Tabs -> spaces and started making the console.
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@ -3,14 +3,14 @@ using System.Collections.Generic;
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public float MovementSpeed = 5.0f;
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public float MovementSpeed = 5.0f;
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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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/// <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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}
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18
Assets/Scripts/DebugConsole.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DebugConsole : MonoBehaviour {
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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/// <summary>
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/// Adds a command to be used in the console.
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/// </summary>
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/// <param name="command">The command template that should be used.
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/// eg. "print (text)" or "add (number) (number)"</param>
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/// <param name="description">Description.</param>
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/// <param name="action">Action.</param>
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public void AddCommand(string command, string description, DebugConsoleAction.Action action) {
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Actions[command] = new DebugConsoleAction(description, action);
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}
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}
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Assets/Scripts/DebugConsoleAction.cs
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Assets/Scripts/DebugConsoleAction.cs
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using System.Collections.Generic;
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public class DebugConsoleAction {
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public delegate void Action(List<string> args);
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private string Description;
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private Action ActionFunc;
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public DebugConsoleAction(string description, Action actionFunc) {
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this.Description = description;
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this.ActionFunc = actionFunc;
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}
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public void Call(List<string> args) {
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ActionFunc(args);
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}
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}
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|
||||
timeCreated: 1494185524
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -3,5 +3,6 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public enum EntityType {
|
||||
PC, NPC
|
||||
PC,
|
||||
NPC
|
||||
}
|
||||
|
@ -3,11 +3,11 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : MonoBehaviour {
|
||||
public Character Character;
|
||||
public Character Character;
|
||||
|
||||
void FixedUpdate() {
|
||||
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
Move = transform.TransformDirection(Move);
|
||||
Character.Move(Move);
|
||||
}
|
||||
void FixedUpdate() {
|
||||
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
Move = transform.TransformDirection(Move);
|
||||
Character.Move(Move);
|
||||
}
|
||||
}
|
||||
|
@ -3,50 +3,50 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Spawner : MonoBehaviour {
|
||||
public GameObject PCEntityPrefab;
|
||||
public GameObject NPCEntityPrefab;
|
||||
public GameObject PCEntityPrefab;
|
||||
public GameObject NPCEntityPrefab;
|
||||
|
||||
private int LastID = 0;
|
||||
private Dictionary<int, GameObject> SpawnedEntities = new Dictionary<int, GameObject>();
|
||||
private int LastID = 0;
|
||||
private Dictionary<int, GameObject> SpawnedEntities = new Dictionary<int, GameObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Spawns an entity and returns that entity.
|
||||
/// </summary>
|
||||
/// <param name="type">Type.</param>
|
||||
/// <param name="position">Position.</param>
|
||||
public GameObject Spawn(EntityType type, Vector3 position) {
|
||||
GameObject Spawned = null;
|
||||
switch (type) {
|
||||
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;
|
||||
}
|
||||
/// <summary>
|
||||
/// Spawns an entity and returns that entity.
|
||||
/// </summary>
|
||||
/// <param name="type">Type.</param>
|
||||
/// <param name="position">Position.</param>
|
||||
public GameObject Spawn(EntityType type, Vector3 position) {
|
||||
GameObject Spawned = null;
|
||||
switch (type) {
|
||||
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];
|
||||
}
|
||||
public GameObject Get(int id) {
|
||||
return SpawnedEntities[id];
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
Spawn(EntityType.PC, new Vector3());
|
||||
}
|
||||
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 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++;
|
||||
}
|
||||
private int CreateID() {
|
||||
return LastID++;
|
||||
}
|
||||
}
|
||||
|
@ -3,5 +3,5 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SyncBase : MonoBehaviour {
|
||||
public int ID;
|
||||
public int ID;
|
||||
}
|
||||
|
92
LICENSE-VT323.txt
Normal file
92
LICENSE-VT323.txt
Normal file
@ -0,0 +1,92 @@
|
||||
Copyright 2011, The VT323 Project Authors (peter.hull@oikoi.com)
|
||||
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
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
@ -15,5 +15,9 @@ 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/)
|
||||
License
|
||||
-------
|
||||
The monospace font used is VT323 which is licensed under the [SIL Open Font License version 1.1](LICENSE-VT323.txt).
|
||||
|
||||
All of the assets created specifically for this project (ie. not mentioned above) are licensed under the CC-BY-NC-SA 4.0 license.
|
||||
[![CC-BY-NC-SA](https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png)](https://creativecommons.org/licenses/by-nc-sa/4.0/)
|
||||
|
Loading…
Reference in New Issue
Block a user