├── .gitignore ├── Assets ├── Animations.meta ├── Animations │ ├── Draw A Great Sword 1.anim │ ├── Draw A Great Sword 1.anim.meta │ ├── Draw A Great Sword 2.anim │ ├── Draw A Great Sword 2.anim.meta │ ├── Idlex.anim │ ├── Idlex.anim.meta │ ├── Pos0.anim │ ├── Pos0.anim.meta │ ├── Pos1.anim │ ├── Pos1.anim.meta │ ├── Pos2.anim │ ├── Pos2.anim.meta │ ├── Pos3.anim │ ├── Pos3.anim.meta │ ├── Pos4.anim │ ├── Pos4.anim.meta │ ├── Pos5.anim │ ├── Pos5.anim.meta │ ├── Pos6.anim │ ├── Pos6.anim.meta │ ├── Pos7.anim │ ├── Pos7.anim.meta │ ├── Sheath.anim │ ├── Sheath.anim.meta │ ├── Slash.anim │ ├── Slash.anim.meta │ ├── Standard Run.anim │ ├── Standard Run.anim.meta │ ├── Standard Walk.anim │ └── Standard Walk.anim.meta ├── DOTween_1_2_155.meta ├── DOTween_1_2_155 │ ├── DOTween.meta │ └── DOTween │ │ ├── DOTween.XML │ │ ├── DOTween.XML.meta │ │ ├── DOTween.dll │ │ ├── DOTween.dll.mdb │ │ ├── DOTween.dll.mdb.meta │ │ ├── DOTween.dll.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── DOTweenEditor.XML │ │ ├── DOTweenEditor.XML.meta │ │ ├── DOTweenEditor.dll │ │ ├── DOTweenEditor.dll.mdb │ │ ├── DOTweenEditor.dll.mdb.meta │ │ ├── DOTweenEditor.dll.meta │ │ ├── Imgs.meta │ │ └── Imgs │ │ │ ├── DOTweenIcon.png │ │ │ ├── DOTweenIcon.png.meta │ │ │ ├── Footer.png │ │ │ ├── Footer.png.meta │ │ │ ├── Footer_dark.png │ │ │ ├── Footer_dark.png.meta │ │ │ ├── Header.jpg │ │ │ └── Header.jpg.meta │ │ ├── Modules.meta │ │ ├── Modules │ │ ├── DOTweenModuleAudio.cs │ │ ├── DOTweenModuleAudio.cs.meta │ │ ├── DOTweenModulePhysics.cs │ │ ├── DOTweenModulePhysics.cs.meta │ │ ├── DOTweenModulePhysics2D.cs │ │ ├── DOTweenModulePhysics2D.cs.meta │ │ ├── DOTweenModuleSprite.cs │ │ ├── DOTweenModuleSprite.cs.meta │ │ ├── DOTweenModuleUI.cs │ │ ├── DOTweenModuleUI.cs.meta │ │ ├── DOTweenModuleUnityVersion.cs │ │ ├── DOTweenModuleUnityVersion.cs.meta │ │ ├── DOTweenModuleUtils.cs │ │ └── DOTweenModuleUtils.cs.meta │ │ ├── readme.txt │ │ └── readme.txt.meta ├── ExampleAssets.meta ├── ExampleAssets │ ├── Materials.meta │ ├── Materials │ │ ├── ConstructionLight_Mat.mat │ │ ├── ConstructionLight_Mat.mat.meta │ │ ├── DryWallPainted_Mat.mat │ │ ├── DryWallPainted_Mat.mat.meta │ │ ├── DryWall_Mat.mat │ │ ├── DryWall_Mat.mat.meta │ │ ├── Ground_Mat.mat │ │ ├── Ground_Mat.mat.meta │ │ ├── Hammer_Mat.mat │ │ ├── Hammer_Mat.mat.meta │ │ ├── HardHat_Mat.mat │ │ ├── HardHat_Mat.mat.meta │ │ ├── Jigsaw_Mat.mat │ │ ├── Jigsaw_Mat.mat.meta │ │ ├── LightBulb_Mat.mat │ │ ├── LightBulb_Mat.mat.meta │ │ ├── Liquid_Mat.mat │ │ ├── Liquid_Mat.mat.meta │ │ ├── Metal_Blue_Simple_Mat.mat │ │ ├── Metal_Blue_Simple_Mat.mat.meta │ │ ├── Metal_Simple_Mat.mat │ │ ├── Metal_Simple_Mat.mat.meta │ │ ├── OBS_Mat.mat │ │ ├── OBS_Mat.mat.meta │ │ ├── PaintBrush_Mat.mat │ │ ├── PaintBrush_Mat.mat.meta │ │ ├── PaintCan_mat.mat │ │ ├── PaintCan_mat.mat.meta │ │ ├── PaintLabel_Mat.mat │ │ ├── PaintLabel_Mat.mat.meta │ │ ├── Plastic_Black_Mat.mat │ │ ├── Plastic_Black_Mat.mat.meta │ │ ├── Plastic_Gray_Mat.mat │ │ ├── Plastic_Gray_Mat.mat.meta │ │ ├── Plastic_Ridges_Mat.mat │ │ ├── Plastic_Ridges_Mat.mat.meta │ │ ├── Plastic_Rough_Mat.mat │ │ ├── Plastic_Rough_Mat.mat.meta │ │ ├── Plastic_Transparent.mat │ │ ├── Plastic_Transparent.mat.meta │ │ ├── Plastic_White_Mat.mat │ │ ├── Plastic_White_Mat.mat.meta │ │ ├── Plastic_Yellow_Mat.mat │ │ ├── Plastic_Yellow_Mat.mat.meta │ │ ├── Strap_Mat.mat │ │ ├── Strap_Mat.mat.meta │ │ ├── Stud_Mat.mat │ │ └── Stud_Mat.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── Brush_Low.fbx │ │ ├── Brush_Low.fbx.meta │ │ ├── ConstructionLight_Low.fbx │ │ ├── ConstructionLight_Low.fbx.meta │ │ ├── Hammer_Low.fbx │ │ ├── Hammer_Low.fbx.meta │ │ ├── Jigsaw_Low.fbx │ │ ├── Jigsaw_Low.fbx.meta │ │ ├── MagneticLevel_Low.fbx │ │ ├── MagneticLevel_Low.fbx.meta │ │ ├── PaintBucket_Low.fbx │ │ ├── PaintBucket_Low.fbx.meta │ │ ├── SafetyGoggles_Low.fbx │ │ ├── SafetyGoggles_Low.fbx.meta │ │ ├── SafetyHat_Low.fbx │ │ ├── SafetyHat_Low.fbx.meta │ │ ├── Small_Plane.fbx │ │ ├── Small_Plane.fbx.meta │ │ ├── Stud.fbx │ │ ├── Stud.fbx.meta │ │ ├── Workbench.fbx │ │ ├── Workbench.fbx.meta │ │ ├── Workbench_Low.fbx │ │ ├── Workbench_Low.fbx.meta │ │ ├── Workshop_Set.fbx │ │ └── Workshop_Set.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Props.prefab │ │ ├── Props.prefab.meta │ │ ├── Workshop Set.prefab │ │ └── Workshop Set.prefab.meta │ ├── Textures.meta │ └── Textures │ │ ├── Concrete.meta │ │ ├── Concrete │ │ ├── Ground_Albedo.tif │ │ ├── Ground_Albedo.tif.meta │ │ ├── Ground_MetallicOcculusionSmoothness.tif │ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta │ │ ├── Ground_Normal.tif │ │ └── Ground_Normal.tif.meta │ │ ├── Drywall.meta │ │ ├── Drywall │ │ ├── DrywallPainted_Normal.tif │ │ ├── DrywallPainted_Normal.tif.meta │ │ ├── Drywall_Albedo.tif │ │ ├── Drywall_Albedo.tif.meta │ │ ├── Drywall_AlbedoSmoothness.tif │ │ ├── Drywall_AlbedoSmoothness.tif.meta │ │ ├── Drywall_Normal.tif │ │ └── Drywall_Normal.tif.meta │ │ ├── Metal.meta │ │ ├── Metal │ │ ├── Metal_Albedo.tif │ │ ├── Metal_Albedo.tif.meta │ │ ├── Metal_MetallicSmoothness.tif │ │ ├── Metal_MetallicSmoothness.tif.meta │ │ ├── Metal_Normal.tif │ │ └── Metal_Normal.tif.meta │ │ ├── Plastic.meta │ │ ├── Plastic │ │ ├── Elastic_MetallicOcculusionSmoothness.tif │ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta │ │ ├── Elastic_Normal.tif │ │ ├── Elastic_Normal.tif.meta │ │ ├── PlasticRidges_Albedo.tif │ │ ├── PlasticRidges_Albedo.tif.meta │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta │ │ ├── PlasticRidges_Normal.tif │ │ ├── PlasticRidges_Normal.tif.meta │ │ ├── PlasticRough_Albedo.tif │ │ ├── PlasticRough_Albedo.tif.meta │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plastic_AlbedoSmoothness.tif │ │ ├── Plastic_AlbedoSmoothness.tif.meta │ │ ├── Plastic_Normal.tif │ │ └── Plastic_Normal.tif.meta │ │ ├── Props.meta │ │ ├── Props │ │ ├── Construction_Light.meta │ │ ├── Construction_Light │ │ │ ├── ConstructionLight_Albedo.tif │ │ │ ├── ConstructionLight_Albedo.tif.meta │ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif │ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta │ │ ├── Hammer.meta │ │ ├── Hammer │ │ │ ├── Hammer_Albedo.tif │ │ │ ├── Hammer_Albedo.tif.meta │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Hammer_Normal.tif │ │ │ └── Hammer_Normal.tif.meta │ │ ├── HardHat.meta │ │ ├── HardHat │ │ │ ├── SafetyHat_Albedo.tif │ │ │ ├── SafetyHat_Albedo.tif.meta │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── SafetyHat_Normal.tif │ │ │ └── SafetyHat_Normal.tif.meta │ │ ├── Jigsaw.meta │ │ ├── Jigsaw │ │ │ ├── Jigsaw_Albedo.tif │ │ │ ├── Jigsaw_Albedo.tif.meta │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Jigsaw_Normal.tif │ │ │ └── Jigsaw_Normal.tif.meta │ │ ├── Paint.meta │ │ └── Paint │ │ │ ├── Paint1G_Albedo.tif │ │ │ ├── Paint1G_Albedo.tif.meta │ │ │ ├── Paint1G_MetallicOcculusionSmoothness.tif │ │ │ ├── Paint1G_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Paint1G_Normal.tif │ │ │ ├── Paint1G_Normal.tif.meta │ │ │ ├── Paint5G_AlbedoSmoothness.tif │ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta │ │ │ ├── Paintbrush_Albedo.tif │ │ │ ├── Paintbrush_Albedo.tif.meta │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Paintbrush_Normal.tif │ │ │ └── Paintbrush_Normal.tif.meta │ │ ├── Wood.meta │ │ └── Wood │ │ ├── OBS_Albedo.tif │ │ ├── OBS_Albedo.tif.meta │ │ ├── OBS_MetallicOcculusionSmoothness.tif │ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta │ │ ├── OBS_Normal.tif │ │ ├── OBS_Normal.tif.meta │ │ ├── Plywood_Albedo.tif │ │ ├── Plywood_Albedo.tif.meta │ │ ├── Plywood_MetallicOcculusionSmoothness.tif │ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plywood_Normal.tif │ │ └── Plywood_Normal.tif.meta ├── FollowObject.cs ├── FollowObject.cs.meta ├── Images.meta ├── Images │ ├── ChevronTile.jpg │ ├── ChevronTile.jpg.meta │ ├── zLRioI.png │ └── zLRioI.png.meta ├── Materials.meta ├── Materials │ ├── ForceField.mat │ ├── ForceField.mat.meta │ ├── LineParticle.mat │ ├── LineParticle.mat.meta │ ├── Skybox_Mat.mat │ ├── Skybox_Mat.mat.meta │ ├── _box.mat │ ├── _box.mat.meta │ ├── _ground.mat │ ├── _ground.mat.meta │ ├── cross.mat │ ├── cross.mat.meta │ ├── crossSection.shadergraph │ ├── crossSection.shadergraph.meta │ ├── cubeShader.shadergraph │ ├── cubeShader.shadergraph.meta │ ├── planeMaterial.mat │ ├── planeMaterial.mat.meta │ ├── planeShader.shadergraph │ └── planeShader.shadergraph.meta ├── Models.meta ├── Models │ ├── us-blade-ver-20.meta │ └── us-blade-ver-20 │ │ ├── Blade.mat │ │ ├── Blade.mat.meta │ │ ├── End 1.mat │ │ ├── End 1.mat.meta │ │ ├── End.mat │ │ ├── End.mat.meta │ │ ├── Habaki.mat │ │ ├── Habaki.mat.meta │ │ ├── Handle.mat │ │ ├── Handle.mat.meta │ │ ├── Sheat.mat │ │ ├── Sheat.mat.meta │ │ ├── Support.mat │ │ ├── Support.mat.meta │ │ ├── Trigger.mat │ │ ├── Trigger.mat.meta │ │ ├── Tsuba.mat │ │ ├── Tsuba.mat.meta │ │ ├── Tsuka.mat │ │ ├── Tsuka.mat.meta │ │ ├── source.meta │ │ ├── source │ │ ├── US-Blade Ver2.0.fbx │ │ └── US-Blade Ver2.0.fbx.meta │ │ ├── textures.meta │ │ └── textures │ │ ├── Blade_AO.jpg │ │ ├── Blade_AO.jpg.meta │ │ ├── Blade_albedo.jpg │ │ ├── Blade_albedo.jpg.meta │ │ ├── Blade_metallic.jpg │ │ ├── Blade_metallic.jpg.meta │ │ ├── Blade_normal.jpg │ │ ├── Blade_normal.jpg.meta │ │ ├── Blade_roughness.jpg │ │ ├── Blade_roughness.jpg.meta │ │ ├── End_AO.jpg │ │ ├── End_AO.jpg.meta │ │ ├── End_albedo.jpg │ │ ├── End_albedo.jpg.meta │ │ ├── End_metallic.jpg │ │ ├── End_metallic.jpg.meta │ │ ├── End_normal.jpg │ │ ├── End_normal.jpg.meta │ │ ├── End_roughness.jpg │ │ ├── End_roughness.jpg.meta │ │ ├── Habaki__AO.jpg │ │ ├── Habaki__AO.jpg.meta │ │ ├── Habaki__albedo.jpg │ │ ├── Habaki__albedo.jpg.meta │ │ ├── Habaki__metallic.jpg │ │ ├── Habaki__metallic.jpg.meta │ │ ├── Habaki__normal.jpg │ │ ├── Habaki__normal.jpg.meta │ │ ├── Habaki__roughness.jpg │ │ ├── Habaki__roughness.jpg.meta │ │ ├── Handle_AO.jpg │ │ ├── Handle_AO.jpg.meta │ │ ├── Handle_albedo.jpg │ │ ├── Handle_albedo.jpg.meta │ │ ├── Handle_metallic.jpg │ │ ├── Handle_metallic.jpg.meta │ │ ├── Handle_normal.jpg │ │ ├── Handle_normal.jpg.meta │ │ ├── Handle_roughness.jpg │ │ ├── Handle_roughness.jpg.meta │ │ ├── Loading_AO.jpg │ │ ├── Loading_AO.jpg.meta │ │ ├── Loading_albedo.jpg │ │ ├── Loading_albedo.jpg.meta │ │ ├── Loading_metallic.jpg │ │ ├── Loading_metallic.jpg.meta │ │ ├── Loading_normal.jpg │ │ ├── Loading_normal.jpg.meta │ │ ├── Loading_roughness.jpg │ │ ├── Loading_roughness.jpg.meta │ │ ├── Sheath_AO.jpg │ │ ├── Sheath_AO.jpg.meta │ │ ├── Sheath_albedo.jpg │ │ ├── Sheath_albedo.jpg.meta │ │ ├── Sheath_metallic.jpg │ │ ├── Sheath_metallic.jpg.meta │ │ ├── Sheath_normal.jpg │ │ ├── Sheath_normal.jpg.meta │ │ ├── Sheath_roughness.jpg │ │ ├── Sheath_roughness.jpg.meta │ │ ├── Shooter_AO.jpg │ │ ├── Shooter_AO.jpg.meta │ │ ├── Shooter_albedo.jpg │ │ ├── Shooter_albedo.jpg.meta │ │ ├── Shooter_metallic.jpg │ │ ├── Shooter_metallic.jpg.meta │ │ ├── Shooter_normal.jpg │ │ ├── Shooter_normal.jpg.meta │ │ ├── Shooter_roughness.jpg │ │ ├── Shooter_roughness.jpg.meta │ │ ├── Support__AO.jpg │ │ ├── Support__AO.jpg.meta │ │ ├── Support__albedo.jpg │ │ ├── Support__albedo.jpg.meta │ │ ├── Support__metallic.jpg │ │ ├── Support__metallic.jpg.meta │ │ ├── Support__normal.jpg │ │ ├── Support__normal.jpg.meta │ │ ├── Support__roughness.jpg │ │ ├── Support__roughness.jpg.meta │ │ ├── The_edge_of_Blade_AO.jpg │ │ ├── The_edge_of_Blade_AO.jpg.meta │ │ ├── The_edge_of_Blade_albedo.jpg │ │ ├── The_edge_of_Blade_albedo.jpg.meta │ │ ├── The_edge_of_Blade_metallic.jpg │ │ ├── The_edge_of_Blade_metallic.jpg.meta │ │ ├── The_edge_of_Blade_normal.jpg │ │ ├── The_edge_of_Blade_normal.jpg.meta │ │ ├── The_edge_of_Blade_roughness.jpg │ │ ├── The_edge_of_Blade_roughness.jpg.meta │ │ ├── Trigger_AO.jpg │ │ ├── Trigger_AO.jpg.meta │ │ ├── Trigger_albedo.jpg │ │ ├── Trigger_albedo.jpg.meta │ │ ├── Trigger_metallic.jpg │ │ ├── Trigger_metallic.jpg.meta │ │ ├── Trigger_normal.jpg │ │ ├── Trigger_normal.jpg.meta │ │ ├── Trigger_roughness.jpg │ │ ├── Trigger_roughness.jpg.meta │ │ ├── Tsuba__AO.jpg │ │ ├── Tsuba__AO.jpg.meta │ │ ├── Tsuba__albedo.jpg │ │ ├── Tsuba__albedo.jpg.meta │ │ ├── Tsuba__metallic.jpg │ │ ├── Tsuba__metallic.jpg.meta │ │ ├── Tsuba__normal.jpg │ │ ├── Tsuba__normal.jpg.meta │ │ ├── Tsuba__roughness.jpg │ │ ├── Tsuba__roughness.jpg.meta │ │ ├── Tsuka__AO.jpg │ │ ├── Tsuka__AO.jpg.meta │ │ ├── Tsuka__albedo.jpg │ │ ├── Tsuka__albedo.jpg.meta │ │ ├── Tsuka__metallic.jpg │ │ ├── Tsuka__metallic.jpg.meta │ │ ├── Tsuka__normal.jpg │ │ ├── Tsuka__normal.jpg.meta │ │ ├── Tsuka__roughness.jpg │ │ └── Tsuka__roughness.jpg.meta ├── Particle System.prefab ├── Particle System.prefab.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad_Default.preset │ │ ├── AudioDecompressOnLoad_Default.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Readme.asset ├── Readme.asset.meta ├── Resources.meta ├── Resources │ ├── DOTweenSettings.asset │ └── DOTweenSettings.asset.meta ├── Scenes.meta ├── Scenes │ ├── MixAndJam.meta │ ├── MixAndJam.unity │ ├── MixAndJam.unity.meta │ ├── MixAndJam │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── MixAndJam_Profiles.meta │ ├── MixAndJam_Profiles │ │ ├── PostProcessing Profile.asset │ │ └── PostProcessing Profile.asset.meta │ ├── TestScene.unity │ ├── TestScene.unity.meta │ ├── samplescene.unity │ └── samplescene.unity.meta ├── Scripts.meta ├── Scripts │ ├── BladeModeScript.cs │ ├── BladeModeScript.cs.meta │ ├── SetCorrectCameraHeight.cs │ └── SetCorrectCameraHeight.cs.meta ├── Settings.meta ├── Settings │ ├── LWRP-HighQuality.asset │ ├── LWRP-HighQuality.asset.meta │ ├── LWRP-LowQuality.asset │ ├── LWRP-LowQuality.asset.meta │ ├── LWRP-MediumQuality.asset │ ├── LWRP-MediumQuality.asset.meta │ ├── PostProcessProfile.asset │ └── PostProcessProfile.asset.meta ├── Shaders.meta ├── Shaders │ ├── ForceField.shadergraph │ └── ForceField.shadergraph.meta ├── ThirdPerson.meta ├── ThirdPerson │ ├── Animations.meta │ ├── Animations │ │ ├── Character.controller │ │ └── Character.controller.meta │ ├── Materials.meta │ ├── Materials │ │ ├── CharMaterial1.mat │ │ ├── CharMaterial1.mat.meta │ │ ├── CharMaterial2.mat │ │ └── CharMaterial2.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── YBot.fbx │ │ └── YBot.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── ThirdPersonCamera.prefab │ │ ├── ThirdPersonCamera.prefab.meta │ │ ├── YBot.prefab │ │ └── YBot.prefab.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── MovementInput.cs │ │ └── MovementInput.cs.meta ├── TutorialInfo.meta ├── TutorialInfo │ ├── Icons.meta │ ├── Icons │ │ ├── Help_Icon.png │ │ ├── Help_Icon.png.meta │ │ ├── LWVWIcon.png │ │ └── LWVWIcon.png.meta │ ├── Layout.wlt │ ├── Layout.wlt.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── ReadmeEditor.cs │ │ └── ReadmeEditor.cs.meta │ │ ├── Readme.cs │ │ └── Readme.cs.meta ├── ezy-slice-master.meta └── ezy-slice-master │ ├── .gitignore │ ├── EzySlice-Examples │ ├── Assets │ │ └── Examples │ │ │ ├── Debug │ │ │ ├── IntersectionDebugScene.unity │ │ │ ├── New Material.mat │ │ │ ├── Runtime │ │ │ │ └── RuntimeShatterExample.unity │ │ │ ├── Scripts │ │ │ │ ├── IntersectionDebug.cs │ │ │ │ └── TriangulationDebug.cs │ │ │ ├── ShatterDebugScene.unity │ │ │ ├── SliceDebugScene.unity │ │ │ ├── SliceDebugScene │ │ │ │ ├── LightingData.asset │ │ │ │ ├── ReflectionProbe-0.exr │ │ │ │ └── ReflectionProbe-1.exr │ │ │ ├── SliceDebugScene_Profiles │ │ │ │ └── POST Profile.asset │ │ │ ├── Textures │ │ │ │ ├── SampleCrossMaterial.mat │ │ │ │ ├── SampleUVMaterial.mat │ │ │ │ ├── SampleUVTexture.jpeg │ │ │ │ └── SampleUVTextureNormal.jpeg │ │ │ └── TriangulationDebugScene.unity │ │ │ ├── Readme.txt │ │ │ └── Scripts │ │ │ ├── Editor │ │ │ ├── PlaneUsageExampleEditor.cs │ │ │ └── ShatterExampleEditor.cs │ │ │ ├── PlaneUsageExample.cs │ │ │ ├── RuntimeShatterExample.cs │ │ │ └── ShatterExample.cs │ ├── Packages │ │ └── manifest.json │ └── ProjectSettings │ │ ├── AudioManager.asset │ │ ├── ClusterInputManager.asset │ │ ├── DynamicsManager.asset │ │ ├── EditorBuildSettings.asset │ │ ├── EditorSettings.asset │ │ ├── GraphicsSettings.asset │ │ ├── InputManager.asset │ │ ├── NavMeshAreas.asset │ │ ├── NetworkManager.asset │ │ ├── Physics2DSettings.asset │ │ ├── PresetManager.asset │ │ ├── ProjectSettings.asset │ │ ├── ProjectVersion.txt │ │ ├── QualitySettings.asset │ │ ├── TagManager.asset │ │ ├── TimeManager.asset │ │ ├── UnityConnectSettings.asset │ │ ├── VFXManager.asset │ │ └── XRSettings.asset │ ├── EzySlice │ ├── Framework │ │ ├── IntersectionResult.cs │ │ ├── Intersector.cs │ │ ├── Line.cs │ │ ├── Plane.cs │ │ ├── TextureRegion.cs │ │ ├── Triangle.cs │ │ └── Triangulator.cs │ ├── SlicedHull.cs │ ├── Slicer.cs │ └── SlicerExtensions.cs │ ├── Graphics │ └── icon.png │ ├── LICENSE │ └── README.md ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | 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assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/DOTween_1_2_155/DOTween/readme.txt: -------------------------------------------------------------------------------- 1 | DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant 2 | 3 | // IMPORTANT!!! ///////////////////////////////////////////// 4 | // Upgrading DOTween from versions older than 1.2.000 /////// 5 | // (or DOTween Pro older than 1.0.000) ////////////////////// 6 | ------------------------------------------------------------- 7 | If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. 8 | 1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry 9 | 2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath 10 | 3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup 11 | 4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) 12 | 13 | // GET STARTED ////////////////////////////////////////////// 14 | 15 | - After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. 16 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween. 17 | - You're ready to tween. Check out the links below for full documentation and license info. 18 | 19 | 20 | // LINKS /////////////////////////////////////////////////////// 21 | 22 | DOTween website (documentation, examples, etc): http://dotween.demigiant.com 23 | DOTween license: http://dotween.demigiant.com/license.php 24 | DOTween repository (Google Code): https://code.google.com/p/dotween/ 25 | Demigiant website (documentation, examples, etc): http://www.demigiant.com 26 | 27 | // NOTES ////////////////////////////////////////////////////// 28 | 29 | - DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences -------------------------------------------------------------------------------- /Assets/DOTween_1_2_155/DOTween/readme.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de995bba9832da24c9b37ce4bc252167 3 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50933b9dbd2c7f545ab22b4e9bb1cd06 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/samplescene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1c3109bdb54ad54c8a2b2838528e640 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/BladeModeScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 38fcaa2e145805a4381369e18959f428 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SetCorrectCameraHeight.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.XR; 3 | 4 | public class SetCorrectCameraHeight : MonoBehaviour 5 | { 6 | enum TrackingSpace 7 | { 8 | Stationary, 9 | RoomScale 10 | } 11 | 12 | [Header("Camera Settings")] 13 | 14 | [SerializeField] 15 | [Tooltip("Decide if experience is Room Scale or Stationary. Note this option does nothing for mobile VR experiences, these experience will default to Stationary")] 16 | TrackingSpace m_TrackingSpace = TrackingSpace.Stationary; 17 | 18 | [SerializeField] 19 | [Tooltip("Camera Height - overwritten by device settings when using Room Scale ")] 20 | float m_StationaryCameraYOffset = 1.36144f; 21 | 22 | [SerializeField] 23 | [Tooltip("GameObject to move to desired height off the floor (defaults to this object if none provided)")] 24 | GameObject m_CameraFloorOffsetObject; 25 | 26 | void Awake() 27 | { 28 | if (!m_CameraFloorOffsetObject) 29 | { 30 | Debug.LogWarning("No camera container specified for VR Rig, using attached GameObject"); 31 | m_CameraFloorOffsetObject = this.gameObject; 32 | } 33 | 34 | } 35 | 36 | void Start() 37 | { 38 | SetCameraHeight(); 39 | } 40 | 41 | void SetCameraHeight() 42 | { 43 | float cameraYOffset = m_StationaryCameraYOffset; 44 | if (m_TrackingSpace == TrackingSpace.Stationary) 45 | { 46 | 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-------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class Readme : ScriptableObject { 5 | public Texture2D icon; 6 | public string title; 7 | public Section[] sections; 8 | public bool loadedLayout; 9 | 10 | [Serializable] 11 | public class Section { 12 | public string heading, text, linkText, url; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Readme.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcf7219bab7fe46a1ad266029b2fee19 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - icon: {fileID: 2800000, guid: c387ebce4bb5a63469474ea8c0115c34, type: 3} 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} 10 | userData: 11 | assetBundleName: 12 | 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78 | --- !u!114 &6335864022973401891 79 | MonoBehaviour: 80 | m_ObjectHideFlags: 11 81 | m_CorrespondingSourceObject: {fileID: 0} 82 | m_PrefabInstance: {fileID: 0} 83 | m_PrefabAsset: {fileID: 0} 84 | m_GameObject: {fileID: 0} 85 | m_Enabled: 1 86 | m_EditorHideFlags: 0 87 | m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} 88 | m_Name: 89 | m_EditorClassIdentifier: 90 | version: 1 91 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Assets/Examples/Debug/Scripts/IntersectionDebug.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using EzySlice; 5 | 6 | /** 7 | * For debugging purposes ONLY. 8 | */ 9 | public class IntersectionDebug : MonoBehaviour { 10 | 11 | public GameObject triPisitionA; 12 | public GameObject triPositionB; 13 | public GameObject triPositionC; 14 | public GameObject plane; 15 | 16 | void OnDrawGizmos() { 17 | if (triPisitionA == null || triPositionB == null || triPositionC == null || plane == null) { 18 | return; 19 | } 20 | 21 | Triangle newTri = new Triangle(triPisitionA.transform.position, triPositionB.transform.position, triPositionC.transform.position); 22 | EzySlice.Plane newPlane = new EzySlice.Plane(); 23 | newPlane.Compute(plane); 24 | 25 | newTri.OnDebugDraw(Color.yellow); 26 | newPlane.OnDebugDraw(Color.yellow); 27 | 28 | IntersectionResult newResult = new IntersectionResult(); 29 | 30 | bool result = newTri.Split(newPlane, newResult); 31 | 32 | if (result) { 33 | newResult.OnDebugDraw(Color.green); 34 | } 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Assets/Examples/Debug/Scripts/TriangulationDebug.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using EzySlice; 5 | 6 | /** 7 | * For debugging purposes only. 8 | */ 9 | public class TriangulationDebug : MonoBehaviour { 10 | 11 | public GameObject[] points; 12 | 13 | void OnDrawGizmos() { 14 | if (points == null || points.Length < 3) { 15 | return; 16 | } 17 | 18 | List pt = new List(); 19 | 20 | for (int i = 0; i < points.Length; i++) { 21 | if (points[i] == null) { 22 | continue; 23 | } 24 | 25 | pt.Add(points[i].transform.position); 26 | 27 | Gizmos.DrawSphere(points[i].transform.position, 0.1f); 28 | } 29 | 30 | if (pt.Count < 3) { 31 | return; 32 | } 33 | 34 | List tri; 35 | 36 | // perform triangulation 37 | if (Triangulator.MonotoneChain(pt, Vector3.up, out tri)) { 38 | 39 | for (int i = 0; i < tri.Count; i++) { 40 | tri[i].OnDebugDraw(Color.yellow); 41 | } 42 | } 43 | } 44 | } 45 | -------------------------------------------------------------------------------- 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This algorithm 8 | forms the basis for most of the Slicer framework. If you need to make any changes to the 9 | intersection algorithm, please use this scene to validate that your changes will still work. 10 | 11 | 2) TriangulationDebugScene 12 | 13 | Showcases a simple triangulation using Monotone Chain on random 3D points represented as 14 | GameObjects. Use the script to add and remove as many points as you like. Drag the GameObjects 15 | to see the triangulation in play. Triangles are rendered using Unity's Gizmos. 16 | 17 | 3) SliceDebugScene 18 | 19 | Showcases a simple slicing scene with a Cube which is Textured and randomly rotated against 20 | a Plane which is also randomly rotated. Use this scene to test your models to see how they will 21 | get sliced up via the slicer framework. The Example Script is well documented on how it works 22 | and comes with a Unity Editor extension. -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Assets/Examples/Scripts/Editor/ShatterExampleEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | using EzySlice; 5 | 6 | /** 7 | * This is a simple Editor helper script for rapid testing/prototyping! 8 | */ 9 | [CustomEditor(typeof(ShatterExample))] 10 | public class ShatterExampleEditor : Editor { 11 | public GameObject source; 12 | public Material crossMat; 13 | public int slice; 14 | 15 | public override void OnInspectorGUI() { 16 | ShatterExample plane = (ShatterExample)target; 17 | 18 | source = (GameObject)EditorGUILayout.ObjectField(source, typeof(GameObject), true); 19 | 20 | if (source == null) { 21 | EditorGUILayout.LabelField("Add a GameObject to Shatter."); 22 | 23 | return; 24 | } 25 | 26 | if (!source.activeInHierarchy) { 27 | EditorGUILayout.LabelField("Object is Hidden. Cannot Slice."); 28 | 29 | return; 30 | } 31 | 32 | if (source.GetComponent() == null) { 33 | EditorGUILayout.LabelField("GameObject must have a MeshFilter."); 34 | 35 | return; 36 | } 37 | 38 | crossMat = (Material)EditorGUILayout.ObjectField(crossMat, typeof(Material), true); 39 | slice = EditorGUILayout.IntSlider(slice, 1, 20); 40 | 41 | if (GUILayout.Button("Shatter Object")) { 42 | if (plane.ShatterObject(source, slice, crossMat)) { 43 | source.SetActive(false); 44 | } 45 | } 46 | } 47 | } 48 | 49 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Assets/Examples/Scripts/PlaneUsageExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using EzySlice; 5 | 6 | /** 7 | * This class is an example of how to setup a cutting Plane from a GameObject 8 | * and how to work with coordinate systems. 9 | * 10 | * When a Place slices a Mesh, the Mesh is in local coordinates whilst the Plane 11 | * is in world coordinates. The first step is to bring the Plane into the coordinate system 12 | * of the mesh we want to slice. This script shows how to do that. 13 | */ 14 | public class PlaneUsageExample : MonoBehaviour { 15 | 16 | /** 17 | * This function will slice the provided object by the plane defined in this 18 | * GameObject. We use the GameObject this script is attached to define the position 19 | * and direction of our cutting Plane. Results are then returned to the user. 20 | */ 21 | public SlicedHull SliceObject(GameObject obj, Material crossSectionMaterial = null) { 22 | // slice the provided object using the transforms of this object 23 | return obj.Slice(transform.position, transform.up, crossSectionMaterial); 24 | } 25 | 26 | #if UNITY_EDITOR 27 | /** 28 | * This is for Visual debugging purposes in the editor 29 | */ 30 | public void OnDrawGizmos() { 31 | EzySlice.Plane cuttingPlane = new EzySlice.Plane(); 32 | 33 | // the plane will be set to the same coordinates as the object that this 34 | // script is attached to 35 | // NOTE -> Debug Gizmo drawing only works if we pass the transform 36 | cuttingPlane.Compute(transform); 37 | 38 | // draw gizmos for the plane 39 | // NOTE -> Debug Gizmo drawing is ONLY available in editor mode. Do NOT try 40 | // to run this in the final build or you'll get crashes (most likey) 41 | cuttingPlane.OnDebugDraw(); 42 | } 43 | 44 | #endif 45 | } 46 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Assets/Examples/Scripts/RuntimeShatterExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using EzySlice; 5 | 6 | /** 7 | * Represents a really badly written shatter script! use for reference purposes only. 8 | */ 9 | public class RuntimeShatterExample : MonoBehaviour { 10 | 11 | public GameObject objectToShatter; 12 | public Material crossSectionMaterial; 13 | 14 | public List prevShatters = new List(); 15 | 16 | public GameObject[] ShatterObject(GameObject obj, Material crossSectionMaterial = null) { 17 | return obj.SliceInstantiate(GetRandomPlane(obj.transform.position, obj.transform.localScale), 18 | new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), 19 | crossSectionMaterial); 20 | } 21 | 22 | public EzySlice.Plane GetRandomPlane(Vector3 positionOffset, Vector3 scaleOffset) { 23 | Vector3 randomPosition = Random.insideUnitSphere; 24 | 25 | //randomPosition += positionOffset; 26 | 27 | Vector3 randomDirection = Random.insideUnitSphere.normalized; 28 | 29 | return new EzySlice.Plane(randomPosition, randomDirection); 30 | } 31 | 32 | public void RandomShatter() { 33 | if (prevShatters.Count == 0) { 34 | GameObject[] shatters = ShatterObject(objectToShatter, crossSectionMaterial); 35 | 36 | if (shatters != null && shatters.Length > 0) { 37 | objectToShatter.SetActive(false); 38 | 39 | // add rigidbodies and colliders 40 | foreach (GameObject shatteredObject in shatters) { 41 | shatteredObject.AddComponent().convex = true; 42 | shatteredObject.AddComponent(); 43 | 44 | prevShatters.Add(shatteredObject); 45 | } 46 | } 47 | 48 | return; 49 | } 50 | 51 | // otherwise, shatter the previous shattered objects, randomly picked 52 | GameObject randomObject = prevShatters[Random.Range(0, prevShatters.Count - 1)]; 53 | 54 | GameObject[] randShatter = ShatterObject(randomObject, crossSectionMaterial); 55 | 56 | if (randShatter != null && randShatter.Length > 0) { 57 | randomObject.SetActive(false); 58 | 59 | // add rigidbodies and colliders 60 | foreach (GameObject shatteredObject in randShatter) { 61 | shatteredObject.AddComponent().convex = true; 62 | shatteredObject.AddComponent(); 63 | 64 | prevShatters.Add(shatteredObject); 65 | } 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Assets/Examples/Scripts/ShatterExample.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using EzySlice; 4 | 5 | /** 6 | * An example fun script to show how a shatter operation can be applied to a GameObject 7 | * by repeatedly and randomly slicing an object 8 | */ 9 | public class ShatterExample : MonoBehaviour { 10 | 11 | /** 12 | * This function will slice the provided object by the plane defined in this 13 | * GameObject. We use the GameObject this script is attached to define the position 14 | * and direction of our cutting Plane. Results are then returned to the user. 15 | */ 16 | public bool ShatterObject(GameObject obj, int iterations, Material crossSectionMaterial = null) { 17 | if (iterations > 0) { 18 | GameObject[] slices = obj.SliceInstantiate(GetRandomPlane(obj.transform.position, obj.transform.localScale), 19 | new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), 20 | crossSectionMaterial); 21 | 22 | if (slices != null) { 23 | // shatter the shattered! 24 | for (int i = 0; i < slices.Length; i++) { 25 | if (ShatterObject(slices[i], iterations - 1, crossSectionMaterial)) { 26 | // delete the parent 27 | GameObject.DestroyImmediate(slices[i]); 28 | } 29 | } 30 | 31 | return true; 32 | } 33 | 34 | return ShatterObject(obj, iterations - 1, crossSectionMaterial); 35 | } 36 | 37 | return false; 38 | } 39 | 40 | /** 41 | * Given an offset position and an offset scale, calculate a random plane 42 | * which can be used to randomly slice an object 43 | */ 44 | public EzySlice.Plane GetRandomPlane(Vector3 positionOffset, Vector3 scaleOffset) { 45 | Vector3 randomPosition = Random.insideUnitSphere; 46 | 47 | randomPosition += positionOffset; 48 | 49 | Vector3 randomDirection = Random.insideUnitSphere.normalized; 50 | 51 | return new EzySlice.Plane(randomPosition, randomDirection); 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.3.2", 5 | "com.unity.collab-proxy": "1.2.16", 6 | "com.unity.multiplayer-hlapi": "1.0.2", 7 | "com.unity.package-manager-ui": "2.1.2", 8 | "com.unity.purchasing": "2.0.6", 9 | "com.unity.textmeshpro": "2.0.0", 10 | "com.unity.timeline": "1.0.0", 11 | "com.unity.xr.legacyinputhelpers": "2.0.2", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | "com.unity.modules.audio": "1.0.0", 16 | "com.unity.modules.cloth": "1.0.0", 17 | "com.unity.modules.director": "1.0.0", 18 | "com.unity.modules.imageconversion": "1.0.0", 19 | "com.unity.modules.imgui": "1.0.0", 20 | "com.unity.modules.jsonserialize": "1.0.0", 21 | "com.unity.modules.particlesystem": "1.0.0", 22 | "com.unity.modules.physics": "1.0.0", 23 | "com.unity.modules.physics2d": "1.0.0", 24 | "com.unity.modules.screencapture": "1.0.0", 25 | "com.unity.modules.terrain": "1.0.0", 26 | "com.unity.modules.terrainphysics": "1.0.0", 27 | "com.unity.modules.tilemap": "1.0.0", 28 | "com.unity.modules.ui": "1.0.0", 29 | "com.unity.modules.uielements": "1.0.0", 30 | "com.unity.modules.umbra": "1.0.0", 31 | "com.unity.modules.unityanalytics": "1.0.0", 32 | "com.unity.modules.unitywebrequest": "1.0.0", 33 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 34 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 35 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 36 | "com.unity.modules.unitywebrequestwww": "1.0.0", 37 | "com.unity.modules.vehicles": "1.0.0", 38 | "com.unity.modules.video": "1.0.0", 39 | "com.unity.modules.vr": "1.0.0", 40 | "com.unity.modules.wind": "1.0.0", 41 | "com.unity.modules.xr": "1.0.0" 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mixandjam/MGR-BladeMode/5d81857df072f864999e14e9838c4cfe3be0b866/Assets/ezy-slice-master/EzySlice-Examples/ProjectSettings/VFXManager.asset -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice-Examples/ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Assets/ezy-slice-master/EzySlice/Framework/Line.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace EzySlice { 6 | public struct Line { 7 | private readonly Vector3 m_pos_a; 8 | private readonly Vector3 m_pos_b; 9 | 10 | public Line(Vector3 pta, Vector3 ptb) { 11 | this.m_pos_a = pta; 12 | this.m_pos_b = ptb; 13 | } 14 | 15 | public float dist { 16 | get { return Vector3.Distance(this.m_pos_a, this.m_pos_b); } 17 | } 18 | 19 | public float distSq { 20 | get { return (this.m_pos_a - this.m_pos_b).sqrMagnitude; } 21 | } 22 | 23 | public Vector3 positionA { 24 | get { return this.m_pos_a; } 25 | } 26 | 27 | public Vector3 positionB { 28 | get { return this.m_pos_b; } 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/ezy-slice-master/Graphics/icon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mixandjam/MGR-BladeMode/5d81857df072f864999e14e9838c4cfe3be0b866/Assets/ezy-slice-master/Graphics/icon.png -------------------------------------------------------------------------------- /Assets/ezy-slice-master/LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2016 David Arayan 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Mix and Jam 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.3.2", 5 | "com.unity.cinemachine": "2.3.4", 6 | "com.unity.collab-proxy": "1.2.16", 7 | "com.unity.package-manager-ui": "2.1.2", 8 | "com.unity.postprocessing": "2.1.7", 9 | "com.unity.purchasing": "2.0.6", 10 | "com.unity.render-pipelines.lightweight": "5.7.2", 11 | "com.unity.textmeshpro": "2.0.1", 12 | "com.unity.timeline": "1.0.0", 13 | "com.unity.xr.legacyinputhelpers": "1.0.0", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.animation": "1.0.0", 16 | "com.unity.modules.assetbundle": "1.0.0", 17 | "com.unity.modules.audio": "1.0.0", 18 | "com.unity.modules.cloth": "1.0.0", 19 | "com.unity.modules.director": "1.0.0", 20 | "com.unity.modules.imageconversion": "1.0.0", 21 | "com.unity.modules.imgui": "1.0.0", 22 | "com.unity.modules.jsonserialize": "1.0.0", 23 | "com.unity.modules.particlesystem": "1.0.0", 24 | "com.unity.modules.physics": "1.0.0", 25 | "com.unity.modules.physics2d": "1.0.0", 26 | "com.unity.modules.screencapture": "1.0.0", 27 | "com.unity.modules.terrain": "1.0.0", 28 | "com.unity.modules.terrainphysics": "1.0.0", 29 | "com.unity.modules.tilemap": "1.0.0", 30 | "com.unity.modules.ui": "1.0.0", 31 | "com.unity.modules.uielements": "1.0.0", 32 | "com.unity.modules.umbra": "1.0.0", 33 | "com.unity.modules.unityanalytics": "1.0.0", 34 | "com.unity.modules.unitywebrequest": "1.0.0", 35 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 36 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 37 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 38 | "com.unity.modules.unitywebrequestwww": "1.0.0", 39 | "com.unity.modules.vehicles": "1.0.0", 40 | "com.unity.modules.video": "1.0.0", 41 | "com.unity.modules.vr": "1.0.0", 42 | "com.unity.modules.wind": "1.0.0", 43 | "com.unity.modules.xr": "1.0.0" 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_RenderPipeSettingsPath: 8 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Metal Gear Rising's Blade Mode | Mix and Jam 2 | 3 | This is the official repository for the sixteenth episode of the [Mix and Jam Youtube Channel](https://www.youtube.com/c/MixAndJam)! 4 | --------------------------------------------------------------------------------