Add Unity3D projects
This commit is contained in:
378
year3/semester1/CT3536: Games Programming/labs/Weeks 4-8/Asteroids/.gitignore
vendored
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378
year3/semester1/CT3536: Games Programming/labs/Weeks 4-8/Asteroids/.gitignore
vendored
Normal file
@ -0,0 +1,378 @@
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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#
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Recordings can get excessive in size
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/[Rr]ecordings/
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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*.app
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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.vscode/
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## Core latex/pdflatex auxiliary files:
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*.aux
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*.lof
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*.log
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*.lot
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*.fls
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*.out
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*.toc
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*.fmt
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*.fot
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*.cb
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*.cb2
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.*.lb
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## Intermediate documents:
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*.dvi
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*.xdv
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*-converted-to.*
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# these rules might exclude image files for figures etc.
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# *.ps
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# *.eps
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# *.pdf
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## Generated if empty string is given at "Please type another file name for output:"
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.pdf
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## Bibliography auxiliary files (bibtex/biblatex/biber):
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*.bbl
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*.bcf
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*.blg
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*-blx.aux
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*-blx.bib
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*.run.xml
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## Build tool auxiliary files:
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*.fdb_latexmk
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*.synctex
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*.synctex(busy)
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*.synctex.gz
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||||||
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*.synctex.gz(busy)
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||||||
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*.pdfsync
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## Build tool directories for auxiliary files
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# latexrun
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latex.out/
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## Auxiliary and intermediate files from other packages:
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# algorithms
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*.alg
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*.loa
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# achemso
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acs-*.bib
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# amsthm
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*.thm
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# beamer
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*.nav
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*.pre
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*.snm
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*.vrb
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# changes
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*.soc
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# comment
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*.cut
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# cprotect
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*.cpt
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# elsarticle (documentclass of Elsevier journals)
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*.spl
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# endnotes
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*.ent
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# fixme
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*.lox
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# feynmf/feynmp
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*.mf
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*.mp
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*.t[1-9]
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*.t[1-9][0-9]
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*.tfm
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#(r)(e)ledmac/(r)(e)ledpar
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*.end
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*.?end
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*.[1-9]
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*.[1-9][0-9]
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*.[1-9][0-9][0-9]
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||||||
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*.[1-9]R
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*.[1-9][0-9]R
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*.[1-9][0-9][0-9]R
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||||||
|
*.eledsec[1-9]
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||||||
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*.eledsec[1-9]R
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||||||
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*.eledsec[1-9][0-9]
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||||||
|
*.eledsec[1-9][0-9]R
|
||||||
|
*.eledsec[1-9][0-9][0-9]
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*.eledsec[1-9][0-9][0-9]R
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# glossaries
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*.acn
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*.acr
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*.glg
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*.glo
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*.gls
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*.glsdefs
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*.lzo
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*.lzs
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*.slg
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*.slo
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*.sls
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# uncomment this for glossaries-extra (will ignore makeindex's style files!)
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# *.ist
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# gnuplot
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*.gnuplot
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*.table
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# gnuplottex
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*-gnuplottex-*
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# gregoriotex
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*.gaux
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*.glog
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*.gtex
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# htlatex
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*.4ct
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*.4tc
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*.idv
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*.lg
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*.trc
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*.xref
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# hyperref
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*.brf
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# knitr
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*-concordance.tex
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# TODO Uncomment the next line if you use knitr and want to ignore its generated tikz files
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# *.tikz
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*-tikzDictionary
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# listings
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||||||
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*.lol
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||||||
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# luatexja-ruby
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*.ltjruby
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# makeidx
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||||||
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*.idx
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*.ilg
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*.ind
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# minitoc
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||||||
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*.maf
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*.mlf
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*.mlt
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||||||
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*.mtc[0-9]*
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||||||
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*.slf[0-9]*
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||||||
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*.slt[0-9]*
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*.stc[0-9]*
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# minted
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||||||
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_minted*
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*.pyg
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# morewrites
|
||||||
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*.mw
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||||||
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||||||
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# newpax
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||||||
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*.newpax
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||||||
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# nomencl
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||||||
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*.nlg
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||||||
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*.nlo
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*.nls
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||||||
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# pax
|
||||||
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*.pax
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||||||
|
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||||||
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# pdfpcnotes
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||||||
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*.pdfpc
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# sagetex
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||||||
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*.sagetex.sage
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*.sagetex.py
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*.sagetex.scmd
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# scrwfile
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||||||
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*.wrt
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# svg
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||||||
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svg-inkscape/
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# sympy
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*.sout
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*.sympy
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sympy-plots-for-*.tex/
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||||||
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# pdfcomment
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||||||
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*.upa
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*.upb
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||||||
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||||||
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# pythontex
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||||||
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*.pytxcode
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||||||
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pythontex-files-*/
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# tcolorbox
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*.listing
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# thmtools
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||||||
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*.loe
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# TikZ & PGF
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||||||
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*.dpth
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*.md5
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*.auxlock
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||||||
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# titletoc
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||||||
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*.ptc
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# todonotes
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||||||
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*.tdo
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||||||
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||||||
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# vhistory
|
||||||
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*.hst
|
||||||
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*.ver
|
||||||
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||||||
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# easy-todo
|
||||||
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*.lod
|
||||||
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|
||||||
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# xcolor
|
||||||
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*.xcp
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||||||
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|
||||||
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# xmpincl
|
||||||
|
*.xmpi
|
||||||
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|
||||||
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# xindy
|
||||||
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*.xdy
|
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|
||||||
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# xypic precompiled matrices and outlines
|
||||||
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*.xyc
|
||||||
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*.xyd
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||||||
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|
||||||
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# endfloat
|
||||||
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*.ttt
|
||||||
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*.fff
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||||||
|
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||||||
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# Latexian
|
||||||
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TSWLatexianTemp*
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||||||
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|
||||||
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## Editors:
|
||||||
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# WinEdt
|
||||||
|
*.bak
|
||||||
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*.sav
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||||||
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||||||
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# Texpad
|
||||||
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.texpadtmp
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||||||
|
|
||||||
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# LyX
|
||||||
|
*.lyx~
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||||||
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|
||||||
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# Kile
|
||||||
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*.backup
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||||||
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|
||||||
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# gummi
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||||||
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.*.swp
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||||||
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|
||||||
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# KBibTeX
|
||||||
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*~[0-9]*
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||||||
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|
||||||
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# TeXnicCenter
|
||||||
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*.tps
|
||||||
|
|
||||||
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# auto folder when using emacs and auctex
|
||||||
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./auto/*
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||||||
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*.el
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||||||
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|
||||||
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# expex forward references with \gathertags
|
||||||
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*-tags.tex
|
||||||
|
|
||||||
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# standalone packages
|
||||||
|
*.sta
|
||||||
|
|
||||||
|
# Makeindex log files
|
||||||
|
*.lpz
|
||||||
|
|
||||||
|
# xwatermark package
|
||||||
|
*.xwm
|
||||||
|
|
||||||
|
# REVTeX puts footnotes in the bibliography by default, unless the nofootinbib
|
||||||
|
# option is specified. Footnotes are the stored in a file with suffix Notes.bib.
|
||||||
|
# Uncomment the next line to have this generated file ignored.
|
||||||
|
#*Notes.bib
|
||||||
|
|
||||||
|
Assets/.mono
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Binary file not shown.
After Width: | Height: | Size: 200 KiB |
@ -0,0 +1,140 @@
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fileFormatVersion: 2
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||||||
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guid: 23440f1c9301b5539826ee8f31199919
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TextureImporter:
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||||||
|
internalIDToNameTable: []
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||||||
|
externalObjects: {}
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||||||
|
serializedVersion: 12
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||||||
|
mipmaps:
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||||||
|
mipMapMode: 0
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||||||
|
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||||||
|
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||||||
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||||||
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|
mipMapsPreserveCoverage: 0
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||||||
|
alphaTestReferenceValue: 0.5
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||||||
|
mipMapFadeDistanceStart: 1
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||||||
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mipMapFadeDistanceEnd: 3
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bumpmap:
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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streamingMipmapsPriority: 0
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||||||
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vTOnly: 0
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||||||
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ignoreMipmapLimit: 0
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||||||
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grayScaleToAlpha: 0
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||||||
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generateCubemap: 6
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||||||
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cubemapConvolution: 0
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||||||
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seamlessCubemap: 0
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||||||
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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||||||
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mipBias: 0
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wrapU: 0
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||||||
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wrapV: 0
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||||||
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||||||
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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||||||
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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spriteTessellationDetail: -1
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textureType: 0
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||||||
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textureShape: 1
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||||||
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singleChannelComponent: 0
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||||||
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flipbookRows: 1
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||||||
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flipbookColumns: 1
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||||||
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maxTextureSizeSet: 0
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||||||
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compressionQualitySet: 0
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||||||
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textureFormatSet: 0
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||||||
|
ignorePngGamma: 0
|
||||||
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applyGammaDecoding: 0
|
||||||
|
swizzle: 50462976
|
||||||
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cookieLightType: 0
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||||||
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platformSettings:
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||||||
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- serializedVersion: 3
|
||||||
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buildTarget: DefaultTexturePlatform
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||||||
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maxTextureSize: 2048
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||||||
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resizeAlgorithm: 0
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||||||
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textureFormat: -1
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||||||
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textureCompression: 1
|
||||||
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compressionQuality: 50
|
||||||
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crunchedCompression: 0
|
||||||
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allowsAlphaSplitting: 0
|
||||||
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overridden: 0
|
||||||
|
ignorePlatformSupport: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 3
|
||||||
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buildTarget: WebGL
|
||||||
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maxTextureSize: 2048
|
||||||
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resizeAlgorithm: 0
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||||||
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textureFormat: -1
|
||||||
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textureCompression: 1
|
||||||
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compressionQuality: 50
|
||||||
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crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
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@ -0,0 +1,37 @@
|
|||||||
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GUIScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public Canvas menu;
|
||||||
|
public Canvas gameCanvas;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnButtonClick() {
|
||||||
|
menu.gameObject.SetActive(false);
|
||||||
|
gameCanvas.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
GameManager.inMenuState = false;
|
||||||
|
GameManager.StartNewGame();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SwitchToMenu() {
|
||||||
|
menu.gameObject.SetActive(true);
|
||||||
|
gameCanvas.gameObject.SetActive(false);
|
||||||
|
|
||||||
|
GameManager.inMenuState = true;
|
||||||
|
}
|
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|
}
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,77 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class GameManager : MonoBehaviour {
|
||||||
|
|
||||||
|
// inspector settings
|
||||||
|
public GameObject asteroidPrefab, spaceshipPrefab;
|
||||||
|
public TextMeshProUGUI scoreText;
|
||||||
|
|
||||||
|
// class-level statics
|
||||||
|
public static GameManager instance;
|
||||||
|
public static int currentGameLevel;
|
||||||
|
public static Vector3 screenBottomLeft, screenTopRight;
|
||||||
|
public static float screenWidth, screenHeight;
|
||||||
|
|
||||||
|
public static bool inMenuState = true;
|
||||||
|
public static int highScore = 0;
|
||||||
|
public static int numLives = 3;
|
||||||
|
public static int currentScore = 0;
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start () {
|
||||||
|
instance = this;
|
||||||
|
Camera.main.transform.position = new Vector3 (0f, 30f, 0f);
|
||||||
|
Camera.main.transform.LookAt (Vector3.zero, new Vector3 (0f, 0f, 1f));
|
||||||
|
currentGameLevel = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// probably inefficient to update it so often but this works and i'm lazy
|
||||||
|
// would be better to only update the text when the values are updated, via a method that updates both
|
||||||
|
void Update() {
|
||||||
|
scoreText.text = "High Score: " + highScore + " Score: " + currentScore + " Lives: " + numLives;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void StartNewGame() {
|
||||||
|
numLives = 3;
|
||||||
|
StartNextLevel ();
|
||||||
|
CreatePlayerSpaceship ();
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void StartNextLevel() {
|
||||||
|
currentGameLevel++;
|
||||||
|
|
||||||
|
// find screen corners and size, in world coordinates
|
||||||
|
// for ViewportToWorldPoint, the z value specified is in world units from the camera
|
||||||
|
screenBottomLeft = Camera.main.ViewportToWorldPoint(new Vector3(0f,0f,30f));
|
||||||
|
screenTopRight = Camera.main.ViewportToWorldPoint (new Vector3(1f,1f,30f));
|
||||||
|
screenWidth = screenTopRight.x - screenBottomLeft.x;
|
||||||
|
screenHeight = screenTopRight.z - screenBottomLeft.z;
|
||||||
|
|
||||||
|
// instantiate some asteroids near the edges of the screen
|
||||||
|
for (int i = 0; i < currentGameLevel * 2 + 3; i++) {
|
||||||
|
GameObject go = Instantiate (instance.asteroidPrefab) as GameObject;
|
||||||
|
float x, z;
|
||||||
|
if (Random.Range (0f, 1f) < 0.5f)
|
||||||
|
x = screenBottomLeft.x + Random.Range (0f, 0.15f) * screenWidth; // near the left edge
|
||||||
|
else
|
||||||
|
x = screenTopRight.x - Random.Range (0f, 0.15f) * screenWidth; // near the right edge
|
||||||
|
if (Random.Range (0f, 1f) < 0.5f)
|
||||||
|
z = screenBottomLeft.z + Random.Range (0f, 0.15f) * screenHeight; // near the bottom edge
|
||||||
|
else
|
||||||
|
z = screenTopRight.z - Random.Range (0f, 0.15f) * screenHeight; // near the top edge
|
||||||
|
go.transform.position = new Vector3(x, 0f, z);
|
||||||
|
go.GetComponent<Asteroid> ().SetScale (0.08f, 0.12f);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void CreatePlayerSpaceship() {
|
||||||
|
// instantiate the player's spaceship
|
||||||
|
GameObject go = Instantiate (instance.spaceshipPrefab) as GameObject;
|
||||||
|
go.transform.position = Vector3.zero;
|
||||||
|
}
|
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|
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@ -0,0 +1,53 @@
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Asteroid : MonoBehaviour {
|
||||||
|
|
||||||
|
// inspector settings
|
||||||
|
public Rigidbody rigidBody;
|
||||||
|
//
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start () {
|
||||||
|
// randomise velocity
|
||||||
|
rigidBody.velocity = new Vector3(Random.Range(-10f,10f), 0f, Random.Range (-10f, 10f));
|
||||||
|
rigidBody.angularVelocity = new Vector3(Random.Range(-4f,4f), Random.Range (-4f, 4f), Random.Range (-4f, 4f));
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetScale(float min, float max) {
|
||||||
|
transform.localScale = new Vector3(Random.Range(min,max), Random.Range(min,max), Random.Range(min,max));
|
||||||
|
rigidBody.mass = transform.localScale.x * transform.localScale.y * transform.localScale.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnCollisionEnter(Collision collision) {
|
||||||
|
if (!collision.gameObject.name.Contains("asteroid")) {
|
||||||
|
Spaceship ss = collision.gameObject.GetComponent<Spaceship> ();
|
||||||
|
if (ss != null && ss.isInvulnerable)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (collision.gameObject.name.Contains("Bullet")) {
|
||||||
|
GameManager.currentScore = GameManager.currentScore + 10; // assuming same points no matter how big asteroid is
|
||||||
|
}
|
||||||
|
|
||||||
|
// we've collided with something other than another asteroid
|
||||||
|
Destroy(collision.gameObject); // if it's the player spaceship, the Spaceship script’s OnDestroy will look after re-creating it
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
|
||||||
|
if (rigidBody.mass > 0.00015f) {
|
||||||
|
float minScale = rigidBody.mass * 50f;
|
||||||
|
float maxScale = minScale * 2f;
|
||||||
|
for (int i = 0; i < 3; i++) {
|
||||||
|
GameObject go = Instantiate (GameManager.instance.asteroidPrefab) as GameObject;
|
||||||
|
go.transform.position = transform.position;
|
||||||
|
go.GetComponent<Asteroid> ().SetScale (minScale, maxScale);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// if there are no more asteroids left, start next level
|
||||||
|
if (GameObject.FindGameObjectsWithTag("asteroid").Length == 0) {
|
||||||
|
GameManager.StartNextLevel();
|
||||||
|
}
|
||||||
|
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|
||||||
|
}
|
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|
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assetBundleVariant:
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@ -0,0 +1,20 @@
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using System.Collections;
|
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|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Bullet : MonoBehaviour {
|
||||||
|
|
||||||
|
// inspector settings
|
||||||
|
public Rigidbody rigid;
|
||||||
|
//
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start () {
|
||||||
|
rigid.velocity = transform.forward * 30f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update () {
|
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|
|
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|
}
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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using System.Collections;
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using System.Collections.Generic;
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||||||
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using UnityEngine;
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||||||
|
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||||||
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public class ScreenEdgeChecker : MonoBehaviour {
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// inspector settings
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public Rigidbody rigidBody;
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public bool destroyWhenOffscreen = false;
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//
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// Use this for initialization
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void Start () {
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// start periodically checking for being off-screen
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InvokeRepeating ("CheckScreenEdges", 0.1f, 0.1f);
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}
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private void CheckScreenEdges() {
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Vector3 pos = transform.position;
|
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Vector3 vel = rigidBody.velocity;
|
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float xTeleport = 0f, zTeleport = 0f;
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|
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if (pos.x < GameManager.screenBottomLeft.x && vel.x <= 0f)
|
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xTeleport = GameManager.screenWidth;
|
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else if (pos.x > GameManager.screenTopRight.x && vel.x >= 0f)
|
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xTeleport = -GameManager.screenWidth;
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|
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|
if (pos.z < GameManager.screenBottomLeft.z && vel.z <= 0f)
|
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|
zTeleport = GameManager.screenHeight;
|
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else if (pos.z > GameManager.screenTopRight.z && vel.z >= 0f)
|
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|
zTeleport = -GameManager.screenHeight;
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||||||
|
|
||||||
|
if (xTeleport != 0f || zTeleport != 0f) {
|
||||||
|
if (destroyWhenOffscreen)
|
||||||
|
Destroy (this.gameObject);
|
||||||
|
else
|
||||||
|
transform.position = new Vector3 (pos.x + xTeleport, 0f, pos.z + zTeleport);
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}
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}
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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Spaceship : MonoBehaviour {
|
||||||
|
|
||||||
|
// inspector settings
|
||||||
|
public Rigidbody rigidBody;
|
||||||
|
public GameObject bulletPrefab;
|
||||||
|
public GUIScript guiScript;
|
||||||
|
|
||||||
|
// public member data
|
||||||
|
[HideInInspector] public bool isInvulnerable = true;
|
||||||
|
|
||||||
|
|
||||||
|
// private member data
|
||||||
|
private float lastFiredTime = 0f;
|
||||||
|
|
||||||
|
|
||||||
|
void Start() {
|
||||||
|
Invoke ("MakeVulnerable", 2f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MakeVulnerable() {
|
||||||
|
isInvulnerable = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void FixedUpdate () {
|
||||||
|
if (Input.GetKey(KeyCode.UpArrow))
|
||||||
|
|
||||||
|
rigidBody.AddForce(transform.forward * (rigidBody.mass * Time.fixedDeltaTime * 500f));
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
rigidBody.AddTorque(-transform.up * (rigidBody.mass * Time.deltaTime * 500f));
|
||||||
|
|
||||||
|
else if (Input.GetKey(KeyCode.RightArrow))
|
||||||
|
rigidBody.AddTorque(transform.up * (rigidBody.mass * Time.deltaTime * 500f));
|
||||||
|
|
||||||
|
// firing is only allowed at most once per 0.25 seconds
|
||||||
|
if (Input.GetKey (KeyCode.Space) && lastFiredTime + 0.25f <= Time.time) {
|
||||||
|
lastFiredTime = Time.time;
|
||||||
|
FireBullet ();
|
||||||
|
}
|
||||||
|
|
||||||
|
// methods for testing, should be removed for actual gameplay
|
||||||
|
if (Input.GetKeyDown(KeyCode.Escape))
|
||||||
|
{
|
||||||
|
Destroy(gameObject); // destroy spaceship
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.Return))
|
||||||
|
{
|
||||||
|
// destroy all asteroids and start next level
|
||||||
|
foreach (GameObject asteroid in GameObject.FindGameObjectsWithTag("asteroid")) {
|
||||||
|
Destroy(asteroid);
|
||||||
|
GameManager.StartNextLevel();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDestroy() {
|
||||||
|
GameManager.numLives--;
|
||||||
|
|
||||||
|
// if the spaceship has more lives, respawn
|
||||||
|
if (GameManager.numLives > 0) {
|
||||||
|
GameManager.CreatePlayerSpaceship();
|
||||||
|
}
|
||||||
|
// else destroy all asteroids and go to menu
|
||||||
|
else {
|
||||||
|
GameManager.highScore = GameManager.currentScore > GameManager.highScore ? GameManager.currentScore : GameManager.highScore;
|
||||||
|
foreach (GameObject asteroid in GameObject.FindGameObjectsWithTag("asteroid")) {
|
||||||
|
Destroy(asteroid);
|
||||||
|
}
|
||||||
|
guiScript.SwitchToMenu();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FireBullet() {
|
||||||
|
GameObject go = Instantiate(bulletPrefab);
|
||||||
|
go.transform.position = transform.position + transform.forward*3f;
|
||||||
|
go.transform.rotation = transform.rotation;
|
||||||
|
}
|
||||||
|
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|
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|
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|
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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|
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public class SpeedLimiter : MonoBehaviour {
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// inspector settings
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public Rigidbody rigid;
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public float speedLimit = 5f;
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//
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// Update is called once per frame
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void FixedUpdate () {
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float spd = rigid.velocity.magnitude;
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if (spd > speedLimit)
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rigid.velocity *= speedLimit / spd;
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@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Anton.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user