Assemblies Made and Refactored Code Folders
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
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25
Assets/Scripts/Legacy/SerializedObjects/GameSettings.cs
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25
Assets/Scripts/Legacy/SerializedObjects/GameSettings.cs
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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.Events;
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namespace Scriptable
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{
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[CreateAssetMenu(fileName = "GameSettings", menuName = "ScriptableObjects/GameSetting", order = 1)]
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public class GameSettings : ScriptableObject
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{
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private float sensitivity;
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private float volume;
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public float Sensitivity { get { return this.sensitivity; } set {
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OnValueChange.Invoke(SettingModification.Sensitivity,sensitivity);
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} }
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public float Volume { get { return this.volume; } set
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{
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OnValueChange.Invoke(SettingModification.Volume,volume);
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} }
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public enum SettingModification { Sensitivity, Volume};
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public UnityEvent<SettingModification,float> OnValueChange;
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}
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}
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11
Assets/Scripts/Legacy/SerializedObjects/GameSettings.cs.meta
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11
Assets/Scripts/Legacy/SerializedObjects/GameSettings.cs.meta
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fileFormatVersion: 2
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guid: 7c0595ce0cd1f544184de27d0d35b666
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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15
Assets/Scripts/Legacy/SerializedObjects/GameState.cs
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15
Assets/Scripts/Legacy/SerializedObjects/GameState.cs
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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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namespace Scriptable
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{
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[CreateAssetMenu(fileName = "GameState", menuName = "ScriptableObjects/GameStateManager", order = 1)]
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public class GameState : ScriptableObject
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{
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[HideInInspector]
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public bool IsPaused = false;
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}
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}
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11
Assets/Scripts/Legacy/SerializedObjects/GameState.cs.meta
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11
Assets/Scripts/Legacy/SerializedObjects/GameState.cs.meta
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fileFormatVersion: 2
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guid: 841ad010eae6d844cb8ed5bf788f9cfa
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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13
Assets/Scripts/Legacy/SerializedObjects/GlobalReferences.cs
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13
Assets/Scripts/Legacy/SerializedObjects/GlobalReferences.cs
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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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namespace Scriptable
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{
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[CreateAssetMenu(fileName = "GameState", menuName = "ScriptableObjects/GameStateManager", order = 1)]
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public class GlobalReferences : ScriptableObject
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{
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}
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}
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fileFormatVersion: 2
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guid: 18c7601bc264c314faad92cf903c1e46
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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{
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"name": "Scriptable_Assembly",
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"rootNamespace": "Scriptable",
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"references": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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fileFormatVersion: 2
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guid: f0bbd04fc036a3046993adc87bbfb698
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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