This commit is contained in:
2024-10-14 10:30:38 +02:00
commit ec487096bf
167 changed files with 16245 additions and 0 deletions

72
.gitignore vendored Normal file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# 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
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
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# Temporary auto-generated Android Assets
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# Default ignored files
/shelf/
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# Rider ignored files
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# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BasicCharacter : MonoBehaviour
{
protected MovementBehaviour _movementBehaviour;
// Start is called before the first frame update
protected virtual void Awake()
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_movementBehaviour = GetComponent<MovementBehaviour>();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementBehaviour : MonoBehaviour {
[SerializeField]
private float _movementSpeed = 1.0f;
private Vector3 _desiredMovementDirection = Vector3.zero;
public Vector3 DesiredMovementDirection
{
get => _desiredMovementDirection;
set => _desiredMovementDirection = value;
}
private void Update()
{
HandleMovement();
}
private void HandleMovement()
{
Vector3 movement = _desiredMovementDirection.normalized;
movement *= _movementSpeed;
transform.position += movement;
}
public void Jump()
{
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerController : BasicCharacter {
[SerializeField] private InputActionAsset _inputAsset;
[SerializeField] private InputActionReference _movementAction;
protected override void Awake() {
base.Awake();
if (_inputAsset == null) return;
}
private void OnEnable() {
if (_inputAsset == null) return;
_inputAsset.Enable();
}
private void OnDisable() {
if (_inputAsset == null) return;
_inputAsset.Disable();
}
private void Update() {
HandleMovementInput();
}
void HandleMovementInput() {
if (_movementBehaviour == null ||
_movementAction == null)
return;
//movement
float movementInput = _movementAction.action.ReadValue<float>();
Vector3 movement = movementInput * Vector3.right;
_movementBehaviour.DesiredMovementDirection = movement;
}
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