├── Library
├── BuildPlayer.prefs
├── AssetImportState
├── ScriptAssemblies
│ ├── BuiltinAssemblies.stamp
│ ├── Assembly-CSharp.dll
│ └── Assembly-CSharp.dll.mdb
├── ScriptMapper
├── expandedItems
├── ShaderCache.db
├── assetDatabase3
├── AnnotationManager
├── AssetServerCacheV3
├── AssetVersioning.db
├── LibraryFormatVersion.txt
├── MonoManager.asset
├── BuildSettings.asset
├── ProjectSettings.asset
├── LastSceneManagerSetup.txt
├── EditorUserSettings.asset
├── InspectorExpandedItems.asset
├── EditorUserBuildSettings.asset
├── UnityAssemblies
│ ├── UnityEditor.dll
│ ├── UnityEngine.dll
│ ├── UnityEngine.UI.dll
│ ├── UnityEngine.VR.dll
│ ├── nunit.framework.dll
│ ├── UnityEngine.Analytics.dll
│ ├── UnityEngine.HoloLens.dll
│ ├── UnityEngine.Networking.dll
│ ├── UnityEngine.TestRunner.dll
│ ├── UnityEngine.VR.xml
│ ├── UnityEngine.Analytics.xml
│ ├── version.txt
│ ├── UnityEngine.TestRunner.xml
│ └── UnityEngine.HoloLens.xml
├── shadercompiler-UnityShaderCompiler.exe0.log
├── metadata
│ ├── 12
│ │ └── 12fd8a0055b84bb59e84c9835a37e333
│ ├── 15
│ │ ├── 155b6e95e194a4e41b27a478529addf2
│ │ └── 155b6e95e194a4e41b27a478529addf2.info
│ ├── 19
│ │ ├── 198cbb098fda3734e89774036ae4d610
│ │ └── 198cbb098fda3734e89774036ae4d610.info
│ ├── 21
│ │ ├── 21eff446d50eaf44a85985cd4c0b6fa1
│ │ └── 21eff446d50eaf44a85985cd4c0b6fa1.info
│ ├── 26
│ │ ├── 2682a692a2be7e14e901a738c7806da0
│ │ └── 2682a692a2be7e14e901a738c7806da0.info
│ ├── 30
│ │ ├── 307433eba81a469ab1e2084d52d1a5a2
│ │ └── 307433eba81a469ab1e2084d52d1a5a2.info
│ ├── 32
│ │ ├── 32188fd89022c154c81befa2f0e00be0
│ │ ├── 328cc881519068e4eb7db4bb907ad2d9
│ │ ├── 328cc881519068e4eb7db4bb907ad2d9.info
│ │ └── 32188fd89022c154c81befa2f0e00be0.info
│ ├── 38
│ │ ├── 38c8faf1788024c02930a0c68a6e0edc
│ │ └── 38c8faf1788024c02930a0c68a6e0edc.info
│ ├── 40
│ │ ├── 405b9b51bb344a128608d968297df79c
│ │ └── 405b9b51bb344a128608d968297df79c.info
│ ├── 41
│ │ ├── 4113173d5e95493ab8765d7b08371de4
│ │ ├── 411356b0a3f00a5498a073116b9f4511
│ │ ├── 41a251dc28bc0bf4ea6457d19a8c241c
│ │ ├── 41a251dc28bc0bf4ea6457d19a8c241c.info
│ │ └── 411356b0a3f00a5498a073116b9f4511.info
│ ├── 42
│ │ ├── 4277762b3c154fab9f2e968e868bbbd7
│ │ └── 4277762b3c154fab9f2e968e868bbbd7.info
│ ├── 46
│ │ ├── 46c3dfc29e31cb24fb4e6a9137f36f87
│ │ └── 46c3dfc29e31cb24fb4e6a9137f36f87.info
│ ├── 49
│ │ ├── 49f5766d0d4954f44b85d4bbd7131677
│ │ └── 49f5766d0d4954f44b85d4bbd7131677.info
│ ├── 51
│ │ ├── 5119c48820b31574f93c25eba50de2e0
│ │ ├── 517af1b5b81b93b43b9745d58f017562
│ │ ├── 5119c48820b31574f93c25eba50de2e0.info
│ │ └── 517af1b5b81b93b43b9745d58f017562.info
│ ├── 53
│ │ └── 53ebcfaa2e1e4e2dbc85882cd5a73fa1
│ ├── 57
│ │ ├── 5782f9e9e6e0bb94bac99aeea24814fc
│ │ └── 5782f9e9e6e0bb94bac99aeea24814fc.info
│ ├── 68
│ │ ├── 68d10b1b8eee5cd46943c71fa9998900
│ │ └── 68d10b1b8eee5cd46943c71fa9998900.info
│ ├── 69
│ │ ├── 6981461fe431401459211818212a29cf
│ │ └── 6981461fe431401459211818212a29cf.info
│ ├── 73
│ │ ├── 739bbd9f364b4268874f9fd86ab3beef
│ │ ├── 73c401812ee258342bd97d444f7b1457
│ │ └── 73c401812ee258342bd97d444f7b1457.info
│ ├── 75
│ │ ├── 7562be67c634f4c4eaeb7464ade8a7cb
│ │ └── 7562be67c634f4c4eaeb7464ade8a7cb.info
│ ├── 80
│ │ ├── 8065aa21302b17b4a852f6e82484459b
│ │ ├── 80a3616ca19596e4da0f10f14d241e9f
│ │ ├── 8065aa21302b17b4a852f6e82484459b.info
│ │ └── 80a3616ca19596e4da0f10f14d241e9f.info
│ ├── 83
│ │ ├── 8382b2bb260241859771b69b7f377a8d
│ │ └── 8382b2bb260241859771b69b7f377a8d.info
│ ├── 84
│ │ ├── 84ca94c19f25ae14d83aa41bb3654390
│ │ └── 84ca94c19f25ae14d83aa41bb3654390.info
│ ├── 85
│ │ ├── 852e56802eb941638acbb491814497b0
│ │ └── 852e56802eb941638acbb491814497b0.info
│ ├── 86
│ │ ├── 86f4de9468454445ac2f39e207fafa3a
│ │ └── 86f4de9468454445ac2f39e207fafa3a.info
│ ├── 87
│ │ └── 870353891bb340e2b2a9c8707e7419ba
│ ├── 88
│ │ ├── 880b231c5f1093743ae51a7a4071cf61
│ │ └── 880b231c5f1093743ae51a7a4071cf61.info
│ ├── 90
│ │ ├── 90104a59e42660c44ae026b5ddd8e3c5
│ │ ├── 9078b7128e594410d9b89e5b24cffd01
│ │ ├── 9078b7128e594410d9b89e5b24cffd01.info
│ │ └── 90104a59e42660c44ae026b5ddd8e3c5.info
│ ├── 97
│ │ ├── 97decbdab0634cdd991f8d23ddf0dead
│ │ └── 97decbdab0634cdd991f8d23ddf0dead.info
│ ├── 99
│ │ ├── 9921d3fce4a2aa44e9323215e096ae0c
│ │ └── 9921d3fce4a2aa44e9323215e096ae0c.info
│ ├── 00
│ │ ├── 00000000000000001000000000000000
│ │ ├── 00000000000000002000000000000000
│ │ ├── 00000000000000003000000000000000
│ │ ├── 00000000000000004000000000000000
│ │ ├── 00000000000000004100000000000000
│ │ ├── 00000000000000005000000000000000
│ │ ├── 00000000000000005100000000000000
│ │ ├── 00000000000000006000000000000000
│ │ ├── 00000000000000006100000000000000
│ │ ├── 00000000000000007000000000000000
│ │ ├── 00000000000000007100000000000000
│ │ ├── 00000000000000008000000000000000
│ │ ├── 00000000000000009000000000000000
│ │ ├── 0000000000000000a000000000000000
│ │ ├── 0000000000000000a100000000000000
│ │ ├── 0000000000000000b000000000000000
│ │ ├── 0000000000000000c000000000000000
│ │ ├── 00000000000000005000000000000000.info
│ │ ├── 00000000000000002000000000000000.info
│ │ ├── 00000000000000003000000000000000.info
│ │ ├── 00000000000000004100000000000000.info
│ │ ├── 00000000000000006000000000000000.info
│ │ ├── 00000000000000007000000000000000.info
│ │ ├── 00000000000000001000000000000000.info
│ │ ├── 00000000000000004000000000000000.info
│ │ ├── 00000000000000005100000000000000.info
│ │ ├── 00000000000000006100000000000000.info
│ │ ├── 00000000000000008000000000000000.info
│ │ ├── 00000000000000009000000000000000.info
│ │ ├── 0000000000000000a000000000000000.info
│ │ ├── 0000000000000000c000000000000000.info
│ │ ├── 00000000000000007100000000000000.info
│ │ ├── 0000000000000000a100000000000000.info
│ │ └── 0000000000000000b000000000000000.info
│ ├── 0d
│ │ ├── 0d3bb855445e36e479c85976fc88383a
│ │ └── 0d3bb855445e36e479c85976fc88383a.info
│ ├── 1c
│ │ └── 1c6d1fbb51834b64847b1b73a75bfc77
│ ├── 2a
│ │ ├── 2ab581ff6f4225b41acdcc0bbaaa20dd
│ │ └── 2ab581ff6f4225b41acdcc0bbaaa20dd.info
│ ├── 2f
│ │ ├── 2fe3476eabbbb6c448e6b55a2cc471f5
│ │ └── 2fe3476eabbbb6c448e6b55a2cc471f5.info
│ ├── 3b
│ │ ├── 3bf57f5cb42ea2647a43a27b282c5422
│ │ └── 3bf57f5cb42ea2647a43a27b282c5422.info
│ ├── 3f
│ │ ├── 3f97c57bd79321147ba7e76e732eae6f
│ │ └── 3f97c57bd79321147ba7e76e732eae6f.info
│ ├── 4b
│ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f
│ │ └── 4ba2329b63d54f0187bcaa12486b1b0f.info
│ ├── 5c
│ │ ├── 5c9454b6a88e13947b5b1e3fdd2f7c57
│ │ └── 5c9454b6a88e13947b5b1e3fdd2f7c57.info
│ ├── 5f
│ │ └── 5f32cd94baa94578a686d4b9d6b660f7
│ ├── 6a
│ │ ├── 6abf4b4cbfd0454e850ffc1ec9140b58
│ │ └── 6abf4b4cbfd0454e850ffc1ec9140b58.info
│ ├── 6c
│ │ ├── 6cdf1e5c78d14720aaadccd4c792df96
│ │ └── 6cdf1e5c78d14720aaadccd4c792df96.info
│ ├── 7d
│ │ ├── 7d93d4090bccd37439c90e0a8b85f4b8
│ │ └── 7d93d4090bccd37439c90e0a8b85f4b8.info
│ ├── 8e
│ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44
│ │ ├── 8e7066e382b0fc749b25dbb1a3004dfe
│ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info
│ │ └── 8e7066e382b0fc749b25dbb1a3004dfe.info
│ ├── ad
│ │ ├── adebbd281f1a4ef3a30be7f21937e02f
│ │ └── adebbd281f1a4ef3a30be7f21937e02f.info
│ ├── b2
│ │ ├── b21e96fdcaf918b46b74ddea51c554bd
│ │ ├── b2b693dffac3a4433b3114fea0b7fd4e
│ │ ├── b2bead50dbf86924f8e51f03ddbebf70
│ │ ├── b21e96fdcaf918b46b74ddea51c554bd.info
│ │ ├── b2bead50dbf86924f8e51f03ddbebf70.info
│ │ └── b2b693dffac3a4433b3114fea0b7fd4e.info
│ ├── b6
│ │ ├── b609918f63d5bfd47a4ff8bcf05ebf69
│ │ └── b609918f63d5bfd47a4ff8bcf05ebf69.info
│ ├── bc
│ │ ├── bc43044425fc5bb4b8d640367ffd6404
│ │ └── bc43044425fc5bb4b8d640367ffd6404.info
│ ├── ca
│ │ ├── ca399e9f9fe0595459529eaae7a1bd53
│ │ └── ca399e9f9fe0595459529eaae7a1bd53.info
│ ├── d0
│ │ ├── d05b96cee66e14240838de167097537a
│ │ └── d05b96cee66e14240838de167097537a.info
│ ├── d4
│ │ ├── d47b61f2b8a37324db15a56cdbde4d9e
│ │ └── d47b61f2b8a37324db15a56cdbde4d9e.info
│ ├── d8
│ │ ├── d811c24689ce32d4eb164f6490af7f70
│ │ └── d811c24689ce32d4eb164f6490af7f70.info
│ ├── d9
│ │ ├── d91035c548f23744c9bfb107348ed1c0
│ │ └── d91035c548f23744c9bfb107348ed1c0.info
│ ├── da
│ │ ├── da83a71402d982f4a8582a95e70e1249
│ │ └── da83a71402d982f4a8582a95e70e1249.info
│ ├── dc
│ │ └── dc443db3e92b4983b9738c1131f555cb
│ ├── dd
│ │ ├── dd5c4c72966988a479b7d91c706c5fae
│ │ └── dd5c4c72966988a479b7d91c706c5fae.info
│ ├── e1
│ │ ├── e1007cd261c84053beb0c3537782908d
│ │ └── e1007cd261c84053beb0c3537782908d.info
│ ├── f5
│ │ ├── f5f67c52d1564df4a8936ccd202a3bd8
│ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info
│ └── f7
│ │ ├── f70555f144d8491a825f0804e09c671c
│ │ ├── f7b54ff4a43d4fcf81b4538b678e0bcc
│ │ └── f70555f144d8491a825f0804e09c671c.info
├── ShaderCache
│ ├── 0
│ │ ├── 0106943f91ffa0956d2a26d1fec6e38e.bin
│ │ ├── 055a74d8493fc4533471c501586390c2.bin
│ │ ├── 0590b7e196d659945084ff72fe31c8c7.bin
│ │ ├── 07bf240c026faeb39661bc90679a7e6a.bin
│ │ ├── 0aa54b9b5ae4251ca865ccf5ecdbc11c.bin
│ │ └── 0cf2c4e66d17dec799809cb1c887b6ee.bin
│ ├── 1
│ │ ├── 186076f3e4d75b62451bd64391624f4f.bin
│ │ └── 18e34a2866e634b43f5d083ee6eae336.bin
│ ├── 2
│ │ └── 267fbcd710354855d568c1a07c980eaf.bin
│ ├── 4
│ │ ├── 45b5ddd638779d9de125179b715b0bd6.bin
│ │ ├── 46899696b3113cc751bda470de63009b.bin
│ │ └── 4dbc3e99b2eaf7123a411d3d74af7eda.bin
│ ├── 6
│ │ └── 65412f57a522e29f1a2686dc5a2d51e9.bin
│ ├── 7
│ │ ├── 74e1af426a90cd6f60afef4aa5ad1d59.bin
│ │ └── 7a7fddc8825b45cd0cb3ff4ac1d3a071.bin
│ ├── 8
│ │ └── 8128207e796e77120ced70f17fef4b5a.bin
│ ├── 9
│ │ ├── 92c8c59b63142a1c9304086e6d34c0cd.bin
│ │ ├── 96148acf7b94a9d6c86b745110588fc4.bin
│ │ └── 98e270780652107760593414388df83a.bin
│ ├── a
│ │ ├── a02ef6d0801a521f111c5a8283993399.bin
│ │ └── a720348b79e2513d1fa6f79f7631d483.bin
│ ├── b
│ │ ├── b1ed584facd7cd414e8a6559e22b3fbd.bin
│ │ └── b9ca4a79f36974b5a96e510b5cbd4941.bin
│ ├── c
│ │ ├── c1e0e22c7b2061e297f9d4ae27d18680.bin
│ │ ├── c60a1d72ee608d75d52f0afef962532b.bin
│ │ └── cd3631d4cf98e83005cfba4ec37aad81.bin
│ ├── d
│ │ ├── d1f986c6ef0c11e90b137383f6dfa8c0.bin
│ │ ├── d4c2f24581849225baecd3b7b130391f.bin
│ │ ├── db17636aceb8332c56fa0f341f1bc591.bin
│ │ └── df50a687cb0244bf776e0db1906192bf.bin
│ ├── e
│ │ ├── e574a0f679b0c6b2646884764265c5eb.bin
│ │ ├── e5b846a2940c282c76ccc195172ce1f0.bin
│ │ ├── e6c52439050948616a370e3a4f130d7f.bin
│ │ ├── eaf81c6d5474a9fa57b7fd6626462c6e.bin
│ │ └── ec1a43e8b11629135a216c730f07811f.bin
│ └── f
│ │ └── f652c44e743cc6e1f2ecd60f819617a5.bin
├── CurrentMaximizeLayout.dwlt
└── CurrentLayout.dwlt
├── ProjectSettings
├── ProjectVersion.txt
├── AudioManager.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── TagManager.asset
├── TimeManager.asset
├── EditorSettings.asset
├── NetworkManager.asset
├── DynamicsManager.asset
├── GraphicsSettings.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── ClusterInputManager.asset
├── EditorBuildSettings.asset
└── UnityConnectSettings.asset
├── Assets
├── level1.unity
├── Materials
│ ├── Edge2x1.mat
│ ├── Edge4x1.mat
│ ├── edge001.PNG
│ ├── mtr1x1.mat
│ ├── mtr2x1.mat
│ ├── mtr2x2.mat
│ ├── mtrEdge1x1.mat
│ ├── mtrPlayer.mat
│ ├── unityTextureCat 1.jpg
│ ├── Edge2x1.mat.meta
│ ├── Edge4x1.mat.meta
│ ├── mtr1x1.mat.meta
│ ├── mtr2x1.mat.meta
│ ├── mtr2x2.mat.meta
│ ├── mtrEdge1x1.mat.meta
│ ├── mtrPlayer.mat.meta
│ ├── edge001.PNG.meta
│ └── unityTextureCat 1.jpg.meta
├── Prefabs
│ ├── Edge1x1.prefab
│ ├── Edge2x1.prefab
│ ├── Edge4x1.prefab
│ ├── plat1x1.prefab
│ ├── plat2x1.prefab
│ ├── plat2x2.prefab
│ ├── Edge1x1.prefab.meta
│ ├── Edge2x1.prefab.meta
│ ├── Edge4x1.prefab.meta
│ ├── plat1x1.prefab.meta
│ ├── plat2x1.prefab.meta
│ └── plat2x2.prefab.meta
├── level1.unity.meta
├── Packages.meta
├── Prefabs.meta
├── Scripts.meta
├── Materials.meta
└── Scripts
│ ├── Util.cs.meta
│ ├── scrCamera.cs.meta
│ ├── scrCylinder.cs.meta
│ ├── scrPlayer2.cs.meta
│ ├── scrCharacter.cs.meta
│ ├── scrPlatforms.cs.meta
│ ├── Util.cs
│ ├── scrCamera.cs
│ ├── scrPlatforms.cs
│ ├── scrCylinder.cs
│ ├── scrCharacter.cs
│ └── scrPlayer2.cs
├── .vs
└── platformer
│ └── v15
│ └── .suo
├── README.md
├── platformer.sln
├── platformer.csproj
└── platformer.Plugins.csproj
/Library/BuildPlayer.prefs:
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1 |
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/Library/AssetImportState:
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1 | 5;0;6;0;0
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/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 5.6.0f3
2 |
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/Assets/level1.unity:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/level1.unity
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/Library/ScriptAssemblies/BuiltinAssemblies.stamp:
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1 | 0000.58dcb854.0000
2 | 0000.58dcb86a.0000
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/Library/ScriptMapper:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/ScriptMapper
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/Library/expandedItems:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/expandedItems
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/.vs/platformer/v15/.suo:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/.vs/platformer/v15/.suo
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/Library/ShaderCache.db:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/ShaderCache.db
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/Library/assetDatabase3:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/assetDatabase3
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/Library/AnnotationManager:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/AnnotationManager
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/Library/AssetServerCacheV3:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/AssetServerCacheV3
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/Library/AssetVersioning.db:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/AssetVersioning.db
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/Library/LibraryFormatVersion.txt:
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1 | unityRebuildLibraryVersion: 11
2 | unityForwardCompatibleVersion: 40
3 |
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/Library/MonoManager.asset:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Library/MonoManager.asset
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/Assets/Materials/Edge2x1.mat:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/Materials/Edge2x1.mat
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/Assets/Materials/Edge4x1.mat:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/Materials/Edge4x1.mat
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/Assets/Materials/edge001.PNG:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/Materials/edge001.PNG
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/Assets/Materials/mtr1x1.mat:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/Materials/mtr1x1.mat
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/Assets/Materials/mtr2x1.mat:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/Materials/mtr2x1.mat
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/Assets/Materials/mtr2x2.mat:
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https://raw.githubusercontent.com/PMcca/3D-Platformer/HEAD/Assets/Materials/mtr2x2.mat
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1 | # Unity 3D Platformer
2 | [](https://imgur.com/a/eQajr)
3 |
4 | A 3D platformer prototype, created in Unity, inspired by Mario 64. The game has a key focus on movement,
5 | with the intention of exploring primary mechanics to create deeper and more intricate gameplay.
6 |
7 | ### Features:
8 | - Tight and fun-feeling movement (both ground and aerial)
9 | - Wall jump
10 | - Slide/Dash
11 | - Various different types of platforms
12 | - Camera control
13 | - Controller support
14 |
15 | Rather than using Unity's built-in physics engine, the game utilises a custom built physics solution, designed specifically for
16 | the 3D platforming genre, inspired heavily by Super Mario 64.
17 |
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--------------------------------------------------------------------------------
/Library/UnityAssemblies/version.txt:
--------------------------------------------------------------------------------
1 | 5.6.0f3:3.1.0.0
2 | StandaloneWindows
3 | C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll
4 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
5 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll
6 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
7 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/nunit.framework.dll
8 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll
9 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
10 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll
11 | C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll
--------------------------------------------------------------------------------
/platformer.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2017
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "platformer", "platformer.csproj", "{14B5DE12-68D8-B7A1-97CD-6A984247E081}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|Any CPU = Debug|Any CPU
9 | Release|Any CPU = Release|Any CPU
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {14B5DE12-68D8-B7A1-97CD-6A984247E081}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
13 | {14B5DE12-68D8-B7A1-97CD-6A984247E081}.Debug|Any CPU.Build.0 = Debug|Any CPU
14 | {14B5DE12-68D8-B7A1-97CD-6A984247E081}.Release|Any CPU.ActiveCfg = Release|Any CPU
15 | {14B5DE12-68D8-B7A1-97CD-6A984247E081}.Release|Any CPU.Build.0 = Release|Any CPU
16 | EndGlobalSection
17 | GlobalSection(SolutionProperties) = preSolution
18 | HideSolutionNode = FALSE
19 | EndGlobalSection
20 | EndGlobal
21 |
--------------------------------------------------------------------------------
/Assets/Scripts/Util.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Util : MonoBehaviour
6 | {
7 |
8 | private static float
9 | timer;
10 |
11 |
12 | private void Update()
13 | {
14 | Debug.Log("Hello");
15 | if(timer > 0)
16 | {
17 | ProgressTimer();
18 | }
19 | }
20 |
21 | //Counts down from val. True = counting, False = ended.
22 | public static void StartTimer(float val)
23 | {
24 | if (timer == 0)
25 | {
26 | timer = val;
27 | }
28 |
29 | else
30 | {
31 | Debug.Log("StartTimer error!");
32 | }
33 | }
34 |
35 | public static bool TimerStatus()
36 | {
37 | if (timer <= 0)
38 | {
39 | return false;
40 | }
41 | else
42 | {
43 | return true;
44 | }
45 | }
46 |
47 | private static void ProgressTimer()
48 | {
49 | timer -= Time.deltaTime;
50 |
51 | if (timer <= 0)
52 | {
53 | timer = 0;
54 | }
55 | Debug.Log(Mathf.Floor(timer));
56 | }
57 |
58 | }
--------------------------------------------------------------------------------
/Assets/Scripts/scrCamera.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class scrCamera : MonoBehaviour {
6 |
7 | private Vector3 offset;
8 | public Transform playerTrans;
9 |
10 | public float
11 | sensX = 4f,
12 | sensY = 7f;
13 |
14 | private float
15 | currentX,
16 | currentY,
17 | timer;
18 |
19 | private const float Y_MIN = -15f, Y_MAX = 50f;
20 |
21 | void Start () {
22 | offset = transform.position - playerTrans.position;
23 |
24 | }
25 |
26 | private void Update()
27 | {
28 | //Both X and Y are given by the mouse/stick
29 | currentX += Input.GetAxisRaw("Mouse X") * sensX;
30 | currentY += Input.GetAxisRaw("Mouse Y") * sensY;
31 |
32 | //Ensure Y axis can't "flip" when being held.
33 | currentY = Mathf.Clamp(currentY, Y_MIN, Y_MAX);
34 | }
35 |
36 | void LateUpdate () {
37 | Vector3 direction = offset;
38 |
39 | //Make quaternion based on the mouse/stick input. i.e. Rotate camera around Z axis by the units given by currentY.
40 | Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
41 |
42 | //Slerp to make it smoother. New position is player's pos + the rotation * the offset/direction.
43 | transform.position = Vector3.Slerp(transform.position, (playerTrans.position + rotation * direction), Time.deltaTime * 10);
44 |
45 | //Look at the player every frame.
46 | transform.LookAt(playerTrans.position);
47 |
48 | }
49 | }
50 |
--------------------------------------------------------------------------------
/Assets/Scripts/scrPlatforms.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class scrPlatforms : MonoBehaviour {
6 |
7 | public float moveSpeed = 1;
8 | private float trigCounter = 0;
9 |
10 | public Transform platformx1;
11 |
12 | private Vector3 offset;
13 |
14 | void Start () {
15 |
16 | offset = platformx1.position;
17 | }
18 |
19 | void Update () {
20 | trigCounter += Time.deltaTime;
21 |
22 | if (platformx1.tag == "ptfmRotate")
23 | RotatePlatform();
24 | if (platformx1.tag == "ptfmVertical")
25 | VerticalPlatform();
26 | }
27 |
28 | void RotatePlatform()
29 | {
30 | platformx1.position = new Vector3(offset.x + Mathf.Cos(trigCounter * moveSpeed), 0, offset.z + Mathf.Sin(trigCounter * moveSpeed));
31 | }
32 |
33 | void VerticalPlatform()
34 | {
35 | platformx1.position = new Vector3(offset.x, offset.y + Mathf.Cos(trigCounter * moveSpeed), offset.z);
36 | }
37 |
38 | private void OnTriggerStay(Collider other)
39 | {
40 | if ((other.gameObject.tag == "Player") && other.GetComponent().isGrounded)
41 | {
42 | other.transform.parent = transform;
43 | //Debug.Log("worksSs");
44 | }
45 | }
46 |
47 | private void OnTriggerExit(Collider other)
48 | {
49 | if (other.gameObject.tag == "Player")
50 | {
51 | //Debug.Log("Exit" + other.GetComponent().isGrounded);
52 | other.transform.parent = null;
53 | }
54 | }
55 |
56 | }
57 |
58 |
--------------------------------------------------------------------------------
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8 | mipmaps:
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64 | outline: []
65 | spritePackingTag:
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/Assets/Scripts/scrCylinder.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class scrCylinder : MonoBehaviour {
6 |
7 | private Vector3 pos;
8 | private static float exponent = 0.1f;
9 |
10 | public Transform cubeTrans;
11 | private Vector3 offset, originalPos;
12 | float velocity = 0f;
13 |
14 | // Use this for initialization
15 | void Start () {
16 | pos = transform.position;
17 | offset = cubeTrans.transform.position - transform.position;
18 | originalPos = transform.position;
19 | }
20 |
21 | // Update is called once per frame
22 | void Update () {
23 |
24 | /*Vector3 PA = new Vector3(5, 0.7f, 3.2f);
25 | Vector3 PB = new Vector3(-5, 0.7f, 3.2f);
26 |
27 | if (Input.GetKeyDown(KeyCode.T))
28 | {
29 | originalPos = transform.position;
30 | exponent = 0.1f;
31 | pos = PA;
32 | }
33 |
34 | if (Input.GetKeyDown(KeyCode.Y))
35 | {
36 | originalPos = transform.position;
37 | exponent = 0.1f;
38 | pos = PB;
39 | }
40 | transform.position = Vector3.Slerp(originalPos, pos, exponent);
41 | if (transform.position != pos)
42 | exponent += 0.02f;
43 | Debug.Log(exponent);*/
44 | Vector3 targetPos = Vector3.zero;
45 |
46 | if (Input.GetKey(KeyCode.T))
47 | {
48 | targetPos = new Vector3(5, 0.7f, 3.2f);
49 | }
50 |
51 | float smoothTime = 0.3f;
52 |
53 | float newPos = Mathf.SmoothDamp(transform.position.x, targetPos.x, ref velocity, smoothTime);
54 | transform.position = new Vector3(newPos, transform.position.y, transform.position.z);
55 |
56 |
57 |
58 | }
59 | private void OnCollisionEnter(Collision col)
60 | {
61 | Debug.Log(col.gameObject.name);
62 | }
63 | }
64 |
65 |
--------------------------------------------------------------------------------
/Assets/Scripts/scrCharacter.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class scrCharacter : MonoBehaviour
6 | {
7 | public float
8 | speed = 6.0f,
9 | turnSpeed = 50.0f,
10 | acceleration,
11 | jumpSpeed = 40f;
12 |
13 | public Vector3 gravity = Vector3.zero;
14 | private Vector3 movement;
15 | public float gravityF;
16 |
17 | private CharacterController charCont;
18 |
19 | void Start()
20 | {
21 | gravity = new Vector3(0, 10f, 0);
22 | }
23 |
24 | void Update()
25 | {
26 | charCont = GetComponent();
27 | movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
28 |
29 | while (charCont.isGrounded)
30 | {
31 | movement *= speed * Time.deltaTime;
32 |
33 | if (Input.GetKey(KeyCode.Space))
34 | movement.y = jumpSpeed;
35 | }
36 | movement.y -= gravityF;
37 | charCont.Move(movement);
38 |
39 |
40 | //Movement
41 | {
42 | //acceleration = speed * Input.GetAxis("Vertical");
43 | /*
44 | if (Input.GetAxis("Vertical") > 0)
45 | transform.Translate(Vector3.forward * acceleration * Time.deltaTime);
46 | if (Input.GetAxis("Vertical") < 0)
47 | transform.Translate(-Vector3.forward * -acceleration * Time.deltaTime);
48 | if (Input.GetKey(KeyCode.Space))
49 | transform.Translate(Vector3.up * jumpSpeed * Time.deltaTime);
50 | */
51 | if (Input.GetKey(KeyCode.RightArrow))
52 | transform.Rotate(Vector3.up * turnSpeed * Time.deltaTime);
53 | if (Input.GetKey(KeyCode.LeftArrow))
54 | transform.Rotate(-Vector3.up * turnSpeed * Time.deltaTime);
55 |
56 | }
57 |
58 |
59 | }
60 | }
61 |
62 |
--------------------------------------------------------------------------------
/Library/UnityAssemblies/UnityEngine.TestRunner.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | UnityEngine.TestRunner
6 |
7 |
8 |
9 | A MonoBehaviour test needs to implement this interface.
10 |
11 |
12 |
13 |
14 | Indicates when the test is considered finished.
15 |
16 |
17 |
18 |
19 | Interface for the method that implements the prebuild step.
20 |
21 |
22 |
23 |
24 | Setup method that is automatically called before the test run.
25 |
26 |
27 |
28 |
29 | LogAssert allows you to expect Unity log messages that would normally cause the test to fail.
30 |
31 |
32 |
33 |
34 | Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.
35 |
36 | Log type.
37 | Log message to expect.
38 |
39 |
40 |
41 | Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.
42 |
43 | Log type.
44 | Log message to expect.
45 |
46 |
47 |
48 | Triggers an assert if any logs have been received that were not expected. Returns without asserting if all logs received so far have been registered as expected.
49 |
50 |
51 |
52 |
53 | Wrapper for running tests that are imlpemented as MonoBehaviours.
54 |
55 |
56 |
57 |
58 | Allows to define a setup method for the test that will be invoked before the test run is started.
59 |
60 |
61 |
62 |
63 | Points to a class that imlpements TestTools.IPrebuildSetup. The method from TestTools.IPrebuildSetup will be executed before the test run is initiated.
64 |
65 | Type of the class implementing TestTools.IPrebuildSetup.
66 |
67 |
68 |
69 | Platforms the tests can run on.
70 |
71 |
72 |
73 |
74 | Special type of a unit test that allows to yield from test in order to skip frames when the test is running.
75 |
76 |
77 |
78 |
79 |
--------------------------------------------------------------------------------
/platformer.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 10.0.20506
7 | 2.0
8 | {14B5DE12-68D8-B7A1-97CD-6A984247E081}
9 | Library
10 | Assembly-CSharp
11 | 512
12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
13 | .NETFramework
14 | v3.5
15 | Unity Subset v3.5
16 |
17 | Game:1
18 | StandaloneWindows:5
19 | 5.6.0f3
20 |
21 | 4
22 |
23 |
24 | pdbonly
25 | false
26 | Temp\UnityVS_bin\Debug\
27 | Temp\UnityVS_obj\Debug\
28 | prompt
29 | 4
30 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
31 | true
32 |
33 |
34 | pdbonly
35 | false
36 | Temp\UnityVS_bin\Release\
37 | Temp\UnityVS_obj\Release\
38 | prompt
39 | 4
40 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
41 | true
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 | Library\UnityAssemblies\UnityEngine.dll
54 |
55 |
56 | Library\UnityAssemblies\UnityEngine.UI.dll
57 |
58 |
59 | Library\UnityAssemblies\UnityEngine.Networking.dll
60 |
61 |
62 | Library\UnityAssemblies\UnityEngine.TestRunner.dll
63 |
64 |
65 | Library\UnityAssemblies\nunit.framework.dll
66 |
67 |
68 | Library\UnityAssemblies\UnityEngine.Analytics.dll
69 |
70 |
71 | Library\UnityAssemblies\UnityEngine.HoloLens.dll
72 |
73 |
74 | Library\UnityAssemblies\UnityEngine.VR.dll
75 |
76 |
77 | Library\UnityAssemblies\UnityEditor.dll
78 |
79 |
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
91 |
--------------------------------------------------------------------------------
/platformer.Plugins.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 10.0.20506
7 | 2.0
8 | {169E3A1B-81D6-A74C-FCFC-EF21E4E4AE36}
9 | Library
10 | Assembly-CSharp-firstpass
11 | 512
12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
13 | .NETFramework
14 | v3.5
15 | Unity Subset v3.5
16 |
17 | GamePlugins:3
18 | StandaloneWindows:5
19 | 5.6.0f3
20 |
21 | 4
22 |
23 |
24 | pdbonly
25 | false
26 | Temp\UnityVS_bin\Debug\
27 | Temp\UnityVS_obj\Debug\
28 | prompt
29 | 4
30 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
31 | true
32 |
33 |
34 | pdbonly
35 | false
36 | Temp\UnityVS_bin\Release\
37 | Temp\UnityVS_obj\Release\
38 | prompt
39 | 4
40 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU
41 | true
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 | Library\UnityAssemblies\UnityEngine.dll
54 |
55 |
56 | Library\UnityAssemblies\UnityEngine.UI.dll
57 |
58 |
59 | Library\UnityAssemblies\UnityEngine.Networking.dll
60 |
61 |
62 | Library\UnityAssemblies\UnityEngine.TestRunner.dll
63 |
64 |
65 | Library\UnityAssemblies\nunit.framework.dll
66 |
67 |
68 | Library\UnityAssemblies\UnityEngine.Analytics.dll
69 |
70 |
71 | Library\UnityAssemblies\UnityEngine.HoloLens.dll
72 |
73 |
74 | Library\UnityAssemblies\UnityEngine.VR.dll
75 |
76 |
77 | Library\UnityAssemblies\UnityEditor.dll
78 |
79 |
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
91 |
--------------------------------------------------------------------------------
/Library/UnityAssemblies/UnityEngine.HoloLens.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | UnityEngine.HoloLens
6 |
7 |
8 |
9 | This component enables control over properties attached to AudioSource components for spatial sound in Unity.
10 |
11 |
12 |
13 |
14 | Describes room size to for audio effects.
15 |
16 |
17 |
18 |
19 | Describes room size to for audio effects.
20 |
21 |
22 |
23 |
24 | A BaseInputModule designed for HoloLens input.
25 |
26 |
27 |
28 |
29 | Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture.
30 |
31 |
32 |
33 |
34 | Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback.
35 |
36 |
37 |
38 |
39 | See BaseInputModule.
40 |
41 |
42 |
43 |
44 | See BaseInputModule.
45 |
46 |
47 |
48 |
49 | See BaseInputModule.
50 |
51 |
52 |
53 |
54 | See BaseInputModule.
55 |
56 |
57 |
58 |
59 | The base class for all spatial mapping components.
60 |
61 |
62 |
63 |
64 | This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only)
65 |
66 |
67 |
68 |
69 | Specifies if the component should listen and respond to spatial surface changes.
70 |
71 |
72 |
73 |
74 | The half extents of the bounding box from its center.
75 |
76 |
77 |
78 |
79 | The level of detail that should be used when generating surface meshes.
80 |
81 |
82 |
83 |
84 | The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed.
85 |
86 |
87 |
88 |
89 | The time in seconds between system queries for changes in physical space.
90 |
91 |
92 |
93 |
94 | The radius of the bounding sphere volume.
95 |
96 |
97 |
98 |
99 | The GameObject that should be the parent of all the component's surface mesh game objects.
100 |
101 |
102 |
103 |
104 | The surface observer volume to use when querying the system for changes in physical space.
105 |
106 |
107 |
108 |
109 | The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh.
110 |
111 |
112 |
113 |
114 | Generates surface meshes with the maximum amount of triangles.
115 |
116 |
117 |
118 |
119 | Generates surface meshes with as few triangles as possible.
120 |
121 |
122 |
123 |
124 | Generates a medium quality surface mesh.
125 |
126 |
127 |
128 |
129 | This method is called when the system notifies the spatial mapping component that a surface has been removed.
130 |
131 |
132 |
133 |
134 |
135 |
136 | This method will be called by the system when the surface data has been generated.
137 |
138 |
139 |
140 |
141 |
142 |
143 |
144 |
145 | The surface observer volume type to use when querying the system for changes in physical space.
146 |
147 |
148 |
149 |
150 | An axis aligned bounding box volume.
151 |
152 |
153 |
154 |
155 | A sphere bounding volume.
156 |
157 |
158 |
159 |
160 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces.
161 |
162 |
163 |
164 |
165 | Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance.
166 |
167 |
168 |
169 |
170 | Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance.
171 |
172 |
173 |
174 |
175 | Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance.
176 |
177 |
178 |
179 |
180 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter, MeshRenderer, and material will automatically be added to these GameObjects so that the spatial surface can be visualized.
181 |
182 |
183 |
184 |
185 | A Material applied to all surface meshes to enable occlusion of holograms by real world objects.
186 |
187 |
188 |
189 |
190 | Controls which Material will be used when rendering a surface mesh.
191 |
192 |
193 |
194 |
195 | A material that can be used to visualize the spatial surface.
196 |
197 |
198 |
199 |
200 | Specifies how to render the spatial surfaces associated with the SpatialMappingRenderer component instance.
201 |
202 |
203 |
204 |
205 | Disables all MeshRenderer components associated with the SpatialMappingRenderer component instance.
206 |
207 |
208 |
209 |
210 | Indicates that the Occlusion material should be used to render the surfaces.
211 |
212 |
213 |
214 |
215 | Indicates that the Visualization material should be used to render the surfaces.
216 |
217 |
218 |
219 |
220 |
--------------------------------------------------------------------------------
/Assets/Scripts/scrPlayer2.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System;
4 | using UnityEngine;
5 |
6 | public class scrPlayer2 : MonoBehaviour
7 | {
8 | public float
9 | gravity = 28f,
10 | jumpForce = 8f,
11 | wallJumpForce = 6f,
12 | terminalVelocity = -20f,
13 | maxSpeed = 4f,
14 | turnSpeed = 5f;
15 | public Transform camTrans, cubeTrans1, cubeTrans2;
16 |
17 | private float
18 | yVelocity,
19 | velocity = 0f,
20 | airForward,
21 | airRight,
22 | acceleration = 2.5f,
23 | extraSpeed = 1,
24 | timer;
25 | private bool
26 | startedJump,
27 | isHoldingJump,
28 | isSliding,
29 | canSlide,
30 | canWallJump;
31 |
32 | private CharacterController cont;
33 | private Vector3 originalPos, localMove, colNormal, airMovement;
34 |
35 |
36 | private void Start()
37 | {
38 | cont = GetComponent();
39 |
40 | //Get position that character starts game at
41 | originalPos = transform.position;
42 | colNormal = Vector3.zero;
43 | }
44 |
45 |
46 | private void Update()
47 | {
48 | //Set walljump variable to false. If there is a collision with a wall, it will be set to true.
49 | canWallJump = false;
50 |
51 | //Calculate localMove, the vector that is relative to the camera's perspective.
52 | CameraPerspective();
53 |
54 | if (Input.GetButtonDown("Jump"))
55 | Jump();
56 |
57 |
58 | if (velocity == 0)
59 | {
60 | NoInputRotate();
61 | }
62 |
63 |
64 | //Move player along ground if the are grounded.
65 | if (cont.isGrounded)
66 | {
67 | MoveCharGround();
68 | }
69 |
70 | else if (!cont.isGrounded)
71 | {
72 | canSlide = false;
73 | MoveCharAir();
74 | }
75 |
76 | if (transform.position.y <= -1.3)
77 | Restart();
78 |
79 | cont.Move(new Vector3(0, yVelocity, 0) * Time.deltaTime);
80 | Gravity();
81 |
82 | if (colNormal.y > 0.01f)
83 | {
84 | Debug.Log(colNormal.y);
85 | }
86 |
87 | //Sliding
88 | if(cont.isGrounded && !isSliding)
89 | {
90 | canSlide = true;
91 | }
92 |
93 | if (Input.GetButtonDown("RB") && canSlide == true)
94 | {
95 | Slide();
96 | }
97 |
98 | if(isSliding == true)
99 | {
100 | WhileSliding();
101 | }
102 |
103 | //If the player is colliding with a wall, allow them to walljump.
104 | if (canWallJump)
105 | WallJump();
106 |
107 | Debug.DrawRay(transform.position, transform.forward, Color.red);
108 | Debug.DrawRay(transform.position, localMove, Color.green);
109 |
110 | //colNormal.y = 0;
111 | Debug.DrawRay(cubeTrans1.position, colNormal, Color.cyan);
112 |
113 | Util.StartTimer(3);
114 | Debug.Log(Util.TimerStatus());
115 | }
116 |
117 |
118 | //Move the character by the given vector movement
119 | void MoveCharGround()
120 | {
121 | //Prevents speed from increasing when going diagonally
122 | if (localMove.sqrMagnitude > 1f)
123 | {
124 | localMove = localMove.normalized;
125 | }
126 |
127 | //Damp rotation of character
128 | Damp(localMove);
129 |
130 | //Get new speed value
131 | velocity = DampSpeed(velocity);
132 |
133 | cont.Move(((transform.forward * Time.deltaTime) * velocity) * extraSpeed);
134 |
135 | //If there is no input from the player, and char's speed is < 0.3, then set speed to 0.
136 | if (!checkForInput() && velocity <= 0.3f)
137 | velocity = 0;
138 |
139 | //If the angle between the stick and the player's direction is larger than 150 degrees, incur a skid penalty.
140 | if (Vector3.Angle(transform.forward, localMove) >= 130 && velocity != 0 && cont.isGrounded)
141 | SkidTurnaround();
142 | }
143 |
144 | void MoveCharAir()
145 | {
146 | if (localMove.sqrMagnitude > 1f)
147 | {
148 | localMove = localMove.normalized;
149 | }
150 |
151 | velocity = DampSpeedAir(velocity);
152 |
153 | airForward = Vector3.Dot(transform.forward, localMove);
154 | airRight = Vector3.Dot(transform.right, localMove);
155 |
156 | airMovement = (transform.forward * velocity) + ((transform.right) * (airRight * 0.9f));
157 |
158 | cont.Move((airMovement * extraSpeed) * Time.deltaTime);
159 | }
160 |
161 | //Dampen turn rate when moving stick from one angle to another.
162 | void Damp(Vector3 original)
163 | {
164 |
165 | //newRatio is 90% of the time between the last frame.
166 | float newRatio = 0.9f * Time.deltaTime * 8;
167 | float oldRatio = 1 - newRatio;
168 |
169 | //The new direction to face is the current direction * by the oldRatio added to the direction of the stick * the new ratio
170 | Vector3 facingRot = ((transform.forward * oldRatio) + (original.normalized * newRatio)).normalized;
171 | facingRot.y = 0;
172 |
173 | transform.forward = facingRot;
174 | }
175 |
176 |
177 | float DampSpeed(float originalVelocity)
178 | {
179 | //Double the character's deceleration when there is no input and the character is grounded.
180 | if (!checkForInput() && cont.isGrounded)
181 | acceleration = 10;
182 | else
183 | acceleration = 2.5f;
184 |
185 | //Get the magnitude of the stick's tilt * by maxSpeed to get the desired speed.
186 | float desiredSpeed = maxSpeed * new Vector3(getXAxis(), 0, getZAxis()).magnitude;
187 |
188 | float new_ratio = 0.9f * Time.deltaTime * acceleration;
189 | float old_ratio = 1 - new_ratio;
190 |
191 | float newSpeed = (originalVelocity * old_ratio) + (desiredSpeed * new_ratio);
192 |
193 | newSpeed = Mathf.Clamp(newSpeed, -maxSpeed * extraSpeed, maxSpeed * extraSpeed);
194 |
195 | return newSpeed;
196 | }
197 |
198 | //Dampen speed for aerial mobility
199 | float DampSpeedAir(float originalVelocity)
200 | {
201 | acceleration = 1.5f;
202 |
203 | float desiredSpeed = maxSpeed * airForward;
204 |
205 | float new_ratio = 0.9f * Time.deltaTime * acceleration;
206 | float old_ratio = 1 - new_ratio;
207 |
208 | float newSpeed = (originalVelocity * old_ratio) + (desiredSpeed * new_ratio);
209 |
210 | newSpeed = Mathf.Clamp(newSpeed, -maxSpeed * extraSpeed, maxSpeed * extraSpeed);
211 |
212 | return newSpeed;
213 | }
214 |
215 |
216 | //Slow the character if stick tilt is at a big enough difference to forward movement direction.
217 | void SkidTurnaround()
218 | {
219 | transform.forward *= -1;
220 | float skidVelocity = (velocity * -1);
221 |
222 | velocity = skidVelocity / 2;
223 | }
224 |
225 |
226 | //Translate character's movement from world to camera perspective
227 | void CameraPerspective()
228 | {
229 | //Get the forward vector of camera (what it's looking at)
230 | Vector3 lookDir = camTrans.forward;
231 | lookDir.y = 0;
232 | lookDir = lookDir.normalized;
233 |
234 | //Get the right vector of the camera
235 | Vector3 right = camTrans.right;
236 | right.y = 0;
237 | right = right.normalized;
238 |
239 |
240 | //X movement is given by the camera's right.x and forward.x which are multipled by left/right and up/down stick input respectively.
241 | //If the camera is looking to the side of the character, then cam.forward.x = 1, and cam.right.x = 0. So vertical * forward.x = movement across x plane.
242 | localMove.x = (Input.GetAxisRaw("Horizontal") * right.x) + (Input.GetAxis("Vertical") * lookDir.x);
243 | //Same with Z except dictates how he will move across the Z plane
244 | localMove.z = (Input.GetAxisRaw("Horizontal") * right.z) + (Input.GetAxis("Vertical") * lookDir.z);
245 |
246 | //Vertical movement not applicable.
247 | localMove.y = 0;
248 |
249 | //Normalize as only direction is needed.
250 | localMove = localMove.normalized;
251 |
252 | }
253 |
254 | //Rotate's the character immediately toward the stick tilt if there is no input prior
255 | void NoInputRotate()
256 | {
257 | //If the character is grounded and the stick is tilted, rotate the character in that direction.
258 | if (cont.isGrounded && checkForInput())
259 | {
260 | transform.forward = localMove;
261 | }
262 |
263 | //Ensure character keeps last known rotation
264 | else if (!checkForInput())
265 | {
266 | transform.forward = transform.forward;
267 | }
268 | }
269 |
270 | //Apply gravity to the character
271 | void Gravity()
272 | {
273 | //Set isHoldingJump relative to if the player is holding the jump button
274 | if(Input.GetButton("Jump"))
275 | {
276 | isHoldingJump = true;
277 | }
278 | else
279 | {
280 | isHoldingJump = false;
281 | }
282 |
283 |
284 | //If character is grounded and he isn't jumping, apply a miniscule amount of gravity.
285 | if (cont.isGrounded && !startedJump)
286 | {
287 | gravity = 14f;
288 | yVelocity = -gravity * Time.deltaTime;
289 | }
290 |
291 | //If the player is jumping (not falling) and they aren't holding the jump button, increase their gravity
292 | //Creates short-hop like jump
293 | if(!isFalling() && !cont.isGrounded)
294 | {
295 | if (!isHoldingJump)
296 | {
297 | gravity = 24f;
298 | }
299 | else
300 | gravity = 14f;
301 | }
302 |
303 | //If character is airborne, subtract gravity from velocity.
304 | if(!cont.isGrounded)
305 | {
306 | yVelocity -= gravity * Time.deltaTime;
307 | startedJump = false;
308 | }
309 |
310 | //If the character is falling (not jumping), revert gravity to normal.
311 | if (isFalling())
312 | {
313 | gravity = 14f;
314 | }
315 |
316 | //Ensure the character doesn't fall faster than their terminalVelocity.
317 | if(isFalling() && yVelocity < terminalVelocity)
318 | {
319 | yVelocity = terminalVelocity;
320 | }
321 | }
322 |
323 | void WallJump()
324 | {
325 | if (Input.GetButtonDown("Jump"))
326 | {
327 | transform.forward = colNormal.normalized;
328 | yVelocity = wallJumpForce;
329 | extraSpeed = 1.2f;
330 | }
331 | }
332 |
333 | //Change the value of yVelocity, allowing the character to jump when MoveChar() is called
334 | void Jump()
335 | {
336 | if (cont.isGrounded)
337 | {
338 | yVelocity = jumpForce;
339 | startedJump = true;
340 | }
341 |
342 | }
343 |
344 | void Slide()
345 | {
346 | extraSpeed = 2.7f;
347 | isSliding = true;
348 | canSlide = false;
349 | Util.StartTimer(0.2f);
350 | }
351 |
352 | void WhileSliding()
353 | {
354 | extraSpeed = Mathf.Lerp(extraSpeed, 1, 0.1f);
355 |
356 | if (extraSpeed <= 1.02f)
357 | {
358 | extraSpeed = 1;
359 | }
360 |
361 |
362 | if(extraSpeed == 1)
363 | {
364 | isSliding = false;
365 | canSlide = true;
366 | }
367 | }
368 |
369 | //Reset character's position to original.
370 | void Restart()
371 | {
372 | transform.position = originalPos;
373 | }
374 |
375 | float getXAxis()
376 | {
377 | return Input.GetAxis("Horizontal");
378 | }
379 |
380 | float getZAxis()
381 | {
382 | return Input.GetAxisRaw("Vertical");
383 | }
384 |
385 | //Check stick axis to check if there is any input from the player
386 | //True = input, false = no input
387 | bool checkForInput()
388 | {
389 | if (getXAxis() != 0 || getZAxis() != 0)
390 | return true;
391 | else
392 | return false;
393 | }
394 |
395 | //Check if character is falling
396 | bool isFalling()
397 | {
398 | if (!cont.isGrounded && yVelocity <= 0)
399 | {
400 | return true;
401 | }
402 | else return false;
403 | }
404 |
405 |
406 |
407 |
408 | //If the player collides with a "Wall" object, allow the player to walljump.
409 | private void OnControllerColliderHit(ControllerColliderHit hit)
410 | {
411 | if (hit.gameObject.tag == "Wall")
412 | {
413 | if (!cont.isGrounded)
414 | {
415 | canWallJump = true;
416 | }
417 | colNormal = hit.normal.normalized;
418 | }
419 |
420 | if(hit.gameObject.tag == "ptfmRotate" || hit.gameObject.tag == "ptfmVertical" || hit.gameObject.tag == "ptfmHoriz")
421 | {
422 |
423 | }
424 |
425 | }
426 |
427 |
428 | }
429 |
--------------------------------------------------------------------------------
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