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movement-s
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1353
Assets/Scenes/Crevasse.unity
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1353
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Normal file
File diff suppressed because one or more lines are too long
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1898
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1898
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Normal file
File diff suppressed because one or more lines are too long
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9641
Assets/Scenes/Parkour.unity
Normal file
9641
Assets/Scenes/Parkour.unity
Normal file
File diff suppressed because one or more lines are too long
7
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Normal file
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12695
Assets/Scenes/Slopes.unity
Normal file
12695
Assets/Scenes/Slopes.unity
Normal file
File diff suppressed because it is too large
Load Diff
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Normal file
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Normal file
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59860
Assets/Scenes/Stairs.unity
Normal file
59860
Assets/Scenes/Stairs.unity
Normal file
File diff suppressed because one or more lines are too long
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Normal file
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Normal file
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10014
Assets/Scenes/Steps.unity
Normal file
10014
Assets/Scenes/Steps.unity
Normal file
File diff suppressed because one or more lines are too long
7
Assets/Scenes/Steps.unity.meta
Normal file
7
Assets/Scenes/Steps.unity.meta
Normal file
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1676
Assets/Scenes/Wall Jump.unity
Normal file
1676
Assets/Scenes/Wall Jump.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Wall Jump.unity.meta
Normal file
7
Assets/Scenes/Wall Jump.unity.meta
Normal file
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@ -1,253 +0,0 @@
|
|||||||
using Unity.Burst;
|
|
||||||
using Unity.Collections;
|
|
||||||
using Unity.Jobs;
|
|
||||||
using Unity.Mathematics;
|
|
||||||
using UnityEngine;
|
|
||||||
using Random = UnityEngine.Random;
|
|
||||||
|
|
||||||
using static Unity.Mathematics.math;
|
|
||||||
using quaternion = Unity.Mathematics.quaternion;
|
|
||||||
|
|
||||||
public class Fractal : MonoBehaviour
|
|
||||||
{
|
|
||||||
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
|
|
||||||
private struct UpdateFractalLevelJob : IJobFor
|
|
||||||
{
|
|
||||||
public float scale;
|
|
||||||
public float deltaTime;
|
|
||||||
|
|
||||||
[ReadOnly]
|
|
||||||
public NativeArray<FractalPart> parents;
|
|
||||||
|
|
||||||
public NativeArray<FractalPart> parts;
|
|
||||||
|
|
||||||
[WriteOnly]
|
|
||||||
public NativeArray<float3x4> matrices;
|
|
||||||
|
|
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public void Execute(int i)
|
|
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{
|
|
||||||
var parent = parents[i / 5];
|
|
||||||
var part = parts[i];
|
|
||||||
part.spinAngle += part.spinVelocity * deltaTime;
|
|
||||||
|
|
||||||
|
|
||||||
float3 upAxis =
|
|
||||||
mul(mul(parent.worldRotation, part.rotation), up());
|
|
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float3 sagAxis = cross(up(), upAxis);
|
|
||||||
|
|
||||||
float sagMagnitude = length(sagAxis);
|
|
||||||
quaternion baseRotation;
|
|
||||||
if (sagMagnitude > 0f)
|
|
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{
|
|
||||||
sagAxis /= sagMagnitude;
|
|
||||||
quaternion sagRotation =
|
|
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quaternion.AxisAngle(sagAxis, part.maxSagAngle * sagMagnitude);
|
|
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baseRotation = mul(sagRotation, parent.worldRotation);
|
|
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}
|
|
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else
|
|
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{
|
|
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baseRotation = parent.worldRotation;
|
|
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}
|
|
||||||
|
|
||||||
part.worldRotation = mul(baseRotation,
|
|
||||||
mul(part.rotation, quaternion.RotateY(part.spinAngle))
|
|
||||||
);
|
|
||||||
|
|
||||||
part.worldPosition =
|
|
||||||
parent.worldPosition +
|
|
||||||
mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
|
|
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parts[i] = part;
|
|
||||||
|
|
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float3x3 r = float3x3(part.worldRotation) * scale;
|
|
||||||
matrices[i] = float3x4(r.c0, r.c1, r.c2, part.worldPosition);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private struct FractalPart
|
|
||||||
{
|
|
||||||
public float3 worldPosition;
|
|
||||||
public quaternion rotation, worldRotation;
|
|
||||||
public float maxSagAngle, spinAngle, spinVelocity;
|
|
||||||
}
|
|
||||||
|
|
||||||
NativeArray<FractalPart>[] parts;
|
|
||||||
|
|
||||||
NativeArray<float3x4>[] matrices;
|
|
||||||
|
|
||||||
[SerializeField, Range(3, 8)]
|
|
||||||
int depth = 4;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
Mesh mesh = default, leafMesh = default;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
Material material = default;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
Gradient gradientA = default, gradientB = default;
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
Color leafColorA = default, leafColorB = default;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 90f)]
|
|
||||||
float maxSagAngleA = 15f, maxSagAngleB = 25f;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 90f)]
|
|
||||||
float spinSpeedA = 20f, spinSpeedB = 25f;
|
|
||||||
|
|
||||||
[SerializeField, Range(0f, 1f)]
|
|
||||||
float reverseSpinChance = 0.25f;
|
|
||||||
|
|
||||||
static float3[] directions =
|
|
||||||
{
|
|
||||||
up(), right(), left(), forward(), back()
|
|
||||||
};
|
|
||||||
|
|
||||||
static quaternion[] rotations =
|
|
||||||
{
|
|
||||||
quaternion.identity,
|
|
||||||
quaternion.RotateZ(-0.5f * PI), quaternion.RotateZ(0.5f * PI),
|
|
||||||
quaternion.RotateX(0.5f * PI), quaternion.RotateX(-0.5f * PI)
|
|
||||||
};
|
|
||||||
|
|
||||||
private FractalPart CreatePart(int childIndex)
|
|
||||||
{
|
|
||||||
return new FractalPart()
|
|
||||||
{
|
|
||||||
maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
|
|
||||||
rotation = rotations[childIndex],
|
|
||||||
spinVelocity =
|
|
||||||
(Random.value < reverseSpinChance ? -1f : 1f) *
|
|
||||||
radians(Random.Range(spinSpeedA, spinSpeedB))
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
ComputeBuffer[] matricesBuffers;
|
|
||||||
|
|
||||||
Vector4[] sequenceNumbers;
|
|
||||||
|
|
||||||
static readonly int colorAId = Shader.PropertyToID("_ColorA");
|
|
||||||
static readonly int colorBId = Shader.PropertyToID("_ColorB");
|
|
||||||
static readonly int matricesId = Shader.PropertyToID("_Matrices");
|
|
||||||
static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
|
|
||||||
|
|
||||||
static MaterialPropertyBlock propertyBlock;
|
|
||||||
|
|
||||||
private void OnEnable()
|
|
||||||
{
|
|
||||||
parts = new NativeArray<FractalPart>[depth];
|
|
||||||
matrices = new NativeArray<float3x4>[depth];
|
|
||||||
matricesBuffers = new ComputeBuffer[depth];
|
|
||||||
sequenceNumbers = new Vector4[depth];
|
|
||||||
int stride = 12 * 4;
|
|
||||||
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
|
|
||||||
{
|
|
||||||
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
|
|
||||||
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
|
|
||||||
matricesBuffers[i] = new ComputeBuffer(length, stride);
|
|
||||||
sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
|
|
||||||
}
|
|
||||||
|
|
||||||
parts[0][0] = CreatePart(0);
|
|
||||||
for (int li = 1; li < parts.Length; li++)
|
|
||||||
{
|
|
||||||
NativeArray<FractalPart> levelParts = parts[li];
|
|
||||||
for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
|
|
||||||
{
|
|
||||||
for (int ci = 0; ci < 5; ci++)
|
|
||||||
{
|
|
||||||
levelParts[fpi + ci] = CreatePart(ci);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (propertyBlock == null)
|
|
||||||
{
|
|
||||||
propertyBlock = new MaterialPropertyBlock();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDisable()
|
|
||||||
{
|
|
||||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
|
||||||
{
|
|
||||||
matricesBuffers[i].Release();
|
|
||||||
parts[i].Dispose();
|
|
||||||
matrices[i].Dispose();
|
|
||||||
}
|
|
||||||
parts = null;
|
|
||||||
matrices = null;
|
|
||||||
matricesBuffers = null;
|
|
||||||
sequenceNumbers = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnValidate()
|
|
||||||
{
|
|
||||||
if (parts != null && enabled)
|
|
||||||
{
|
|
||||||
OnDisable();
|
|
||||||
OnEnable();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
float deltaTime = Time.deltaTime;
|
|
||||||
FractalPart rootPart = parts[0][0];
|
|
||||||
rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
|
|
||||||
rootPart.worldRotation = mul(transform.rotation,
|
|
||||||
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
|
|
||||||
);
|
|
||||||
rootPart.worldPosition = transform.position;
|
|
||||||
parts[0][0] = rootPart;
|
|
||||||
float objectScale = transform.lossyScale.x;
|
|
||||||
float3x3 r = float3x3(rootPart.worldRotation) * objectScale;
|
|
||||||
matrices[0][0] = float3x4(r.c0, r.c1, r.c2, rootPart.worldPosition);
|
|
||||||
|
|
||||||
float scale = objectScale;
|
|
||||||
JobHandle jobHandle = default;
|
|
||||||
for (int li = 1; li < parts.Length; li++)
|
|
||||||
{
|
|
||||||
scale *= 0.5f;
|
|
||||||
jobHandle = new UpdateFractalLevelJob
|
|
||||||
{
|
|
||||||
deltaTime = deltaTime,
|
|
||||||
scale = scale,
|
|
||||||
parents = parts[li - 1],
|
|
||||||
parts = parts[li],
|
|
||||||
matrices = matrices[li]
|
|
||||||
}.ScheduleParallel(parts[li].Length, 5, jobHandle);
|
|
||||||
}
|
|
||||||
jobHandle.Complete();
|
|
||||||
|
|
||||||
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
|
|
||||||
int leafIndex = matricesBuffers.Length - 1;
|
|
||||||
for (int i = 0; i < matricesBuffers.Length; i++)
|
|
||||||
{
|
|
||||||
Mesh instanceMesh;
|
|
||||||
Color colorA, colorB;
|
|
||||||
if (i == leafIndex)
|
|
||||||
{
|
|
||||||
colorA = leafColorA;
|
|
||||||
colorB = leafColorB;
|
|
||||||
instanceMesh = leafMesh;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
colorA = gradientA.Evaluate(i / (matricesBuffers.Length - 2f));
|
|
||||||
colorB = gradientB.Evaluate(i / (matricesBuffers.Length - 2f));
|
|
||||||
instanceMesh = mesh;
|
|
||||||
}
|
|
||||||
propertyBlock.SetColor(colorAId, colorA);
|
|
||||||
propertyBlock.SetColor(colorBId, colorB);
|
|
||||||
ComputeBuffer buffer = matricesBuffers[i];
|
|
||||||
buffer.SetData(matrices[i]);
|
|
||||||
float gradientInterpolator = i / (matricesBuffers.Length - 1f);
|
|
||||||
propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
|
|
||||||
propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
|
|
||||||
propertyBlock.SetBuffer(matricesId, buffer);
|
|
||||||
propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
|
|
||||||
Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,66 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
public class FrameRateCounter : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
TextMeshProUGUI display = default;
|
|
||||||
|
|
||||||
public enum DisplayMode { FPS, MS };
|
|
||||||
|
|
||||||
[SerializeField]
|
|
||||||
DisplayMode displayMode = DisplayMode.FPS;
|
|
||||||
|
|
||||||
[SerializeField, Range(0.1f, 2.0f)]
|
|
||||||
float sampleDuration = 1.0f;
|
|
||||||
|
|
||||||
int frames;
|
|
||||||
|
|
||||||
float duration;
|
|
||||||
float bestDuration = float.MaxValue;
|
|
||||||
float worstDuration = 0.0f;
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
var frameDuration = Time.unscaledDeltaTime;
|
|
||||||
frames++;
|
|
||||||
duration += frameDuration;
|
|
||||||
|
|
||||||
if (frameDuration < bestDuration)
|
|
||||||
{
|
|
||||||
bestDuration = frameDuration;
|
|
||||||
}
|
|
||||||
if (frameDuration > worstDuration)
|
|
||||||
{
|
|
||||||
worstDuration = frameDuration;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (duration >= sampleDuration)
|
|
||||||
{
|
|
||||||
if (displayMode == DisplayMode.FPS)
|
|
||||||
{
|
|
||||||
display.SetText(
|
|
||||||
"FPS\n{0:0}\n{1:0}\n{2:0}",
|
|
||||||
1.0f / bestDuration,
|
|
||||||
frames / duration,
|
|
||||||
1.0f / worstDuration
|
|
||||||
);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
display.SetText(
|
|
||||||
"FPS\n{0:1}\n{1:1}\n{2:1}",
|
|
||||||
1000.0f * bestDuration,
|
|
||||||
1000.0f * duration / frames,
|
|
||||||
1000.0f * worstDuration
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
frames = 0;
|
|
||||||
duration = 0.0f;
|
|
||||||
bestDuration = float.MaxValue;
|
|
||||||
worstDuration = 0.0f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: db0de69e270b20648a07ce8befb7b34d
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,44 +0,0 @@
|
|||||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
|
||||||
StructuredBuffer<float3x4> _Matrices;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
float4 _ColorA, _ColorB;
|
|
||||||
|
|
||||||
float4 _SequenceNumbers;
|
|
||||||
|
|
||||||
float4 GetFractalColor () {
|
|
||||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
|
||||||
float4 color;
|
|
||||||
color.rgb = lerp(
|
|
||||||
_ColorA.rgb, _ColorB.rgb,
|
|
||||||
frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
|
|
||||||
);
|
|
||||||
color.a = lerp(
|
|
||||||
_ColorA.a, _ColorB.a,
|
|
||||||
frac(unity_InstanceID * _SequenceNumbers.z + _SequenceNumbers.w)
|
|
||||||
);
|
|
||||||
return color;
|
|
||||||
#else
|
|
||||||
return _ColorA;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void ConfigureProcedural () {
|
|
||||||
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
|
|
||||||
float3x4 m = _Matrices[unity_InstanceID];
|
|
||||||
unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
|
|
||||||
unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
|
|
||||||
unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
|
|
||||||
unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
|
|
||||||
Out = In;
|
|
||||||
FractalColor = GetFractalColor();
|
|
||||||
}
|
|
||||||
|
|
||||||
void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
|
|
||||||
Out = In;
|
|
||||||
FractalColor = GetFractalColor();
|
|
||||||
}
|
|
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0ed85852d1001bf44b1fef32640df23b
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b0fb12a02297f9149a851c7b510764eb
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
258
Assets/Scripts/MovingSphere.cs
Normal file
258
Assets/Scripts/MovingSphere.cs
Normal file
@ -0,0 +1,258 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class MovingSphere : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField, Range(0f, 100f)]
|
||||||
|
private float maxSpeed = 10f;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 100f)]
|
||||||
|
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 10f)]
|
||||||
|
private float jumpHeight = 2f;
|
||||||
|
|
||||||
|
[SerializeField, Range(0, 5)]
|
||||||
|
private int maxAirJumps = 0;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 90f)]
|
||||||
|
private float maxGroundAngle = 25f, maxStairsAngle = 50f;
|
||||||
|
|
||||||
|
[SerializeField, Range(0f, 100f)]
|
||||||
|
float maxSnapSpeed = 100f;
|
||||||
|
|
||||||
|
[SerializeField, Min(0f)]
|
||||||
|
float probeDistance = 1f;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
LayerMask probeMask = -1, stairsMask = -1;
|
||||||
|
|
||||||
|
private Rigidbody body;
|
||||||
|
|
||||||
|
private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
|
||||||
|
private bool desiredJump = false;
|
||||||
|
|
||||||
|
private int jumpPhase;
|
||||||
|
private Vector3 velocity;
|
||||||
|
private Vector3 contactNormal, steepNormal;
|
||||||
|
private int groundContactCount, steepContactCount;
|
||||||
|
private float minGroundDotProduct, minStairsDotProduct;
|
||||||
|
private int stepsSinceLastGrounded, stepsSinceLastJump;
|
||||||
|
private bool onGround => groundContactCount > 0;
|
||||||
|
private bool onSteep => steepContactCount > 0;
|
||||||
|
|
||||||
|
private float GetMinDot(int layer)
|
||||||
|
{
|
||||||
|
return (stairsMask & (1 << layer)) == 0 ?
|
||||||
|
minGroundDotProduct : minStairsDotProduct;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
|
||||||
|
minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
body = GetComponent<Rigidbody>();
|
||||||
|
OnValidate();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
Vector2 playerInput;
|
||||||
|
playerInput.x = Input.GetAxis("Horizontal");
|
||||||
|
playerInput.y = Input.GetAxis("Vertical");
|
||||||
|
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
|
||||||
|
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
|
||||||
|
|
||||||
|
desiredJump |= Input.GetButtonDown("Jump");
|
||||||
|
|
||||||
|
GetComponent<MeshRenderer>().material.SetColor(
|
||||||
|
"_BaseColor", onGround ? Color.black : Color.white
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
UpdateState();
|
||||||
|
|
||||||
|
AdjustVelocity();
|
||||||
|
|
||||||
|
if (desiredJump)
|
||||||
|
{
|
||||||
|
desiredJump = false;
|
||||||
|
Jump();
|
||||||
|
}
|
||||||
|
|
||||||
|
body.velocity = velocity;
|
||||||
|
|
||||||
|
ClearState();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateState()
|
||||||
|
{
|
||||||
|
stepsSinceLastGrounded++;
|
||||||
|
stepsSinceLastJump++;
|
||||||
|
velocity = body.velocity;
|
||||||
|
if (onGround || SnapToGround() || CheckSteepContacts())
|
||||||
|
{
|
||||||
|
stepsSinceLastGrounded = 0;
|
||||||
|
if (stepsSinceLastJump > 1)
|
||||||
|
{
|
||||||
|
jumpPhase = 0;
|
||||||
|
}
|
||||||
|
if (groundContactCount > 1)
|
||||||
|
{
|
||||||
|
contactNormal.Normalize();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
contactNormal = Vector3.up;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter(Collision collision)
|
||||||
|
{
|
||||||
|
EvaluateCollision(collision);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionStay(Collision collision)
|
||||||
|
{
|
||||||
|
EvaluateCollision(collision);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EvaluateCollision(Collision collision)
|
||||||
|
{
|
||||||
|
float minDot = GetMinDot(collision.gameObject.layer);
|
||||||
|
for (int i = 0; i < collision.contactCount; i++)
|
||||||
|
{
|
||||||
|
var normal = collision.GetContact(i).normal;
|
||||||
|
if (normal.y >= minDot)
|
||||||
|
{
|
||||||
|
groundContactCount += 1;
|
||||||
|
contactNormal += normal;
|
||||||
|
}
|
||||||
|
else if (normal.y > -0.01f)
|
||||||
|
{
|
||||||
|
steepContactCount += 1;
|
||||||
|
steepNormal += normal;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Jump()
|
||||||
|
{
|
||||||
|
Vector3 jumpDirection;
|
||||||
|
|
||||||
|
if (onGround)
|
||||||
|
{
|
||||||
|
jumpDirection = contactNormal;
|
||||||
|
}
|
||||||
|
else if (onSteep)
|
||||||
|
{
|
||||||
|
jumpDirection = steepNormal;
|
||||||
|
jumpPhase = 0;
|
||||||
|
}
|
||||||
|
else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
|
||||||
|
{
|
||||||
|
if (jumpPhase == 0)
|
||||||
|
{
|
||||||
|
jumpPhase = 1;
|
||||||
|
}
|
||||||
|
jumpDirection = contactNormal;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
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|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
stepsSinceLastJump = 0;
|
||||||
|
jumpPhase++;
|
||||||
|
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
|
||||||
|
jumpDirection = (jumpDirection + Vector3.up).normalized;
|
||||||
|
float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
|
||||||
|
if (alignedSpeed > 0f)
|
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|
{
|
||||||
|
jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
|
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|
}
|
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|
velocity += jumpDirection * jumpSpeed;
|
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|
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|
}
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|
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|
private void AdjustVelocity()
|
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|
{
|
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|
Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
|
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|
Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
|
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|
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|
float currentX = Vector3.Dot(velocity, xAxis);
|
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|
float currentZ = Vector3.Dot(velocity, zAxis);
|
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|
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|
float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
|
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|
float maxSpeedChange = acceleration * Time.deltaTime;
|
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|
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||||||
|
float newX =
|
||||||
|
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
|
||||||
|
float newZ =
|
||||||
|
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
|
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|
|
||||||
|
velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
|
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|
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|
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|
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private Vector3 ProjectOnContactPlane(Vector3 vector)
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|
{
|
||||||
|
return vector - contactNormal * Vector3.Dot(vector, contactNormal);
|
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|
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|
||||||
|
|
||||||
|
private void ClearState()
|
||||||
|
{
|
||||||
|
groundContactCount = steepContactCount = 0;
|
||||||
|
contactNormal = steepNormal = Vector3.zero;
|
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|
}
|
||||||
|
|
||||||
|
private bool SnapToGround()
|
||||||
|
{
|
||||||
|
if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
float speed = velocity.magnitude;
|
||||||
|
if (speed > maxSnapSpeed)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
|
||||||
|
{
|
||||||
|
return false;
|
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|
}
|
||||||
|
if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
groundContactCount = 1;
|
||||||
|
contactNormal = hit.normal;
|
||||||
|
float dot = Vector3.Dot(velocity, hit.normal);
|
||||||
|
if (dot > 0f)
|
||||||
|
{
|
||||||
|
velocity = (velocity - hit.normal * dot).normalized * speed;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CheckSteepContacts()
|
||||||
|
{
|
||||||
|
if (steepContactCount > 1)
|
||||||
|
{
|
||||||
|
steepNormal.Normalize();
|
||||||
|
if (steepNormal.y >= minGroundDotProduct)
|
||||||
|
{
|
||||||
|
groundContactCount = 1;
|
||||||
|
contactNormal = steepNormal;
|
||||||
|
return true;
|
||||||
|
}
|
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|
}
|
||||||
|
return false;
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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|
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||||||
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to any document created using the fonts or their derivatives.
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||||||
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||||||
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redistribute, and sell modified and unmodified copies of the Font
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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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||||||
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
|
|
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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m_Texture: {fileID: 28933816116536082, guid: 8a89fa14b10d46a99122fd4f73fca9a2,
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OutlineTex:
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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_Floats:
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- _Ambient: 0.5
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- _Bevel: 0.5
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- _BevelClamp: 0
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- _BevelOffset: 0
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- _BevelRoundness: 0
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- _BevelWidth: 0
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- _BumpFace: 0
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- _BumpOutline: 0
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- _ColorMask: 15
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- _Diffuse: 0.5
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- _FaceDilate: 0.1
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- _FaceUVSpeedX: 0
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- _FaceUVSpeedY: 0
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- _GlowInner: 0.05
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- _GlowOffset: 0
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- _GlowOuter: 0.05
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- _GlowPower: 0.75
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- _GradientScale: 10
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- _LightAngle: 3.1416
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- _MaskSoftnessX: 0
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- _MaskSoftnessY: 0
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- _OutlineSoftness: 0
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- _OutlineUVSpeedX: 0
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- _OutlineUVSpeedY: 0
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- _OutlineWidth: 0.1
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- _PerspectiveFilter: 0.875
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- _Reflectivity: 10
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- _ScaleRatioB: 0.6770833
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- _ScaleRatioC: 0.64125
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- _ScaleX: 1
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- _ScaleY: 1
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- _ShaderFlags: 0
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- _StencilReadMask: 255
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- _StencilWriteMask: 255
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- _TextureHeight: 1024
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- _TextureWidth: 1024
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- _UnderlayDilate: 0
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- _UnderlayOffsetX: 0.5
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- _UnderlayOffsetY: -0.5
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- _UnderlaySoftness: 0.05
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- _VertexOffsetX: 0
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- _VertexOffsetY: 0
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- _WeightBold: 0.75
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m_Colors:
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- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
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- _EnvMatrixRotation: {r: 0, g: 0, b: 0, a: 0}
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- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
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- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
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- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
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- _OutlineColor: {r: 0, g: 0, b: 0, a: 1}
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- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
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- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
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- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 749b9069dc4742c5bfa5c74644049926
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timeCreated: 1484173523
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licenseType: Pro
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user