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Author SHA1 Message Date
Gregory Campbell 3f856967a7 Reworked the obstacle course script so that floor squares can not appear as well as adding a level counter that determines when you will move to a bigger obstacle course. Also fixed a big floor building issue that wasn't noticable until adding these features 2020-01-12 22:48:35 -05:00
Gregory CampbellandGitHub b88a3b978b Merge pull request #23 from gjcampbell777/Switch_input_manager_to_work_with_xbox_controllers
Switched from ps4 functionality to xbox one functionality
2020-01-12 18:27:46 -05:00
Gregory Campbell fe0ac70b48 Switched from ps4 functionality to xbox one functionality 2020-01-12 18:26:38 -05:00
Gregory Campbell 12ac3e2fce Missed material file 2020-01-12 18:02:17 -05:00
Gregory CampbellandGitHub 825a64fa81 Merge pull request #22 from gjcampbell777/doorway_to_new_scene
Implemented all needed to get a portal working to floor level as well…
2020-01-11 15:56:14 -05:00
Gregory Campbell 31b81f08b9 Implemented all needed to get a portal working to floor level as well as setting up portals for future game modes 2020-01-11 15:55:01 -05:00
Gregory CampbellandGitHub 2b6eb87127 Merge pull request #21 from gjcampbell777/procedural_level_generation
Procedural level generation
2020-01-11 14:16:59 -05:00
Gregory Campbell c6c387760f Cleaned up some respawn variable changes on hub world to prevent future bugs 2020-01-11 14:15:38 -05:00
Gregory Campbell 24c16b9e8a Renmed script since this script will only be used for the floor level scene 2020-01-11 14:10:44 -05:00
Gregory Campbell 05632bf0b7 Adding respawning and a lives count. Once lives count reaches zero you are kicked back to hub world. Hub world also has respawning 2020-01-11 14:04:14 -05:00
Gregory Campbell 406a39655d Figured out solution to respawning bug 2020-01-11 13:35:50 -05:00
Gregory Campbell 15521e4a4c Added the resetting of a level after player reaches the end, encountered strange bug that causes player to not teleport back to start 2020-01-11 00:46:40 -05:00
Gregory Campbell e801bfe945 Moved the procedural generation over into a new scene in order to develop the first game mode - spawning into the next 'floor' is currently buggy 2020-01-10 00:26:44 -05:00
Gregory Campbell e21c46f941 Adding new 'basic' floor prefab as well as including it in the obstacle list array 2020-01-07 21:55:49 -05:00
Gregory Campbell f8edbd7ae3 A proper and functional procedural level generation has been implemented although it is missing many more obstacles as well as its own scene to be generated (and re-generated upon completion) in 2020-01-07 21:52:52 -05:00
Gregory CampbellandGitHub 9d94f117c4 Merge pull request #20 from gjcampbell777/update_controller_settings
Update controller settings
2020-01-05 17:07:59 -05:00
Gregory Campbell 93307022e4 PS4 controller input working (but camera doesn't work without steam) 2020-01-05 17:02:15 -05:00
Gregory Campbell a557887275 Implemented a universal input for PS4 and KBM as well as fixing a few movement bugs 2020-01-05 15:57:18 -05:00
Gregory CampbellandGitHub b9cfa34614 Merge pull request #19 from gjcampbell777/long_jump_and_slide_transition
Long jump and slide transition
2020-01-05 14:43:12 -05:00
Gregory Campbell e6db8a979c Cleaned up the expanded area and gave all obstacles more space between each other as well as fine tuning and fixing all noticeable issuses with all crouch based movements 2020-01-05 12:56:23 -05:00
Gregory Campbell d4fafd63d3 Implemented a long jump, a dive, the ability to bunny hop and a somewhat messy fix to the straight down drop issue from the implemented gravity as well as expanding the test area to more easily test quick movements 2020-01-05 01:45:45 -05:00
Gregory CampbellandGitHub 081d93f2c2 Merge pull request #18 from gjcampbell777/acceleration_rework
Acceleration rework
2020-01-04 16:15:56 -05:00
Gregory Campbell 996e1e3b20 Fully functional and satisfactory acc/decc in movement (although a little slippery, might require more tweakign later on) 2020-01-04 16:15:15 -05:00
Gregory Campbell 386b51589e Got a fully functional implementation of acceleration/decceleration that meshes well across all inputs. Will do further testing/tinkering before merging 2020-01-04 15:52:45 -05:00
Gregory Campbell 573b4815ea Havent made any real progress, stopping and saving this now to work on other things 2020-01-04 15:02:05 -05:00
Gregory CampbellandGitHub db8ae256a8 Merge pull request #17 from gjcampbell777/wall_running
Wall running
2019-12-31 18:18:34 -05:00
26 changed files with 3638 additions and 134 deletions
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+128
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[System.Serializable]
public class FloorLevel : MonoBehaviour
{
public int escalation = 1;
public int level = 1;
public GameObject player;
public PlayerController script;
public GameObject[] obstacleList;
private int selection = 0;
private int height = 2;
void Awake()
{
script.respawnTime = Time.time;
}
// Start is called before the first frame update
void Start()
{
script = player.GetComponent<PlayerController>();
escalation = 1;
script.lives = 3;
script.finished = false;
respawn();
script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
levelBuild();
}
void Update()
{
if(script.finished == true)
{
level++;
if(level > 3) escalation++;
respawn();
levelBuild();
}
if(script.respawn == true)
{
respawn();
script.lives--;
script.respawn = false;
}
if(script.lives == 0)
{
script.lives = -1;
SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
}
}
void respawn()
{
script.transform.position = new Vector3((100*escalation)+50, 2, (100*escalation)+50);
script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
}
void levelBuild()
{
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
foreach (GameObject target in oldObjects) {
GameObject.Destroy(target);
}
Destroy(GameObject.FindWithTag("Finish"));
for(int i = 0; i < escalation; i++){
for(int j = 0; j < escalation; j++){
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, height, 100*j+50), Quaternion.identity);
}
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, -100*j-50), Quaternion.identity);
}
if(Random.Range(0, 10) != 0)
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, 100*j+50), Quaternion.identity);
}
if(Random.Range(0, 10) != 0)
{
height = Random.Range(0, 7);
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, height, -100*j-50), Quaternion.identity);
}
}
}
Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.identity);
Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity);
script.finished = false;
}
}
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@@ -1,4 +1,5 @@
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections; using System.Collections;
// This script moves the character controller forward // This script moves the character controller forward
@@ -12,7 +13,9 @@ public class PlayerController : MonoBehaviour
CharacterController characterController; CharacterController characterController;
CapsuleCollider capsule; CapsuleCollider capsule;
public float speed; public bool finished = false;
public bool respawn = false;
public int lives = 3;
public float maxSpeed; public float maxSpeed;
public float acceleration; public float acceleration;
public float friction; public float friction;
@@ -23,9 +26,14 @@ public class PlayerController : MonoBehaviour
public GameObject playerModel; public GameObject playerModel;
private bool wallRunning = false; private bool wallRunning = false;
private bool diving = false;
private bool sliding = false;
private int jump = 0; private int jump = 0;
private int wall = 0; private int wall = 0;
private int dive = 0;
private float maxSpeedStore; private float maxSpeedStore;
private float maxSpeedCap = 100;
private float accelerationStore;
private float capsuleHeight; private float capsuleHeight;
private float controllerHeight; private float controllerHeight;
private float transformHeight; private float transformHeight;
@@ -33,9 +41,15 @@ public class PlayerController : MonoBehaviour
private float zVelocity = 0.0f; private float zVelocity = 0.0f;
private Vector3 moveDirection; private Vector3 moveDirection;
private Vector3 velocity; private Vector3 velocity;
private Vector3 gravityVelocity;
float startTime = 0.0f; float slideTime = 0.0f;
float wallRunTime = 0.0f;
public float respawnTime = 0.0f;
float oneSec = 1.0f; float oneSec = 1.0f;
float halfSec = 0.5f;
float quarterSec = 0.25f;
float tenthSec = 0.1f;
void Start() void Start()
{ {
@@ -45,6 +59,7 @@ public class PlayerController : MonoBehaviour
controllerHeight = characterController.height; controllerHeight = characterController.height;
capsuleHeight = capsule.height; capsuleHeight = capsule.height;
maxSpeedStore = maxSpeed; maxSpeedStore = maxSpeed;
accelerationStore = acceleration;
} }
void OnControllerColliderHit(ControllerColliderHit hit) void OnControllerColliderHit(ControllerColliderHit hit)
@@ -55,6 +70,23 @@ public class PlayerController : MonoBehaviour
wallRunning = true; wallRunning = true;
wall++; wall++;
} }
if(hit.gameObject.tag == "Finish")
{
velocity = new Vector3(0,0,0);
moveDirection = new Vector3(0,0,0);
maxSpeed = 0;
finished = true;
respawnTime = Time.time;
}
if(hit.gameObject.tag == "Obstacle Portal")
{
SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
respawnTime = Time.time;
}
} }
@@ -62,81 +94,135 @@ public class PlayerController : MonoBehaviour
{ {
float yStore = moveDirection.y; float yStore = moveDirection.y;
maxSpeed = maxSpeedStore;
//Need to switch to 'raw' when using keyboard
//moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical")); moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection); moveDirection = transform.TransformDirection(moveDirection);
moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f); moveDirection = Vector3.ClampMagnitude(moveDirection, 1.0f);
moveDirection.y = yStore;
velocity.x += moveDirection.x * acceleration; if(transform.position.y < -20.0f)
velocity.z += moveDirection.z * acceleration;
if (jump <= 1)
{ {
//moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
//maxSpeed = maxSpeedStore;
} else { respawn = true;
//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run respawnTime = Time.time;
maxSpeed = maxSpeedStore/2;
if (SceneManager.GetActiveScene().name == "Hub World")
{
transform.position = new Vector3(0, 2, 0);
transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
}
} }
moveDirection.y = yStore; if (jump >= 2)
{
if(maxSpeed > maxSpeedStore/1.5f)
{
maxSpeed -= acceleration;
}
}
if (characterController.isGrounded) if (characterController.isGrounded)
{ {
diving = false;
dive = 0;
jump = 0; jump = 0;
moveDirection.y = 0.0f; moveDirection.y = 0.0f;
if(Input.GetKey(KeyCode.LeftShift)) if(maxSpeed > maxSpeedStore)
{ {
//moveDirection = (moveDirection.normalized * speed/2); maxSpeed -= acceleration/5;
maxSpeed = maxSpeedStore/2;
} else {
//moveDirection = moveDirection.normalized * speed;
maxSpeed = maxSpeedStore;
} }
if(Input.GetKey(KeyCode.LeftControl)) if(maxSpeed < maxSpeedStore && !Input.GetButton("Walk") && !Input.GetButton("Crouch"))
{
maxSpeed += acceleration;
}
if(Input.GetButton("Walk"))
{
if(maxSpeed > maxSpeedStore/2)
{
maxSpeed -= acceleration;
}
}
if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
{ {
characterController.height /= 2; characterController.height /= 2;
capsule.height /= 2; capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z); transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
if(Input.GetKeyDown(KeyCode.LeftControl) && characterController.velocity != new Vector3(0, 0, 0) if(Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f)
&& (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
{ {
startTime = Time.time; if((Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0))
{
sliding = true;
slideTime = Time.time;
} else {
sliding = false;
}
} }
if(startTime + oneSec >= Time.time) if(slideTime + halfSec >= Time.time && sliding == true)
{ {
//moveDirection = (moveDirection.normalized * speed * 2); if(maxSpeed < maxSpeedStore*2)
maxSpeed = maxSpeedStore*2; {
maxSpeed += acceleration*2;
}
if(Input.GetButton("Jump") && slideTime + quarterSec >= Time.time)
{
maxSpeed += 5;
}
} else { } else {
//moveDirection = (moveDirection.normalized * speed/4); if(maxSpeed > maxSpeedStore/4)
maxSpeed = maxSpeedStore/4; {
maxSpeed -= acceleration;
}
} }
} else { } else {
moveDirection = moveDirection.normalized * speed;
characterController.height = controllerHeight; characterController.height = controllerHeight;
capsule.height = capsuleHeight; capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z); transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
} }
} } else {
slideTime = Time.time;
if(Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0){ if(Input.GetButton("Crouch") || Input.GetAxis("Crouch") == 1.0f)
{
velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction); characterController.height /= 2;
velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction); capsule.height /= 2;
transform.localScale = new Vector3(transform.localScale.x, transformHeight/2, transform.localScale.z);
diving = true;
} else {
characterController.height = controllerHeight;
capsule.height = capsuleHeight;
transform.localScale = new Vector3(transform.localScale.x, transformHeight, transform.localScale.z);
}
//Might want to change move direction value to make triggering this speed up effect easier/harder
if(diving && moveDirection.y > 0.75 && (Input.GetButtonDown("Crouch") || Input.GetAxis("Crouch") == 1.0f ))
{
dive++;
if(dive == 1){
maxSpeed += 10;
}
sliding = true;
slideTime = Time.time;
}
} }
@@ -156,32 +242,68 @@ public class PlayerController : MonoBehaviour
if (wallRunning) if (wallRunning)
{ {
maxSpeed = maxSpeedStore*1.5f;
if(maxSpeed < maxSpeedStore*1.5f)
{
maxSpeed += acceleration;
}
jump = 0; jump = 0;
if(wall == 1) if(wall == 1)
{ {
startTime = Time.time; wallRunTime = Time.time;
} }
if(startTime + oneSec < Time.time) if(wallRunTime + oneSec < Time.time)
{ {
moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime; moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
//wallRunning = false;
maxSpeed = maxSpeedStore;
} else { } else {
moveDirection.y = 0.0f; moveDirection.y = 0.0f;
} }
} }
velocity.x += moveDirection.x;
velocity.z += moveDirection.z;
if((Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") == 0) || (Input.GetButton("Stop") || Input.GetAxis("Stop") == 1.0f)){
//Remove or "lower" friction to add an 'ice' effect
velocity.x = Mathf.SmoothDamp(velocity.x, 0.0f, ref xVelocity, friction);
velocity.z = Mathf.SmoothDamp(velocity.z, 0.0f, ref zVelocity, friction);
}
if(maxSpeed > maxSpeedCap)
{
maxSpeed = maxSpeedCap;
}
if(characterController.velocity == new Vector3(0, 0, 0))
{
maxSpeed = maxSpeedStore;
}
velocity = Vector3.ClampMagnitude(velocity, maxSpeed); velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
velocity.y = moveDirection.y; velocity.y = moveDirection.y;
if(moveDirection.y <= -5 && Mathf.Abs(velocity.x) <= 1.5f && Mathf.Abs(velocity.z) <= 1.5f)
{
velocity.x = velocity.x * Mathf.Abs(moveDirection.y);
velocity.z = velocity.z * Mathf.Abs(moveDirection.y);
}
Debug.Log(transform.position);
// Move the controller // Move the controller
characterController.Move(velocity * Time.deltaTime); if((finished == false || respawn == false) && respawnTime + tenthSec < Time.time)
{
characterController.Move(velocity * Time.deltaTime);
respawn = false;
}
//Move the player in different directions based on camera look direction //Move the player in different directions based on camera look direction
if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
+7 -2
View File
@@ -6,6 +6,11 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/Scenes/Test Scene.unity path: Assets/Scenes/Hub World.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects: {} - enabled: 1
path: Assets/Scenes/Floor Level.unity
guid: 1677949d058a3674f9e975f034bdb9a5
m_configObjects:
com.unity.input.settings: {fileID: 11400000, guid: 5dbe934aa009ccc4591ccf96f49a3d48,
type: 2}
+81 -65
View File
@@ -38,13 +38,13 @@ InputManager:
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire1 m_Name: Crouch
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: left ctrl positiveButton: left ctrl
altNegativeButton: altNegativeButton:
altPositiveButton: mouse 0 altPositiveButton:
gravity: 1000 gravity: 1000
dead: 0.001 dead: 0.001
sensitivity: 1000 sensitivity: 1000
@@ -54,29 +54,29 @@ InputManager:
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire2 m_Name: Walk
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: left alt
altNegativeButton:
altPositiveButton: mouse 1
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire3
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: left shift positiveButton: left shift
altNegativeButton: altNegativeButton:
altPositiveButton: mouse 2 altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Stop
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: mouse 1
altNegativeButton:
altPositiveButton:
gravity: 1000 gravity: 1000
dead: 0.001 dead: 0.001
sensitivity: 1000 sensitivity: 1000
@@ -182,39 +182,23 @@ InputManager:
axis: 1 axis: 1
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire1 m_Name: Crouch
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 0 positiveButton:
altNegativeButton: altNegativeButton:
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 0
dead: 0.001 dead: 0.19
sensitivity: 1000 sensitivity: 1
snap: 0 snap: 1
invert: 0 invert: 0
type: 0 type: 2
axis: 0 axis: 9
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Fire2 m_Name: Walk
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: joystick button 1
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire3
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
@@ -229,12 +213,28 @@ InputManager:
type: 0 type: 0
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3
m_Name: Stop
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton:
altNegativeButton:
altPositiveButton:
gravity: 0
dead: 0.19
sensitivity: 1
snap: 1
invert: 0
type: 2
axis: 8
joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Jump m_Name: Jump
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 3 positiveButton: joystick button 0
altNegativeButton: altNegativeButton:
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
@@ -246,45 +246,61 @@ InputManager:
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Submit m_Name: Mouse X
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: return positiveButton:
altNegativeButton: altNegativeButton:
altPositiveButton: joystick button 0 altPositiveButton:
gravity: 1000 gravity: 0
dead: 0.001 dead: 0.25
sensitivity: 1000 sensitivity: 1
snap: 0 snap: 0
invert: 0 invert: 0
type: 0 type: 2
axis: 0 axis: 3
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Submit m_Name: Mouse Y
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: enter positiveButton:
altNegativeButton: altNegativeButton:
altPositiveButton: space altPositiveButton:
gravity: 1000 gravity: 0
dead: 0.001 dead: 0.25
sensitivity: 1000 sensitivity: 1
snap: 0 snap: 0
invert: 0 invert: 1
type: 0 type: 2
axis: 0 axis: 4
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Cancel m_Name: Pause
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: escape positiveButton: escape
altNegativeButton: altNegativeButton:
altPositiveButton: joystick button 1 altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Pause
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: joystick button 7
altNegativeButton:
altPositiveButton:
gravity: 1000 gravity: 1000
dead: 0.001 dead: 0.001
sensitivity: 1000 sensitivity: 1000
+5
View File
@@ -6,6 +6,11 @@ TagManager:
tags: tags:
- Environment - Environment
- Wall - Wall
- Obstacle
- Obstacle Portal
- Waypoint Portal
- Infinite Portal
- Waypoint
layers: layers:
- Default - Default
- TransparentFX - TransparentFX