Initial commit

This commit is contained in:
misabiko 2020-06-07 14:50:21 -04:00
commit 8b890c3c2a
101 changed files with 4915 additions and 0 deletions

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* text=auto
# Unity files
*.meta -text merge=unityyamlmerge diff
*.unity -text merge=unityyamlmerge diff
*.asset -text merge=unityyamlmerge diff
*.prefab -text merge=unityyamlmerge diff
*.mat -text merge=unityyamlmerge diff
*.anim -text merge=unityyamlmerge diff
*.controller -text merge=unityyamlmerge diff
*.overrideController -text merge=unityyamlmerge diff
*.physicMaterial -text merge=unityyamlmerge diff
*.physicsMaterial2D -text merge=unityyamlmerge diff
*.playable -text merge=unityyamlmerge diff
*.mask -text merge=unityyamlmerge diff
*.brush -text merge=unityyamlmerge diff
*.flare -text merge=unityyamlmerge diff
*.fontsettings -text merge=unityyamlmerge diff
*.guiskin -text merge=unityyamlmerge diff
*.giparams -text merge=unityyamlmerge diff
*.renderTexture -text merge=unityyamlmerge diff
*.spriteatlas -text merge=unityyamlmerge diff
*.terrainlayer -text merge=unityyamlmerge diff
*.mixer -text merge=unityyamlmerge diff
*.shadervariants -text merge=unityyamlmerge diff
# Image formats
*.psd filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.gif filter=lfs diff=lfs merge=lfs -text
*.bmp filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.tiff filter=lfs diff=lfs merge=lfs -text
*.tif filter=lfs diff=lfs merge=lfs -text
*.iff filter=lfs diff=lfs merge=lfs -text
*.pict filter=lfs diff=lfs merge=lfs -text
*.dds filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text
# Audio formats
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.aiff filter=lfs diff=lfs merge=lfs -text
*.aif filter=lfs diff=lfs merge=lfs -text
*.mod filter=lfs diff=lfs merge=lfs -text
*.it filter=lfs diff=lfs merge=lfs -text
*.s3m filter=lfs diff=lfs merge=lfs -text
*.xm filter=lfs diff=lfs merge=lfs -text
# Video formats
*.mov filter=lfs diff=lfs merge=lfs -text
*.avi filter=lfs diff=lfs merge=lfs -text
*.asf filter=lfs diff=lfs merge=lfs -text
*.mpg filter=lfs diff=lfs merge=lfs -text
*.mpeg filter=lfs diff=lfs merge=lfs -text
*.mp4 filter=lfs diff=lfs merge=lfs -text
# 3D formats
*.fbx filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
*.max filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text
*.dae filter=lfs diff=lfs merge=lfs -text
*.mb filter=lfs diff=lfs merge=lfs -text
*.ma filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
*.dfx filter=lfs diff=lfs merge=lfs -text
*.c4d filter=lfs diff=lfs merge=lfs -text
*.lwo filter=lfs diff=lfs merge=lfs -text
*.lwo2 filter=lfs diff=lfs merge=lfs -text
*.abc filter=lfs diff=lfs merge=lfs -text
*.3dm filter=lfs diff=lfs merge=lfs -text
# Build
*.dll filter=lfs diff=lfs merge=lfs -text
*.pdb filter=lfs diff=lfs merge=lfs -text
*.mdb filter=lfs diff=lfs merge=lfs -text
# Packaging
*.zip filter=lfs diff=lfs merge=lfs -text
*.7z filter=lfs diff=lfs merge=lfs -text
*.gz filter=lfs diff=lfs merge=lfs -text
*.rar filter=lfs diff=lfs merge=lfs -text
*.tar filter=lfs diff=lfs merge=lfs -text

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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
# Uncomment this line if you wish to ignore the asset store tools plugin
# [Aa]ssets/AssetStoreTools*
# 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
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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<?xml version="1.0" encoding="UTF-8"?>
<module type="RIDER_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ContentModelStore">
<e p="C:\Users\misabiko\AppData\Local\JetBrains\Rider2020.1\extResources" t="IncludeRecursive" />
<e p="C:\Users\misabiko\AppData\Local\JetBrains\Rider2020.1\resharper-host\Local\Transient\ReSharperHost\v201\SolutionCaches\_Bomberman.867671047.00" t="ExcludeRecursive" />
<e p="C:\Users\misabiko\AppData\Roaming\JetBrains\Rider2020.1\scratches" t="IncludeRecursive" />
<e p="C:\Users\misabiko\Documents\Coding\UnityProjects\Bomberman" t="IncludeRecursive">
<e p="Assembly-CSharp-Editor-firstpass.csproj" t="IncludeRecursive" />
<e p="Assembly-CSharp.csproj" t="IncludeRecursive" />
<e p="Assets" t="Include">
<e p="Plugins" t="Include">
<e p="GitHub" t="Include">
<e p="Editor" t="Include">
<e p="credits.txt" t="Include" />
<e p="eula.txt" t="Include" />
<e p="ExtensionLoader.cs" t="Include" />
<e p="UnityAPIWrapper.cs" t="Include" />
</e>
</e>
</e>
<e p="Scripts" t="Include">
<e p="SimpleCameraController.cs" t="Include" />
</e>
</e>
<e p="Bomberman.sln" t="IncludeFlat" />
<e p="obj" t="ExcludeRecursive" />
<e p="Packages" t="ExcludeRecursive" />
<e p="Temp\bin" t="ExcludeRecursive" />
</e>
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ContentModelUserStore">
<attachedFolders />
<explicitIncludes>
<Path>Library/PackageCache/com.unity.cinemachine@2.5.0</Path>
<Path>Library/PackageCache/com.unity.collab-proxy@1.2.16</Path>
<Path>Library/PackageCache/com.unity.ext.nunit@1.0.0</Path>
<Path>Library/PackageCache/com.unity.ide.rider@1.1.4</Path>
<Path>Library/PackageCache/com.unity.ide.vscode@1.2.0</Path>
<Path>Library/PackageCache/com.unity.inputsystem@1.0.0</Path>
<Path>Library/PackageCache/com.unity.render-pipelines.core@7.3.1</Path>
<Path>Library/PackageCache/com.unity.render-pipelines.universal@7.3.1</Path>
<Path>Library/PackageCache/com.unity.shadergraph@7.3.1</Path>
<Path>Library/PackageCache/com.unity.test-framework@1.1.14</Path>
<Path>Library/PackageCache/com.unity.textmeshpro@2.0.1</Path>
<Path>Library/PackageCache/com.unity.timeline@1.2.14</Path>
<Path>Packages</Path>
<Path>ProjectSettings</Path>
</explicitIncludes>
<explicitExcludes>
<Path>.git</Path>
<Path>.idea</Path>
<Path>Library</Path>
<Path>Logs</Path>
<Path>Temp</Path>
<Path>obj</Path>
</explicitExcludes>
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/.idea.Bomberman/.idea/.idea.Bomberman.iml" filepath="$PROJECT_DIR$/.idea/.idea.Bomberman/.idea/.idea.Bomberman.iml" />
<module fileurl="file://$PROJECT_DIR$/.idea/.idea.Bomberman/riderModule.iml" filepath="$PROJECT_DIR$/.idea/.idea.Bomberman/riderModule.iml" />
</modules>
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="RiderProjectSettingsUpdater">
<option name="vcsConfiguration" value="2" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ChangeListManager">
<list default="true" id="093b0649-4999-4ce7-a733-d62e04356272" name="Default Changelist" comment="" />
<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
<option name="LAST_RESOLUTION" value="IGNORE" />
</component>
<component name="Git.Settings">
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
</component>
<component name="ProjectId" id="1d0J2e6oBF13I0coouPEnRJdFyF" />
<component name="ProjectLevelVcsManager" settingsEditedManually="true" />
<component name="ProjectViewState">
<option name="autoscrollFromSource" value="true" />
<option name="hideEmptyMiddlePackages" value="true" />
<option name="showLibraryContents" value="true" />
</component>
<component name="PropertiesComponent">
<property name="RunOnceActivity.OpenProjectViewOnStart" value="true" />
<property name="RunOnceActivity.ShowReadmeOnStart" value="true" />
</component>
<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
<configuration name="Attach to Unity Editor &amp; Play" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="UNITY_ATTACH_AND_PLAY" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost">
<option name="allowRunningInParallel" value="false" />
<option name="listenPortForConnections" value="false" />
<option name="pid" />
<method v="2" />
</configuration>
<configuration name="Attach to Unity Editor" type="UNITY_DEBUG_RUN_CONFIGURATION" factoryName="Unity Debug" show_console_on_std_err="false" show_console_on_std_out="false" port="50000" address="localhost">
<option name="allowRunningInParallel" value="false" />
<option name="listenPortForConnections" value="false" />
<option name="pid" />
<method v="2" />
</configuration>
</component>
<component name="TaskManager">
<task active="true" id="Default" summary="Default task">
<changelist id="093b0649-4999-4ce7-a733-d62e04356272" name="Default Changelist" comment="" />
<created>1591555872631</created>
<option name="number" value="Default" />
<option name="presentableId" value="Default" />
<updated>1591555872631</updated>
</task>
<servers />
</component>
<component name="UnityUnitTestConfiguration" currentTestLauncher="NUnit" />
<component name="VcsManagerConfiguration">
<option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<module type="RIDER_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$/../.." />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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using UnityEditor;
using UnityEngine;
using System.IO;
using System;
namespace GitHub.Unity
{
[InitializeOnLoad]
public class ExtensionLoader : ScriptableSingleton<ExtensionLoader>
{
[SerializeField] private bool initialized = true;
public bool Initialized
{
get
{
return initialized;
}
set
{
initialized = value;
Save(true);
}
}
private static bool inSourceMode = false;
private const string sourceModePath = "Assets/Editor/build/";
private const string realPath = "Assets/Plugins/GitHub/Editor/";
private static string[] assemblies20 = { "System.Threading.dll", "AsyncBridge.Net35.dll", "ReadOnlyCollectionsInterfaces.dll", "GitHub.Api.dll", "GitHub.Unity.dll" };
private static string[] assemblies45 = { "GitHub.Api.45.dll", "GitHub.Unity.45.dll" };
private const string GITHUB_UNITY_DISABLE = "GITHUB_UNITY_DISABLE";
private static bool IsDisabled { get { return Environment.GetEnvironmentVariable(GITHUB_UNITY_DISABLE) == "1"; } }
static ExtensionLoader()
{
if (IsDisabled)
{
return;
}
EditorApplication.update += Initialize;
}
private static void Initialize()
{
EditorApplication.update -= Initialize;
// we're always doing this right now because if the plugin gets updated all the meta files will be disabled and we need to re-enable them
// we should probably detect if our assets change and re-run this instead of doing it every time
//if (!ExtensionLoader.instance.Initialized)
{
var scriptPath = Path.Combine(Application.dataPath, "Editor" + Path.DirectorySeparatorChar + "GitHub.Unity" + Path.DirectorySeparatorChar + "EntryPoint.cs");
inSourceMode = File.Exists(scriptPath);
ToggleAssemblies();
//ExtensionLoader.instance.Initialized = true;
AssetDatabase.SaveAssets();
}
}
private static void ToggleAssemblies()
{
var path = inSourceMode ? sourceModePath : realPath;
#if NET_4_6
ToggleAssemblies(path, assemblies20, false);
ToggleAssemblies(path, assemblies45, true);
#else
ToggleAssemblies(path, assemblies45, false);
ToggleAssemblies(path, assemblies20, true);
#endif
}
private static void ToggleAssemblies(string path, string[] assemblies, bool enable)
{
foreach (var file in assemblies)
{
var filepath = path + file;
PluginImporter importer = AssetImporter.GetAtPath(filepath) as PluginImporter;
if (importer == null)
{
Debug.LogFormat("GitHub for Unity: Could not find importer for {0}. Some functionality may fail.", filepath);
continue;
}
if (importer.GetCompatibleWithEditor() != enable)
{
importer.SetCompatibleWithEditor(enable);
importer.SaveAndReimport();
}
}
}
}
}

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using UnityEditor;
using UnityEngine;
using System.IO;
using System;
namespace GitHub.Unity
{
[InitializeOnLoad]
public class UnityAPIWrapper : ScriptableSingleton<UnityAPIWrapper>
{
static UnityAPIWrapper()
{
#if UNITY_2018_2_OR_NEWER
Editor.finishedDefaultHeaderGUI += editor => {
UnityShim.Raise_Editor_finishedDefaultHeaderGUI(editor);
};
#endif
}
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===============================================================================
Port of Axosoft's NSFW (https://github.com/github-for-unity/sfw)
===============================================================================
The MIT License (MIT)
Copyright (c) 2015 Axosoft
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
===============================================================================
AsyncBridge (https://github.com/OmerMor/AsyncBridge)
===============================================================================
The MIT License (MIT)
Copyright (c) 2015 Omer Mor
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
===============================================================================
TaskParallelLibrary (https://www.nuget.org/packages/TaskParallelLibrary/)
===============================================================================
MICROSOFT SOFTWARE LICENSE TERMS
MICROSOFT REACTIVE EXTENSIONS FOR JAVASCRIPT AND .NET LIBRARIES
These license terms are an agreement between Microsoft Corporation (or based on where you live, one of its affiliates) and you. Please read them. They apply to the software named above, which includes the media on which you received it, if any. The terms also apply to any Microsoft
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for this software, unless other terms accompany those items. If so, those terms apply.
BY USING THE SOFTWARE, YOU ACCEPT THESE TERMS. IF YOU DO NOT ACCEPT THEM, DO NOT USE THE SOFTWARE.
If you comply with these license terms, you have the rights below.
INSTALLATION AND USE RIGHTS. You may install and use any number of copies of the software on your devices to design, develop and test your programs.
ADDITIONAL LICENSING REQUIREMENTS AND/OR USE RIGHTS.
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APPLICABLE LAW.
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Outside the United States. If you acquired the software in any other country, the laws of that country apply.
LEGAL EFFECT. This agreement describes certain legal rights. You may have other rights under the laws of your country. You may also have rights with respect to the party from whom you acquired the software. This agreement does not change your rights under the laws of your country if the laws of your country do not permit it to do so.
DISCLAIMER OF WARRANTY. THE SOFTWARE IS LICENSED “AS-IS.” YOU BEAR THE RISK OF USING IT. MICROSOFT GIVES NO EXPRESS WARRANTIES, GUARANTEES OR CONDITIONS. YOU MAY HAVE ADDITIONAL CONSUMER RIGHTS UNDER YOUR LOCAL LAWS WHICH THIS AGREEMENT CANNOT CHANGE. TO THE EXTENT PERMITTED UNDER YOUR LOCAL LAWS, MICROSOFT EXCLUDES THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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===============================================================================
dotnet-threading (https://github.com/tunnelvisionlabs/dotnet-threading)
===============================================================================
Copyright (c) Tunnel Vision Laboratories, LLC. All rights reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use
these files except in compliance with the License. You may obtain a copy of the
License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
---
This project uses other open source projects, which are used under the terms
of the following license(s).
Rackspace Threading Library
Copyright (c) Rackspace, US Inc. All rights reserved.
Licensed under the Apache License, Version 2.0 (the "License"); you may not use
these files except in compliance with the License. You may obtain a copy of the
License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
Microsoft .NET Reference Source
Copyright (c) Microsoft Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
===============================================================================
ReadOnlyCollectionInterfaces (https://www.openhub.net/p/ReadOnlyCollections)
===============================================================================
Apache License, Version 2.0
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
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"Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
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END OF TERMS AND CONDITIONS

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END-USER LICENSE AGREEMENT
This End-User License Agreement (EULA) is a legal agreement between you (either as an individual or on behalf of an entity) and GitHub, Inc. regarding your use of GitHub® for Unity, and associated documentation (the "Software").
IF YOU DO NOT AGREE TO ALL OF THE TERMS OF THIS EULA, DO NOT INSTALL, USE OR COPY THE SOFTWARE.
SUMMARY
• You must agree to all of the terms of this EULA to use this Software.
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• This Software is provided "as-is" with no warranties, and you agree
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• You really ought to just go ahead and read the whole EULA.
It's not all that long. You should not only rely on this summary.
THE AGREEMENT
By downloading, installing, using, or copying the Software, you accept and agree to be bound by the terms of this EULA. If you do not agree to all of the terms of this EULA, you may not download, install, use or copy the Software.
THE LICENSE
This EULA entitles you to install as many copies of the Software as you want, and use the Software for any lawful purpose consistent with this EULA. Your license to use the Software is expressly conditioned upon your agreement to all of the terms of this EULA. This software is licensed, not sold. GitHub reserves all other rights not granted by this EULA.
THE RESTRICTIONS
1. When using the Software you must use it in a manner that complies
with the applicable laws in the jurisdiction(s) in which you use the
Software.
2. You may not sell, resell, rent, lease or exchange the Software for
anything of value.
3. You may redistribute the software, but it must include this EULA
and you may not repackage or bundle the Software with any
other software.
4. You may not remove or alter any proprietary notices or marks on
the Software.
PRIVACY NOTICES
The Software automatically communicates with GitHub servers for two purposes: (1) sending error reports; and (2) sending anonymized usage data so we may improve the Software. If you would like to learn more about the specific information we send, please visit https://unity.github.com/samples.html. You may opt out of sending the anonymized usage data, but if you do not want the Software to send error reports, you must uninstall the Software.
1. ERROR REPORTS. In order to help us improve the Software, when the
Software encounters certain errors, it will automatically send some
information to GitHub about the error (as described at the URL
above).
This feature may not be disabled. If you do not want to send error
reports to GitHub, you must uninstall the Software.
2. ANONYMIZED USAGE DATA. GitHub collects anonymized data about
your usage of the Software to help us make it more awesome.
Approximately once a day the Software sends such data
(as described in more detail at the URL above) to GitHub's servers.
If you do not want to send anonymized usage data to GitHub,
you may opt out by changing your settings in the
Settings dialog under the GitHub dialog.
OPEN-SOURCE NOTICES
Certain components of the Software may be subject to open-source software licenses ("Open-Source Components"), which means any software license approved as open-source licenses by the Open Source Initiative or any substantially similar licenses, including without limitation any license that, as a condition of distribution of the software licensed under such license, requires that the distributor make the software available in source code format. If you would like to see copies of the licenses applicable to the Open-Source Components, see CREDITS.txt.
To the extent there is conflict between the license terms covering the Open-Source Components and this EULA, the terms of such licenses will apply in lieu of the terms of this EULA. To the extent the terms of the licenses applicable to Open-Source Components prohibit any of the restrictions in this Agreement with respect to such Open-Source Component, such restrictions will not apply to such Open-Source Component. To the extent the terms of the licenses applicable to Open-Source Components require Licensor to make an offer to provide source code in connection with the Product, such offer is hereby made, and you may exercise it by contacting support@github.com
INTELLECTUAL PROPERTY NOTICES
The Software and all worldwide copyrights, trade secrets, and other intellectual property rights therein are the exclusive property of GitHub. GitHub reserves all rights in and to the Software not expressly granted to you in this EULA.
GitHub®, Atom™, their stylized versions and the Invertocat® are GitHub's Trademarks or registered Trademarks. You agree not to display or use these trademarks in any manner without GitHub's prior, written permission, except as allowed by GitHub's Logos and Usage Policy: https://github.com/logos.
DISCLAIMERS AND LIMITATIONS ON LIABILITY
THE SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, AND NO WARRANTY, EITHER EXPRESS OR IMPLIED, IS GIVEN. YOUR USE OF THE SOFTWARE IS AT YOUR SOLE RISK. GitHub does not warrant that (i) the Software will meet your specific requirements; (ii) the Software is fully compatible with any particular platform; (iii) your use of the Software will be uninterrupted, timely, secure, or error-free; (iv) the results that may be obtained from the use of the Software will be accurate or reliable; (v) the quality of any products, services, information, or other material purchased or obtained by you through the Software will meet your expectations; or (vi) any errors in the Software will be corrected.
YOU EXPRESSLY UNDERSTAND AND AGREE THAT GITHUB SHALL NOT BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES, INCLUDING BUT NOT LIMITED TO, DAMAGES FOR LOSS OF PROFITS, GOODWILL, USE, DATA OR OTHER INTANGIBLE LOSSES (EVEN IF GITHUB HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES) RELATED TO THE SOFTWARE, including, for example: (i) the use or the inability to use the Software; (ii) the cost of procurement of substitute goods and services resulting from any goods, data, information or services purchased or obtained or messages received or transactions entered into through or from the Software; (iii) unauthorized access to or alteration of your transmissions or data; (iv) statements or conduct of any third-party on the Software; (v) or any other matter relating to the Software.
GitHub reserves the right at any time and from time to time to modify or discontinue, temporarily or permanently, the Software (or any part thereof) with or without notice. GitHub shall not be liable to you or to any third-party for any modification, price change, suspension or discontinuance of the Software.
MISCELLANEA
1. If you configure the Software to work with one or more accounts
on the GitHub.com website or with an instance of GitHub Enterprise,
your use of the Software will also be governed by the GitHub.com
website Terms of Service and/or the license agreement applicable to
your instance of GitHub Enterprise.
2. The failure of GitHub to exercise or enforce any right or provision
of this EULA shall not constitute a waiver of such right or provision.
3. This EULA constitutes the entire agreement between you and GitHub
and governs your use of the Software, superseding any prior
agreements between you and GitHub (including, but not limited to,
any prior versions of the EULA).
4. You agree that this EULA and your use of the Software are governed
under California law and any dispute related to the Software must
be brought in a tribunal of competent jurisdiction located in or
near San Francisco, California.
5. Please send any questions about this EULA to support@github.com.

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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
#define USE_INPUT_SYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
#endif
using UnityEngine;
namespace UnityTemplateProjects
{
public class SimpleCameraController : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection()
{
Vector3 direction = new Vector3();
if (Input.GetKey(KeyCode.W))
{
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A))
{
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D))
{
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.Q))
{
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.E))
{
direction += Vector3.up;
}
return direction;
}
void Update()
{
Vector3 translation = Vector3.zero;
#if ENABLE_LEGACY_INPUT_MANAGER
// Exit Sample
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (Input.GetMouseButtonDown(1))
{
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (Input.GetMouseButtonUp(1))
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (Input.GetMouseButton(1))
{
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (Input.GetKey(KeyCode.LeftShift))
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += Input.mouseScrollDelta.y * 0.2f;
translation *= Mathf.Pow(2.0f, boost);
#elif USE_INPUT_SYSTEM
// TODO: make the new input system work
#endif
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
}
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