Compare commits
20 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 05b448f618 | |||
| 40f3297d55 | |||
| 66abe8dfca | |||
| 8c46a110bc | |||
| d63ac5c4e8 | |||
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| 393207a6ed | |||
| 6ec36a39a4 | |||
| c899944e1a | |||
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| 864e873e9c | |||
| 58f4c1b88f | |||
| 37674424a6 | |||
| 61990221d0 | |||
| 7f2392f43e | |||
| cce1010497 | |||
| 6ea603ad5b | |||
| 914f1c8b79 | |||
| b90aefbf59 |
21
.gitignore
vendored
21
.gitignore
vendored
@@ -78,7 +78,8 @@ crashlytics-build.properties
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.LSOverride
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# Icon must end with two \r
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Icon
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Icon
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# Thumbnails
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._*
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@@ -98,3 +99,21 @@ Icon
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Network Trash Folder
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Temporary Items
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.apdisk
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# Never ignore DLLs in the FMOD subfolder.
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# Don't ignore images and gizmos used by FMOD in the Unity Editor.
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fmod_editor.log
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{
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void OnSensorCollisionEnter(Collider sensorCollider, GameObject other);
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if (_marathonAgent != null)
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_marathonAgent.SensorCollisionEnter(_collider, other);
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if (_onSensorCollision != null)
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{
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@@ -35,7 +37,11 @@ namespace Unity.MLAgents
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
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|
||||
{
|
||||
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|
||||
|
||||
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|
||||
|
||||
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|
||||
void OnTriggerExit(Collider other)
|
||||
{
|
||||
@@ -46,6 +52,17 @@ namespace Unity.MLAgents
|
||||
{
|
||||
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|
||||
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|
||||
}
|
||||
}
|
||||
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||||
void FootCheck(Collision sensor)
|
||||
{
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||||
Debug.Log($"{sensor}");
|
||||
if (sensor.gameObject.name == "right_foot_heal_senor_l" || sensor.gameObject.name == "left_foot_heal_senor_l")
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||||
{
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||||
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|
||||
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|
||||
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22334
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22334
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generated
Normal file
106
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Normal file
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77
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||||
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||||
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||||
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||||
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@@ -3040,59 +2443,6 @@
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||||
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||||
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||||
{
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||||
"m_Name": "UseAffine",
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||||
"m_DefaultRefNameVersion": 1,
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||||
"m_RefNameGeneratedByDisplayName": "UseAffine",
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||||
"m_DefaultReferenceName": "_UseAffine",
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||||
"m_OverrideReferenceName": "Boolean_85059BBE",
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||||
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||||
"m_UseCustomSlotLabel": false,
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||||
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"overrideHLSLDeclaration": false,
|
||||
"hlslDeclarationOverride": 0,
|
||||
"m_Hidden": false,
|
||||
"m_Value": true
|
||||
}
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||||
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{
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||||
"m_SGVersion": 2,
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"m_Type": "UnityEditor.ShaderGraph.Internal.ColorShaderProperty",
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"m_Name": "Specular",
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||||
"m_RefNameGeneratedByDisplayName": "Specular",
|
||||
"m_DefaultReferenceName": "_Specular",
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"m_OverrideReferenceName": "Color_2E5415DE",
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"m_GeneratePropertyBlock": true,
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"m_UseCustomSlotLabel": false,
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"m_CustomSlotLabel": "",
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"g": 1.0,
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"b": 1.0,
|
||||
"a": 0.0
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"isMainColor": false,
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{
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@@ -3107,21 +2457,6 @@
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{
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"m_DefaultValue": 0.5,
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"m_Labels": []
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File diff suppressed because one or more lines are too long
24
Assets/8_Scripts/1_Managers/AgentManager.cs
Normal file
24
Assets/8_Scripts/1_Managers/AgentManager.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using FMODUnity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AgentManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private void OnEnable()
|
||||
{
|
||||
CollisionDetection.m_PlaySoundOnContact += PlayOneShot;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
CollisionDetection.m_PlaySoundOnContact -= PlayOneShot;
|
||||
}
|
||||
|
||||
private void PlayOneShot(GameObject obj, float force, EventReference sound)
|
||||
{
|
||||
AudioManager.instance.PlayOneShotAttached(sound, obj, force);
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/8_Scripts/1_Managers/AgentManager.cs.meta
generated
Normal file
11
Assets/8_Scripts/1_Managers/AgentManager.cs.meta
generated
Normal file
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52
Assets/8_Scripts/1_Managers/AudioManager.cs
Normal file
52
Assets/8_Scripts/1_Managers/AudioManager.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using FMODUnity;
|
||||
using FMOD.Studio;
|
||||
|
||||
public class AudioManager : MonoBehaviour
|
||||
{
|
||||
public static AudioManager instance { get; private set; }
|
||||
[SerializeField] public EventReference m_Soundtrack;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (instance != null)
|
||||
Debug.LogError("Found more than one Audio Manager in the scene");
|
||||
instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartSoundtrack();
|
||||
Time.timeScale = .75f;
|
||||
}
|
||||
|
||||
public void StartSoundtrack()
|
||||
{
|
||||
if (!m_Soundtrack.IsNull)
|
||||
{
|
||||
RuntimeManager.PlayOneShot(m_Soundtrack);
|
||||
}
|
||||
}
|
||||
|
||||
public EventInstance PlaySound(EventReference sound)
|
||||
{
|
||||
EventInstance soundInst = RuntimeManager.CreateInstance(sound);
|
||||
soundInst.start();
|
||||
return soundInst;
|
||||
}
|
||||
|
||||
// Physic's based sounds
|
||||
public void PlayOneShotAttached(EventReference sound, GameObject obj, float force)
|
||||
{
|
||||
RuntimeManager.PlayOneShotAttached(sound, obj, force, 0.1f);
|
||||
}
|
||||
|
||||
public void StopSound(EventInstance soundInst)
|
||||
{
|
||||
soundInst.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
|
||||
soundInst.release();
|
||||
soundInst.clearHandle();
|
||||
}
|
||||
}
|
||||
11
Assets/8_Scripts/1_Managers/AudioManager.cs.meta
generated
Normal file
11
Assets/8_Scripts/1_Managers/AudioManager.cs.meta
generated
Normal file
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userData:
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71
Assets/8_Scripts/1_Managers/BodyManager.cs
Normal file
71
Assets/8_Scripts/1_Managers/BodyManager.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Pool;
|
||||
|
||||
public class BodyManager : MonoBehaviour
|
||||
{
|
||||
public static BodyManager _instance { get; private set; }
|
||||
|
||||
public Body m_Rigidbody;
|
||||
public ObjectPool<Body> m_Pool;
|
||||
public float m_SpawnTime;
|
||||
public int m_DefaultPoolCapacity;
|
||||
public int m_MaxPoolCapacity;
|
||||
public Transform m_Parent;
|
||||
public Transform m_SpawnParent;
|
||||
private Vector3 m_PelvisPosition;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null)
|
||||
Destroy(this);
|
||||
else
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (m_Rigidbody == null)
|
||||
Debug.Log($"Rigidbody is null");
|
||||
|
||||
m_Pool = new ObjectPool<Body>(CreateBody, OnTakeBodyFromPool, OnReturnBodyToPool, OnDestroyBody, true, m_DefaultPoolCapacity, m_MaxPoolCapacity);
|
||||
|
||||
StartCoroutine(Spawn());
|
||||
}
|
||||
|
||||
private Body CreateBody()
|
||||
{
|
||||
Vector3 spawnPos = new Vector3(this.transform.position.x + Random.Range(-0.2f, 0.2f), this.transform.position.y, this.transform.position.z + Random.Range(-0.2f, .2f));
|
||||
Body body = Instantiate(m_Rigidbody, m_SpawnParent.position, new Quaternion(Random.Range(0, 180), Random.Range(0, 180), Random.Range(0, 180), Random.Range(0, 180)), m_Parent);
|
||||
body.m_Pelvis.gameObject.GetComponent<Rigidbody>().AddForce(new Vector3(1, 1, 1));
|
||||
m_PelvisPosition = body.m_Pelvis.position;
|
||||
body.SetPool(m_Pool);
|
||||
return body;
|
||||
}
|
||||
|
||||
private void OnTakeBodyFromPool(Body body)
|
||||
{
|
||||
body.m_Pelvis.transform.position = m_SpawnParent.position;
|
||||
body.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void OnReturnBodyToPool(Body body)
|
||||
{
|
||||
body.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnDestroyBody(Body body)
|
||||
{
|
||||
Destroy(body.gameObject);
|
||||
}
|
||||
|
||||
IEnumerator Spawn()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(Random.Range(1f, 2.5f));
|
||||
m_Pool.Get();
|
||||
StartCoroutine(Spawn());
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/8_Scripts/1_Managers/BodyManager.cs.meta
generated
Normal file
11
Assets/8_Scripts/1_Managers/BodyManager.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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214
Assets/8_Scripts/1_Managers/CameraManager.cs
Normal file
214
Assets/8_Scripts/1_Managers/CameraManager.cs
Normal file
@@ -0,0 +1,214 @@
|
||||
using Cinemachine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Serialization;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraManager : MonoBehaviour
|
||||
{
|
||||
public static CameraManager _instance { get; private set; }
|
||||
|
||||
private GameObject m_Brain;
|
||||
|
||||
private Camera m_Camera;
|
||||
|
||||
private GameObject m_ActiveCamera;
|
||||
|
||||
private List<GameObject> m_CameraObjects = new List<GameObject>();
|
||||
|
||||
private int m_SameCameraTypeCount;
|
||||
|
||||
|
||||
[Header("Layer Masks")]
|
||||
public LayerMask m_Everything;
|
||||
public LayerMask m_Agent;
|
||||
public LayerMask m_Bodies;
|
||||
public LayerMask m_Environment;
|
||||
|
||||
[Header("Camera Settings")]
|
||||
[Range(2, 20)]
|
||||
public int m_CameraBlendMin;
|
||||
[Range(2, 20)]
|
||||
public int m_CameraBlendMax;
|
||||
[Range(5, 180)]
|
||||
public int m_CameraSwapMin;
|
||||
[Range(5, 180)]
|
||||
public int m_CameraSwapMax;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if(_instance != null)
|
||||
Destroy(this);
|
||||
else
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
CreateCameraList();
|
||||
InitialCameraSetup();
|
||||
SetCullingMask();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartCoroutine(CameraSwitch());
|
||||
}
|
||||
|
||||
IEnumerator CameraSwitch()
|
||||
{
|
||||
SetNewCamera();
|
||||
yield return new WaitForSecondsRealtime(Random.Range(m_CameraSwapMin, m_CameraSwapMax));
|
||||
StartCoroutine(CameraSwitch());
|
||||
}
|
||||
|
||||
private void SetCullingMask()
|
||||
{
|
||||
m_Camera = m_Brain.GetComponent<Camera>();
|
||||
|
||||
string currentTag = m_ActiveCamera.tag;
|
||||
|
||||
switch (currentTag)
|
||||
{
|
||||
case "vc_Agent":
|
||||
m_Camera.cullingMask = m_Agent;
|
||||
break;
|
||||
case "vc_Body":
|
||||
m_Camera.cullingMask = m_Bodies;
|
||||
break;
|
||||
case "vc_Environment":
|
||||
m_Camera.cullingMask = m_Environment;
|
||||
break;
|
||||
default:
|
||||
case "vc_Default":
|
||||
m_Camera.cullingMask = m_Everything;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void SetNewCamera()
|
||||
{
|
||||
// Get all objects with 0 prio
|
||||
List<int> deactiveCameras = new List<int>();
|
||||
bool switchCameraType = false;
|
||||
|
||||
if (m_SameCameraTypeCount >= 3)
|
||||
switchCameraType = true;
|
||||
|
||||
for(int i = 0; i < m_CameraObjects.Count; i++)
|
||||
{
|
||||
GameObject t = m_CameraObjects[i];
|
||||
CinemachineVirtualCamera virtualCamera = t.GetComponent<CinemachineVirtualCamera>();
|
||||
if (virtualCamera != null && virtualCamera.Priority == 0)
|
||||
{
|
||||
if (switchCameraType)
|
||||
{
|
||||
if(t.tag != m_ActiveCamera.tag)
|
||||
deactiveCameras.Add(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
deactiveCameras.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int randomIndex = deactiveCameras[Random.Range(0, deactiveCameras.Count - 1)];
|
||||
GameObject selectedCamera = m_CameraObjects[randomIndex];
|
||||
|
||||
if (selectedCamera.tag == m_ActiveCamera.tag)
|
||||
{
|
||||
m_SameCameraTypeCount++;
|
||||
SetCamera(selectedCamera);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SameCameraTypeCount = 0;
|
||||
SetCamera(selectedCamera);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetCamera(GameObject camera)
|
||||
{
|
||||
SetCameraBlend(camera);
|
||||
|
||||
// Set all camera to active, and set all priorities to 0, bar the first camera
|
||||
foreach (GameObject obj in m_CameraObjects)
|
||||
{
|
||||
CinemachineVirtualCamera vCam = obj.GetComponent<CinemachineVirtualCamera>();
|
||||
vCam.Priority = 0;
|
||||
}
|
||||
|
||||
camera.GetComponent<CinemachineVirtualCamera>().Priority = 1;
|
||||
|
||||
m_ActiveCamera = camera;
|
||||
|
||||
SetCullingMask();
|
||||
}
|
||||
|
||||
private void SetCameraBlend(GameObject pastCamera)
|
||||
{
|
||||
// Check activate camera tag, and apply the necessary blend-mode
|
||||
CinemachineBrain cmBrain = m_Brain.GetComponent<CinemachineBrain>();
|
||||
float blendtime = (float)Random.Range(m_CameraBlendMin, m_CameraBlendMax);
|
||||
|
||||
if (AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Body")
|
||||
|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Environment") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Body"))
|
||||
blendtime = 0;
|
||||
|
||||
cmBrain.m_DefaultBlend.m_Time = blendtime;
|
||||
}
|
||||
|
||||
private bool AreDifferentPairs(string a, string b, string pair1, string pair2)
|
||||
{
|
||||
return (a == pair1 && b == pair2) || (a == pair2 && b == pair1);
|
||||
}
|
||||
|
||||
private void InitialCameraSetup()
|
||||
{
|
||||
// Set all camera to active, and set all priorities to 0, bar the first camera
|
||||
foreach(GameObject obj in m_CameraObjects)
|
||||
{
|
||||
CinemachineVirtualCamera vCam = obj.GetComponent<CinemachineVirtualCamera>();
|
||||
vCam.Priority = 0;
|
||||
}
|
||||
|
||||
m_CameraObjects[0].GetComponent<CinemachineVirtualCamera>().Priority = 1;
|
||||
m_ActiveCamera = m_CameraObjects[0];
|
||||
}
|
||||
|
||||
private void CreateCameraList()
|
||||
{
|
||||
GameObject parentObject = GameObject.Find("CM List");
|
||||
|
||||
if(parentObject != null)
|
||||
{
|
||||
foreach(Transform child in parentObject.transform)
|
||||
{
|
||||
if(child.gameObject.activeSelf)
|
||||
m_CameraObjects.Add(child.gameObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("CM List <GameObject> not found.");
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
m_Brain = GameObject.Find("CM Brain");
|
||||
}
|
||||
catch
|
||||
{
|
||||
Debug.LogError("CM Brain <GameObject> could not be found.");
|
||||
}
|
||||
|
||||
Debug.Log(m_CameraObjects.Count);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
11
Assets/8_Scripts/1_Managers/CameraManager.cs.meta
generated
Normal file
11
Assets/8_Scripts/1_Managers/CameraManager.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c001ebec265d2834486167f0ecb3d40d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
105
Assets/8_Scripts/1_Managers/NarrationManager.cs
Normal file
105
Assets/8_Scripts/1_Managers/NarrationManager.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
using UnityEngine.Events;
|
||||
using Unity.VisualScripting;
|
||||
|
||||
public class NarrationManager : MonoBehaviour
|
||||
{
|
||||
// Singleton Implementation //
|
||||
public static NarrationManager _instance { get; private set; }
|
||||
|
||||
|
||||
// Variables //
|
||||
private List<string> m_scriptSlices = new List<string>();
|
||||
|
||||
public TextAsset m_Filename;
|
||||
|
||||
private string m_UnprocessedFile;
|
||||
|
||||
private int m_ScriptIndex;
|
||||
|
||||
private float m_SubtitileWaitTime = 8;
|
||||
|
||||
// Unity Events //
|
||||
public delegate void onUpdateSubtitileDelegate(string subtitle, float waitTime);
|
||||
public static onUpdateSubtitileDelegate m_UpdateSubtitile;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null)
|
||||
Destroy(this);
|
||||
else
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
// Read in a text file, split into sentences, and add to list.
|
||||
void Start()
|
||||
{
|
||||
if (m_Filename != null)
|
||||
{
|
||||
m_UnprocessedFile = m_Filename.text;
|
||||
ParseSentences();
|
||||
m_ScriptIndex = 0;
|
||||
StartCoroutine(WaitToStart());
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"No filename given for script.");
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator WaitToStart()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(5f);
|
||||
updateSubtitle();
|
||||
}
|
||||
|
||||
// Coroutine for subtitles, when to start the next one after a delay
|
||||
IEnumerator SubtitleWait()
|
||||
{
|
||||
m_SubtitileWaitTime = Random.Range(12.5f, 20f);
|
||||
yield return new WaitForSeconds(m_SubtitileWaitTime);
|
||||
updateSubtitle();
|
||||
}
|
||||
|
||||
private void CalculateVariableWaitTime(string sentence)
|
||||
{
|
||||
var temp = Mathf.Ceil(sentence.Length / 5);
|
||||
if (temp <= 0)
|
||||
{
|
||||
m_SubtitileWaitTime = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SubtitileWaitTime = temp;
|
||||
}
|
||||
}
|
||||
|
||||
// Increments to next index in list, and updates UI.
|
||||
void updateSubtitle()
|
||||
{
|
||||
m_ScriptIndex++;
|
||||
if (m_ScriptIndex == m_scriptSlices.Count)
|
||||
m_ScriptIndex = 0;
|
||||
CalculateVariableWaitTime(m_scriptSlices[m_ScriptIndex]);
|
||||
DisplayText(m_scriptSlices[m_ScriptIndex]);
|
||||
StartCoroutine(SubtitleWait());
|
||||
}
|
||||
|
||||
// Invokes a Unity Event which updates UI.
|
||||
private void DisplayText(string slice)
|
||||
{
|
||||
m_UpdateSubtitile?.Invoke(slice, m_SubtitileWaitTime);
|
||||
}
|
||||
|
||||
// Parse sentences by newlines
|
||||
private void ParseSentences()
|
||||
{
|
||||
m_scriptSlices.AddRange(
|
||||
m_UnprocessedFile.Split("\n"[0]));
|
||||
Debug.Log($"Parsing of text done, line count: {m_scriptSlices.Count}");
|
||||
}
|
||||
}
|
||||
|
||||
11
Assets/8_Scripts/1_Managers/NarrationManager.cs.meta
generated
Normal file
11
Assets/8_Scripts/1_Managers/NarrationManager.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 98836c5e4d194524a9f515b29e1d7db1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
117
Assets/8_Scripts/1_Managers/SubtitleManager.cs
Normal file
117
Assets/8_Scripts/1_Managers/SubtitleManager.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
using FMOD.Studio;
|
||||
using FMODUnity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class SubtitleManager : MonoBehaviour
|
||||
{
|
||||
[Header("Text")]
|
||||
public TMP_Text m_Text;
|
||||
[Header("Audio")]
|
||||
[SerializeField]
|
||||
private EventReference m_NarrationSFX;
|
||||
[SerializeField]
|
||||
private EventInstance m_NarrationSFXInst;
|
||||
|
||||
private float m_TimeElapsed;
|
||||
|
||||
private bool m_FirstRun;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
NarrationManager.m_UpdateSubtitile += UpdateText;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
NarrationManager.m_UpdateSubtitile -= UpdateText;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_TimeElapsed = 0;
|
||||
m_Text.text = "";
|
||||
m_FirstRun = true;
|
||||
}
|
||||
|
||||
private void UpdateText(string sentence, float waitTime)
|
||||
{
|
||||
FMOD.Studio.PLAYBACK_STATE state;
|
||||
|
||||
m_NarrationSFXInst = AudioManager.instance.PlaySound(m_NarrationSFX);
|
||||
|
||||
m_NarrationSFXInst.getPlaybackState(out state);
|
||||
|
||||
if (m_FirstRun)
|
||||
{
|
||||
m_FirstRun = false;
|
||||
m_NarrationSFXInst.start();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NarrationSFXInst.getPlaybackState(out state);
|
||||
if (state == PLAYBACK_STATE.STOPPED)
|
||||
{
|
||||
m_NarrationSFXInst.start();
|
||||
}
|
||||
}
|
||||
StartCoroutine(TextScroll(sentence, waitTime));
|
||||
}
|
||||
|
||||
// Wait time, how long the text will stay on the screen for + if the audio stops late, apply an offset
|
||||
private IEnumerator ClearText(float waitTime, bool earlyStop)
|
||||
{
|
||||
var offset = (waitTime - m_TimeElapsed) * Random.Range(0.6f, 0.95f);
|
||||
|
||||
if(offset < 3)
|
||||
{
|
||||
offset = Random.Range(5f, 7f);
|
||||
}
|
||||
|
||||
float earlyOffset = 0;
|
||||
|
||||
if (!earlyStop)
|
||||
{
|
||||
earlyOffset = offset / Random.Range(2, 4);
|
||||
offset -= earlyOffset;
|
||||
yield return new WaitForSecondsRealtime(earlyOffset);
|
||||
AudioManager.instance.StopSound(m_NarrationSFXInst);
|
||||
}
|
||||
yield return new WaitForSecondsRealtime(offset);
|
||||
m_Text.text = "";
|
||||
m_TimeElapsed = 0;
|
||||
}
|
||||
|
||||
private IEnumerator TextScroll(string sentence, float waitTime)
|
||||
{
|
||||
var characterLength = sentence.ToCharArray().Length;
|
||||
int randomStoppingValue = (int)Random.Range(characterLength * 0.6f, characterLength);
|
||||
var index = 0;
|
||||
bool earlyStop = false;
|
||||
|
||||
if (Random.Range(0f, 10f) > 6) earlyStop = true;
|
||||
yield return new WaitForSecondsRealtime(0);
|
||||
|
||||
m_Text.text = sentence;
|
||||
|
||||
//foreach (char c in sentence.ToCharArray())
|
||||
//{
|
||||
// index++;
|
||||
// m_Text.text += c;
|
||||
// float randomInterval = Random.Range(0.02f, 0.06f);
|
||||
// yield return new WaitForSecondsRealtime(randomInterval);
|
||||
// m_TimeElapsed += randomInterval;
|
||||
|
||||
// // Stop audio early based on probability
|
||||
// if (randomStoppingValue == index && earlyStop)
|
||||
// {
|
||||
// AudioManager.instance.StopSound(m_NarrationSFXInst);
|
||||
// }
|
||||
//}
|
||||
|
||||
StartCoroutine(ClearText(waitTime, false));
|
||||
}
|
||||
}
|
||||
11
Assets/8_Scripts/1_Managers/SubtitleManager.cs.meta
generated
Normal file
11
Assets/8_Scripts/1_Managers/SubtitleManager.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a056a38641a8da54e8ba4d7c54f2a1cb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
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|
||||
assetBundleVariant:
|
||||
29
Assets/8_Scripts/2_General/Body.cs
Normal file
29
Assets/8_Scripts/2_General/Body.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Pool;
|
||||
|
||||
public class Body : MonoBehaviour
|
||||
{
|
||||
private ObjectPool<Body> m_Pool;
|
||||
public Transform m_Pelvis;
|
||||
public int m_DespawnTimer;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
StartCoroutine(DespawnTimer());
|
||||
}
|
||||
|
||||
|
||||
public void SetPool(ObjectPool<Body> pool)
|
||||
{
|
||||
m_Pool = pool;
|
||||
}
|
||||
|
||||
IEnumerator DespawnTimer()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(m_DespawnTimer);
|
||||
m_Pool.Release(this);
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/8_Scripts/2_General/Body.cs.meta
generated
Normal file
11
Assets/8_Scripts/2_General/Body.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 478442ca875dd024ebb476dfc3585dd7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
20
Assets/8_Scripts/2_General/CollisionDetection.cs
Normal file
20
Assets/8_Scripts/2_General/CollisionDetection.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using FMODUnity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CollisionDetection : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private EventReference m_FootstepAudio;
|
||||
// Start is called before the first frame update
|
||||
public delegate void onContactSoundDelegate(GameObject obj, float force, EventReference soundObject);
|
||||
public static onContactSoundDelegate m_PlaySoundOnContact;
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.name == "200x200")
|
||||
{
|
||||
m_PlaySoundOnContact?.Invoke(this.gameObject, collision.relativeVelocity.magnitude, m_FootstepAudio);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/8_Scripts/2_General/CollisionDetection.cs.meta
generated
Normal file
11
Assets/8_Scripts/2_General/CollisionDetection.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c5b489d1464aad4a923b9eb7846f423
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
12
Assets/8_Scripts/2_General/RotationOffset.cs
Normal file
12
Assets/8_Scripts/2_General/RotationOffset.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RotationOffset : MonoBehaviour
|
||||
{
|
||||
private float m_Speed = 2.5f;
|
||||
private void FixedUpdate()
|
||||
{
|
||||
transform.RotateAround(transform.parent.transform.position, Vector3.up, m_Speed * Time.fixedDeltaTime);
|
||||
}
|
||||
}
|
||||
11
Assets/8_Scripts/2_General/RotationOffset.cs.meta
generated
Normal file
11
Assets/8_Scripts/2_General/RotationOffset.cs.meta
generated
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdec66b4af82b494f830bb5ac54844ea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/8_Scripts/3_Script.meta
generated
Normal file
8
Assets/8_Scripts/3_Script.meta
generated
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c74bf51fa1adf645a58644e68981277
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
66
Assets/8_Scripts/3_Script/Howl by Alan Ginsberg.txt
Normal file
66
Assets/8_Scripts/3_Script/Howl by Alan Ginsberg.txt
Normal file
@@ -0,0 +1,66 @@
|
||||
|
||||
what sphinx of cement and aluminum bashed open their skulls and ate up their brains and imagination?
|
||||
moloch
|
||||
solitude
|
||||
filth
|
||||
ugliness
|
||||
ashcans and unobtainable dollars
|
||||
children screaming under the stairways
|
||||
sobbing in armies, weeping in the parks
|
||||
moloch, moloch
|
||||
nightmare of moloch
|
||||
moloch the loveless
|
||||
mental moloch.
|
||||
moloch the heavy judger of men
|
||||
moloch the incomprehensible prison
|
||||
moloch the crossbone soulless jailhouse
|
||||
congress of sorrows
|
||||
moloch whose buildings are judgment
|
||||
moloch the vast stone of war
|
||||
moloch the stunned governments
|
||||
moloch whose mind is pure machinery
|
||||
moloch whose blood is running money
|
||||
moloch whose fingers are ten armies
|
||||
moloch whose breast is a cannibal dynamo
|
||||
moloch whose ear is a smoking tomb
|
||||
moloch whose eyes are a thousand blind windows
|
||||
moloch whose factories dream and croak in the fog
|
||||
moloch whose smoke-stacks and antennae crown the cities
|
||||
moloch whose love is endless oil and stone
|
||||
moloch whose soul is electricity and banks
|
||||
moloch whose poverty is the specter of genius
|
||||
moloch whose fate is a cloud of sexless hydrogen
|
||||
moloch whose name is the mind
|
||||
moloch in whom I sit lonely
|
||||
moloch in whom I dream angels
|
||||
crazy in moloch
|
||||
lacklove and manless in moloch
|
||||
moloch who entered my soul early
|
||||
moloch in whom I am a consciousness without a body
|
||||
moloch who frightened me out of my natural ecstasy
|
||||
moloch whom I abandon
|
||||
wake up in moloch
|
||||
light streaming out of the sky
|
||||
moloch! moloch!
|
||||
robot apartments
|
||||
invisible suburbs, skeleton treasuries, blind capitals
|
||||
demonic industries
|
||||
spectral nations, invincible madhouses, sceptred kings
|
||||
monstrous bombs
|
||||
they broke their backs lifting moloch to heaven!
|
||||
pavements, trees, radios, tons
|
||||
lifting the city to heaven which exists and is everywhere about us
|
||||
visions.. omens.. hallucinations.. miracles
|
||||
ecstasies, gone down the silicon river
|
||||
dreams, adorations, illuminations, religions
|
||||
the whole boatload of sensitive bullshit
|
||||
breakthroughs, over the river
|
||||
flips and crucifixions, gone down the flood
|
||||
highs! epiphanies! despairs!
|
||||
10 years’ animal screams and suicides
|
||||
minds! new loves! mad generation!
|
||||
down on the rocks of time
|
||||
real holy laughter in the river
|
||||
they saw it all. the wild eyes. the holy yells. they bade farewell!
|
||||
they jumped off the roof.. to solitude! waving, carrying flowers
|
||||
down to the river, into the street
|
||||
7
Assets/8_Scripts/3_Script/Howl by Alan Ginsberg.txt.meta
generated
Normal file
7
Assets/8_Scripts/3_Script/Howl by Alan Ginsberg.txt.meta
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b54b804405d8bff49a578c17dac833a6
|
||||
TextScriptImporter:
|
||||
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/9_Models/Humanoid/SMPLX.meta
generated
Normal file
8
Assets/9_Models/Humanoid/SMPLX.meta
generated
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab5cd95068a4c85489c28b87d10b2d14
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2212
Assets/9_Models/Humanoid/SMPLX/SMLPXModel_Loose_Joints.prefab
generated
Normal file
2212
Assets/9_Models/Humanoid/SMPLX/SMLPXModel_Loose_Joints.prefab
generated
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/9_Models/Humanoid/SMPLX/SMLPXModel_Loose_Joints.prefab.meta
generated
Normal file
7
Assets/9_Models/Humanoid/SMPLX/SMLPXModel_Loose_Joints.prefab.meta
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: feef188ff5146fc40805e1c2d1015a4f
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2212
Assets/9_Models/Humanoid/SMPLX/basicModel_m_lbs_10_207_0_v1.0.2 (1).prefab
generated
Normal file
2212
Assets/9_Models/Humanoid/SMPLX/basicModel_m_lbs_10_207_0_v1.0.2 (1).prefab
generated
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/9_Models/Humanoid/SMPLX/basicModel_m_lbs_10_207_0_v1.0.2 (1).prefab.meta
generated
Normal file
7
Assets/9_Models/Humanoid/SMPLX/basicModel_m_lbs_10_207_0_v1.0.2 (1).prefab.meta
generated
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49035d8f1718d354cac6d547795a0cb4
|
||||
PrefabImporter:
|
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FMOD END USER LICENCE AGREEMENT
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===============================
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This End User Licence Agreement (EULA) is a legal agreement between you and
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1. GRANT OF LICENCE
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ii. FMOD Studio Authoring Tool is not redistributed in any form.
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subject to the following:
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i. FMOD Studio Engine is integrated and redistributed in a software
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ii. FMOD Studio Engine is not distributed as part of a game engine or tool
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set;
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iii. FMOD Studio Engine is not used in any Commercial enterprise or for any
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|
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iv. Non-Commercial use does not involve any form of monetisation,
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|
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v. Product includes attribution in accordance with Clause 3.
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|
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2.OTHER USE
|
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|
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For all Commercial use, and any Non Commercial use not permitted by this
|
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information.
|
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for examples.
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We are and remain at all times the owner of the Software (including all
|
||||
intellectual property rights in or to the Software). For the avoidance of doubt,
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nothing in this EULA may be deemed to grant or assign to you any proprietary or
|
||||
ownership interest or intellectual property rights in or to the Software other
|
||||
than the rights licensed pursuant to Clause 1.
|
||||
|
||||
You acknowledge and agree that you have no right, title or interest in and to
|
||||
the intellectual property rights in the Software.
|
||||
|
||||
5. SECURITY AND RISK
|
||||
|
||||
You are responsible for protecting the Software and any related materials at all
|
||||
times from unauthorised access, use or damage.
|
||||
|
||||
6. WARRANTY AND LIMITATION OF LIABILITY
|
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|
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The Software is provided by us “as is” and, to the maximum extent permitted by
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law, any express or implied warranties of any kind, including (but not limited
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|
||||
|
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In no event shall we (and our employees, contractors and subcontractors),
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||||
developers and contributors be liable for any direct, special, indirect or
|
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consequential damages whatsoever resulting from loss of data or profits, whether
|
||||
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|
||||
or in connection with the use or performance of the Software.
|
||||
|
||||
7. OGG VORBIS CODEC
|
||||
|
||||
FMOD uses the Ogg Vorbis codec © 2002, Xiph.Org Foundation.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification,
|
||||
are permitted provided that the following conditions are met:
|
||||
|
||||
i. Redistributions of source code must retain the above copyright notice,
|
||||
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|
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|
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ii. Redistributions in binary form must reproduce the above copyright
|
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|
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|
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|
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
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CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES,
|
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INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
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|
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IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
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|
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|
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|
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|
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|
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
8. RESONANCE AUDIO SDK
|
||||
|
||||
FMOD includes Resonance Audio SDK, licensed under the Apache Licence, Version
|
||||
2.0 (the Licence); you may not use this file except in compliance with the
|
||||
License. You may obtain a copy of the License at:
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software distributed
|
||||
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|
||||
CONDITIONS OF ANY KIND, either express or implied. See the License for the
|
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specific language governing permissions and limitations under the License.
|
||||
|
||||
8. ANDROID PLATFORM CODE
|
||||
|
||||
Copyright (C) 2010 The Android Open Source Project All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification,
|
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are permitted provided that the following conditions are met:
|
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|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
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|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
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|
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|
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
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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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|
||||
AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
|
||||
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGE.
|
||||
|
||||
9. AUDIOMOTORS DEMO CONTENT
|
||||
|
||||
The audiogaming_audiomotors_demo_engine.agp file is provided for evaluation
|
||||
purposes only and is not to be redistributed. AudioMotors V2 Pro is required to
|
||||
create your own engine content. Refer to https://lesound.io for information.
|
||||
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14
Assets/Plugins/FMOD/README.txt
Normal file
14
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Normal file
@@ -0,0 +1,14 @@
|
||||
Welcome to FMOD for Unity
|
||||
|
||||
This package allows you to easily play back audio events created in FMOD Studio
|
||||
within your Unity project.
|
||||
|
||||
The best place to start is with our online documentation:
|
||||
https://fmod.com/docs/2.02/unity
|
||||
|
||||
If you prefer a more step-by-step guide, try our integration tutorial that
|
||||
builds on the familiar Karting Microgame:
|
||||
https://fmod.com/unity-integrate
|
||||
|
||||
For support, join the conversation on our Unity forums:
|
||||
https://qa.fmod.com/c/unity
|
||||
7
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Normal file
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959
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Normal file
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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