1.0", |
|||
"components": [ |
|||
"Microsoft.VisualStudio.Workload.ManagedGame" |
|||
] |
|||
} |
@ -0,0 +1,35 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class DragonMovement : MonoBehaviour |
|||
{ |
|||
[SerializeField] KeyCode FlapKey; |
|||
Rigidbody2D _rigidbody; |
|||
float _flapTime = 0f; |
|||
[SerializeField] float FlapForce = 300f; |
|||
[SerializeField] float FlapLength = .25f; |
|||
|
|||
void Start() |
|||
{ |
|||
_rigidbody = this.GetComponent<Rigidbody2D>(); |
|||
} |
|||
|
|||
private void Update() |
|||
{ |
|||
if (Input.GetKeyDown(FlapKey)) |
|||
{ |
|||
_flapTime = FlapLength; |
|||
} |
|||
} |
|||
|
|||
void FixedUpdate() |
|||
{ |
|||
if (_flapTime > 0f) |
|||
{ |
|||
_rigidbody.AddForce(new Vector2(0f, FlapForce)); |
|||
} |
|||
_flapTime -= Time.deltaTime; |
|||
|
|||
} |
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} |
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using System.Collections; |
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