Basic platformer.
Need a dead condition and restart menu. Need a level complete Need enemies Need powerups Need Kenny Art
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### OSX ###
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# General
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# Directories potentially created on remote AFP share
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# IntelliJ
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# mpeltonen/sbt-idea plugin
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|
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||||||
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||||||
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||||||
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|
||||||
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### VisualStudioCode ###
|
||||||
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.vscode/*
|
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|
||||||
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### VisualStudioCode Patch ###
|
||||||
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# Ignore all local history of files
|
||||||
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|
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|
||||||
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### Windows ###
|
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# Windows thumbnail cache files
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||||||
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Thumbs.db
|
||||||
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Thumbs.db:encryptable
|
||||||
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ehthumbs.db
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ehthumbs_vista.db
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||||||
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# Dump file
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||||||
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*.stackdump
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||||||
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|
||||||
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# Folder config file
|
||||||
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[Dd]esktop.ini
|
||||||
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# Recycle Bin used on file shares
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$RECYCLE.BIN/
|
||||||
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# Windows Installer files
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*.cab
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||||||
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*.msp
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|
||||||
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# Windows shortcuts
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||||||
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*.lnk
|
||||||
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|
||||||
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### VisualStudio ###
|
||||||
|
## Ignore Visual Studio temporary files, build results, and
|
||||||
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## files generated by popular Visual Studio add-ons.
|
||||||
|
##
|
||||||
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|
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|
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|
# User-specific files
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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# User-specific files (MonoDevelop/Xamarin Studio)
|
||||||
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|
||||||
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# Mono auto generated files
|
||||||
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mono_crash.*
|
||||||
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|
||||||
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# Build results
|
||||||
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[Dd]ebug/
|
||||||
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[Dd]ebugPublic/
|
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[Rr]elease/
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[Rr]eleases/
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x64/
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x86/
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[Aa][Rr][Mm]/
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[Aa][Rr][Mm]64/
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bld/
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[Bb]in/
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[Oo]bj/
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[Ll]og/
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[Ll]ogs/
|
||||||
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||||||
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# Visual Studio 2015/2017 cache/options directory
|
||||||
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# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||||
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#wwwroot/
|
||||||
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|
||||||
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# Visual Studio 2017 auto generated files
|
||||||
|
Generated\ Files/
|
||||||
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|
||||||
|
# MSTest test Results
|
||||||
|
[Tt]est[Rr]esult*/
|
||||||
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[Bb]uild[Ll]og.*
|
||||||
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|
||||||
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# NUnit
|
||||||
|
*.VisualState.xml
|
||||||
|
TestResult.xml
|
||||||
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nunit-*.xml
|
||||||
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|
||||||
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# Build Results of an ATL Project
|
||||||
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[Dd]ebugPS/
|
||||||
|
[Rr]eleasePS/
|
||||||
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dlldata.c
|
||||||
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|
||||||
|
# Benchmark Results
|
||||||
|
BenchmarkDotNet.Artifacts/
|
||||||
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|
||||||
|
# .NET Core
|
||||||
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project.lock.json
|
||||||
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project.fragment.lock.json
|
||||||
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artifacts/
|
||||||
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|
||||||
|
# StyleCop
|
||||||
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StyleCopReport.xml
|
||||||
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|
||||||
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# Files built by Visual Studio
|
||||||
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*_i.c
|
||||||
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*_p.c
|
||||||
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*_h.h
|
||||||
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*.ilk
|
||||||
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*.obj
|
||||||
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*.iobj
|
||||||
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*.pch
|
||||||
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*.ipdb
|
||||||
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*.pgc
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*.pgd
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*.rsp
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*.sbr
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*.tlb
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*.tli
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*.log
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*.vspscc
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*.vssscc
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.builds
|
||||||
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*.svclog
|
||||||
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*.scc
|
||||||
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|
||||||
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# Chutzpah Test files
|
||||||
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_Chutzpah*
|
||||||
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|
||||||
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# Visual C++ cache files
|
||||||
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ipch/
|
||||||
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*.aps
|
||||||
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*.ncb
|
||||||
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*.opensdf
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*.sdf
|
||||||
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|
||||||
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|
||||||
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||||||
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# Visual Studio profiler
|
||||||
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|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
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|
||||||
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# Visual Studio Trace Files
|
||||||
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*.e2e
|
||||||
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|
||||||
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# TFS 2012 Local Workspace
|
||||||
|
$tf/
|
||||||
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|
||||||
|
# Guidance Automation Toolkit
|
||||||
|
*.gpState
|
||||||
|
|
||||||
|
# ReSharper is a .NET coding add-in
|
||||||
|
_ReSharper*/
|
||||||
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|
||||||
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|
||||||
|
|
||||||
|
# TeamCity is a build add-in
|
||||||
|
_TeamCity*
|
||||||
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|
||||||
|
# DotCover is a Code Coverage Tool
|
||||||
|
*.dotCover
|
||||||
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|
||||||
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# AxoCover is a Code Coverage Tool
|
||||||
|
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|
||||||
|
!.axoCover/settings.json
|
||||||
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|
||||||
|
# Coverlet is a free, cross platform Code Coverage Tool
|
||||||
|
coverage*[.json, .xml, .info]
|
||||||
|
|
||||||
|
# Visual Studio code coverage results
|
||||||
|
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|
||||||
|
*.coveragexml
|
||||||
|
|
||||||
|
# NCrunch
|
||||||
|
_NCrunch_*
|
||||||
|
.*crunch*.local.xml
|
||||||
|
nCrunchTemp_*
|
||||||
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# MightyMoose
|
||||||
|
*.mm.*
|
||||||
|
AutoTest.Net/
|
||||||
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|
||||||
|
# Web workbench (sass)
|
||||||
|
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|
||||||
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|
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# Installshield output folder
|
||||||
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[Ee]xpress/
|
||||||
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|
||||||
|
# DocProject is a documentation generator add-in
|
||||||
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|
||||||
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|
||||||
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DocProject/Help/*.HxC
|
||||||
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DocProject/Help/*.hhc
|
||||||
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DocProject/Help/*.hhk
|
||||||
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DocProject/Help/*.hhp
|
||||||
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DocProject/Help/Html2
|
||||||
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DocProject/Help/html
|
||||||
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|
||||||
|
# Click-Once directory
|
||||||
|
publish/
|
||||||
|
|
||||||
|
# Publish Web Output
|
||||||
|
*.[Pp]ublish.xml
|
||||||
|
*.azurePubxml
|
||||||
|
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||||
|
# but database connection strings (with potential passwords) will be unencrypted
|
||||||
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|
||||||
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*.publishproj
|
||||||
|
|
||||||
|
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||||
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# checkin your Azure Web App publish settings, but sensitive information contained
|
||||||
|
# in these scripts will be unencrypted
|
||||||
|
PublishScripts/
|
||||||
|
|
||||||
|
# NuGet Packages
|
||||||
|
*.nupkg
|
||||||
|
# NuGet Symbol Packages
|
||||||
|
*.snupkg
|
||||||
|
# The packages folder can be ignored because of Package Restore
|
||||||
|
**/[Pp]ackages/*
|
||||||
|
# except build/, which is used as an MSBuild target.
|
||||||
|
!**/[Pp]ackages/build/
|
||||||
|
# Uncomment if necessary however generally it will be regenerated when needed
|
||||||
|
#!**/[Pp]ackages/repositories.config
|
||||||
|
# NuGet v3's project.json files produces more ignorable files
|
||||||
|
*.nuget.props
|
||||||
|
*.nuget.targets
|
||||||
|
|
||||||
|
# Microsoft Azure Build Output
|
||||||
|
csx/
|
||||||
|
*.build.csdef
|
||||||
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|
||||||
|
# Microsoft Azure Emulator
|
||||||
|
ecf/
|
||||||
|
rcf/
|
||||||
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|
||||||
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# Windows Store app package directories and files
|
||||||
|
AppPackages/
|
||||||
|
BundleArtifacts/
|
||||||
|
Package.StoreAssociation.xml
|
||||||
|
_pkginfo.txt
|
||||||
|
*.appx
|
||||||
|
*.appxbundle
|
||||||
|
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|
||||||
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|
||||||
|
# Visual Studio cache files
|
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|
# files ending in .cache can be ignored
|
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|
||||||
|
# but keep track of directories ending in .cache
|
||||||
|
!?*.[Cc]ache/
|
||||||
|
|
||||||
|
# Others
|
||||||
|
ClientBin/
|
||||||
|
~$*
|
||||||
|
*~
|
||||||
|
*.dbmdl
|
||||||
|
*.dbproj.schemaview
|
||||||
|
*.jfm
|
||||||
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*.pfx
|
||||||
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*.publishsettings
|
||||||
|
orleans.codegen.cs
|
||||||
|
|
||||||
|
# Including strong name files can present a security risk
|
||||||
|
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||||
|
#*.snk
|
||||||
|
|
||||||
|
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||||
|
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||||
|
#bower_components/
|
||||||
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|
||||||
|
# RIA/Silverlight projects
|
||||||
|
Generated_Code/
|
||||||
|
|
||||||
|
# Backup & report files from converting an old project file
|
||||||
|
# to a newer Visual Studio version. Backup files are not needed,
|
||||||
|
# because we have git ;-)
|
||||||
|
_UpgradeReport_Files/
|
||||||
|
Backup*/
|
||||||
|
UpgradeLog*.XML
|
||||||
|
UpgradeLog*.htm
|
||||||
|
ServiceFabricBackup/
|
||||||
|
*.rptproj.bak
|
||||||
|
|
||||||
|
# SQL Server files
|
||||||
|
*.mdf
|
||||||
|
*.ldf
|
||||||
|
*.ndf
|
||||||
|
|
||||||
|
# Business Intelligence projects
|
||||||
|
*.rdl.data
|
||||||
|
*.bim.layout
|
||||||
|
*.bim_*.settings
|
||||||
|
*.rptproj.rsuser
|
||||||
|
*- [Bb]ackup.rdl
|
||||||
|
*- [Bb]ackup ([0-9]).rdl
|
||||||
|
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||||
|
|
||||||
|
# Microsoft Fakes
|
||||||
|
FakesAssemblies/
|
||||||
|
|
||||||
|
# GhostDoc plugin setting file
|
||||||
|
*.GhostDoc.xml
|
||||||
|
|
||||||
|
# Node.js Tools for Visual Studio
|
||||||
|
.ntvs_analysis.dat
|
||||||
|
node_modules/
|
||||||
|
|
||||||
|
# Visual Studio 6 build log
|
||||||
|
*.plg
|
||||||
|
|
||||||
|
# Visual Studio 6 workspace options file
|
||||||
|
*.opt
|
||||||
|
|
||||||
|
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||||
|
*.vbw
|
||||||
|
|
||||||
|
# Visual Studio LightSwitch build output
|
||||||
|
**/*.HTMLClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/GeneratedArtifacts
|
||||||
|
**/*.DesktopClient/ModelManifest.xml
|
||||||
|
**/*.Server/GeneratedArtifacts
|
||||||
|
**/*.Server/ModelManifest.xml
|
||||||
|
_Pvt_Extensions
|
||||||
|
|
||||||
|
# Paket dependency manager
|
||||||
|
.paket/paket.exe
|
||||||
|
paket-files/
|
||||||
|
|
||||||
|
# FAKE - F# Make
|
||||||
|
.fake/
|
||||||
|
|
||||||
|
# CodeRush personal settings
|
||||||
|
.cr/personal
|
||||||
|
|
||||||
|
# Python Tools for Visual Studio (PTVS)
|
||||||
|
__pycache__/
|
||||||
|
*.pyc
|
||||||
|
|
||||||
|
# Cake - Uncomment if you are using it
|
||||||
|
# tools/**
|
||||||
|
# !tools/packages.config
|
||||||
|
|
||||||
|
# Tabs Studio
|
||||||
|
*.tss
|
||||||
|
|
||||||
|
# Telerik's JustMock configuration file
|
||||||
|
*.jmconfig
|
||||||
|
|
||||||
|
# BizTalk build output
|
||||||
|
*.btp.cs
|
||||||
|
*.btm.cs
|
||||||
|
*.odx.cs
|
||||||
|
*.xsd.cs
|
||||||
|
|
||||||
|
# OpenCover UI analysis results
|
||||||
|
OpenCover/
|
||||||
|
|
||||||
|
# Azure Stream Analytics local run output
|
||||||
|
ASALocalRun/
|
||||||
|
|
||||||
|
# MSBuild Binary and Structured Log
|
||||||
|
*.binlog
|
||||||
|
|
||||||
|
# NVidia Nsight GPU debugger configuration file
|
||||||
|
*.nvuser
|
||||||
|
|
||||||
|
# MFractors (Xamarin productivity tool) working folder
|
||||||
|
.mfractor/
|
||||||
|
|
||||||
|
# Local History for Visual Studio
|
||||||
|
.localhistory/
|
||||||
|
|
||||||
|
# BeatPulse healthcheck temp database
|
||||||
|
healthchecksdb
|
||||||
|
|
||||||
|
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||||
|
MigrationBackup/
|
||||||
|
|
||||||
|
# Ionide (cross platform F# VS Code tools) working folder
|
||||||
|
.ionide/
|
||||||
|
|
||||||
|
# End of https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudio,visualstudiocode,osx,windows
|
|
@ -0,0 +1,13 @@
|
||||||
|
# Default ignored files
|
||||||
|
/shelf/
|
||||||
|
/workspace.xml
|
||||||
|
# Rider ignored files
|
||||||
|
/modules.xml
|
||||||
|
/contentModel.xml
|
||||||
|
/projectSettingsUpdater.xml
|
||||||
|
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|
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|
# Datasource local storage ignored files
|
||||||
|
/../../../../../../../../:\Code\cs\Unity\proto_platformer\.idea\.idea.proto_platformer\.idea/dataSources/
|
||||||
|
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|
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|
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|
||||||
|
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|
|
@ -0,0 +1,4 @@
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|
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|
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|
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|
|
@ -0,0 +1,34 @@
|
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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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|
<Path>Library</Path>
|
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|
<Path>Logs</Path>
|
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|
<Path>Temp</Path>
|
||||||
|
<Path>UserSettings</Path>
|
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|
<Path>obj</Path>
|
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|
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|
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|
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|
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|
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|
|
@ -0,0 +1,7 @@
|
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|
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|
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using System;
|
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using UnityEngine;
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using UnityEngine.InputSystem;
|
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|
|
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|
[RequireComponent(typeof(Rigidbody2D), typeof(BoxCollider2D))]
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|
public class Player : MonoBehaviour
|
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{
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|
private Rigidbody2D _rigidbody;
|
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|
private bool _wantsJump;
|
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private bool _isJumping;
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private bool _isGrounded;
|
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private float _jumpStartTime;
|
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private float _dir;
|
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|
private Vector3 _oldPos;
|
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|
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|
public InputAction movement;
|
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|
public InputAction jump;
|
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|
public float speed = 4;
|
||||||
|
[Tooltip("This is the desired height, relative to the initial jump point, in unity units (meters)")]
|
||||||
|
public float jumpHeight;
|
||||||
|
[Tooltip("This is how long it takes to achieve the `jumpHeight` value")]
|
||||||
|
public float jumpDuration;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_rigidbody = GetComponent<Rigidbody2D>();
|
||||||
|
movement.Enable();
|
||||||
|
jump.Enable();
|
||||||
|
|
||||||
|
jump.started += JumpStart;
|
||||||
|
jump.canceled += JumpEnd;
|
||||||
|
|
||||||
|
Application.targetFrameRate = 144;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void JumpStart(InputAction.CallbackContext callbackContext)
|
||||||
|
{
|
||||||
|
_wantsJump = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void JumpEnd(InputAction.CallbackContext callbackContext)
|
||||||
|
{
|
||||||
|
_wantsJump = false;
|
||||||
|
_isJumping = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
_dir = movement.ReadValue<float>();
|
||||||
|
_oldPos = _rigidbody.position;
|
||||||
|
_oldPos.x += _dir * speed * Time.deltaTime;
|
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|
|
||||||
|
if (_wantsJump && _isGrounded)
|
||||||
|
{
|
||||||
|
_isJumping = true;
|
||||||
|
_isGrounded = false;
|
||||||
|
_jumpStartTime = Time.time;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_isJumping && _wantsJump && _jumpStartTime + jumpDuration > Time.time)
|
||||||
|
{
|
||||||
|
_rigidbody.gravityScale = 0;
|
||||||
|
var metersPerSecond = jumpHeight / jumpDuration;
|
||||||
|
// This simulates "acceleration" or rather the immediate force of a jump and the falloff due to gravity,
|
||||||
|
// without actually using gravity. That sounds odd, and maybe it can be improved, but this was the first
|
||||||
|
// solution that gives the designer a maximum height to hit over a duration while allowing the user to
|
||||||
|
// end the jump early (like most SNES era platformers). All this while still looking good or "correct".
|
||||||
|
// TODO: I think the closer the end value (b in the lerp function) is to 0 the more "correct" it will look.
|
||||||
|
var accelerationCoefficient = Mathf.Lerp(1.5f, 0.5f, (Time.time - _jumpStartTime) / jumpDuration);
|
||||||
|
_oldPos.y += accelerationCoefficient * metersPerSecond * Time.deltaTime;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_rigidbody.gravityScale = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
_rigidbody.position = _oldPos;
|
||||||
|
}
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||||||
|
|
||||||
|
private void OnCollisionEnter2D(Collision2D other)
|
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|
{
|
||||||
|
foreach (var contacts in other.contacts)
|
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|
{
|
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|
if (contacts.point.y < _rigidbody.position.y)
|
||||||
|
{
|
||||||
|
// we are grounded and can exit!
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|
_isGrounded = true;
|
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|
return;
|
||||||
|
}
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|
name: Very High
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|
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shadows: 2
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shadowResolution: 2
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||||||
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shadowProjection: 1
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||||||
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shadowCascades: 2
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||||||
|
shadowDistance: 70
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||||||
|
shadowNearPlaneOffset: 3
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||||||
|
shadowCascade2Split: 0.33333334
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||||||
|
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
|
||||||
|
shadowmaskMode: 1
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||||||
|
skinWeights: 4
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textureQuality: 0
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antiAliasing: 2
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softParticles: 1
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realtimeReflectionProbes: 1
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billboardsFaceCameraPosition: 1
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lodBias: 1.5
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streamingMipmapsMemoryBudget: 512
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streamingMipmapsRenderersPerFrame: 512
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streamingMipmapsMaxLevelReduction: 2
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streamingMipmapsMaxFileIORequests: 1024
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particleRaycastBudget: 1024
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asyncUploadTimeSlice: 2
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asyncUploadBufferSize: 16
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shadows: 2
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shadowResolution: 2
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shadowProjection: 1
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shadowCascades: 4
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shadowDistance: 150
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shadowNearPlaneOffset: 3
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shadowCascade2Split: 0.33333334
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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shadowmaskMode: 1
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skinWeights: 255
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textureQuality: 0
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anisotropicTextures: 2
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antiAliasing: 2
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softParticles: 1
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softVegetation: 1
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realtimeReflectionProbes: 1
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billboardsFaceCameraPosition: 1
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lodBias: 2
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streamingMipmapsActive: 0
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streamingMipmapsMemoryBudget: 512
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streamingMipmapsRenderersPerFrame: 512
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streamingMipmapsMaxLevelReduction: 2
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streamingMipmapsMaxFileIORequests: 1024
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particleRaycastBudget: 4096
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asyncUploadTimeSlice: 2
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customRenderPipeline: {fileID: 0}
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m_PerPlatformDefaultQuality:
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Android: 2
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|
Lumin: 5
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|
Nintendo Switch: 5
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|
PS4: 5
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|
Stadia: 5
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|
Standalone: 5
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|
WebGL: 3
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Windows Store Apps: 5
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XboxOne: 5
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iPhone: 2
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tvOS: 2
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@ -0,0 +1,43 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!78 &1
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layers:
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- Default
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- TransparentFX
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- Ignore Raycast
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-
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|
- Water
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|
- UI
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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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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!5 &1
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@ -0,0 +1,34 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!310 &1
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m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
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UnityAnalyticsSettings:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!937362698 &1
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VFXManager:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!890905787 &1
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{
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"VR Device Disabled",
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"VR Device User Alert"
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],
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|
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"False",
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"False"
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|
]
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|
}
|
Loading…
Reference in New Issue