Compare commits
7
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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3f856967a7 | ||
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b88a3b978b | ||
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fe0ac70b48 | ||
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12ac3e2fce | ||
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825a64fa81 | ||
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31b81f08b9 | ||
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2b6eb87127 |
@@ -0,0 +1,78 @@
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@@ -9,12 +9,13 @@ Material:
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m_PrefabAsset: {fileID: 0}
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@@ -59,19 +60,19 @@ Material:
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File diff suppressed because it is too large
Load Diff
@@ -8,12 +8,19 @@ using UnityEngine.SceneManagement;
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public class FloorLevel : MonoBehaviour
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{
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public int escalation;
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public int escalation = 1;
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public int level = 1;
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public GameObject player;
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public PlayerController script;
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public GameObject[] obstacleList;
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private int selection = 0;
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private int height = 2;
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void Awake()
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{
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script.respawnTime = Time.time;
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}
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// Start is called before the first frame update
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void Start()
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@@ -35,7 +42,8 @@ public class FloorLevel : MonoBehaviour
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if(script.finished == true)
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{
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escalation++;
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level++;
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if(level > 3) escalation++;
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respawn();
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levelBuild();
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@@ -61,7 +69,7 @@ public class FloorLevel : MonoBehaviour
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void respawn()
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{
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script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
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script.transform.position = new Vector3((100*escalation)+50, 2, (100*escalation)+50);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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}
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@@ -76,28 +84,43 @@ public class FloorLevel : MonoBehaviour
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Destroy(GameObject.FindWithTag("Finish"));
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for(int i = 1; i <= escalation; i++){
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for(int j = 1; j <= escalation; j++){
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 3, -50*j), Quaternion.identity);
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for(int i = 0; i < escalation; i++){
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for(int j = 0; j < escalation; j++){
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 4, 50*j), Quaternion.identity);
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if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, height, 100*j+50), Quaternion.identity);
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}
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(50*i, 5, -50*j), Quaternion.identity);
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if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, -100*j-50), Quaternion.identity);
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}
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if(Random.Range(0, 10) != 0)
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, 100*j+50), Quaternion.identity);
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}
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if(Random.Range(0, 10) != 0)
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, height, -100*j-50), Quaternion.identity);
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}
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script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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}
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}
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Instantiate(obstacleList[0], new Vector3((50*escalation)+100, 0, (50*escalation)+100), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((50*escalation)+100), 0, -((50*escalation)+100)), Quaternion.identity);
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Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity);
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script.finished = false;
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}
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@@ -45,7 +45,7 @@ public class PlayerController : MonoBehaviour
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float slideTime = 0.0f;
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float wallRunTime = 0.0f;
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float respawnTime = 1.0f;
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public float respawnTime = 0.0f;
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float oneSec = 1.0f;
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float halfSec = 0.5f;
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float quarterSec = 0.25f;
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@@ -81,6 +81,12 @@ public class PlayerController : MonoBehaviour
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finished = true;
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respawnTime = Time.time;
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}
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if(hit.gameObject.tag == "Obstacle Portal")
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{
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SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
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respawnTime = Time.time;
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}
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||||
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}
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||||
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@@ -140,14 +146,14 @@ public class PlayerController : MonoBehaviour
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}
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}
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if(Input.GetButton("Crouch"))
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if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
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{
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characterController.height /= 2;
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capsule.height /= 2;
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transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
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||||
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if(Input.GetButtonDown("Crouch"))
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if(Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f)
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||||
{
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if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
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{
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@@ -191,7 +197,7 @@ public class PlayerController : MonoBehaviour
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} else {
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slideTime = Time.time;
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if(Input.GetButton("Crouch"))
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if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
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{
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characterController.height /= 2;
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@@ -208,7 +214,7 @@ public class PlayerController : MonoBehaviour
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}
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//Might want to change move direction value to make triggering this speed up effect easier/harder
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if(diving && moveDirection.y > 0.75 && Input.GetButtonDown("Crouch"))
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if(diving && moveDirection.y > 0.75 && (Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f ))
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{
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dive++;
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if(dive == 1){
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@@ -262,7 +268,7 @@ public class PlayerController : MonoBehaviour
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velocity.x += moveDirection.x;
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velocity.z += moveDirection.z;
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if((Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) || Input.GetButton("Stop")){
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if((Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) || (Input.GetButton("Stop") || Input.GetAxis("Stop") == 1.0f)){
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//Remove or "lower" friction to add an 'ice' effect
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velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
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||||
@@ -290,6 +296,8 @@ public class PlayerController : MonoBehaviour
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velocity.z = velocity.z * Mathf.Abs(moveDirection.y);
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}
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Debug.Log(transform.position);
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// Move the controller
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if((finished == false || respawn == false) && respawnTime + tenthSec < Time.time)
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{
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@@ -186,16 +186,16 @@ InputManager:
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: joystick button 7
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positiveButton:
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altNegativeButton:
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altPositiveButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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snap: 0
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gravity: 0
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dead: 0.19
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||||
sensitivity: 1
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snap: 1
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||||
invert: 0
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||||
type: 0
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axis: 0
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type: 2
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axis: 9
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joyNum: 0
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- serializedVersion: 3
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m_Name: Walk
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@@ -218,23 +218,23 @@ InputManager:
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: joystick button 6
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positiveButton:
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altNegativeButton:
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||||
altPositiveButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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||||
snap: 0
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||||
gravity: 0
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dead: 0.19
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||||
sensitivity: 1
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snap: 1
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||||
invert: 0
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||||
type: 0
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||||
axis: 0
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||||
type: 2
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axis: 8
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||||
joyNum: 0
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||||
- serializedVersion: 3
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||||
m_Name: Jump
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descriptiveName:
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||||
descriptiveNegativeName:
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||||
negativeButton:
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||||
positiveButton: joystick button 1
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||||
positiveButton: joystick button 0
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||||
altNegativeButton:
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||||
altPositiveButton:
|
||||
gravity: 1000
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||||
@@ -253,13 +253,13 @@ InputManager:
|
||||
positiveButton:
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||||
altNegativeButton:
|
||||
altPositiveButton:
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||||
gravity: 1000
|
||||
gravity: 0
|
||||
dead: 0.25
|
||||
sensitivity: 0.1
|
||||
sensitivity: 1
|
||||
snap: 0
|
||||
invert: 0
|
||||
type: 2
|
||||
axis: 2
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||||
axis: 3
|
||||
joyNum: 0
|
||||
- serializedVersion: 3
|
||||
m_Name: Mouse Y
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||||
@@ -269,13 +269,13 @@ InputManager:
|
||||
positiveButton:
|
||||
altNegativeButton:
|
||||
altPositiveButton:
|
||||
gravity: 1000
|
||||
gravity: 0
|
||||
dead: 0.25
|
||||
sensitivity: 0.1
|
||||
sensitivity: 1
|
||||
snap: 0
|
||||
invert: 1
|
||||
type: 2
|
||||
axis: 3
|
||||
axis: 4
|
||||
joyNum: 0
|
||||
- serializedVersion: 3
|
||||
m_Name: Pause
|
||||
@@ -298,7 +298,7 @@ InputManager:
|
||||
descriptiveName:
|
||||
descriptiveNegativeName:
|
||||
negativeButton:
|
||||
positiveButton: joystick button 9
|
||||
positiveButton: joystick button 7
|
||||
altNegativeButton:
|
||||
altPositiveButton:
|
||||
gravity: 1000
|
||||
|
||||
@@ -7,6 +7,10 @@ TagManager:
|
||||
- Environment
|
||||
- Wall
|
||||
- Obstacle
|
||||
- Obstacle Portal
|
||||
- Waypoint Portal
|
||||
- Infinite Portal
|
||||
- Waypoint
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Reference in New Issue
Block a user