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6 Commits
PCVersion
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9cf33221ba
Author | SHA1 | Date | |
---|---|---|---|
9cf33221ba | |||
8f5aef3424 | |||
7ad7cd5566 | |||
d37b2ce1b8 | |||
dd7bf6c214 | |||
df50e267f3 |
@ -1,31 +0,0 @@
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using UnityEngine;
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using UnityEngine.Events;
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public class CarBipScript : MonoBehaviour
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{
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[HideInInspector]
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public UnityEvent<HitDetectorScript> PlayerEntered = new UnityEvent<HitDetectorScript>();
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[HideInInspector]
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public UnityEvent<HitDetectorScript> PlayerExited = new UnityEvent<HitDetectorScript>();
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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Debug.Log("Player Enter");
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HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
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PlayerEntered.Invoke(hit);
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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Debug.Log("Player Exit");
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HitDetectorScript hit = other.GetComponent<HitDetectorScript>();
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PlayerExited.Invoke(hit);
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}
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}
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}
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Assets/Crossy Road VR/Scenes/Menu/Scene.meta
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Assets/Crossy Road VR/Scenes/Menu/Scripts.meta
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using UnityEngine.Audio;
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using System;
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using UnityEngine;
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//Credit to Brackeys youtube tutorial on Audio managers, as the majority of this code and learning how to use it was made by him.
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[System.Serializable]
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public class Sound
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{
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public string name;
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public AudioClip clip;
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[Range(0,1)]
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public float volume = 1;
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[Range(-3,3)]
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public float pitch = 1;
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public bool loop = false;
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public AudioSource source;
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public Sound()
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{
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{
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public static AudioManager instance;
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//AudioManager
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void Awake()
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{
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if (instance == null)
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instance = this;
|
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else
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{
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Destroy(gameObject);
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return;
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s.source.loop = s.loop;
|
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public void Play(string name)
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{
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Sound s = Array.Find(sounds, sound => sound.name == name);
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if (s == null)
|
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{
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return;
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|
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{
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Sound s = Array.Find(sounds, sound => sound.name == name);
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s.source.Stop();
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62
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/FadeScreen.cs
Normal file
62
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/FadeScreen.cs
Normal file
@ -0,0 +1,62 @@
|
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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 FadeScreen : MonoBehaviour
|
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{
|
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public bool fadeOnStart = true;
|
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public float fadeDuration = 2;
|
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public Color fadeColor;
|
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public AnimationCurve fadeCurve;
|
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public string colorPropertyName = "_Color";
|
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private Renderer rend;
|
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|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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|
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rend.enabled = false;
|
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|
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if (fadeOnStart)
|
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FadeIn();
|
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public void FadeIn()
|
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{
|
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Fade(1, 0);
|
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}
|
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|
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public void FadeOut()
|
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{
|
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Fade(0, 1);
|
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}
|
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|
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public void Fade(float alphaIn, float alphaOut)
|
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{
|
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StartCoroutine(FadeRoutine(alphaIn,alphaOut));
|
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}
|
||||
|
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public IEnumerator FadeRoutine(float alphaIn,float alphaOut)
|
||||
{
|
||||
rend.enabled = true;
|
||||
|
||||
float timer = 0;
|
||||
while(timer <= fadeDuration)
|
||||
{
|
||||
Color newColor = fadeColor;
|
||||
newColor.a = Mathf.Lerp(alphaIn, alphaOut, fadeCurve.Evaluate(timer / fadeDuration));
|
||||
|
||||
rend.material.SetColor(colorPropertyName, newColor);
|
||||
|
||||
timer += Time.deltaTime;
|
||||
yield return null;
|
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}
|
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|
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Color newColor2 = fadeColor;
|
||||
newColor2.a = alphaOut;
|
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rend.material.SetColor(colorPropertyName, newColor2);
|
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|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GameStartMenu : MonoBehaviour
|
||||
{
|
||||
[Header("UI Pages")]
|
||||
public GameObject mainMenu;
|
||||
|
||||
[Header("Main Menu Buttons")]
|
||||
public Button startButton;
|
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public Button quitButton;
|
||||
|
||||
void Start()
|
||||
{
|
||||
EnableMainMenu();
|
||||
|
||||
//Hook events
|
||||
startButton.onClick.AddListener(StartGame);
|
||||
quitButton.onClick.AddListener(QuitGame);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void QuitGame()
|
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{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void StartGame()
|
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{
|
||||
HideAll();
|
||||
SceneTransitionManager.singleton.GoToSceneAsync(1);
|
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}
|
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|
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public void HideAll()
|
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{
|
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mainMenu.SetActive(false);
|
||||
|
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}
|
||||
|
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public void EnableMainMenu()
|
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{
|
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mainMenu.SetActive(true);
|
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|
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}
|
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public void EnableOption()
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{
|
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mainMenu.SetActive(false);
|
||||
|
||||
}
|
||||
public void EnableAbout()
|
||||
{
|
||||
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[Space]
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CGINCLUDE
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float4 position : POSITION;
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float3 texcoord : TEXCOORD0;
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float4 position : SV_POSITION;
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half4 _Color2;
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half3 _Direction;
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half _Intensity;
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half _Exponent;
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v2f vert (appdata v) {
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v2f o;
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o.position = UnityObjectToClipPos(v.position);
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o.texcoord = v.texcoord;
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return o;
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fixed4 frag (v2f i) : COLOR {
|
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half d = dot(normalize(i.texcoord), _Direction) * 0.5f + 0.5f;
|
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return lerp (_Color1, _Color2, pow(d, _Exponent)) * _Intensity;
|
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ENDCG
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CGPROGRAM
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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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using UnityEngine.SceneManagement;
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{
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public FadeScreen fadeScreen;
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{
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if (singleton && singleton != this)
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Destroy(singleton);
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singleton = this;
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public void GoToScene(int sceneIndex)
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{
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StartCoroutine(GoToSceneRoutine(sceneIndex));
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}
|
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|
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IEnumerator GoToSceneRoutine(int sceneIndex)
|
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{
|
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fadeScreen.FadeOut();
|
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yield return new WaitForSeconds(fadeScreen.fadeDuration);
|
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//Launch the new scene
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SceneManager.LoadScene(sceneIndex);
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{
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StartCoroutine(GoToSceneAsyncRoutine(sceneIndex));
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IEnumerator GoToSceneAsyncRoutine(int sceneIndex)
|
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{
|
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fadeScreen.FadeOut();
|
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|
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|
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|
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|
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while(timer <= fadeScreen.fadeDuration && !operation.isDone)
|
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{
|
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timer += Time.deltaTime;
|
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yield return null;
|
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}
|
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using System.Collections;
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using System.Collections.Generic;
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using Unity.XR.CoreUtils;
|
||||
using UnityEngine;
|
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using UnityEngine.UI;
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using UnityEngine.XR.Interaction.Toolkit;
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public class SetOptionFromUI : MonoBehaviour
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{
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public Scrollbar volumeSlider;
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public TMPro.TMP_Dropdown turnDropdown;
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public SetTurnTypeFromPlayerPref turnTypeFromPlayerPref;
|
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|
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private void Start()
|
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{
|
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volumeSlider.onValueChanged.AddListener(SetGlobalVolume);
|
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turnDropdown.onValueChanged.AddListener(SetTurnPlayerPref);
|
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|
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if (PlayerPrefs.HasKey("turn"))
|
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turnDropdown.SetValueWithoutNotify(PlayerPrefs.GetInt("turn"));
|
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public void SetGlobalVolume(float value)
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{
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AudioListener.volume = value;
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}
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{
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PlayerPrefs.SetInt("turn", value);
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turnTypeFromPlayerPref.ApplyPlayerPref();
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
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void Start()
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ApplyPlayerPref();
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if(PlayerPrefs.HasKey("turn"))
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int value = PlayerPrefs.GetInt("turn");
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snapTurn.leftHandSnapTurnAction.action.Enable();
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snapTurn.rightHandSnapTurnAction.action.Enable();
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continuousTurn.leftHandTurnAction.action.Disable();
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continuousTurn.rightHandTurnAction.action.Disable();
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snapTurn.rightHandSnapTurnAction.action.Disable();
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Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/UIAudio.cs
Normal file
35
Assets/Crossy Road VR/Scenes/Menu/Scripts/Menu/UIAudio.cs
Normal file
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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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using UnityEngine.EventSystems;
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public class UIAudio : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
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{
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public string hoverEnterAudioName;
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{
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AudioManager.instance.Play(clickAudioName);
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AudioManager.instance.Play(hoverExitAudioName);
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@ -1,33 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Filtering;
|
||||
|
||||
public class ActivateUILineScript : MonoBehaviour
|
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{
|
||||
// Start is called before the first frame update
|
||||
|
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private XRInteractorLineVisual line;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
line = GetComponent<XRInteractorLineVisual>();
|
||||
if (line == null )
|
||||
{
|
||||
Debug.Log("XRInteractorLineVisual is empty");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerEnter()
|
||||
{
|
||||
line.enabled = true;
|
||||
|
||||
//Debug.Log("Point enter");
|
||||
}
|
||||
|
||||
public void OnPointerExit()
|
||||
{
|
||||
line.enabled = false;
|
||||
//Debug.Log("Point exit");
|
||||
// Например, убрать подсветку
|
||||
}
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class AnimateHandOnInputScript : MonoBehaviour
|
||||
{
|
||||
public InputActionProperty PinchAnimationAction;
|
||||
public InputActionProperty GripAnimationAction;
|
||||
|
||||
public Animator HandAnimator;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
float tiggerValue = PinchAnimationAction.action.ReadValue<float>();
|
||||
HandAnimator.SetFloat("Trigger", tiggerValue);
|
||||
|
||||
float gripValue = GripAnimationAction.action.ReadValue<float>();
|
||||
HandAnimator.SetFloat("Grip", gripValue);
|
||||
}
|
||||
}
|
@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
@ -24,57 +25,15 @@ public class CarControllerScript : MonoBehaviour
|
||||
[SerializeField]
|
||||
private float _High;
|
||||
|
||||
[SerializeField]
|
||||
private CarBipScript _PlayerDetect;
|
||||
|
||||
[SerializeField]
|
||||
private AudioSource _CarBip;
|
||||
|
||||
HitDetectorScript _HitDetector;
|
||||
|
||||
public float High
|
||||
{
|
||||
get => _High;
|
||||
set => _High = value;
|
||||
}
|
||||
|
||||
private bool _IsBeep = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_High = gameObject.transform.position.y;
|
||||
_PlayerDetect.PlayerEntered.AddListener(StartBeep);
|
||||
_PlayerDetect.PlayerExited.AddListener(StopBeep);
|
||||
}
|
||||
|
||||
private void StartBeep(HitDetectorScript hit)
|
||||
{
|
||||
_HitDetector = hit;
|
||||
_HitDetector.Dead.AddListener(StopBeep);
|
||||
if (!_IsBeep && !_HitDetector.IsDead)
|
||||
{
|
||||
_CarBip.Play();
|
||||
_IsBeep = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void StopBeep()
|
||||
{
|
||||
if (_IsBeep)
|
||||
{
|
||||
_CarBip.Stop();
|
||||
_IsBeep = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void StopBeep(HitDetectorScript hit)
|
||||
{
|
||||
_HitDetector = hit;
|
||||
if (_IsBeep)
|
||||
{
|
||||
_CarBip.Stop();
|
||||
_IsBeep= false;
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
@ -85,4 +44,5 @@ public class CarControllerScript : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -1,17 +1,23 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CarManagerScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int _MaxSpeed;
|
||||
[SerializeField]
|
||||
private int _MaxSpeed;
|
||||
|
||||
private int _Speed;
|
||||
|
||||
[SerializeField] private List<GameObject> _CarPrefs;
|
||||
[SerializeField]
|
||||
private List<GameObject> _CarPrefs;
|
||||
|
||||
[SerializeField] private GameObject[] _Points = new GameObject[2];
|
||||
[SerializeField]
|
||||
private GameObject[] _Points = new GameObject[2];
|
||||
|
||||
[SerializeField] bool _LeftToRight;
|
||||
[SerializeField]
|
||||
bool _LeftToRight;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
@ -28,7 +34,7 @@ public class CarManagerScript : MonoBehaviour
|
||||
|
||||
//Debug.Log($"Speed - {_Speed}");
|
||||
|
||||
//_LeftToRight = GetRandomObject<bool>(new List<bool> { true, false });
|
||||
_LeftToRight = GetRandomObject<bool>(new List<bool> { true, false });
|
||||
|
||||
float time = GetRandomObject<float>(new List<float> { 0f, 1f, 2f, 3f, 4f, 5f });
|
||||
|
||||
|
@ -1,94 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
public class HitDetectorScript : MonoBehaviour
|
||||
{
|
||||
private bool _IsDead = false;
|
||||
public bool IsDead
|
||||
{
|
||||
get { return _IsDead; }
|
||||
}
|
||||
|
||||
[SerializeField] private GameObject _Menu;
|
||||
[SerializeField] private GameObject _ForwardSource;
|
||||
[SerializeField] private ActionBasedContinuousMoveProvider move;
|
||||
[SerializeField] private CharacterController _CharacterController;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
[SerializeField] private float _Intensity;
|
||||
[SerializeField] private float _Duration;
|
||||
|
||||
[SerializeField] XRBaseController _LeftController;
|
||||
[SerializeField] XRBaseController _RightController;
|
||||
|
||||
[HideInInspector]
|
||||
public UnityEvent Dead = new UnityEvent();
|
||||
|
||||
[SerializeField] private ScoreManagerScript _ScoreManager;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
//Debug.Log(other.gameObject.name);
|
||||
if (other.gameObject.CompareTag("Car") && !_IsDead)
|
||||
{
|
||||
if (PlayerPrefs.GetInt("Best score") < _ScoreManager.CurrentScore)
|
||||
{
|
||||
PlayerPrefs.SetInt("Best score", _ScoreManager.CurrentScore);
|
||||
}
|
||||
_IsDead = true;
|
||||
|
||||
Dead.Invoke();
|
||||
|
||||
move.enabled = false;
|
||||
_CharacterController.enabled = false;
|
||||
|
||||
UISpawn();
|
||||
|
||||
TriggerHaptic(_LeftController);
|
||||
TriggerHaptic(_RightController);
|
||||
|
||||
Debug.Log("Player was hitted car");
|
||||
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
}
|
||||
|
||||
private void UISpawn()
|
||||
{
|
||||
Vector3 pos = _ForwardSource.transform.position;
|
||||
Vector3 forward = _ForwardSource.transform.forward;
|
||||
|
||||
// Определите расстояние перед объектом
|
||||
float distance = 1.0f;
|
||||
|
||||
// Вычислите новую позицию с учетом расстояния
|
||||
Vector3 newPos = pos + forward.normalized * distance;
|
||||
|
||||
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
|
||||
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
|
||||
|
||||
// Создание объекта
|
||||
Instantiate(_Menu, newPos, newRot);
|
||||
}
|
||||
|
||||
public void TriggerHaptic(XRBaseController controller)
|
||||
{
|
||||
if (_Intensity > 0)
|
||||
{
|
||||
controller.SendHapticImpulse(_Intensity, _Duration);
|
||||
}
|
||||
}
|
||||
//private void OnCollisionEnter(Collision collision)
|
||||
//{
|
||||
// Debug.Log(collision.gameObject.name);
|
||||
//}
|
||||
|
||||
//private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
//{
|
||||
// Debug.Log(hit.gameObject.name);
|
||||
// if (hit.gameObject.CompareTag("Car"))
|
||||
// {
|
||||
// Debug.Log("Car hitted");
|
||||
// }
|
||||
//}
|
||||
}
|
@ -1,26 +0,0 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class MenuScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int _BestScore;
|
||||
[SerializeField] private TextMeshProUGUI _TextScore;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_BestScore = PlayerPrefs.GetInt("Best score");
|
||||
_TextScore.text = "Лучший счёт - " + _BestScore;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
public void RestartGame()
|
||||
{
|
||||
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
public void ExitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
@ -1,73 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerJumpScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private InputActionProperty _JumpButton;
|
||||
[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
|
||||
[SerializeField] private CharacterController _CharacterController;
|
||||
[SerializeField] private LayerMask _GroundLayers;
|
||||
[SerializeField] private float rad = 0;
|
||||
|
||||
private float _verticalVelocity = 0f; // Вертикальная скорость
|
||||
private float _gravity = Physics.gravity.y; // Гравитация
|
||||
private bool _isGrounded;
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
_isGrounded = IsGrounded();
|
||||
|
||||
//if (_JumpButton.action.WasPressedThisFrame())
|
||||
//{
|
||||
// if (_isGrounded)
|
||||
// {
|
||||
// Debug.Log("Will Jump from gruond");
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Debug.Log("Not Jump");
|
||||
// }
|
||||
//}
|
||||
|
||||
// Если персонаж на земле, обнуляем вертикальную скорость и проверяем прыжок
|
||||
if (_isGrounded)
|
||||
{
|
||||
_verticalVelocity = -1f; // Небольшое значение, чтобы персонаж не зависал в воздухе
|
||||
|
||||
// Если кнопка прыжка нажата
|
||||
if (_JumpButton.action.WasPressedThisFrame())
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Применяем гравитацию, если персонаж не на земле
|
||||
_verticalVelocity += _gravity * Time.deltaTime;
|
||||
}
|
||||
|
||||
// Перемещение персонажа с учетом вертикальной скорости
|
||||
Vector3 movement = new Vector3(0, _verticalVelocity, 0);
|
||||
if (_CharacterController.enabled == true)
|
||||
{
|
||||
_CharacterController.Move(movement * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGrounded()
|
||||
{
|
||||
return Physics.CheckSphere(transform.position, rad, _GroundLayers); // Радиус может быть отрегулирован
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
if (_isGrounded)
|
||||
{
|
||||
// Применяем силу прыжка
|
||||
_verticalVelocity = Mathf.Sqrt(_JumpHeight * -2f * _gravity); // Формула для прыжка с заданной высотой
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53004812adcae72458f6ee795a7354df
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,32 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class RandomMusicSelectScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] List<AudioClip> _MusicClipList;
|
||||
|
||||
private AudioSource _Audio;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
_Audio = GetComponent<AudioSource>();
|
||||
_Audio.clip = GetRandomObject<AudioClip>(_MusicClipList);
|
||||
_Audio.Play();
|
||||
}
|
||||
|
||||
T GetRandomObject<T>(List<T> list)
|
||||
{
|
||||
// проверка на пустоту списка
|
||||
if (list == null || list.Count == 0)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
// Генерация случайного индекса
|
||||
int randomIndex = UnityEngine.Random.Range(0, list.Count);
|
||||
return list[randomIndex];
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57b6a86afb37be341a1589bb98bdeb60
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -8,39 +8,26 @@ public class ScoreManagerScript : MonoBehaviour
|
||||
{
|
||||
// to do
|
||||
// добавить коментарии ко всему
|
||||
private TileManagerScript _TileManagerScript;
|
||||
|
||||
[SerializeField]
|
||||
private Transform _PlayerTransform;
|
||||
|
||||
[SerializeField]
|
||||
private float _Distance = 0f;
|
||||
private TileManagerScript _tileManagerScript;
|
||||
|
||||
private int _CurrentScore = 0;
|
||||
|
||||
public int CurrentScore
|
||||
{
|
||||
get { return _CurrentScore; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private TextMeshPro _ScoreText;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_TileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
|
||||
_tileManagerScript = GameObject.FindGameObjectWithTag("Tile Manager").GetComponent<TileManagerScript>();
|
||||
|
||||
if (_TileManagerScript != null)
|
||||
if (_tileManagerScript != null)
|
||||
{
|
||||
_TileManagerScript.scoreManager = this;
|
||||
_tileManagerScript.scoreManager = this;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
private void Start()
|
||||
{
|
||||
UpdatePos();
|
||||
|
||||
}
|
||||
|
||||
public void Increase()
|
||||
@ -54,15 +41,9 @@ public class ScoreManagerScript : MonoBehaviour
|
||||
text.text = $"Счёт - {_CurrentScore}";
|
||||
}
|
||||
|
||||
//public void UpdatePos()
|
||||
//{
|
||||
// Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _TileManagerScript.DistanceTiles);
|
||||
// _ScoreText.gameObject.transform.position = newVector;
|
||||
//}
|
||||
|
||||
public void UpdatePos()
|
||||
{
|
||||
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _PlayerTransform.position.z + _Distance);
|
||||
Vector3 newVector = new Vector3(_ScoreText.gameObject.transform.position.x, _ScoreText.gameObject.transform.position.y, _ScoreText.gameObject.transform.position.z + _tileManagerScript.DistanceTiles);
|
||||
_ScoreText.gameObject.transform.position = newVector;
|
||||
}
|
||||
}
|
||||
|
@ -1,127 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SpawnRandomObjectsScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<GameObject> _Prefabs = new List<GameObject>();
|
||||
[SerializeField] private Vector3 _SpawnArea;
|
||||
|
||||
[SerializeField] private float fixedDistance = 1f; // фиксированное расстояние между точками
|
||||
private float MinX; // минимальная координата X
|
||||
private float MaxX; // максимальная координата X
|
||||
private float MinZ; // минимальная координата Z
|
||||
private float MaxZ; // максимальная координата Z
|
||||
|
||||
private float Y;
|
||||
|
||||
// кол-во повторных проходов
|
||||
[SerializeField] private int NumOfRep = 1;
|
||||
|
||||
// Структура Point теперь на плоскости X-Z
|
||||
// Структура Point теперь на плоскости X-Z
|
||||
public struct Point
|
||||
{
|
||||
public Vector3 Position; // позиция точки
|
||||
|
||||
public Point(float x, float y, float z)
|
||||
{
|
||||
Position = new Vector3(x, y, z); // плоскость 2D, Y-координата всегда 0
|
||||
}
|
||||
|
||||
public float DistanceTo(Point other)
|
||||
{
|
||||
return Vector3.Distance(Position, other.Position); // возвращаем расстояние между точками
|
||||
}
|
||||
}
|
||||
private List<Point> points = new List<Point>();
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
MinX = -_SpawnArea.x / 2 + transform.position.x;
|
||||
MaxX = _SpawnArea.x / 2 + transform.position.x;
|
||||
MinZ = -_SpawnArea.z / 2 + transform.position.z;
|
||||
MaxZ = _SpawnArea.z / 2 + transform.position.z;
|
||||
|
||||
Y = -_SpawnArea.y / 2 + transform.position.y;
|
||||
|
||||
GeneratePoints();
|
||||
foreach (var point in points)
|
||||
{
|
||||
GameObject prefab = GetRandomObject<GameObject>(_Prefabs);
|
||||
|
||||
|
||||
// Случайный поворот только по оси Y
|
||||
Quaternion randomRotation = Quaternion.Euler(
|
||||
0f, // угол по оси X
|
||||
Random.Range(0f, 360f), // случайный угол по оси Y
|
||||
0f // угол по оси Z
|
||||
);
|
||||
|
||||
// Инстанцируем объект с случайным поворотом
|
||||
Transform child = Instantiate(prefab, point.Position, randomRotation).transform;
|
||||
child.SetParent(transform);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void GeneratePoints()
|
||||
{
|
||||
// Размещение первой точки случайным образом в указанном диапазоне
|
||||
points.Add(new Point(Random.Range(MinX, MaxX), Y, Random.Range(MinZ, MaxZ)));
|
||||
|
||||
for (int i = 0; i < NumOfRep; i++)
|
||||
{
|
||||
bool canAddPoint = true;
|
||||
|
||||
while (canAddPoint)
|
||||
{
|
||||
canAddPoint = false;
|
||||
// Пробуем случайно разместить следующую точку в пределах нового диапазона
|
||||
float newX = Random.Range(MinX, MaxX);
|
||||
float newZ = Random.Range(MinZ, MaxZ);
|
||||
Point newPoint = new Point(newX, Y, newZ);
|
||||
|
||||
bool valid = true;
|
||||
|
||||
foreach (var point in points)
|
||||
{
|
||||
if (newPoint.DistanceTo(point) < fixedDistance) // фиксированное расстояние
|
||||
{
|
||||
valid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Если точка валидна (удовлетворяет условиям), добавляем её
|
||||
if (valid)
|
||||
{
|
||||
points.Add(newPoint);
|
||||
canAddPoint = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
// Устанавливаем цвет Gizmos
|
||||
Gizmos.color = Color.red;
|
||||
|
||||
// Рисуем сферу
|
||||
Gizmos.DrawWireCube(transform.position, _SpawnArea);
|
||||
}
|
||||
T GetRandomObject<T>(List<T> list)
|
||||
{
|
||||
// проверка на пустоту списка
|
||||
if (list == null || list.Count == 0)
|
||||
{
|
||||
return default;
|
||||
}
|
||||
|
||||
// Генерация случайного индекса
|
||||
int randomIndex = UnityEngine.Random.Range(0, list.Count);
|
||||
return list[randomIndex];
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6961f6e142293184b9a12fe3db1fdede
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,38 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class StaminaBarScript : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Image StaminaBar;
|
||||
[SerializeField] private Image PreRecoveryStaminaBar;
|
||||
|
||||
[SerializeField] private SwingingArmMotionScript SwingingArmMotionScript;
|
||||
private float MaxStamina;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
MaxStamina = SwingingArmMotionScript.MaxStamina;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
private void Update()
|
||||
{
|
||||
float Stamina = SwingingArmMotionScript.Stamina;
|
||||
|
||||
float percent = Stamina / MaxStamina;
|
||||
|
||||
StaminaBar.fillAmount = percent;
|
||||
PreRecoveryStaminaBar.fillAmount = percent;
|
||||
|
||||
if (!SwingingArmMotionScript.IsPreRecovery)
|
||||
{
|
||||
StaminaBar.enabled = true;
|
||||
PreRecoveryStaminaBar.enabled = false;
|
||||
}
|
||||
else if (SwingingArmMotionScript)
|
||||
{
|
||||
StaminaBar.enabled = false;
|
||||
PreRecoveryStaminaBar.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3091a8ba7f355f49b3bd4256fa40501
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@ -1,148 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
|
||||
public class SwingingArmMotionScript : MonoBehaviour
|
||||
{
|
||||
// Game Objects
|
||||
[SerializeField] private GameObject LeftHand;
|
||||
[SerializeField] private GameObject RightHand;
|
||||
[SerializeField] private GameObject MainCamera;
|
||||
[SerializeField] private ActionBasedContinuousMoveProvider _MoveProvider;
|
||||
|
||||
// Vector3 Positions
|
||||
[SerializeField] private Vector3 PositionPreviousFrameLeftHand;
|
||||
[SerializeField] private Vector3 PositionPreviousFrameRightHand;
|
||||
[SerializeField] private Vector3 PlayerPositionPreviousFrame;
|
||||
[SerializeField] private Vector3 PlayerPositionCurrentFrame;
|
||||
[SerializeField] private Vector3 PositionCurrentFrameLeftHand;
|
||||
[SerializeField] private Vector3 PositionCurrentFrameRightHand;
|
||||
|
||||
// Speed
|
||||
[SerializeField] private float BaseSpeed; // Базовая скорость
|
||||
[SerializeField] private float SprintSpeedMultiplier; // Множитель для бега
|
||||
[SerializeField] private float HandSpeedThreshold; // Порог скорости рук для бега
|
||||
private float CurrentSpeed; // Текущая скорость
|
||||
[SerializeField] private float HandSpeed;
|
||||
|
||||
private float SmoothedSpeed;
|
||||
[SerializeField] private float SpeedSmoothingFactor;
|
||||
|
||||
// _Stamina (выносливость)
|
||||
[SerializeField] private float _MaxStamina; // Максимальная выносливость
|
||||
public float MaxStamina
|
||||
{
|
||||
get { return _MaxStamina; }
|
||||
}
|
||||
|
||||
[SerializeField] private float _Stamina; // Текущая выносливость
|
||||
public float Stamina
|
||||
{
|
||||
get { return _Stamina; }
|
||||
set { _Stamina = value; }
|
||||
}
|
||||
[SerializeField] private float StaminaDrainRate; // Скорость расхода выносливости (единиц/сек)
|
||||
[SerializeField] private float StaminaRecoveryRate; // Скорость восстановления (единиц/сек)
|
||||
[SerializeField] private float LowStaminaMultiplier; // Снижение скорости при низкой выносливости
|
||||
[SerializeField] private float StaminaRecoveryDelay; // Задержка перед восстановлением после израсходования
|
||||
|
||||
[SerializeField] private bool IsRecovering = false; // Флаг для ожидания восстановления
|
||||
[SerializeField] private float RecoveryTimer; // Таймер восстановления
|
||||
|
||||
[SerializeField] private bool _IsPreRecovery = false;
|
||||
public bool IsPreRecovery
|
||||
{
|
||||
get { return _IsPreRecovery; }
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
BaseSpeed = _MoveProvider.moveSpeed;
|
||||
PlayerPositionPreviousFrame = transform.position; // Set current positions
|
||||
PositionPreviousFrameLeftHand = LeftHand.transform.position; // Set previous positions
|
||||
PositionPreviousFrameRightHand = RightHand.transform.position;
|
||||
CurrentSpeed = BaseSpeed; // Initialize to base speed
|
||||
SmoothedSpeed = BaseSpeed;
|
||||
|
||||
_Stamina = _MaxStamina; // Инициализация выносливости
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// Get positions of hands
|
||||
PositionCurrentFrameLeftHand = LeftHand.transform.position;
|
||||
PositionCurrentFrameRightHand = RightHand.transform.position;
|
||||
|
||||
// Position of player
|
||||
PlayerPositionCurrentFrame = transform.position;
|
||||
|
||||
// Get distance the hands and player has moved from last frame
|
||||
var playerDistanceMoved = Vector3.Distance(PlayerPositionCurrentFrame, PlayerPositionPreviousFrame);
|
||||
var leftHandDistanceMoved = Vector3.Distance(PositionPreviousFrameLeftHand, PositionCurrentFrameLeftHand);
|
||||
var rightHandDistanceMoved = Vector3.Distance(PositionPreviousFrameRightHand, PositionCurrentFrameRightHand);
|
||||
|
||||
// Aggregate to get hand speed
|
||||
HandSpeed = ((leftHandDistanceMoved - playerDistanceMoved) + (rightHandDistanceMoved - playerDistanceMoved));
|
||||
|
||||
if (IsRecovering)
|
||||
{
|
||||
RecoveryTimer += Time.deltaTime;
|
||||
if (RecoveryTimer >= StaminaRecoveryDelay)
|
||||
{
|
||||
IsRecovering = false;
|
||||
RecoveryTimer = 0;
|
||||
}
|
||||
if (HandSpeed > HandSpeedThreshold)
|
||||
{
|
||||
CurrentSpeed = BaseSpeed; // Замедляем, если стамина истощена
|
||||
RecoveryTimer = 0;
|
||||
}
|
||||
}
|
||||
if (!IsRecovering)
|
||||
{
|
||||
_Stamina += StaminaRecoveryRate * Time.deltaTime; // Восстанавливаем стамину
|
||||
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
|
||||
|
||||
if (_IsPreRecovery)
|
||||
{
|
||||
if (_Stamina >= 0.5 * _MaxStamina)
|
||||
{
|
||||
_IsPreRecovery = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (HandSpeed > HandSpeedThreshold)
|
||||
{
|
||||
_Stamina -= StaminaDrainRate * Time.deltaTime; // Уменьшаем стамину
|
||||
_Stamina = Mathf.Clamp(_Stamina, 0, _MaxStamina);
|
||||
if (!_IsPreRecovery)
|
||||
{
|
||||
CurrentSpeed = BaseSpeed * SprintSpeedMultiplier; // Замедляем, если стамина истощена
|
||||
}
|
||||
else if (_IsPreRecovery)
|
||||
{
|
||||
CurrentSpeed = BaseSpeed;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentSpeed = BaseSpeed;
|
||||
}
|
||||
}
|
||||
if (_Stamina <= 0)
|
||||
{
|
||||
IsRecovering = true;
|
||||
_IsPreRecovery = true;
|
||||
}
|
||||
|
||||
SmoothedSpeed = Mathf.Lerp(SmoothedSpeed, CurrentSpeed, SpeedSmoothingFactor);
|
||||
|
||||
_MoveProvider.moveSpeed = SmoothedSpeed;
|
||||
|
||||
// Set previous position of hands for next frame
|
||||
PositionPreviousFrameLeftHand = PositionCurrentFrameLeftHand;
|
||||
PositionPreviousFrameRightHand = PositionCurrentFrameRightHand;
|
||||
// Set player position previous frame
|
||||
PlayerPositionPreviousFrame = PlayerPositionCurrentFrame;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d54964b90d6903429f3430ea2ab1f61
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -14,12 +14,6 @@ public class TileManagerScript : MonoBehaviour
|
||||
[HideInInspector]
|
||||
public ScoreManagerScript scoreManager;
|
||||
|
||||
/// <summary>
|
||||
/// to do
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public MoveWithTileScript MoveWithTile;
|
||||
|
||||
/// <summary>
|
||||
/// число тайлов, которые будут созданы
|
||||
/// </summary>
|
||||
@ -74,7 +68,7 @@ public class TileManagerScript : MonoBehaviour
|
||||
|
||||
if (z < 0)
|
||||
{
|
||||
//SetCloseZone(tile);
|
||||
SetCloseZone(tile);
|
||||
SetTrigZone(tile);
|
||||
}
|
||||
if(z == 0)
|
||||
@ -88,7 +82,7 @@ public class TileManagerScript : MonoBehaviour
|
||||
|
||||
|
||||
|
||||
_PlayerSetup.SetActive(true);
|
||||
//_PlayerSetup.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -259,9 +253,7 @@ public class TileManagerScript : MonoBehaviour
|
||||
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.Increase);
|
||||
|
||||
// в подпись передаётся функция перемещения счёта
|
||||
//child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
|
||||
|
||||
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(MoveWithTile.UpdatePos);
|
||||
child.GetComponent<TriggerZoneScript>().TriggerZoneEvent.AddListener(scoreManager.UpdatePos);
|
||||
|
||||
// выход из цикла
|
||||
break;
|
||||
@ -302,7 +294,6 @@ public class TileManagerScript : MonoBehaviour
|
||||
// проверка на наличие предыдущего тайла
|
||||
if (pervTile != null)
|
||||
{
|
||||
/*
|
||||
// поиск зоны закрытия по тегу
|
||||
foreach (Transform child in pervTile.transform)
|
||||
{
|
||||
@ -316,7 +307,6 @@ public class TileManagerScript : MonoBehaviour
|
||||
break;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
// проверка на первосозданный тайл, у него нет предыдущего тайла, поэтому нечего закрывать
|
||||
if (closeZone != null)
|
||||
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
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guid: cb77386140404bb41abbad7a8dd174f9
|
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
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assetBundleName:
|
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assetBundleVariant:
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(Stored with Git LFS)
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@ -1,23 +0,0 @@
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sampleRateOverride: 44100
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compressionFormat: 1
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userData:
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fileFormatVersion: 2
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folderAsset: yes
|
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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Assets/Crossy Road VR/Sounds/Musics/Among Us - Trap Remix.mp3
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BIN
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(Stored with Git LFS)
Binary file not shown.
@ -1,23 +0,0 @@
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||||
normalize: 1
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||||
loadInBackground: 0
|
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ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
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Assets/Crossy Road VR/Sounds/Musics/CRWFRD - Angry Birdz.mp3
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Sounds/Musics/CRWFRD - Angry Birdz.mp3
(Stored with Git LFS)
Binary file not shown.
@ -1,23 +0,0 @@
|
||||
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preloadAudioData: 0
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platformSettingOverrides: {}
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loadInBackground: 0
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||||
userData:
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||||
assetBundleVariant:
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Assets/Crossy Road VR/Sounds/Musics/Jasper Byrne - Hotline.mp3
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Sounds/Musics/Jasper Byrne - Hotline.mp3
(Stored with Git LFS)
Binary file not shown.
@ -1,23 +0,0 @@
|
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assetBundleVariant:
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Assets/Crossy Road VR/Sounds/Musics/M O O N - Crystals.mp3
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Sounds/Musics/M O O N - Crystals.mp3
(Stored with Git LFS)
Binary file not shown.
@ -1,23 +0,0 @@
|
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||||
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|
||||
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|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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Assets/Crossy Road VR/Sounds/Musics/Plants vs zombie - mini games walnout (trap remix).mp3
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Sounds/Musics/Plants vs zombie - mini games walnout (trap remix).mp3
(Stored with Git LFS)
Binary file not shown.
@ -1,23 +0,0 @@
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fileFormatVersion: 2
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|
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|
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|
||||
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|
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sampleRateSetting: 0
|
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sampleRateOverride: 44100
|
||||
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||||
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|
||||
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|
||||
preloadAudioData: 0
|
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platformSettingOverrides: {}
|
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|
||||
normalize: 1
|
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|
||||
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|
||||
userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
BIN
Assets/Crossy Road VR/Sounds/Musics/Scattle - Knock Knock.mp3
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Sounds/Musics/Scattle - Knock Knock.mp3
(Stored with Git LFS)
Binary file not shown.
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|
||||
fileFormatVersion: 2
|
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guid: ad4624927aa471b4f9969fa6aded149b
|
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|
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|
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|
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|
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|
||||
sampleRateOverride: 44100
|
||||
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|
||||
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|
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platformSettingOverrides: {}
|
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forceToMono: 0
|
||||
normalize: 1
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|
||||
userData:
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assetBundleVariant:
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BIN
Assets/Crossy Road VR/Sounds/Sports car.mp3
(Stored with Git LFS)
BIN
Assets/Crossy Road VR/Sounds/Sports car.mp3
(Stored with Git LFS)
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user