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basic player movement

master
Josh 2 years ago
parent
commit
56b7e10b68
  1. 73
      unity/.gitignore
  2. 6
      unity/.vsconfig
  3. 35
      unity/Assets/DragonMovement.cs
  4. 11
      unity/Assets/DragonMovement.cs.meta
  5. 8
      unity/Assets/Scenes.meta
  6. 443
      unity/Assets/Scenes/SampleScene.unity
  7. 7
      unity/Assets/Scenes/SampleScene.unity.meta
  8. 8
      unity/Assets/Sprites.meta
  9. 8
      unity/Assets/Sprites/babydragon_sheets.meta
  10. 72
      unity/Assets/Sprites/babydragon_sheets/Dragon_Red.controller
  11. 8
      unity/Assets/Sprites/babydragon_sheets/Dragon_Red.controller.meta
  12. BIN
      unity/Assets/Sprites/babydragon_sheets/dragon_black.png
  13. 96
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  14. BIN
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  15. 96
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  16. BIN
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  17. 96
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  18. BIN
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  19. 96
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  20. BIN
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  24. BIN
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  26. BIN
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  27. 96
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  28. 89
      unity/Assets/Sprites/babydragon_sheets/fly.anim
  29. 8
      unity/Assets/Sprites/babydragon_sheets/fly.anim.meta
  30. 27
      unity/Assets/Wraparound.cs
  31. 11
      unity/Assets/Wraparound.cs.meta
  32. 49
      unity/Packages/manifest.json
  33. 436
      unity/Packages/packages-lock.json
  34. 19
      unity/ProjectSettings/AudioManager.asset
  35. 6
      unity/ProjectSettings/ClusterInputManager.asset
  36. 36
      unity/ProjectSettings/DynamicsManager.asset
  37. 11
      unity/ProjectSettings/EditorBuildSettings.asset
  38. 36
      unity/ProjectSettings/EditorSettings.asset
  39. 63
      unity/ProjectSettings/GraphicsSettings.asset
  40. 487
      unity/ProjectSettings/InputManager.asset
  41. 91
      unity/ProjectSettings/NavMeshAreas.asset
  42. 8
      unity/ProjectSettings/NetworkManager.asset
  43. 43
      unity/ProjectSettings/PackageManagerSettings.asset
  44. 56
      unity/ProjectSettings/Physics2DSettings.asset
  45. 7
      unity/ProjectSettings/PresetManager.asset
  46. 657
      unity/ProjectSettings/ProjectSettings.asset
  47. 2
      unity/ProjectSettings/ProjectVersion.txt
  48. 236
      unity/ProjectSettings/QualitySettings.asset
  49. 43
      unity/ProjectSettings/TagManager.asset
  50. 9
      unity/ProjectSettings/TimeManager.asset
  51. 35
      unity/ProjectSettings/UnityConnectSettings.asset
  52. 12
      unity/ProjectSettings/VFXManager.asset
  53. 8
      unity/ProjectSettings/VersionControlSettings.asset
  54. 10
      unity/ProjectSettings/XRSettings.asset

73
unity/.gitignore

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# ---> 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/*

6
unity/.vsconfig

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

35
unity/Assets/DragonMovement.cs

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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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wraparound : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
const int SCREEN_HEIGHT = 1080;
if (this.transform.position.y < 0)
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this.transform.position = new Vector3(transform.position.x, transform.position.y + SCREEN_HEIGHT, transform.position.z);
}
if (this.transform.position.y > SCREEN_HEIGHT)
{
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}
}
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