Fixed a lot of errors:
Obosolet methods, null references Removed dead code Clean Code
This commit is contained in:
parent
15a847cbde
commit
5a58064e4d
@ -8,7 +8,8 @@ public class laserScript : MonoBehaviour {
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// Use this for initialization
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void Start () {
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laserLine = GetComponentInChildren<LineRenderer> ();
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laserLine.SetWidth (.2f, .2f);
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laserLine.startWidth = .2f;
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laserLine.endWidth = .2f;
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}
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// Update is called once per frame
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@ -240,7 +240,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 5827ef60d322c73468e816b5411af65a, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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restartButton: {fileID: 0}
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restartButton: {fileID: 344149856}
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--- !u!1 &117032977
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GameObject:
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m_ObjectHideFlags: 0
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@ -873,9 +873,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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distanceText: {fileID: 2089165862}
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numberCoinsText: {fileID: 142150283}
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joueur1Text: {fileID: 0}
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joueur2Text: {fileID: 0}
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is1v1Mode: 0
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--- !u!1 &963194225
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GameObject:
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m_ObjectHideFlags: 0
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@ -1052,7 +1049,10 @@ PrefabInstance:
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propertyPath: PlayerHUD
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value:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedComponents:
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- {fileID: 7509186232753540492, guid: 01fa89ab9028c864b8560621b7d51f50, type: 3}
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- {fileID: 7896966939631641298, guid: 01fa89ab9028c864b8560621b7d51f50, type: 3}
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- {fileID: 6456075115708800826, guid: 01fa89ab9028c864b8560621b7d51f50, type: 3}
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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@ -711,9 +711,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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distanceText: {fileID: 393375357}
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numberCoinsText: {fileID: 403573105}
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joueur1Text: {fileID: 0}
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joueur2Text: {fileID: 0}
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is1v1Mode: 1
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--- !u!1 &565350509
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GameObject:
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m_ObjectHideFlags: 0
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@ -1697,7 +1694,10 @@ PrefabInstance:
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propertyPath: PlayerHUD
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value:
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedComponents:
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- {fileID: 7509186232753540492, guid: 01fa89ab9028c864b8560621b7d51f50, type: 3}
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- {fileID: 7896966939631641298, guid: 01fa89ab9028c864b8560621b7d51f50, type: 3}
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- {fileID: 6456075115708800826, guid: 01fa89ab9028c864b8560621b7d51f50, type: 3}
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedComponents: []
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@ -2103,7 +2103,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -267, y: -23.000015}
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m_SizeDelta: {x: 215.7859, y: 191.7685}
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m_SizeDelta: {x: 215.7859, y: 189.79}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2043114202
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MonoBehaviour:
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@ -1,33 +1,36 @@
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using System.Collections;
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using System.Collections.Generic;
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using Pools;
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using UnityEngine;
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[RequireComponent(typeof(BoxCollider))]
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public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResettable
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namespace Obstacles
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{
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[field: SerializeField] public bool IsOnAllLanes { get; private set; }
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[field: SerializeField] public bool IsInevitable { get; private set; }
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public BoxCollider Collider { get; private set; }
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[RequireComponent(typeof(BoxCollider))]
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public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResettable
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{
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[field: SerializeField] public bool IsOnAllLanes { get; private set; }
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[field: SerializeField] public bool IsInevitable { get; private set; }
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public BoxCollider Collider { get; private set; }
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private void Awake()
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{
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Collider = GetComponent<BoxCollider>();
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}
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public void ResetToDefault()
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{
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transform.localPosition = Vector3.zero;
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transform.position = Vector3.zero;
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transform.rotation = Quaternion.identity;
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gameObject.transform.SetParent(OwningPool.transform);
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ReturnToPool();
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}
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public void Impact()
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{
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ResetToDefault();
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}
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private void Awake()
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{
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Collider = GetComponent<BoxCollider>();
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OwningPool = FindFirstObjectByType<ObstaclePool>();
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}
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public void ResetToDefault()
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{
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transform.localPosition = Vector3.zero;
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transform.position = Vector3.zero;
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transform.rotation = Quaternion.identity;
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gameObject.transform.SetParent(OwningPool.transform);
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ReturnToPool();
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}
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public void Impact()
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{
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ResetToDefault();
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}
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public void DealDamage(IDamageable target, int amount)
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{
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target.TakeDamage(amount);
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public void DealDamage(IDamageable target, int amount)
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{
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target.TakeDamage(amount);
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}
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}
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}
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@ -60,7 +60,6 @@ public class Player : MonoBehaviour, IResettable, ICommandTranslator
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public bool IsInvincible { get; private set; }
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public float InvincibilityTime { get; private set; } //PLAYER DATA ScriptableObject
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[SerializeField] private Boolean isPlayer2;
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[SerializeField] private Boolean isPlaying1VS1;
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public bool isDead = false;
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private void Awake()
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@ -132,20 +131,6 @@ public class Player : MonoBehaviour, IResettable, ICommandTranslator
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PlayerStateMachine.SetState(PlayerStateMachine.PlayerDeadState);
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GameSession.Instance.UpdateScoreboard(new ScoreboardEntry(name, PlayerStatictics.Score));
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GameSession.Instance.HandlePlayerDeath(this); // Informe GameSession qu'un joueur est mort
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// PlayerStateMachine.SetState(PlayerStateMachine.PlayerDeadState);
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// GameSession.Instance.UpdateScoreboard(new ScoreboardEntry(name, PlayerStatictics.Score));
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// if (isPlaying1VS1)
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// {
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// // SceneManager.LoadScene("DeathScreen1v1");
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// SceneManager.LoadScene("Death1VS1");
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//
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// }
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// else
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// {
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// SceneManager.LoadScene("Death1VS1");
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// }
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//
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}
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public IEnumerator GrantInvincibility()
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@ -1,39 +1,38 @@
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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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public class PlayerAnimator
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{
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private Animator animator;
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private int runningHash = Animator.StringToHash("Run");
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private int deadHash = Animator.StringToHash("Dead");
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private int jumpHash = Animator.StringToHash("Jump");
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private int slideHash = Animator.StringToHash("Slide");
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private int idleHash = Animator.StringToHash("Idle");
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private readonly Animator _animator;
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private readonly int _runningHash = Animator.StringToHash("Run");
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private readonly int _deadHash = Animator.StringToHash("Dead");
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private readonly int _jumpHash = Animator.StringToHash("Jump");
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private readonly int _slideHash = Animator.StringToHash("Slide");
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private readonly int _idleHash = Animator.StringToHash("Idle");
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public PlayerAnimator(Animator animator)
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{
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if (animator)
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this.animator = animator;
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this._animator = animator;
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}
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public void SetRunState(bool isRunning)
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{
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animator?.SetBool(runningHash, isRunning);
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_animator?.SetBool(_runningHash, isRunning);
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}
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public void SetJumpState(bool isJumping)
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{
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animator?.SetBool(jumpHash, isJumping);
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_animator?.SetBool(_jumpHash, isJumping);
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}
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public void SetDeadState(bool isDead)
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{
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animator?.SetBool(deadHash, isDead);
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_animator?.SetBool(_deadHash, isDead);
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}
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public void SetSlideState(bool isSliding)
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{
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animator?.SetBool(slideHash, isSliding);
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_animator?.SetBool(_slideHash, isSliding);
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}
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public void SetIdleState(bool isIdle)
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{
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animator?.SetBool(idleHash, isIdle);
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if(_animator){}
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_animator?.SetBool(_idleHash, isIdle);
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}
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}
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@ -22,7 +22,6 @@ public abstract class MovingState : PlayerState
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public override void Tick()
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{
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speed = playerData.CurrentSpeed;
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//HandleDirection();
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playerSM.HorizontalDeltaPosition = playerSM.PlayerTransform.forward * speed * Time.deltaTime ;
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playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.forward * speed * Time.deltaTime;
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playerSM.UpdateDistance(playerSM.HorizontalDeltaPosition.z); //вынести в контроллер
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@ -38,28 +37,6 @@ public abstract class MovingState : PlayerState
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playerSM.VerticalDeltaPosition += gravity * Time.deltaTime;
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}
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//private void HandleDirection()
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//{
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// switch (playerSM.InputDirection)
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// {
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// case EInputDirection.RIGHT:
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// playerSM.IncreaseTargetLane();
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// break;
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// case EInputDirection.LEFT:
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// playerSM.DecreaseTargetLane();
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// break;
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// case EInputDirection.UP:
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// playerSM.SetState(playerSM.PlayerJumpState);
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// break;
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// case EInputDirection.DOWN:
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// playerSM.SetState(playerSM.PlayerSlideState);
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// break;
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// default:
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// break;
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// }
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//}
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public void SwitchLane()
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{
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float sidewaysPos = playerTransform.localPosition.x;
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@ -83,9 +60,6 @@ public abstract class MovingState : PlayerState
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playerSM.HorizontalDeltaPosition += playerSM.PlayerTransform.right * diffX.x;
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}
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}
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}
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@ -2,6 +2,7 @@ using System;
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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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using UnityEngine.Serialization;
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public class Statistics : MonoBehaviour,IResettable
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{
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@ -12,7 +13,7 @@ public class Statistics : MonoBehaviour,IResettable
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public event Action<int> OnCoinCountChanged = delegate { };
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public event Action<float> OnDistanceChanged = delegate { };
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public event Action<int> OnScoreCalculated = delegate { };
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[SerializeField] private PlayerHUDView PlayerHUD;
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[FormerlySerializedAs("PlayerHUD")] [SerializeField] private PlayerHUDView playerHUD;
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private void Awake()
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{
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ResetToDefault();
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@ -43,7 +44,7 @@ public class Statistics : MonoBehaviour,IResettable
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{
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Score = Mathf.FloorToInt(coinCount * coinMultiplier + distance);
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OnScoreCalculated?.Invoke(Score);
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PlayerHUD.UpdateScore(Score.ToString());
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playerHUD.UpdateScore(Score.ToString());
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}
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public void ResetToDefault()
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@ -8,6 +8,8 @@
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// </auto-generated>
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//------------------------------------------------------------------------------
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using Obstacles;
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namespace Pools
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{
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@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Obstacles;
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using UnityEngine;
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[RequireComponent(typeof(BoxCollider))]
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@ -1,140 +1,143 @@
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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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using UnityEditor;
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using System.IO;
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using System.Linq;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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public class CubemapTextureBuilder : EditorWindow
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namespace Utils
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{
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[MenuItem("Tools/Cubemap Builder")]
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public static void OpenWindow()
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public class CubemapTextureBuilder : EditorWindow
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{
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GetWindow<CubemapTextureBuilder>();
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}
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Texture2D[] textures = new Texture2D[6];
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string[] labels = new string[] {
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"Right", "Left",
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"Top", "Bottom",
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"Front", "Back"
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};
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TextureFormat[] HDRFormats = new TextureFormat[] {
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TextureFormat.ASTC_HDR_10x10 ,
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TextureFormat.ASTC_HDR_12x12 ,
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TextureFormat.ASTC_HDR_4x4 ,
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TextureFormat.ASTC_HDR_5x5 ,
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TextureFormat.ASTC_HDR_6x6 ,
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TextureFormat.ASTC_HDR_8x8 ,
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TextureFormat.BC6H ,
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TextureFormat.RGBAFloat ,
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TextureFormat.RGBAHalf
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};
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Vector2Int[] placementRects = new Vector2Int[]
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{
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new Vector2Int(2, 1),
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new Vector2Int(0, 1),
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new Vector2Int(1, 2),
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new Vector2Int(1, 0),
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new Vector2Int(1, 1),
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new Vector2Int(3, 1),
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};
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private void OnGUI()
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{
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for (int i = 0; i < 6; i++)
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[MenuItem("Tools/Cubemap Builder")]
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public static void OpenWindow()
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{
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textures[i] = EditorGUILayout.ObjectField(labels[i], textures[i], typeof(Texture2D), false) as Texture2D;
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GetWindow<CubemapTextureBuilder>();
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}
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if (GUILayout.Button("Build Cubemap"))
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private readonly Texture2D[] _textures = new Texture2D[6];
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private readonly string[] _labels = new string[] {
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"Right", "Left",
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"Top", "Bottom",
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"Front", "Back"
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};
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private readonly TextureFormat[] _hdrFormats = new TextureFormat[] {
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TextureFormat.ASTC_HDR_10x10 ,
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TextureFormat.ASTC_HDR_12x12 ,
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TextureFormat.ASTC_HDR_4x4 ,
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TextureFormat.ASTC_HDR_5x5 ,
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TextureFormat.ASTC_HDR_6x6 ,
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TextureFormat.ASTC_HDR_8x8 ,
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TextureFormat.BC6H ,
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TextureFormat.RGBAFloat ,
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TextureFormat.RGBAHalf
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};
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private readonly Vector2Int[] _placementRects = new Vector2Int[]
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{
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// Missing Texture
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if (textures.Any(t => t == null))
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{
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EditorUtility.DisplayDialog("Cubemap Builder Error", "One or more texture is missing.", "Ok");
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return;
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}
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new Vector2Int(2, 1),
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new Vector2Int(0, 1),
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new Vector2Int(1, 2),
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new Vector2Int(1, 0),
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new Vector2Int(1, 1),
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new Vector2Int(3, 1),
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};
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// Get size
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var size = textures[0].width;
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// Not all of the same size or square
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if (textures.Any(t => (t.width != size) || (t.height != size)))
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{
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EditorUtility.DisplayDialog("Cubemap Builder Error", "All the textures need to be the same size and square.", "Ok");
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return;
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}
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var isHDR = HDRFormats.Any(f => f == textures[0].format);
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var texturePaths = textures.Select(t => AssetDatabase.GetAssetPath(t)).ToArray();
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// Should be ok, ask for the file path.
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var path = EditorUtility.SaveFilePanel("Save Cubemap", Path.GetDirectoryName(texturePaths[0]), "Cubemap", isHDR ? "exr" : "png");
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if (string.IsNullOrEmpty(path)) return;
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// Save the readable flag to restore it afterwards
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var readableFlags = textures.Select(t => t.isReadable).ToArray();
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// Get the importer and mark the textures as readable
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var importers = texturePaths.Select(p => TextureImporter.GetAtPath(p) as TextureImporter).ToArray();
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foreach (var importer in importers)
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{
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importer.isReadable = true;
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}
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AssetDatabase.Refresh();
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foreach (var p in texturePaths)
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{
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AssetDatabase.ImportAsset(p);
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}
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// Build the cubemap texture
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var cubeTexture = new Texture2D(size * 4, size * 3, isHDR ? TextureFormat.RGBAFloat : TextureFormat.RGBA32, false);
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private void OnGUI()
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{
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for (int i = 0; i < 6; i++)
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{
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cubeTexture.SetPixels(placementRects[i].x * size, placementRects[i].y * size, size, size, textures[i].GetPixels(0));
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_textures[i] = EditorGUILayout.ObjectField(_labels[i], _textures[i], typeof(Texture2D), false) as Texture2D;
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}
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cubeTexture.Apply(false);
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// Save the texture to the specified path, and destroy the temporary object
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var bytes = isHDR ? cubeTexture.EncodeToEXR() : cubeTexture.EncodeToPNG();
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File.WriteAllBytes(path, bytes);
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DestroyImmediate(cubeTexture);
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// Reset the read flags, and reimport everything
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for (var i = 0; i < 6; i++)
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if (GUILayout.Button("Build Cubemap"))
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{
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importers[i].isReadable = readableFlags[i];
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// Missing Texture
|
||||
if (_textures.Any(t => t == null))
|
||||
{
|
||||
EditorUtility.DisplayDialog("Cubemap Builder Error", "One or more texture is missing.", "Ok");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get size
|
||||
var size = _textures[0].width;
|
||||
|
||||
// Not all of the same size or square
|
||||
if (_textures.Any(t => (t.width != size) || (t.height != size)))
|
||||
{
|
||||
EditorUtility.DisplayDialog("Cubemap Builder Error", "All the textures need to be the same size and square.", "Ok");
|
||||
return;
|
||||
}
|
||||
|
||||
var isHDR = _hdrFormats.Any(f => f == _textures[0].format);
|
||||
var texturePaths = _textures.Select(AssetDatabase.GetAssetPath).ToArray();
|
||||
|
||||
// Should be ok, ask for the file path.
|
||||
var path = EditorUtility.SaveFilePanel("Save Cubemap", Path.GetDirectoryName(texturePaths[0]), "Cubemap", isHDR ? "exr" : "png");
|
||||
|
||||
if (string.IsNullOrEmpty(path)) return;
|
||||
|
||||
// Save the readable flag to restore it afterwards
|
||||
var readableFlags = _textures.Select(t => t.isReadable).ToArray();
|
||||
|
||||
// Get the importer and mark the textures as readable
|
||||
var importers = texturePaths.Select(p => AssetImporter.GetAtPath(p) as TextureImporter).ToArray();
|
||||
|
||||
foreach (var importer in importers)
|
||||
{
|
||||
importer.isReadable = true;
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
foreach (var p in texturePaths)
|
||||
{
|
||||
AssetDatabase.ImportAsset(p);
|
||||
}
|
||||
|
||||
// Build the cubemap texture
|
||||
var cubeTexture = new Texture2D(size * 4, size * 3, isHDR ? TextureFormat.RGBAFloat : TextureFormat.RGBA32, false);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
cubeTexture.SetPixels(_placementRects[i].x * size, _placementRects[i].y * size, size, size, _textures[i].GetPixels(0));
|
||||
}
|
||||
|
||||
cubeTexture.Apply(false);
|
||||
|
||||
// Save the texture to the specified path, and destroy the temporary object
|
||||
var bytes = isHDR ? cubeTexture.EncodeToEXR() : cubeTexture.EncodeToPNG();
|
||||
|
||||
File.WriteAllBytes(path, bytes);
|
||||
|
||||
DestroyImmediate(cubeTexture);
|
||||
|
||||
// Reset the read flags, and reimport everything
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
importers[i].isReadable = readableFlags[i];
|
||||
}
|
||||
|
||||
path = path.Remove(0, Application.dataPath.Length - 6);
|
||||
|
||||
AssetDatabase.ImportAsset(path);
|
||||
|
||||
var cubeImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||
if (cubeImporter)
|
||||
{
|
||||
cubeImporter.textureShape = TextureImporterShape.TextureCube;
|
||||
cubeImporter.sRGBTexture = false;
|
||||
cubeImporter.generateCubemap = TextureImporterGenerateCubemap.FullCubemap;
|
||||
}
|
||||
|
||||
foreach (var p in texturePaths)
|
||||
{
|
||||
AssetDatabase.ImportAsset(p);
|
||||
}
|
||||
AssetDatabase.ImportAsset(path);
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
path = path.Remove(0, Application.dataPath.Length - 6);
|
||||
|
||||
AssetDatabase.ImportAsset(path);
|
||||
|
||||
var cubeImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||
cubeImporter.textureShape = TextureImporterShape.TextureCube;
|
||||
cubeImporter.sRGBTexture = false;
|
||||
cubeImporter.generateCubemap = TextureImporterGenerateCubemap.FullCubemap;
|
||||
|
||||
foreach (var p in texturePaths)
|
||||
{
|
||||
AssetDatabase.ImportAsset(p);
|
||||
}
|
||||
AssetDatabase.ImportAsset(path);
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,3 +1,4 @@
|
||||
using Assets.Scripts.GameSession;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
@ -20,6 +21,6 @@ public class RestartButton : MonoBehaviour
|
||||
|
||||
public void RestartGame()
|
||||
{
|
||||
SceneManager.LoadScene("GameScene");
|
||||
GoToScene.GoToSoloMode();
|
||||
}
|
||||
}
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
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Reference in New Issue
Block a user