Initialized unity project, added characters and a spawning system.
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9
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9
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16
Assets/Scripts/Character.cs
Normal file
16
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Normal file
@ -0,0 +1,16 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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public class Character : SyncBase {
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public float MovementSpeed = 5.0f;
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public CharacterController CharacterController;
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||||
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/// <summary>
|
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/// Moves the character in the wanted direction. Should be called on the physics tick. (FixedUpdate)
|
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/// </summary>
|
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/// <param name="Direction">Movement direction.</param>
|
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public void Move(Vector3 Direction) {
|
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CharacterController.Move(Direction.normalized * MovementSpeed * Time.fixedDeltaTime);
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}
|
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}
|
12
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Normal file
12
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Assets/Scripts/EntityType.cs
Normal file
7
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Normal file
@ -0,0 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public enum EntityType {
|
||||
PC, NPC
|
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}
|
12
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Normal file
12
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Normal file
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13
Assets/Scripts/PlayerController.cs
Normal file
13
Assets/Scripts/PlayerController.cs
Normal file
@ -0,0 +1,13 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public class PlayerController : MonoBehaviour {
|
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public Character Character;
|
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|
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void FixedUpdate() {
|
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Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
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Move = transform.TransformDirection(Move);
|
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Character.Move(Move);
|
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}
|
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}
|
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12
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Normal file
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52
Assets/Scripts/Spawner.cs
Normal file
52
Assets/Scripts/Spawner.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class Spawner : MonoBehaviour {
|
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public GameObject PCEntityPrefab;
|
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public GameObject NPCEntityPrefab;
|
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|
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private int LastID = 0;
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private Dictionary<int, GameObject> SpawnedEntities = new Dictionary<int, GameObject>();
|
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|
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/// <summary>
|
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/// Spawns an entity and returns that entity.
|
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/// </summary>
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/// <param name="type">Type.</param>
|
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/// <param name="position">Position.</param>
|
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public GameObject Spawn(EntityType type, Vector3 position) {
|
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GameObject Spawned = null;
|
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switch (type) {
|
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case EntityType.PC:
|
||||
Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
case EntityType.NPC:
|
||||
Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
}
|
||||
if (Spawned != null) {
|
||||
int ID = CreateID();
|
||||
Spawned.GetComponent<SyncBase>().ID = ID;
|
||||
SpawnedEntities[ID] = Spawned;
|
||||
}
|
||||
return Spawned;
|
||||
}
|
||||
|
||||
public GameObject Get(int id) {
|
||||
return SpawnedEntities[id];
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
Spawn(EntityType.PC, new Vector3());
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Input.GetButtonDown("Jump")) {
|
||||
Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
|
||||
}
|
||||
}
|
||||
|
||||
private int CreateID() {
|
||||
return LastID++;
|
||||
}
|
||||
}
|
12
Assets/Scripts/Spawner.cs.meta
Normal file
12
Assets/Scripts/Spawner.cs.meta
Normal file
@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
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7
Assets/Scripts/SyncBase.cs
Normal file
7
Assets/Scripts/SyncBase.cs
Normal file
@ -0,0 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SyncBase : MonoBehaviour {
|
||||
public int ID;
|
||||
}
|
12
Assets/Scripts/SyncBase.cs.meta
Normal file
12
Assets/Scripts/SyncBase.cs.meta
Normal file
@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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16
ProjectSettings/AudioManager.asset
Normal file
16
ProjectSettings/AudioManager.asset
Normal file
@ -0,0 +1,16 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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|
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Doppler Factor: 1
|
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Default Speaker Mode: 2
|
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|
||||
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|
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|
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|
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|
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m_DisableAudio: 0
|
||||
m_VirtualizeEffects: 1
|
6
ProjectSettings/ClusterInputManager.asset
Normal file
6
ProjectSettings/ClusterInputManager.asset
Normal file
@ -0,0 +1,6 @@
|
||||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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|
||||
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|
||||
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|
18
ProjectSettings/DynamicsManager.asset
Normal file
18
ProjectSettings/DynamicsManager.asset
Normal file
@ -0,0 +1,18 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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|
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|
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|
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|
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7
ProjectSettings/EditorBuildSettings.asset
Normal file
7
ProjectSettings/EditorBuildSettings.asset
Normal file
@ -0,0 +1,7 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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|
14
ProjectSettings/EditorSettings.asset
Normal file
14
ProjectSettings/EditorSettings.asset
Normal file
@ -0,0 +1,14 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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61
ProjectSettings/GraphicsSettings.asset
Normal file
61
ProjectSettings/GraphicsSettings.asset
Normal file
@ -0,0 +1,61 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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295
ProjectSettings/InputManager.asset
Normal file
295
ProjectSettings/InputManager.asset
Normal file
@ -0,0 +1,295 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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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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|
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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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|
89
ProjectSettings/NavMeshAreas.asset
Normal file
89
ProjectSettings/NavMeshAreas.asset
Normal file
@ -0,0 +1,89 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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1
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180
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43
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ProjectSettings/TimeManager.asset
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Normal file
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%YAML 1.1
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32
ProjectSettings/UnityConnectSettings.asset
Normal file
32
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Normal file
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!310 &1
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|
@ -10,4 +10,10 @@ Design
|
||||
------
|
||||
See [game design document](GDD.md).
|
||||
|
||||
Unity Dependencies
|
||||
------------------
|
||||
Before doing anything in Unity, install these into the /Assets/AssetStoreTools directory. Note that it's in the gitignore, so you need to create the directory yourself.
|
||||
- [Post Processing Stack](https://www.assetstore.unity3d.com/en/#!/content/83912)
|
||||
|
||||
---
|
||||
[![CC-BY-NC-SA](https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)](https://creativecommons.org/licenses/by-nc-sa/4.0/)
|
||||
|
@ -42,8 +42,8 @@ Version 0.2.0 - Juniper
|
||||
|
||||
Version 0.1.0 - Gigantic
|
||||
------------------------
|
||||
- [ ] Spawning basic capsule characters.
|
||||
- [ ] ...With movement capabilities.
|
||||
- [x] Spawning basic capsule characters.
|
||||
- [x] ...With movement capabilities.
|
||||
- [ ] Client-server connectivity, players can see each other moving around.
|
||||
- [ ] 1. Client-server connectivity: the clients can connect to the server and send some messages back and forth.
|
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- [ ] 2. Players can see eachothers capsule-characters and send commands to move them around.
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Reference in New Issue
Block a user