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inSlope: 2 - outSlope: 2 - tangentMode: 0 + m_Curve: [] m_PreInfinity: 2 m_PostInfinity: 2 - m_UseHeadBob: 1 + m_UseHeadBob: 0 m_HeadBob: - HorizontalBobRange: .100000001 - VerticalBobRange: .100000001 + HorizontalBobRange: .330000013 + VerticalBobRange: .330000013 Bobcurve: serializedVersion: 2 m_Curve: @@ -434,16 +340,14 @@ MonoBehaviour: tangentMode: 0 m_PreInfinity: 2 m_PostInfinity: 2 - VerticaltoHorizontalRatio: 2 + VerticaltoHorizontalRatio: 1 m_JumpBob: - BobDuration: .200000003 - BobAmount: .100000001 - m_StepInterval: 5 - m_FootstepSounds: - - {fileID: 8300000, guid: 42e65e088b3f4374e851b8dbd38f3df9, type: 3} - - {fileID: 8300000, guid: 8bc94ec6ed537e743b481638bdcd503d, type: 3} - m_JumpSound: {fileID: 8300000, guid: 5897aeed9b676024fbb8c694b421a861, type: 3} - m_LandSound: {fileID: 8300000, guid: 3b09d59f4499d45428baa7a21e954296, type: 3} + BobDuration: 0 + BobAmount: 0 + m_StepInterval: 0 + m_FootstepSounds: [] + m_JumpSound: {fileID: 0} + m_LandSound: {fileID: 0} --- !u!1 &1945388278 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Allumettes.cs b/Assets/Scripts/Allumettes.cs new file mode 100644 index 0000000..4d88599 --- /dev/null +++ b/Assets/Scripts/Allumettes.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System.Collections; + +public class Allumettes : MonoBehaviour { + + public float m_Duree=500; + public bool activer; + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void FixedUpdate() + { + if (activer) + { + m_Duree--; + print("SA brule, mais moins"); + } + } +} diff --git a/Assets/Scripts/Allumettes.cs.meta b/Assets/Scripts/Allumettes.cs.meta new file mode 100644 index 0000000..926fb1e --- /dev/null +++ b/Assets/Scripts/Allumettes.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5f4ccb564a226914e9b207edb2a1b285 +timeCreated: 1446937086 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Briquet.cs b/Assets/Scripts/Briquet.cs new file mode 100644 index 0000000..3198ce9 --- /dev/null +++ b/Assets/Scripts/Briquet.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System.Collections; + +public class Briquet : MonoBehaviour { + + public float m_Essence=500; + public bool activer; + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update() + { + if (activer) + { + m_Essence--; + print("SA brule"); + } + } +} diff --git a/Assets/Scripts/Briquet.cs.meta b/Assets/Scripts/Briquet.cs.meta new file mode 100644 index 0000000..507dd8e --- /dev/null +++ b/Assets/Scripts/Briquet.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8ea23fececeb311438b15c556d9620f8 +timeCreated: 1446994977 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FirstPersonController.cs b/Assets/Scripts/FirstPersonController.cs index fdebed7..b00c05d 100644 --- a/Assets/Scripts/FirstPersonController.cs +++ b/Assets/Scripts/FirstPersonController.cs @@ -6,252 +6,370 @@ using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { - [RequireComponent(typeof (CharacterController))] - [RequireComponent(typeof (AudioSource))] - public class FirstPersonController : MonoBehaviour - { - [SerializeField] private bool m_IsWalking; - [SerializeField] private float m_WalkSpeed; - [SerializeField] private float m_RunSpeed; - [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; - [SerializeField] private float m_JumpSpeed; - [SerializeField] private float m_StickToGroundForce; - [SerializeField] private float m_GravityMultiplier; - [SerializeField] private MouseLook m_MouseLook; - [SerializeField] private bool m_UseFovKick; - [SerializeField] private FOVKick m_FovKick = new FOVKick(); - [SerializeField] private bool m_UseHeadBob; - [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); - [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); - [SerializeField] private float m_StepInterval; - [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. - [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. - [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. - - private Camera m_Camera; - private bool m_Jump; - private float m_YRotation; - private Vector2 m_Input; - private Vector3 m_MoveDir = Vector3.zero; - private CharacterController m_CharacterController; - private CollisionFlags m_CollisionFlags; - private bool m_PreviouslyGrounded; - private Vector3 m_OriginalCameraPosition; - private float m_StepCycle; - private float m_NextStep; - private bool m_Jumping; - private AudioSource m_AudioSource; - - // Use this for initialization - private void Start() - { - m_CharacterController = GetComponent(); - m_Camera = Camera.main; - m_OriginalCameraPosition = m_Camera.transform.localPosition; - m_FovKick.Setup(m_Camera); - m_HeadBob.Setup(m_Camera, m_StepInterval); - m_StepCycle = 0f; - m_NextStep = m_StepCycle/2f; - m_Jumping = false; - m_AudioSource = GetComponent(); + [RequireComponent(typeof (CharacterController))] + [RequireComponent(typeof (AudioSource))] + public class FirstPersonController : MonoBehaviour + { + [SerializeField] private bool m_IsWalking; + [SerializeField] private int m_NbrAllumettes = 10; + [SerializeField] private Briquet[] m_Briquets; + [SerializeField] private Allumettes m_Allumettes; + [SerializeField] private float m_WalkSpeed; + [SerializeField] private float m_RunSpeed; + [SerializeField] private float m_Stamina =1000; + [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; + [SerializeField] private float m_JumpSpeed; + [SerializeField] private float m_StickToGroundForce; + [SerializeField] private float m_GravityMultiplier; + [SerializeField] private MouseLook m_MouseLook; + [SerializeField] private bool m_UseFovKick; + [SerializeField] private FOVKick m_FovKick = new FOVKick(); + [SerializeField] private bool m_UseHeadBob; + [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); + [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); + [SerializeField] private float m_StepInterval; + [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. + [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. + [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. + + private Camera m_Camera; + private bool m_Jump; + private int indexBriquet; + private bool canSprint; + private float m_YRotation; + private Vector2 m_Input; + private Vector3 m_MoveDir = Vector3.zero; + private CharacterController m_CharacterController; + private CollisionFlags m_CollisionFlags; + private bool m_PreviouslyGrounded; + private Vector3 m_OriginalCameraPosition; + private float m_StepCycle; + private float m_NextStep; + private bool m_Jumping; + private AudioSource m_AudioSource; + private MilesStonesPARA currentMilestone; + + // Use this for initialization + private void Start() + { + currentMilestone = GameObject.FindGameObjectWithTag ("MilesStones").GetComponent(); + m_CharacterController = GetComponent(); + m_Camera = Camera.main; + m_OriginalCameraPosition = m_Camera.transform.localPosition; + m_FovKick.Setup(m_Camera); + m_HeadBob.Setup(m_Camera, m_StepInterval); + m_StepCycle = 0f; + m_NextStep = m_StepCycle/2f; + m_Jumping = false; + m_AudioSource = GetComponent(); m_MouseLook.Init(transform , m_Camera.transform); - } + } + + + // Update is called once per frame + private void Update() + { + RotateView(); + // the jump state needs to read here to make sure it is not missed + if (!m_Jump) + { + m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); + } + + if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) + { + StartCoroutine(m_JumpBob.DoBobCycle()); + PlayLandingSound(); + m_MoveDir.y = 0f; + m_Jumping = false; + } + if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) + { + m_MoveDir.y = 0f; + } + + m_PreviouslyGrounded = m_CharacterController.isGrounded; + } + + + private void PlayLandingSound() + { + m_AudioSource.clip = m_LandSound; + m_AudioSource.Play(); + m_NextStep = m_StepCycle + .5f; + } + + + private void FixedUpdate() + { + float speed; + GetInput(out speed); + // always move along the camera forward as it is the direction that it being aimed at + Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; + + // get a normal for the surface that is being touched to move along it + RaycastHit hitInfo; + Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, + m_CharacterController.height/2f); + desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; + + m_MoveDir.x = desiredMove.x*speed; + m_MoveDir.z = desiredMove.z*speed; + + //Actions joueur + if(Input.GetButton("Briquet")) + { + //allumerBriquet + if(m_Briquets[indexBriquet]!=null) + { + //Si un briquet n'est pas déja allumé + if(!m_Briquets[indexBriquet].activer) + { + //Si il n'y a pas de briquet déja commencé + if(GameObject.FindGameObjectWithTag("Briquet")==null) + { + Instantiate(m_Briquets[indexBriquet]); + m_Briquets[indexBriquet] = GameObject.FindGameObjectWithTag("Briquet").GetComponent(); + //Si il y a une allumette. Éteint la + } + if(GameObject.FindGameObjectWithTag("Allumettes")!=null) + { + m_NbrAllumettes--; + DestroyObject(GameObject.FindGameObjectWithTag("Allumettes")); + } + m_Briquets[indexBriquet].activer=true; + m_Briquets[indexBriquet].enabled = true; + } + //Si le briquet est déja allumé + else + { + m_Briquets[indexBriquet].activer=false; + m_Briquets[indexBriquet].enabled = false; + } + } + } + //Si le briquet est vide, le jeté + if (m_Briquets[indexBriquet].m_Essence <= 0) + { + m_Briquets[indexBriquet].activer=false; + DestroyObject(m_Briquets[indexBriquet].gameObject); + indexBriquet++; + } + if(Input.GetButton("Alumettes")) + { + //allumerAllumettes + if(m_NbrAllumettes>0) + { + //Si il y a un briquet, l'éteindre, mais le conservé + if(GameObject.FindGameObjectWithTag("Briquet")!=null) + { + m_Briquets[indexBriquet].activer=false; + m_Briquets[indexBriquet].enabled = false; + } + //Si il ny a pas d'allumettes déja allumé + if(GameObject.FindGameObjectWithTag("Allumettes")==null) + { + Instantiate(m_Allumettes); + GameObject.FindGameObjectWithTag("Allumettes").GetComponent().activer=true; + } + } + } + //Si l'allumette est morte + if(GameObject.FindGameObjectWithTag("Allumettes")!=null) + if(GameObject.FindGameObjectWithTag("Allumettes").GetComponent().m_Duree<=0) + { + m_NbrAllumettes--; + DestroyObject(GameObject.FindGameObjectWithTag("Allumettes")); + } - // Update is called once per frame - private void Update() - { - RotateView(); - // the jump state needs to read here to make sure it is not missed - if (!m_Jump) - { - m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); - } + if(Input.GetButton("StopRespire")) + //Stopper la respiration et auguementer les sons + print("yo2"); + else + //Repiration sounds + print("yo3"); + + if (m_CharacterController.isGrounded) + { + m_MoveDir.y = -m_StickToGroundForce; + + if (m_Jump) + { + m_MoveDir.y = m_JumpSpeed; + PlayJumpSound(); + m_Jump = false; + m_Jumping = true; + } + } + else + { + m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; + } + m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); + + ProgressStepCycle(speed); + UpdateCameraPosition(speed); + } + + + private void PlayJumpSound() + { + m_AudioSource.clip = m_JumpSound; + m_AudioSource.Play(); + } + + + private void ProgressStepCycle(float speed) + { + if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) + { + m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* + Time.fixedDeltaTime; + } + + if (!(m_StepCycle > m_NextStep)) + { + return; + } + + m_NextStep = m_StepCycle + m_StepInterval; + + PlayFootStepAudio(); + } + + + private void PlayFootStepAudio() + { + if (!m_CharacterController.isGrounded) + { + return; + } + // pick & play a random footstep sound from the array, + // excluding sound at index 0 + int n = Random.Range(1, m_FootstepSounds.Length); + m_AudioSource.clip = m_FootstepSounds[n]; + m_AudioSource.PlayOneShot(m_AudioSource.clip); + // move picked sound to index 0 so it's not picked next time + m_FootstepSounds[n] = m_FootstepSounds[0]; + m_FootstepSounds[0] = m_AudioSource.clip; + } + + + private void UpdateCameraPosition(float speed) + { + Vector3 newCameraPosition; + if (!m_UseHeadBob) + { + return; + } + if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) + { + m_Camera.transform.localPosition = + m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); + newCameraPosition = m_Camera.transform.localPosition; + newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); + } + else + { + newCameraPosition = m_Camera.transform.localPosition; + newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); + } + m_Camera.transform.localPosition = newCameraPosition; + } + + + private void GetInput(out float speed) + { + // Read input + float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); + float vertical = CrossPlatformInputManager.GetAxis("Vertical"); + + bool waswalking = m_IsWalking; + + #if !MOBILE_INPUT + // On standalone builds, walk/run speed is modified by a key press. + // keep track of whether or not the character is walking or running + m_IsWalking = !CrossPlatformInputManager.GetButton("Course"); + //Si le joueur marche. Il reprend de l'énergie + if(m_IsWalking) + { + m_Stamina += 5; + if(m_Stamina >= 500) + canSprint=true; + if(m_Stamina >= 1000) + m_Stamina = 1000; + } + //Sinon il court, mais il perd de l'énergie + else + { + m_Stamina -= 10; + if(m_Stamina < 0) + { + canSprint=false; + m_Stamina=0; + } + } + //Si il n'a pas d'energie il doit marcher + if(!canSprint) + m_IsWalking=true; + #endif + // set the desired speed to be walking or running + speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; + m_Input = new Vector2(horizontal, vertical); + + // normalize input if it exceeds 1 in combined length: + if (m_Input.sqrMagnitude > 1) + { + m_Input.Normalize(); + } + + // handle speed change to give an fov kick + // only if the player is going to a run, is running and the fovkick is to be used + if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) + { + StopAllCoroutines(); + StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); + } + } + private void RotateView() + { + m_MouseLook.LookRotation (transform, m_Camera.transform); + } + + + private void OnControllerColliderHit(ControllerColliderHit hit) + { + Rigidbody body = hit.collider.attachedRigidbody; + //Si le joueur touche un piege le blessant + if(hit.collider.tag == "Trap") + { + hurtPlayer(); + } + //dont move the rigidbody if the character is on top of it + if (m_CollisionFlags == CollisionFlags.Below) + { + return; + } - if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) - { - StartCoroutine(m_JumpBob.DoBobCycle()); - PlayLandingSound(); - m_MoveDir.y = 0f; - m_Jumping = false; - } - if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) - { - m_MoveDir.y = 0f; - } - - m_PreviouslyGrounded = m_CharacterController.isGrounded; - } - - - private void PlayLandingSound() - { - m_AudioSource.clip = m_LandSound; - m_AudioSource.Play(); - m_NextStep = m_StepCycle + .5f; - } - - - private void FixedUpdate() - { - float speed; - GetInput(out speed); - // always move along the camera forward as it is the direction that it being aimed at - Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; - - // get a normal for the surface that is being touched to move along it - RaycastHit hitInfo; - Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, - m_CharacterController.height/2f); - desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; - - m_MoveDir.x = desiredMove.x*speed; - m_MoveDir.z = desiredMove.z*speed; - - - if (m_CharacterController.isGrounded) - { - m_MoveDir.y = -m_StickToGroundForce; - - if (m_Jump) - { - m_MoveDir.y = m_JumpSpeed; - PlayJumpSound(); - m_Jump = false; - m_Jumping = true; - } - } - else - { - m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; - } - m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); - - ProgressStepCycle(speed); - UpdateCameraPosition(speed); - } - - - private void PlayJumpSound() - { - m_AudioSource.clip = m_JumpSound; - m_AudioSource.Play(); - } - - - private void ProgressStepCycle(float speed) - { - if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) - { - m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* - Time.fixedDeltaTime; - } - - if (!(m_StepCycle > m_NextStep)) - { - return; - } - - m_NextStep = m_StepCycle + m_StepInterval; - - PlayFootStepAudio(); - } - - - private void PlayFootStepAudio() - { - if (!m_CharacterController.isGrounded) - { - return; - } - // pick & play a random footstep sound from the array, - // excluding sound at index 0 - int n = Random.Range(1, m_FootstepSounds.Length); - m_AudioSource.clip = m_FootstepSounds[n]; - m_AudioSource.PlayOneShot(m_AudioSource.clip); - // move picked sound to index 0 so it's not picked next time - m_FootstepSounds[n] = m_FootstepSounds[0]; - m_FootstepSounds[0] = m_AudioSource.clip; - } - - - private void UpdateCameraPosition(float speed) - { - Vector3 newCameraPosition; - if (!m_UseHeadBob) - { - return; - } - if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) - { - m_Camera.transform.localPosition = - m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + - (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); - newCameraPosition = m_Camera.transform.localPosition; - newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); - } - else - { - newCameraPosition = m_Camera.transform.localPosition; - newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); - } - m_Camera.transform.localPosition = newCameraPosition; - } - - - private void GetInput(out float speed) - { - // Read input - float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); - float vertical = CrossPlatformInputManager.GetAxis("Vertical"); - - bool waswalking = m_IsWalking; - -#if !MOBILE_INPUT - // On standalone builds, walk/run speed is modified by a key press. - // keep track of whether or not the character is walking or running - m_IsWalking = !Input.GetKey(KeyCode.LeftShift); -#endif - // set the desired speed to be walking or running - speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; - m_Input = new Vector2(horizontal, vertical); - - // normalize input if it exceeds 1 in combined length: - if (m_Input.sqrMagnitude > 1) - { - m_Input.Normalize(); - } - - // handle speed change to give an fov kick - // only if the player is going to a run, is running and the fovkick is to be used - if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) - { - StopAllCoroutines(); - StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); - } - } - - - private void RotateView() - { - m_MouseLook.LookRotation (transform, m_Camera.transform); - } - - - private void OnControllerColliderHit(ControllerColliderHit hit) - { - Rigidbody body = hit.collider.attachedRigidbody; - //dont move the rigidbody if the character is on top of it - if (m_CollisionFlags == CollisionFlags.Below) - { - return; - } - - if (body == null || body.isKinematic) - { - return; - } - body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); - } - } + if (body == null || body.isKinematic) + { + return; + } + body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); + } + //Si le joueur est blessé, il est de retour au point de réapparition + public void hurtPlayer() + { + print ("I'm hurt"); + m_Briquets [m_Briquets.Length - 1] = new Briquet (); + transform.position = currentMilestone.Respawn.transform.position; + transform.rotation = currentMilestone.Respawn.transform.rotation; + } + public void deathPlayer() + { + print ("I'm dead"); + } + } } diff --git a/Assets/Scripts/MilesStonesPARA.cs b/Assets/Scripts/MilesStonesPARA.cs new file mode 100644 index 0000000..4847b09 --- /dev/null +++ b/Assets/Scripts/MilesStonesPARA.cs @@ -0,0 +1,19 @@ +using UnityEngine; +using System.Collections; + +public class MilesStonesPARA : MonoBehaviour { + + [SerializeField] private float timeMinToFinish; + [SerializeField] public GameObject Respawn; + + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } +} diff --git a/Assets/Scripts/MilesStonesPARA.cs.meta b/Assets/Scripts/MilesStonesPARA.cs.meta new file mode 100644 index 0000000..5777ec9 --- /dev/null +++ b/Assets/Scripts/MilesStonesPARA.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9dc35e923ff865d4889ba28eb1b64fd5 +timeCreated: 1446994977 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Sound.meta b/Assets/Sound.meta new file mode 100644 index 0000000..17aa381 --- /dev/null +++ b/Assets/Sound.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e2839cc8e19d8dc4098d710783dbac88 +folderAsset: yes +timeCreated: 1446922484 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Standard Assets/Characters/PhysicsMaterials.meta b/Assets/Standard Assets/Characters/PhysicsMaterials.meta new file mode 100644 index 0000000..b7766b3 --- /dev/null +++ b/Assets/Standard Assets/Characters/PhysicsMaterials.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ea2a5216ffb8d4b319d09e8d7782120c +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset index 071be7a..164349d 100644 --- a/ProjectSettings/InputManager.asset +++ b/ProjectSettings/InputManager.asset @@ -186,8 +186,8 @@ InputManager: descriptiveName: descriptiveNegativeName: negativeButton: - positiveButton: joystick button 0 - altNegativeButton: + positiveButton: joystick button 8 + altNegativeButton: left shift altPositiveButton: gravity: 1000 dead: .00100000005 @@ -203,7 +203,7 @@ InputManager: descriptiveNegativeName: negativeButton: positiveButton: joystick button 1 - altNegativeButton: + altNegativeButton: z altPositiveButton: gravity: 1000 dead: .00100000005 @@ -219,7 +219,7 @@ InputManager: descriptiveNegativeName: negativeButton: positiveButton: joystick button 2 - altNegativeButton: + altNegativeButton: x altPositiveButton: gravity: 1000 dead: .00100000005 @@ -230,12 +230,12 @@ InputManager: axis: 0 joyNum: 0 - serializedVersion: 3 - m_Name: Jump + m_Name: StopRespire descriptiveName: descriptiveNegativeName: negativeButton: - positiveButton: joystick button 3 - altNegativeButton: + positiveButton: joystick button 9 + altNegativeButton: space altPositiveButton: gravity: 1000 dead: .00100000005 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index ba6dcbb..21f7840 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -8,6 +8,7 @@ PlayerSettings: defaultScreenOrientation: 4 targetDevice: 2 targetResolution: 0 + useOnDemandResources: 0 accelerometerFrequency: 60 companyName: DefaultCompany productName: EscapeTheRoom @@ -28,6 +29,7 @@ PlayerSettings: androidShowActivityIndicatorOnLoading: -1 iosAppInBackgroundBehavior: 0 displayResolutionDialog: 1 + iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 allowedAutorotateToLandscapeRight: 1 @@ -135,6 +137,15 @@ PlayerSettings: iOSLaunchScreenFillPct: 100 iOSLaunchScreenSize: 100 iOSLaunchScreenCustomXibPath: + iOSLaunchScreeniPadType: 0 + iOSLaunchScreeniPadImage: {fileID: 0} + iOSLaunchScreeniPadBackgroundColor: + serializedVersion: 2 + rgba: 0 + iOSLaunchScreeniPadFillPct: 100 + iOSLaunchScreeniPadSize: 100 + iOSLaunchScreeniPadCustomXibPath: + iOSDeviceRequirements: [] AndroidTargetDevice: 0 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} @@ -152,8 +163,10 @@ PlayerSettings: m_BuildTargetIcons: - m_BuildTarget: m_Icons: - - m_Icon: {fileID: 0} - m_Size: 0 + - serializedVersion: 2 + m_Icon: {fileID: 0} + m_Width: 0 + m_Height: 0 m_BuildTargetBatching: [] m_BuildTargetGraphicsAPIs: [] webPlayerTemplate: APPLICATION:Default @@ -228,6 +241,8 @@ PlayerSettings: ps4SdkOverride: ps4BGMPath: ps4ShareFilePath: + ps4ShareOverlayImagePath: + ps4PrivacyGuardImagePath: ps4NPtitleDatPath: ps4RemotePlayKeyAssignment: -1 ps4RemotePlayKeyMappingDir: @@ -245,10 +260,13 @@ PlayerSettings: ps4pnGameCustomData: 1 playerPrefsSupport: 0 ps4ReprojectionSupport: 0 + ps4UseAudio3dBackend: 0 + ps4Audio3dVirtualSpeakerCount: 14 ps4attribUserManagement: 0 ps4attribMoveSupport: 0 ps4attrib3DSupport: 0 ps4attribShareSupport: 0 + ps4IncludedModules: [] monoEnv: psp2Splashimage: {fileID: 0} psp2NPTrophyPackPath: