commit 67b3baf017b0417aded796c5ea8e818ad4a80bfe Author: Dmitry Evdokimov Date: Thu Jun 4 17:37:58 2026 +0300 first commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..015dc80 --- /dev/null +++ b/.gitignore @@ -0,0 +1,38 @@ +# Unity generated folders +/Library/ +/Temp/ +/Obj/ +/Build/ +/Builds/ +/Logs/ +/UserSettings/ +/MemoryCaptures/ + +# Unity generated files +*.csproj +*.sln +*.suo +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Crash reports and profiler captures +sysinfo.txt +*.stackdump +*.raw + +# IDE settings +/.idea/ +/.vscode/ + +# Local Python environment used for DOCX generation +/.venv-docx/ + +# Generated lab reports should not be published to git +*.docx diff --git a/.xdp-.~2_Система_оружия_ОТГ.docx-0IlqII b/.xdp-.~2_Система_оружия_ОТГ.docx-0IlqII new file mode 100644 index 0000000..b0f443f Binary files /dev/null and b/.xdp-.~2_Система_оружия_ОТГ.docx-0IlqII differ diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 0000000..db83fb1 --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d5bf40305d1278191842ca48ac81756d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Lab2SceneBuilder.cs b/Assets/Editor/Lab2SceneBuilder.cs new file mode 100644 index 0000000..ed82be7 --- /dev/null +++ b/Assets/Editor/Lab2SceneBuilder.cs @@ -0,0 +1,564 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public static class Lab2SceneBuilder +{ + private const string ScriptsFolder = "Assets/_Scripts"; + private const string DataFolder = "Assets/_Data"; + private const string PrefabsFolder = "Assets/_Prefabs"; + private const string ScenesFolder = "Assets/_Scenes"; + private const string MaterialsFolder = "Assets/_Materials"; + private const string FontsFolder = "Assets/_Fonts"; + private const string EditorFolder = "Assets/Editor"; + private const string ScenePath = "Assets/_Scenes/WeaponTest.unity"; + + [MenuItem("Tools/Technical Game Design/Lab2/Create Weapon System Scene")] + public static void CreateWeaponSystemScene() + { + if (EditorApplication.isPlayingOrWillChangePlaymode) + { + EditorUtility.DisplayDialog("Lab 2", "Stop Play Mode before generating the scene.", "OK"); + return; + } + + CreateFolders(); + Font uiFont = CreateOrLoadUbuntuFont(); + + Material floorMaterial = CreateMaterial("Floor_Mat", new Color(0.35f, 0.38f, 0.34f)); + Material wallMaterial = CreateMaterial("Wall_Mat", new Color(0.48f, 0.50f, 0.52f)); + Material targetMaterial = CreateMaterial("Target_Mat", new Color(0.85f, 0.15f, 0.12f)); + Material pistolMaterial = CreateMaterial("Pistol_Mat", new Color(0.05f, 0.11f, 0.25f)); + Material rifleMaterial = CreateMaterial("Rifle_Mat", new Color(0.20f, 0.35f, 0.27f)); + Material shotgunMaterial = CreateMaterial("Shotgun_Mat", new Color(0.45f, 0.18f, 0.10f)); + Material smgMaterial = CreateMaterial("SMG_Mat", new Color(0.35f, 0.35f, 0.38f)); + Material muzzleMaterial = CreateMaterial("MuzzleFlash_Mat", new Color(1f, 0.62f, 0.08f)); + Material hitMaterial = CreateMaterial("HitEffect_Mat", new Color(1f, 0.95f, 0.25f)); + + GameObject muzzleFlashPrefab = CreateEffectPrefab("MuzzleFlashPrefab", muzzleMaterial, new Vector3(0.16f, 0.16f, 0.16f)); + GameObject hitEffectPrefab = CreateEffectPrefab("HitEffectPrefab", hitMaterial, new Vector3(0.12f, 0.12f, 0.12f)); + + WeaponData pistolData = CreateWeaponData( + "PistolData", + "Pistol", + 15f, + 0.25f, + 8, + 40, + 0.02f, + 1.2f, + 1.5f, + 1, + 80f, + false, + pistolMaterial.color, + "Accurate semi-automatic weapon for medium range.", + muzzleFlashPrefab, + hitEffectPrefab); + + WeaponData rifleData = CreateWeaponData( + "RifleData", + "Rifle", + 10f, + 0.1f, + 30, + 90, + 0.06f, + 2f, + 2f, + 1, + 100f, + true, + rifleMaterial.color, + "Automatic rifle with high fire rate and moderate spread.", + muzzleFlashPrefab, + hitEffectPrefab); + + WeaponData shotgunData = CreateWeaponData( + "ShotgunData", + "Shotgun", + 8f, + 0.8f, + 5, + 25, + 0.18f, + 4f, + 2.5f, + 8, + 45f, + false, + shotgunMaterial.color, + "Close-range shotgun that fires several pellets per shot.", + muzzleFlashPrefab, + hitEffectPrefab); + + CreateWeaponData( + "SMGData", + "SMG", + 7f, + 0.075f, + 24, + 120, + 0.08f, + 1.6f, + 1.8f, + 1, + 75f, + true, + smgMaterial.color, + "Additional data-only weapon example. It is not active in the scene.", + muzzleFlashPrefab, + hitEffectPrefab); + + CreateWeaponPrefabTemplate("Pistol", pistolData, pistolMaterial); + CreateWeaponPrefabTemplate("Rifle", rifleData, rifleMaterial); + CreateWeaponPrefabTemplate("Shotgun", shotgunData, shotgunMaterial); + + EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); + Scene scene = SceneManager.GetActiveScene(); + + CreateLighting(); + CreateEnvironment(floorMaterial, wallMaterial); + + WeaponHUD hud = CreateUI(uiFont, out Text ammoText, out Text weaponNameText, out Text reloadText); + GameObject player = CreatePlayer(out Camera playerCamera, out Transform weaponHolder); + + Weapon pistol = CreateSceneWeapon("Pistol", pistolData, pistolMaterial, weaponHolder, playerCamera, hud, ammoText, weaponNameText, reloadText, new Vector3(0f, 0f, 0f)); + Weapon rifle = CreateSceneWeapon("Rifle", rifleData, rifleMaterial, weaponHolder, playerCamera, hud, ammoText, weaponNameText, reloadText, new Vector3(0f, -0.02f, 0.02f)); + Weapon shotgun = CreateSceneWeapon("Shotgun", shotgunData, shotgunMaterial, weaponHolder, playerCamera, hud, ammoText, weaponNameText, reloadText, new Vector3(0f, -0.02f, 0.02f)); + + WeaponSwitcher switcher = player.AddComponent(); + switcher.weapons = new[] { pistol, rifle, shotgun }; + switcher.currentIndex = 0; + switcher.weaponNameText = weaponNameText; + switcher.hud = hud; + + pistol.gameObject.SetActive(true); + rifle.gameObject.SetActive(false); + shotgun.gameObject.SetActive(false); + + CreateTargets(targetMaterial, uiFont); + + EditorSceneManager.SaveScene(scene, ScenePath); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + + string resultMessage = "Weapon system scene was generated: " + ScenePath; + if (Application.isBatchMode) + Debug.Log(resultMessage); + else + EditorUtility.DisplayDialog("Lab 2", resultMessage, "OK"); + } + + private static void CreateFolders() + { + EnsureFolder(ScriptsFolder); + EnsureFolder(DataFolder); + EnsureFolder(PrefabsFolder); + EnsureFolder(ScenesFolder); + EnsureFolder(MaterialsFolder); + EnsureFolder(FontsFolder); + EnsureFolder(EditorFolder); + } + + private static void EnsureFolder(string path) + { + if (AssetDatabase.IsValidFolder(path)) + return; + + string parent = System.IO.Path.GetDirectoryName(path)?.Replace("\\", "/"); + string name = System.IO.Path.GetFileName(path); + + if (string.IsNullOrEmpty(parent)) + parent = "Assets"; + + AssetDatabase.CreateFolder(parent, name); + } + + private static Material CreateMaterial(string assetName, Color color) + { + string path = MaterialsFolder + "/" + assetName + ".mat"; + Material material = AssetDatabase.LoadAssetAtPath(path); + + if (material == null) + { + Shader shader = Shader.Find("Standard"); + material = new Material(shader); + AssetDatabase.CreateAsset(material, path); + } + + material.color = color; + EditorUtility.SetDirty(material); + return material; + } + + private static Font CreateOrLoadUbuntuFont() + { + const string fontAssetPath = FontsFolder + "/Ubuntu-Regular.ttf"; + + Font projectFont = AssetDatabase.LoadAssetAtPath(fontAssetPath); + if (projectFont != null) + return projectFont; + + string[] ubuntuFontCandidates = + { + "/usr/share/fonts/truetype/ubuntu/Ubuntu-R.ttf", + "/usr/share/fonts/truetype/ubuntu/Ubuntu-Regular.ttf", + "/usr/share/fonts/TTF/Ubuntu-R.ttf", + "/home/ruby/.local/share/fonts/Ubuntu-R.ttf", + "/home/ruby/.local/share/fonts/Ubuntu-Regular.ttf" + }; + + foreach (string sourcePath in ubuntuFontCandidates) + { + if (!System.IO.File.Exists(sourcePath)) + continue; + + FileUtil.CopyFileOrDirectory(sourcePath, fontAssetPath); + AssetDatabase.ImportAsset(fontAssetPath, ImportAssetOptions.ForceUpdate); + projectFont = AssetDatabase.LoadAssetAtPath(fontAssetPath); + + if (projectFont != null) + return projectFont; + } + + Font osUbuntuFont = Font.CreateDynamicFontFromOSFont("Ubuntu", 18); + if (osUbuntuFont != null) + return osUbuntuFont; + + return Resources.GetBuiltinResource("LegacyRuntime.ttf"); + } + + private static GameObject CreateEffectPrefab(string name, Material material, Vector3 scale) + { + string path = PrefabsFolder + "/" + name + ".prefab"; + GameObject temp = GameObject.CreatePrimitive(PrimitiveType.Sphere); + temp.name = name; + temp.transform.localScale = scale; + + Collider collider = temp.GetComponent(); + if (collider != null) + Object.DestroyImmediate(collider); + + Renderer renderer = temp.GetComponent(); + renderer.sharedMaterial = material; + + GameObject prefab = PrefabUtility.SaveAsPrefabAsset(temp, path); + Object.DestroyImmediate(temp); + return prefab; + } + + private static WeaponData CreateWeaponData( + string assetName, + string weaponName, + float damage, + float fireRate, + int magazineSize, + int reserveAmmo, + float spread, + float recoilForce, + float reloadTime, + int pelletsPerShot, + float range, + bool automatic, + Color weaponColor, + string description, + GameObject muzzleFlashPrefab, + GameObject hitEffectPrefab) + { + string path = DataFolder + "/" + assetName + ".asset"; + WeaponData data = AssetDatabase.LoadAssetAtPath(path); + + if (data == null) + { + data = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(data, path); + } + + data.weaponName = weaponName; + data.damage = damage; + data.fireRate = fireRate; + data.magazineSize = magazineSize; + data.totalReserveAmmo = reserveAmmo; + data.spread = spread; + data.recoilForce = recoilForce; + data.reloadTime = reloadTime; + data.pelletsPerShot = pelletsPerShot; + data.range = range; + data.automatic = automatic; + data.weaponColor = weaponColor; + data.description = description; + data.muzzleFlashPrefab = muzzleFlashPrefab; + data.hitEffectPrefab = hitEffectPrefab; + + EditorUtility.SetDirty(data); + return data; + } + + private static void CreateWeaponPrefabTemplate(string name, WeaponData data, Material material) + { + GameObject root = BuildWeaponModel(name, data, material); + Weapon weapon = root.AddComponent(); + weapon.data = data; + weapon.firePoint = root.transform.Find("FirePoint"); + + PrefabUtility.SaveAsPrefabAsset(root, PrefabsFolder + "/" + name + ".prefab"); + Object.DestroyImmediate(root); + } + + private static void CreateLighting() + { + GameObject lightObject = new GameObject("Directional Light"); + Light light = lightObject.AddComponent(); + light.type = LightType.Directional; + light.intensity = 1.2f; + lightObject.transform.rotation = Quaternion.Euler(50f, -30f, 0f); + + RenderSettings.ambientLight = new Color(0.45f, 0.45f, 0.45f); + } + + private static void CreateEnvironment(Material floorMaterial, Material wallMaterial) + { + GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Plane); + floor.name = "Floor"; + floor.transform.localScale = new Vector3(4f, 1f, 4f); + floor.GetComponent().sharedMaterial = floorMaterial; + + CreateWall("Back Wall", new Vector3(0f, 2f, 18f), new Vector3(22f, 4f, 0.35f), wallMaterial); + CreateWall("Left Wall", new Vector3(-11f, 2f, 6f), new Vector3(0.35f, 4f, 24f), wallMaterial); + CreateWall("Right Wall", new Vector3(11f, 2f, 6f), new Vector3(0.35f, 4f, 24f), wallMaterial); + CreateWall("Low Cover", new Vector3(0f, 0.75f, 7f), new Vector3(4f, 1.5f, 0.4f), wallMaterial); + } + + private static void CreateWall(string name, Vector3 position, Vector3 scale, Material material) + { + GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube); + wall.name = name; + wall.transform.position = position; + wall.transform.localScale = scale; + wall.GetComponent().sharedMaterial = material; + } + + private static GameObject CreatePlayer(out Camera playerCamera, out Transform weaponHolder) + { + GameObject player = new GameObject("Player"); + player.transform.position = new Vector3(0f, 1.1f, -6f); + + CharacterController controller = player.AddComponent(); + controller.height = 1.8f; + controller.radius = 0.35f; + controller.center = new Vector3(0f, 0.9f, 0f); + + SimpleFPSController fpsController = player.AddComponent(); + + GameObject cameraObject = new GameObject("Main Camera"); + cameraObject.tag = "MainCamera"; + cameraObject.transform.SetParent(player.transform); + cameraObject.transform.localPosition = new Vector3(0f, 1.6f, 0f); + cameraObject.transform.localRotation = Quaternion.identity; + + playerCamera = cameraObject.AddComponent(); + playerCamera.nearClipPlane = 0.01f; + playerCamera.fieldOfView = 70f; + cameraObject.AddComponent(); + fpsController.playerCamera = playerCamera; + + GameObject holder = new GameObject("WeaponHolder"); + holder.transform.SetParent(cameraObject.transform); + holder.transform.localPosition = new Vector3(0.38f, -0.34f, 0.72f); + holder.transform.localRotation = Quaternion.Euler(0f, -2f, 0f); + weaponHolder = holder.transform; + + return player; + } + + private static WeaponHUD CreateUI(Font uiFont, out Text ammoText, out Text weaponNameText, out Text reloadText) + { + GameObject canvasObject = new GameObject("HUD Canvas"); + Canvas canvas = canvasObject.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + + CanvasScaler scaler = canvasObject.AddComponent(); + scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + scaler.referenceResolution = new Vector2(1920f, 1080f); + scaler.matchWidthOrHeight = 0.5f; + + canvasObject.AddComponent(); + WeaponHUD hud = canvasObject.AddComponent(); + + hud.labTitleText = CreateText(canvasObject.transform, "Lab Title", "Лабораторная работа №2 — Data-Driven система оружия", 30, TextAnchor.UpperLeft, new Vector2(24f, -18f), new Vector2(760f, 48f), new Vector2(0f, 1f), new Vector2(0f, 1f), uiFont); + weaponNameText = CreateText(canvasObject.transform, "Weapon Name", "Weapon: Pistol", 26, TextAnchor.UpperLeft, new Vector2(24f, -78f), new Vector2(360f, 38f), new Vector2(0f, 1f), new Vector2(0f, 1f), uiFont); + ammoText = CreateText(canvasObject.transform, "Ammo", "Ammo: 8 / 40", 26, TextAnchor.UpperLeft, new Vector2(24f, -118f), new Vector2(320f, 38f), new Vector2(0f, 1f), new Vector2(0f, 1f), uiFont); + reloadText = CreateText(canvasObject.transform, "Reload Status", "Ready", 24, TextAnchor.UpperLeft, new Vector2(24f, -158f), new Vector2(320f, 34f), new Vector2(0f, 1f), new Vector2(0f, 1f), uiFont); + + hud.hintsText = CreateText(canvasObject.transform, "Controls Hint", "ЛКМ — стрелять\nR — перезарядка\n1/2/3 или колесо мыши — смена оружия\nWASD + мышь — движение", 21, TextAnchor.UpperLeft, new Vector2(24f, 152f), new Vector2(520f, 150f), new Vector2(0f, 0f), new Vector2(0f, 0f), uiFont); + hud.statsText = CreateText(canvasObject.transform, "Weapon Stats", string.Empty, 22, TextAnchor.UpperRight, new Vector2(-24f, -78f), new Vector2(330f, 190f), new Vector2(1f, 1f), new Vector2(1f, 1f), uiFont); + hud.messageText = CreateText(canvasObject.transform, "Message", string.Empty, 24, TextAnchor.MiddleCenter, new Vector2(0f, -210f), new Vector2(560f, 44f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), uiFont); + hud.dataDrivenText = CreateText(canvasObject.transform, "Data Driven Note", "Параметры оружия хранятся в ScriptableObject-ассетах в папке Assets/_Data. Для добавления нового оружия достаточно создать новый WeaponData и назначить его объекту Weapon.", 19, TextAnchor.LowerRight, new Vector2(-24f, 22f), new Vector2(720f, 82f), new Vector2(1f, 0f), new Vector2(1f, 0f), uiFont); + + hud.weaponNameText = weaponNameText; + hud.ammoText = ammoText; + hud.reloadText = reloadText; + hud.SetReloading(false); + + return hud; + } + + private static Text CreateText(Transform parent, string name, string value, int fontSize, TextAnchor alignment, Vector2 anchoredPosition, Vector2 size, Vector2 anchorMin, Vector2 anchorMax, Font uiFont) + { + GameObject textObject = new GameObject(name); + textObject.transform.SetParent(parent, false); + + RectTransform rect = textObject.AddComponent(); + rect.anchorMin = anchorMin; + rect.anchorMax = anchorMax; + rect.pivot = new Vector2(anchorMin.x == anchorMax.x ? anchorMin.x : 0.5f, anchorMin.y == anchorMax.y ? anchorMin.y : 0.5f); + rect.anchoredPosition = anchoredPosition; + rect.sizeDelta = size; + + Text text = textObject.AddComponent(); + text.text = value; + text.font = uiFont; + text.fontSize = fontSize; + text.alignment = alignment; + text.color = Color.white; + text.horizontalOverflow = HorizontalWrapMode.Wrap; + text.verticalOverflow = VerticalWrapMode.Overflow; + + Outline outline = textObject.AddComponent(); + outline.effectColor = new Color(0f, 0f, 0f, 0.85f); + outline.effectDistance = new Vector2(1.5f, -1.5f); + + return text; + } + + private static Weapon CreateSceneWeapon( + string name, + WeaponData data, + Material material, + Transform parent, + Camera playerCamera, + WeaponHUD hud, + Text ammoText, + Text weaponNameText, + Text reloadText, + Vector3 localOffset) + { + GameObject weaponObject = BuildWeaponModel(name, data, material); + weaponObject.transform.SetParent(parent, false); + weaponObject.transform.localPosition = localOffset; + weaponObject.transform.localRotation = Quaternion.identity; + + Weapon weapon = weaponObject.AddComponent(); + weapon.data = data; + weapon.playerCamera = playerCamera; + weapon.hud = hud; + weapon.ammoText = ammoText; + weapon.weaponNameText = weaponNameText; + weapon.reloadText = reloadText; + weapon.firePoint = weaponObject.transform.Find("FirePoint"); + weaponObject.AddComponent().spatialBlend = 0f; + + return weapon; + } + + private static GameObject BuildWeaponModel(string name, WeaponData data, Material material) + { + GameObject root = new GameObject(name); + + if (name == "Pistol") + { + AddPart(root.transform, "Slide", new Vector3(0f, 0f, 0.18f), new Vector3(0.18f, 0.12f, 0.55f), material); + AddPart(root.transform, "Grip", new Vector3(0f, -0.16f, -0.02f), new Vector3(0.14f, 0.34f, 0.16f), material); + AddPart(root.transform, "Barrel", new Vector3(0f, 0.02f, 0.52f), new Vector3(0.08f, 0.08f, 0.24f), material); + CreateFirePoint(root.transform, new Vector3(0f, 0.02f, 0.66f)); + } + else if (name == "Rifle") + { + AddPart(root.transform, "Body", new Vector3(0f, 0f, 0.3f), new Vector3(0.18f, 0.14f, 0.95f), material); + AddPart(root.transform, "Stock", new Vector3(0f, 0f, -0.28f), new Vector3(0.2f, 0.16f, 0.34f), material); + AddPart(root.transform, "Grip", new Vector3(0f, -0.18f, 0.05f), new Vector3(0.12f, 0.34f, 0.14f), material); + AddPart(root.transform, "Barrel", new Vector3(0f, 0.02f, 0.92f), new Vector3(0.07f, 0.07f, 0.45f), material); + CreateFirePoint(root.transform, new Vector3(0f, 0.02f, 1.16f)); + } + else + { + AddPart(root.transform, "Wide Body", new Vector3(0f, 0f, 0.25f), new Vector3(0.24f, 0.16f, 0.86f), material); + AddPart(root.transform, "Pump", new Vector3(0f, -0.08f, 0.54f), new Vector3(0.28f, 0.12f, 0.28f), material); + AddPart(root.transform, "Grip", new Vector3(0f, -0.20f, -0.04f), new Vector3(0.13f, 0.36f, 0.16f), material); + AddPart(root.transform, "Short Barrel", new Vector3(0f, 0.04f, 0.88f), new Vector3(0.14f, 0.10f, 0.36f), material); + CreateFirePoint(root.transform, new Vector3(0f, 0.04f, 1.08f)); + } + + root.transform.localRotation = Quaternion.identity; + return root; + } + + private static void AddPart(Transform parent, string name, Vector3 localPosition, Vector3 localScale, Material material) + { + GameObject part = GameObject.CreatePrimitive(PrimitiveType.Cube); + part.name = name; + part.transform.SetParent(parent, false); + part.transform.localPosition = localPosition; + part.transform.localScale = localScale; + + Collider collider = part.GetComponent(); + if (collider != null) + Object.DestroyImmediate(collider); + + part.GetComponent().sharedMaterial = material; + } + + private static void CreateFirePoint(Transform parent, Vector3 localPosition) + { + GameObject firePoint = new GameObject("FirePoint"); + firePoint.transform.SetParent(parent, false); + firePoint.transform.localPosition = localPosition; + firePoint.transform.localRotation = Quaternion.identity; + } + + private static void CreateTargets(Material targetMaterial, Font uiFont) + { + List positions = new List + { + new Vector3(-3.5f, 1f, 5f), + new Vector3(0f, 1f, 8f), + new Vector3(3.5f, 1f, 11f), + new Vector3(-5.5f, 1f, 14f), + new Vector3(5.5f, 1f, 16f) + }; + + for (int i = 0; i < positions.Count; i++) + CreateTarget("EnemyTarget_" + (i + 1), positions[i], targetMaterial, uiFont); + } + + private static void CreateTarget(string name, Vector3 position, Material material, Font uiFont) + { + GameObject target = GameObject.CreatePrimitive(PrimitiveType.Cube); + target.name = name; + target.transform.position = position; + target.transform.localScale = new Vector3(1.2f, 2f, 0.35f); + target.GetComponent().sharedMaterial = material; + + EnemyTarget enemyTarget = target.AddComponent(); + enemyTarget.maxHealth = 100f; + enemyTarget.targetRenderer = target.GetComponent(); + + GameObject canvasObject = new GameObject("Health Canvas"); + canvasObject.transform.SetParent(target.transform, false); + canvasObject.transform.localPosition = new Vector3(0f, 1.25f, 0f); + canvasObject.transform.localScale = Vector3.one * 0.012f; + + Canvas canvas = canvasObject.AddComponent(); + canvas.renderMode = RenderMode.WorldSpace; + + RectTransform canvasRect = canvasObject.GetComponent(); + canvasRect.sizeDelta = new Vector2(220f, 50f); + + Text healthText = CreateText(canvasObject.transform, "Health Text", "HP: 100 / 100", 24, TextAnchor.MiddleCenter, Vector2.zero, new Vector2(220f, 50f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), uiFont); + enemyTarget.healthText = healthText; + } +} diff --git a/Assets/Editor/Lab2SceneBuilder.cs.meta b/Assets/Editor/Lab2SceneBuilder.cs.meta new file mode 100644 index 0000000..0a5ae91 --- /dev/null +++ b/Assets/Editor/Lab2SceneBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e4fcda2f741dc8a5bbc73efb582bc11d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes.meta b/Assets/Scenes.meta new file mode 100644 index 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cc46d7160868229f2802847e6a2d5a8d +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts.meta b/Assets/_Scripts.meta new file mode 100644 index 0000000..47950a9 --- /dev/null +++ b/Assets/_Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2c30eb3150c8ebe07bc4c6f73cf6e583 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/EnemyTarget.cs b/Assets/_Scripts/EnemyTarget.cs new file mode 100644 index 0000000..beb03a1 --- /dev/null +++ b/Assets/_Scripts/EnemyTarget.cs @@ -0,0 +1,98 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class EnemyTarget : MonoBehaviour +{ + public float maxHealth = 100f; + public float currentHealth; + public Text healthText; + public Renderer targetRenderer; + + private Color originalColor = Color.white; + private Collider targetCollider; + private Coroutine flashRoutine; + + private void Awake() + { + if (targetRenderer == null) + targetRenderer = GetComponentInChildren(); + + targetCollider = GetComponent(); + + if (targetRenderer != null) + originalColor = targetRenderer.material.color; + + ResetTarget(); + } + + private void LateUpdate() + { + if (healthText != null && Camera.main != null) + healthText.transform.rotation = Quaternion.LookRotation(healthText.transform.position - Camera.main.transform.position); + } + + public void TakeDamage(float amount) + { + if (currentHealth <= 0f) + return; + + // Targets can be reused in tests through ResetTarget without rebuilding the scene. + currentHealth = Mathf.Max(0f, currentHealth - Mathf.Max(0f, amount)); + UpdateHealthText(); + + if (currentHealth <= 0f) + { + Die(); + return; + } + + if (flashRoutine != null) + StopCoroutine(flashRoutine); + + flashRoutine = StartCoroutine(FlashRoutine()); + } + + public void ResetTarget() + { + currentHealth = maxHealth; + + if (targetCollider != null) + targetCollider.enabled = true; + + if (targetRenderer != null) + targetRenderer.material.color = originalColor; + + UpdateHealthText(); + } + + private void Die() + { + if (targetCollider != null) + targetCollider.enabled = false; + + if (targetRenderer != null) + targetRenderer.material.color = Color.black; + + UpdateHealthText(); + } + + private IEnumerator FlashRoutine() + { + if (targetRenderer != null) + targetRenderer.material.color = Color.yellow; + + yield return new WaitForSeconds(0.08f); + + if (targetRenderer != null && currentHealth > 0f) + targetRenderer.material.color = originalColor; + + flashRoutine = null; + } + + private void UpdateHealthText() + { + if (healthText != null) + healthText.text = "HP: " + Mathf.CeilToInt(currentHealth) + " / " + Mathf.CeilToInt(maxHealth); + } +} diff --git a/Assets/_Scripts/EnemyTarget.cs.meta b/Assets/_Scripts/EnemyTarget.cs.meta new file mode 100644 index 0000000..6ebec4d --- /dev/null +++ b/Assets/_Scripts/EnemyTarget.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 91bdd1bdbdab9312fb7492c3e0712c7f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/SimpleFPSController.cs b/Assets/_Scripts/SimpleFPSController.cs new file mode 100644 index 0000000..7d4f91c --- /dev/null +++ b/Assets/_Scripts/SimpleFPSController.cs @@ -0,0 +1,74 @@ +using UnityEngine; + +[RequireComponent(typeof(CharacterController))] +public class SimpleFPSController : MonoBehaviour +{ + public Camera playerCamera; + public float moveSpeed = 6f; + public float mouseSensitivity = 2f; + public float gravity = -20f; + public float jumpHeight = 1.2f; + public float recoilReturnSpeed = 18f; + + private CharacterController characterController; + private float verticalVelocity; + private float pitch; + private float recoilPitchOffset; + + private void Awake() + { + characterController = GetComponent(); + + if (playerCamera == null) + playerCamera = GetComponentInChildren(); + } + + private void Start() + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + private void Update() + { + Look(); + Move(); + } + + public void AddRecoil(float amount) + { + recoilPitchOffset -= Mathf.Clamp(amount, 0f, 8f); + } + + private void Look() + { + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity; + + transform.Rotate(Vector3.up * mouseX); + pitch = Mathf.Clamp(pitch - mouseY, -85f, 85f); + recoilPitchOffset = Mathf.MoveTowards(recoilPitchOffset, 0f, recoilReturnSpeed * Time.deltaTime); + + if (playerCamera != null) + playerCamera.transform.localRotation = Quaternion.Euler(pitch + recoilPitchOffset, 0f, 0f); + } + + private void Move() + { + Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical")); + input = Vector3.ClampMagnitude(input, 1f); + + Vector3 move = transform.TransformDirection(input) * moveSpeed; + + if (characterController.isGrounded && verticalVelocity < 0f) + verticalVelocity = -2f; + + if (characterController.isGrounded && Input.GetKeyDown(KeyCode.Space)) + verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity); + + verticalVelocity += gravity * Time.deltaTime; + move.y = verticalVelocity; + + characterController.Move(move * Time.deltaTime); + } +} diff --git a/Assets/_Scripts/SimpleFPSController.cs.meta b/Assets/_Scripts/SimpleFPSController.cs.meta new file mode 100644 index 0000000..625b210 --- /dev/null +++ b/Assets/_Scripts/SimpleFPSController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cffd232c30a413e2580e7585626facfb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/Weapon.cs b/Assets/_Scripts/Weapon.cs new file mode 100644 index 0000000..9f27ba8 --- /dev/null +++ b/Assets/_Scripts/Weapon.cs @@ -0,0 +1,307 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class Weapon : MonoBehaviour +{ + public WeaponData data; + public Text ammoText; + public Text weaponNameText; + public Text reloadText; + public Transform firePoint; + public Camera playerCamera; + public WeaponHUD hud; + + private int currentAmmo; + private int currentReserve; + private float nextFireTime; + private bool isReloading; + private Vector3 originalLocalPosition; + private Quaternion originalCameraRotation; + + private bool initialized; + private AudioSource audioSource; + private Coroutine reloadRoutine; + private Coroutine recoilRoutine; + private SimpleFPSController fpsController; + + private void Awake() + { + audioSource = GetComponent(); + originalLocalPosition = transform.localPosition; + } + + private void OnEnable() + { + if (Application.isPlaying) + OnSelected(); + } + + private void Update() + { + if (data == null) + return; + + bool wantsToShoot = data.automatic ? Input.GetButton("Fire1") : Input.GetButtonDown("Fire1"); + + if (wantsToShoot) + TryShoot(); + + if (Input.GetKeyDown(KeyCode.R)) + Reload(); + + UpdateUI(); + } + + public void Initialize() + { + if (data == null || initialized) + return; + + currentAmmo = Mathf.Max(0, data.magazineSize); + currentReserve = Mathf.Max(0, data.totalReserveAmmo); + originalLocalPosition = transform.localPosition; + + if (playerCamera != null) + { + originalCameraRotation = playerCamera.transform.localRotation; + fpsController = playerCamera.GetComponentInParent(); + } + + initialized = true; + UpdateUI(); + } + + public void TryShoot() + { + if (data == null) + return; + + // Shooting behavior is data-driven: automatic weapons use held Fire1, semi-auto weapons use one click. + if (isReloading) + return; + + if (currentAmmo <= 0) + { + ShowMessage("No ammo. Press R to reload."); + return; + } + + if (Time.time < nextFireTime) + return; + + if (!CanShoot()) + return; + + Shoot(); + } + + public void Shoot() + { + if (data == null || playerCamera == null) + return; + + currentAmmo--; + nextFireTime = Time.time + Mathf.Max(0.01f, data.fireRate); + + PlaySound(data.shootSound); + SpawnMuzzleFlash(); + + int pelletCount = Mathf.Max(1, data.pelletsPerShot); + for (int i = 0; i < pelletCount; i++) + FireRay(); + + ApplyRecoil(); + UpdateUI(); + } + + public void Reload() + { + if (data == null || isReloading) + return; + + if (currentAmmo >= data.magazineSize) + { + ShowMessage("Magazine is full."); + return; + } + + if (currentReserve <= 0) + { + ShowMessage("No reserve ammo."); + return; + } + + reloadRoutine = StartCoroutine(ReloadRoutine()); + } + + public void UpdateUI() + { + if (data != null && weaponNameText != null) + weaponNameText.text = "Weapon: " + data.weaponName; + + if (ammoText != null) + ammoText.text = "Ammo: " + currentAmmo + " / " + currentReserve; + + if (reloadText != null) + reloadText.text = isReloading ? "Reloading..." : "Ready"; + + if (hud != null) + { + hud.SetWeapon(data); + hud.SetAmmo(currentAmmo, currentReserve); + hud.SetReloading(isReloading); + } + } + + public void OnSelected() + { + Initialize(); + UpdateUI(); + } + + public void OnDeselected() + { + if (recoilRoutine != null) + { + StopCoroutine(recoilRoutine); + recoilRoutine = null; + } + + transform.localPosition = originalLocalPosition; + } + + public bool CanShoot() + { + return data != null && !isReloading && currentAmmo > 0 && Time.time >= nextFireTime; + } + + public int GetCurrentAmmo() + { + return currentAmmo; + } + + public int GetCurrentReserve() + { + return currentReserve; + } + + public bool IsReloading() + { + return isReloading; + } + + private IEnumerator ReloadRoutine() + { + isReloading = true; + UpdateUI(); + PlaySound(data.reloadSound); + + yield return new WaitForSeconds(Mathf.Max(0f, data.reloadTime)); + + int neededAmmo = Mathf.Max(0, data.magazineSize - currentAmmo); + int ammoToLoad = Mathf.Min(neededAmmo, currentReserve); + + currentAmmo += ammoToLoad; + currentReserve -= ammoToLoad; + isReloading = false; + reloadRoutine = null; + UpdateUI(); + } + + private void FireRay() + { + Vector3 origin = playerCamera.transform.position; + + // Spread is applied around the camera forward vector, so all weapons use the same aiming source. + Vector2 randomOffset = Random.insideUnitCircle * Mathf.Max(0f, data.spread); + Vector3 direction = playerCamera.transform.forward + + playerCamera.transform.right * randomOffset.x + + playerCamera.transform.up * randomOffset.y; + direction.Normalize(); + + Debug.DrawRay(origin, direction * data.range, Color.yellow, 1f); + + if (Physics.Raycast(origin, direction, out RaycastHit hit, Mathf.Max(0.1f, data.range))) + { + EnemyTarget target = hit.collider.GetComponentInParent(); + if (target != null) + target.TakeDamage(data.damage); + + SpawnHitEffect(hit); + } + } + + private void ApplyRecoil() + { + // The FPS controller owns camera look; the weapon only feeds a temporary visual recoil offset. + if (fpsController != null) + fpsController.AddRecoil(data.recoilForce); + else if (playerCamera != null) + playerCamera.transform.localRotation = originalCameraRotation * Quaternion.Euler(-data.recoilForce, 0f, 0f); + + if (recoilRoutine != null) + StopCoroutine(recoilRoutine); + + recoilRoutine = StartCoroutine(RecoilRoutine()); + } + + private IEnumerator RecoilRoutine() + { + Vector3 recoilPosition = originalLocalPosition - Vector3.forward * Mathf.Clamp(data.recoilForce * 0.035f, 0.02f, 0.18f); + float t = 0f; + + while (t < 1f) + { + t += Time.deltaTime * 20f; + transform.localPosition = Vector3.Lerp(transform.localPosition, recoilPosition, t); + yield return null; + } + + t = 0f; + while (t < 1f) + { + t += Time.deltaTime * 10f; + transform.localPosition = Vector3.Lerp(transform.localPosition, originalLocalPosition, t); + + if (fpsController == null && playerCamera != null) + playerCamera.transform.localRotation = Quaternion.Slerp(playerCamera.transform.localRotation, originalCameraRotation, t); + + yield return null; + } + + transform.localPosition = originalLocalPosition; + recoilRoutine = null; + } + + private void SpawnMuzzleFlash() + { + if (data.muzzleFlashPrefab == null || firePoint == null) + return; + + GameObject flash = Instantiate(data.muzzleFlashPrefab, firePoint.position, firePoint.rotation, firePoint); + Destroy(flash, 0.08f); + } + + private void SpawnHitEffect(RaycastHit hit) + { + if (data.hitEffectPrefab == null) + return; + + Quaternion rotation = Quaternion.LookRotation(hit.normal); + GameObject effect = Instantiate(data.hitEffectPrefab, hit.point + hit.normal * 0.01f, rotation); + Destroy(effect, 0.8f); + } + + private void PlaySound(AudioClip clip) + { + if (clip != null && audioSource != null) + audioSource.PlayOneShot(clip); + } + + private void ShowMessage(string message) + { + if (hud != null) + hud.ShowMessage(message); + } +} diff --git a/Assets/_Scripts/Weapon.cs.meta b/Assets/_Scripts/Weapon.cs.meta new file mode 100644 index 0000000..d6dc202 --- /dev/null +++ b/Assets/_Scripts/Weapon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c13135be72d369f4899a428acb107b04 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/WeaponData.cs b/Assets/_Scripts/WeaponData.cs new file mode 100644 index 0000000..2f232ee --- /dev/null +++ b/Assets/_Scripts/WeaponData.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +[CreateAssetMenu(fileName = "WeaponData", menuName = "WeaponSystem/WeaponData")] +public class WeaponData : ScriptableObject +{ + public string weaponName; + public float damage; + public float fireRate; + public int magazineSize; + public int totalReserveAmmo; + public float spread; + public float recoilForce; + public float reloadTime; + public int pelletsPerShot; + public float range; + public bool automatic; + public GameObject muzzleFlashPrefab; + public GameObject hitEffectPrefab; + public AudioClip shootSound; + public AudioClip reloadSound; + public Color weaponColor; + [TextArea(2, 5)] public string description; +} diff --git a/Assets/_Scripts/WeaponData.cs.meta b/Assets/_Scripts/WeaponData.cs.meta new file mode 100644 index 0000000..6b91dc1 --- /dev/null +++ b/Assets/_Scripts/WeaponData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5413f03360d4e8dc6835d6046d00f28b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/WeaponHUD.cs b/Assets/_Scripts/WeaponHUD.cs new file mode 100644 index 0000000..4d6fd35 --- /dev/null +++ b/Assets/_Scripts/WeaponHUD.cs @@ -0,0 +1,92 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class WeaponHUD : MonoBehaviour +{ + public Text labTitleText; + public Text weaponNameText; + public Text ammoText; + public Text reloadText; + public Text hintsText; + public Text statsText; + public Text messageText; + public Text dataDrivenText; + + private Coroutine messageRoutine; + + private void Awake() + { + SetText(labTitleText, "Лабораторная работа №2 — Data-Driven система оружия"); + SetText(hintsText, "ЛКМ — стрелять\nR — перезарядка\n1/2/3 или колесо мыши — смена оружия\nWASD + мышь — движение"); + SetText(dataDrivenText, "Параметры оружия хранятся в ScriptableObject-ассетах в папке Assets/_Data. Для добавления нового оружия достаточно создать новый WeaponData и назначить его объекту Weapon."); + SetReloading(false); + } + + public void SetWeapon(WeaponData data) + { + if (data == null) + { + SetText(weaponNameText, "Weapon: None"); + UpdateWeaponStats(null); + return; + } + + SetText(weaponNameText, "Weapon: " + data.weaponName); + UpdateWeaponStats(data); + } + + public void SetAmmo(int currentAmmo, int reserve) + { + SetText(ammoText, "Ammo: " + currentAmmo + " / " + reserve); + } + + public void SetReloading(bool isReloading) + { + SetText(reloadText, isReloading ? "Reloading..." : "Ready"); + } + + public void ShowMessage(string message) + { + if (messageText == null) + return; + + if (messageRoutine != null) + StopCoroutine(messageRoutine); + + messageRoutine = StartCoroutine(MessageRoutine(message)); + } + + public void UpdateWeaponStats(WeaponData data) + { + if (data == null) + { + SetText(statsText, "Damage: -\nFire Rate: -\nSpread: -\nRecoil: -\nMagazine: -\nPellets: -"); + return; + } + + string stats = + "Damage: " + data.damage.ToString("0.##") + + "\nFire Rate: " + data.fireRate.ToString("0.##") + " sec" + + "\nSpread: " + data.spread.ToString("0.###") + + "\nRecoil: " + data.recoilForce.ToString("0.##") + + "\nMagazine: " + data.magazineSize + + "\nPellets: " + Mathf.Max(1, data.pelletsPerShot); + + SetText(statsText, stats); + } + + private IEnumerator MessageRoutine(string message) + { + SetText(messageText, message); + yield return new WaitForSeconds(2f); + SetText(messageText, string.Empty); + messageRoutine = null; + } + + private static void SetText(Text target, string value) + { + if (target != null) + target.text = value; + } +} diff --git a/Assets/_Scripts/WeaponHUD.cs.meta b/Assets/_Scripts/WeaponHUD.cs.meta new file mode 100644 index 0000000..5d9285e --- /dev/null +++ b/Assets/_Scripts/WeaponHUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f8b80e2f8ae09bd4ab5926760700b87a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Scripts/WeaponSwitcher.cs b/Assets/_Scripts/WeaponSwitcher.cs new file mode 100644 index 0000000..e7c3472 --- /dev/null +++ b/Assets/_Scripts/WeaponSwitcher.cs @@ -0,0 +1,115 @@ +using UnityEngine; +using UnityEngine.UI; + +public class WeaponSwitcher : MonoBehaviour +{ + public Weapon[] weapons; + public int currentIndex; + public Text weaponNameText; + public WeaponHUD hud; + + private void Start() + { + if (weapons == null || weapons.Length == 0) + return; + + for (int i = 0; i < weapons.Length; i++) + { + if (weapons[i] == null) + continue; + + weapons[i].Initialize(); + weapons[i].gameObject.SetActive(false); + } + + currentIndex = Mathf.Clamp(currentIndex, 0, weapons.Length - 1); + SwitchTo(currentIndex); + } + + private void Update() + { + if (weapons == null || weapons.Length == 0) + return; + + if (Input.GetKeyDown(KeyCode.Alpha1)) + SwitchTo(0); + else if (Input.GetKeyDown(KeyCode.Alpha2)) + SwitchTo(1); + else if (Input.GetKeyDown(KeyCode.Alpha3)) + SwitchTo(2); + + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (scroll > 0.01f) + NextWeapon(); + else if (scroll < -0.01f) + PreviousWeapon(); + } + + public void SwitchTo(int index) + { + if (weapons == null || weapons.Length == 0 || index < 0 || index >= weapons.Length) + return; + + // Reloading locks weapon switching to keep ammo state predictable. + Weapon currentWeapon = GetCurrentWeapon(); + if (currentWeapon != null && currentWeapon.IsReloading()) + { + if (hud != null) + hud.ShowMessage("Cannot switch while reloading."); + return; + } + + for (int i = 0; i < weapons.Length; i++) + { + if (weapons[i] == null) + continue; + + bool active = i == index; + if (!active && weapons[i].gameObject.activeSelf) + weapons[i].OnDeselected(); + + weapons[i].gameObject.SetActive(active); + } + + currentIndex = index; + Weapon selected = GetCurrentWeapon(); + if (selected != null) + { + selected.OnSelected(); + + if (weaponNameText != null && selected.data != null) + weaponNameText.text = "Weapon: " + selected.data.weaponName; + + if (hud != null) + hud.SetWeapon(selected.data); + } + } + + public void NextWeapon() + { + if (weapons == null || weapons.Length == 0) + return; + + SwitchTo((currentIndex + 1) % weapons.Length); + } + + public void PreviousWeapon() + { + if (weapons == null || weapons.Length == 0) + return; + + int nextIndex = currentIndex - 1; + if (nextIndex < 0) + nextIndex = weapons.Length - 1; + + SwitchTo(nextIndex); + } + + public Weapon GetCurrentWeapon() + { + if (weapons == null || weapons.Length == 0 || currentIndex < 0 || currentIndex >= weapons.Length) + return null; + + return weapons[currentIndex]; + } +} diff --git a/Assets/_Scripts/WeaponSwitcher.cs.meta b/Assets/_Scripts/WeaponSwitcher.cs.meta new file mode 100644 index 0000000..8ae0288 --- /dev/null +++ b/Assets/_Scripts/WeaponSwitcher.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dfb51c15323d884dd814637ab1d51485 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..9e4493a --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,41 @@ +{ + "dependencies": { + "com.unity.collab-proxy": "2.12.4", + "com.unity.feature.development": "1.0.1", + "com.unity.textmeshpro": "3.0.7", + 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