Merge branch 'main' of 121.165.94.243:capers/bluewater into NTG

# Conflicts:
#	BlueWater/Assets/02.Scripts/BlueWater.cs
#	BlueWater/Assets/02.Scripts/BlueWater.inputactions
This commit is contained in:
NTG 2023-12-20 17:18:00 +09:00
commit 9c7739f9c1
1596 changed files with 346132 additions and 47 deletions

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@ -179,6 +179,15 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""BuildMode"",
""type"": ""Button"",
""id"": ""c66de4c8-5638-4085-9856-105d2d2af71b"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@ -423,6 +432,17 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
""action"": ""ShiftKey"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""3d467a6e-a464-4bbb-b64f-e3317989fb87"",
""path"": ""<Keyboard>/r"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""BuildMode"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@ -603,6 +623,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
m_Player_Mouse0 = m_Player.FindAction("Mouse0", throwIfNotFound: true);
m_Player_Mouse1 = m_Player.FindAction("Mouse1", throwIfNotFound: true);
m_Player_ShiftKey = m_Player.FindAction("ShiftKey", throwIfNotFound: true);
m_Player_BuildMode = m_Player.FindAction("BuildMode", throwIfNotFound: true);
// Camera
m_Camera = asset.FindActionMap("Camera", throwIfNotFound: true);
m_Camera_Zoom = m_Camera.FindAction("Zoom", throwIfNotFound: true);
@ -690,6 +711,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_Mouse0;
private readonly InputAction m_Player_Mouse1;
private readonly InputAction m_Player_ShiftKey;
private readonly InputAction m_Player_BuildMode;
public struct PlayerActions
{
private @BlueWater m_Wrapper;
@ -711,6 +733,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
public InputAction @Mouse0 => m_Wrapper.m_Player_Mouse0;
public InputAction @Mouse1 => m_Wrapper.m_Player_Mouse1;
public InputAction @ShiftKey => m_Wrapper.m_Player_ShiftKey;
public InputAction @BuildMode => m_Wrapper.m_Player_BuildMode;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@ -771,6 +794,9 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
@ShiftKey.started += instance.OnShiftKey;
@ShiftKey.performed += instance.OnShiftKey;
@ShiftKey.canceled += instance.OnShiftKey;
@BuildMode.started += instance.OnBuildMode;
@BuildMode.performed += instance.OnBuildMode;
@BuildMode.canceled += instance.OnBuildMode;
}
private void UnregisterCallbacks(IPlayerActions instance)
@ -826,6 +852,9 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
@ShiftKey.started -= instance.OnShiftKey;
@ShiftKey.performed -= instance.OnShiftKey;
@ShiftKey.canceled -= instance.OnShiftKey;
@BuildMode.started -= instance.OnBuildMode;
@BuildMode.performed -= instance.OnBuildMode;
@BuildMode.canceled -= instance.OnBuildMode;
}
public void RemoveCallbacks(IPlayerActions instance)
@ -996,6 +1025,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
void OnMouse0(InputAction.CallbackContext context);
void OnMouse1(InputAction.CallbackContext context);
void OnShiftKey(InputAction.CallbackContext context);
void OnBuildMode(InputAction.CallbackContext context);
}
public interface ICameraActions
{

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@ -157,6 +157,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "BuildMode",
"type": "Button",
"id": "c66de4c8-5638-4085-9856-105d2d2af71b",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
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@ -401,6 +410,17 @@
"action": "ShiftKey",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "3d467a6e-a464-4bbb-b64f-e3317989fb87",
"path": "<Keyboard>/r",
"interactions": "",
"processors": "",
"groups": "Keyboard&Mouse",
"action": "BuildMode",
"isComposite": false,
"isPartOfComposite": false
}
]
},

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@ -1,6 +1,7 @@
using System.Collections;
using BlueWaterProject.Type;
using PixelCrushers.DialogueSystem;
using SoulGames.EasyGridBuilderPro;
using UnityEngine;
using UnityEngine.InputSystem;
using DialogueSystemTrigger = PixelCrushers.DialogueSystem.Wrappers.DialogueSystemTrigger;
@ -15,16 +16,17 @@ namespace BlueWaterProject
private Transform interactionTarget;
private Transform visualLook;
private Rigidbody rb;
//test character ani TODO : 나중에 스파인으로 바꾸고 삭제
//TODO : 나중에 스파인으로 바꾸고 삭제
public SpriteRenderer spriteRenderer;
public Sprite sideSprite;
public Sprite backSprite;
public Sprite frontSprite;
//test character ani
protected PlayerInput playerInput;
protected Vector2 movementInput;
private MultiGridUIManager multiGridUIManager;
private void Init()
{
characterSpeed = 10;
@ -32,6 +34,7 @@ namespace BlueWaterProject
rb = GetComponent<Rigidbody>();
spriteRenderer = visualLook.GetComponent<SpriteRenderer>();
playerInput = GetComponent<PlayerInput>();
multiGridUIManager = GameObject.Find("EGB Pro UI").GetComponent<MultiGridUIManager>();
}
private void Awake()

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Copyright 2006 The Inconsolata Project Authors
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
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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using UnityEngine;
namespace NWH.Common.AssetInfo
{
[CreateAssetMenu(fileName = "AssetInfo", menuName = "NWH/AssetInfo", order = 0)]
public class AssetInfo : ScriptableObject
{
public string assetName = "Asset";
public string version = "1.0";
public string upgradeNotesURL = "";
public string changelogURL = "";
public string quickStartURL = "";
public string documentationURL = "";
public string discordURL = "https://discord.gg/59CQGEJ";
public string forumURL = "";
public string emailURL = "mailto:arescec@gmail.com";
public string assetURL = "https://assetstore.unity.com/packages/tools/physics/nwh-vehicle-physics-2-166252";
}
}

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#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace NWH.Common.AssetInfo
{
public class CommonInitializationMethods
{
public static void AddDefines(string symbol)
{
string currentSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
string newSymbols = string.Join(";", new HashSet<string>(currentSymbols.Split(';')) { symbol });
if (currentSymbols != newSymbols)
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newSymbols);
}
}
public static void ShowWelcomeWindow(string assetName)
{
if (!GetAssetInfo(assetName, out AssetInfo assetInfo)) return;
string key = $"{assetInfo.assetName}_{assetInfo.version}_WW"; // Welcome Window key
if (EditorPrefs.GetBool(key, false) == false)
{
EditorPrefs.SetBool(key, true);
ConstructWelcomeWindow(assetInfo);
}
}
private static void ConstructWelcomeWindow(AssetInfo assetInfo)
{
WelcomeMessageWindow window = (WelcomeMessageWindow)EditorWindow.GetWindow(typeof(WelcomeMessageWindow));
window.assetInfo = assetInfo;
window.titleContent.text = assetInfo.assetName;
window.Show();
}
private static bool GetAssetInfo(string assetName, out AssetInfo assetInfo)
{
string assetInfoPath = $"{assetName}/{assetName} AssetInfo";
assetInfo = Resources.Load(assetInfoPath) as AssetInfo;
if (assetInfo == null)
{
Debug.LogWarning($"Could not load Asset Info at path {assetInfoPath}");
return false;
}
return true;
}
}
}
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