The fucking 3rd time i had to upload this project to git

This commit is contained in:
Madhav Kapa 2023-10-06 20:18:29 -04:00
commit 5658acfe16
2689 changed files with 1259400 additions and 0 deletions

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## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
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*.physicMaterial merge=unityyamlmerge eol=lf
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*.meta merge=unityyamlmerge eol=lf
*.controller merge=unityyamlmerge eol=lf
## git-lfs ##
#Image
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.a filter=lfs diff=lfs merge=lfs -text
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Visual Studio Code
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{
"version": "1.0",
"components": [
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#if !UNITY_EDITOR && UNITY_ANDROID
using System.Collections.Generic;
using UnityEngine;
// Credit: https://stackoverflow.com/a/41018028/2373034
namespace IngameDebugConsole
{
public class DebugLogLogcatListener : AndroidJavaProxy
{
private Queue<string> queuedLogs;
private AndroidJavaObject nativeObject;
public DebugLogLogcatListener() : base( "com.yasirkula.unity.DebugConsoleLogcatLogReceiver" )
{
queuedLogs = new Queue<string>( 16 );
}
~DebugLogLogcatListener()
{
Stop();
if( nativeObject != null )
nativeObject.Dispose();
}
public void Start( string arguments )
{
if( nativeObject == null )
nativeObject = new AndroidJavaObject( "com.yasirkula.unity.DebugConsoleLogcatLogger" );
nativeObject.Call( "Start", this, arguments );
}
public void Stop()
{
if( nativeObject != null )
nativeObject.Call( "Stop" );
}
public void OnLogReceived( string log )
{
queuedLogs.Enqueue( log );
}
public string GetLog()
{
if( queuedLogs.Count > 0 )
return queuedLogs.Dequeue();
return null;
}
}
}
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using UnityEditor;
using UnityEngine;
namespace IngameDebugConsole
{
[CustomEditor(typeof(DebugLogManager))]
public class DebugLogManagerEditor : Editor
{
private readonly GUIContent receivedLogTypesLabel = new("Received Log Types",
"Only these logs will be received by the console window, other logs will simply be skipped");
private readonly GUIContent receiveErrorLogsLabel = new("Error");
private readonly GUIContent receiveExceptionLogsLabel = new("Exception");
private readonly GUIContent receiveInfoLogsLabel = new("Info");
private readonly GUIContent receiveWarningLogsLabel = new("Warning");
private SerializedProperty alwaysDisplayTimestamps;
private SerializedProperty autoFocusOnCommandInputField;
private SerializedProperty avoidScreenCutout;
private SerializedProperty captureLogTimestamps;
private SerializedProperty clearCommandAfterExecution;
private SerializedProperty commandHistorySize;
private SerializedProperty enableHorizontalResizing;
private SerializedProperty enablePopup;
private SerializedProperty enableSearchbar;
private SerializedProperty logcatArguments;
private SerializedProperty minimumHeight;
private SerializedProperty minimumWidth;
private SerializedProperty popupAvoidsScreenCutout;
private SerializedProperty queuedLogLimit;
private SerializedProperty receiveErrorLogs;
private SerializedProperty receiveExceptionLogs;
private SerializedProperty receiveInfoLogs;
private SerializedProperty receiveLogcatLogsInAndroid;
private SerializedProperty receiveLogsWhileInactive;
private SerializedProperty receiveWarningLogs;
private SerializedProperty resizeFromRight;
private SerializedProperty showCommandSuggestions;
private SerializedProperty singleton;
private SerializedProperty startInPopupMode;
private SerializedProperty startMinimized;
private SerializedProperty toggleKey;
private SerializedProperty toggleWithKey;
private SerializedProperty topSearchbarMinWidth;
private void OnEnable()
{
singleton = serializedObject.FindProperty("singleton");
minimumHeight = serializedObject.FindProperty("minimumHeight");
enableHorizontalResizing = serializedObject.FindProperty("enableHorizontalResizing");
resizeFromRight = serializedObject.FindProperty("resizeFromRight");
minimumWidth = serializedObject.FindProperty("minimumWidth");
enablePopup = serializedObject.FindProperty("enablePopup");
startInPopupMode = serializedObject.FindProperty("startInPopupMode");
startMinimized = serializedObject.FindProperty("startMinimized");
toggleWithKey = serializedObject.FindProperty("toggleWithKey");
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
toggleKey = serializedObject.FindProperty( "toggleBinding" );
#else
toggleKey = serializedObject.FindProperty("toggleKey");
#endif
enableSearchbar = serializedObject.FindProperty("enableSearchbar");
topSearchbarMinWidth = serializedObject.FindProperty("topSearchbarMinWidth");
receiveLogsWhileInactive = serializedObject.FindProperty("receiveLogsWhileInactive");
receiveInfoLogs = serializedObject.FindProperty("receiveInfoLogs");
receiveWarningLogs = serializedObject.FindProperty("receiveWarningLogs");
receiveErrorLogs = serializedObject.FindProperty("receiveErrorLogs");
receiveExceptionLogs = serializedObject.FindProperty("receiveExceptionLogs");
captureLogTimestamps = serializedObject.FindProperty("captureLogTimestamps");
alwaysDisplayTimestamps = serializedObject.FindProperty("alwaysDisplayTimestamps");
queuedLogLimit = serializedObject.FindProperty("queuedLogLimit");
clearCommandAfterExecution = serializedObject.FindProperty("clearCommandAfterExecution");
commandHistorySize = serializedObject.FindProperty("commandHistorySize");
showCommandSuggestions = serializedObject.FindProperty("showCommandSuggestions");
receiveLogcatLogsInAndroid = serializedObject.FindProperty("receiveLogcatLogsInAndroid");
logcatArguments = serializedObject.FindProperty("logcatArguments");
avoidScreenCutout = serializedObject.FindProperty("avoidScreenCutout");
popupAvoidsScreenCutout = serializedObject.FindProperty("popupAvoidsScreenCutout");
autoFocusOnCommandInputField = serializedObject.FindProperty("autoFocusOnCommandInputField");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(singleton);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(minimumHeight);
EditorGUILayout.PropertyField(enableHorizontalResizing);
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{
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DrawSubProperty(minimumWidth);
}
EditorGUILayout.PropertyField(avoidScreenCutout);
DrawSubProperty(popupAvoidsScreenCutout);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(enablePopup);
if (enablePopup.boolValue)
DrawSubProperty(startInPopupMode);
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DrawSubProperty(startMinimized);
EditorGUILayout.PropertyField(toggleWithKey);
if (toggleWithKey.boolValue)
DrawSubProperty(toggleKey);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(enableSearchbar);
if (enableSearchbar.boolValue)
DrawSubProperty(topSearchbarMinWidth);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(receiveLogsWhileInactive);
EditorGUILayout.PrefixLabel(receivedLogTypesLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(receiveInfoLogs, receiveInfoLogsLabel);
EditorGUILayout.PropertyField(receiveWarningLogs, receiveWarningLogsLabel);
EditorGUILayout.PropertyField(receiveErrorLogs, receiveErrorLogsLabel);
EditorGUILayout.PropertyField(receiveExceptionLogs, receiveExceptionLogsLabel);
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(receiveLogcatLogsInAndroid);
if (receiveLogcatLogsInAndroid.boolValue)
DrawSubProperty(logcatArguments);
EditorGUILayout.PropertyField(captureLogTimestamps);
if (captureLogTimestamps.boolValue)
DrawSubProperty(alwaysDisplayTimestamps);
EditorGUILayout.PropertyField(queuedLogLimit);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(clearCommandAfterExecution);
EditorGUILayout.PropertyField(commandHistorySize);
EditorGUILayout.PropertyField(showCommandSuggestions);
EditorGUILayout.PropertyField(autoFocusOnCommandInputField);
EditorGUILayout.Space();
DrawPropertiesExcluding(serializedObject, "m_Script");
serializedObject.ApplyModifiedProperties();
}
private void DrawSubProperty(SerializedProperty property)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(property);
EditorGUI.indentLevel--;
}
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= In-game Debug Console (v1.6.0) =
Online documentation available at: https://github.com/yasirkula/UnityIngameDebugConsole
E-mail: yasirkula@gmail.com
### ABOUT
This asset helps you see debug messages (logs, warnings, errors, exceptions) runtime in a build (also assertions in editor) and execute commands using its built-in console.
### HOW TO
You can simply place the IngameDebugConsole prefab to your scene. Hovering the cursor over its properties in the Inspector will reveal explanatory tooltips.
### NEW INPUT SYSTEM SUPPORT
This plugin supports Unity's new Input System but it requires some manual modifications (if both the legacy and the new input systems are active at the same time, no changes are needed):
- the plugin mustn't be installed as a package, i.e. it must reside inside the Assets folder and not the Packages folder (it can reside inside a subfolder of Assets like Assets/Plugins)
- if Unity 2019.2.5 or earlier is used, add ENABLE_INPUT_SYSTEM compiler directive to "Player Settings/Scripting Define Symbols" (these symbols are platform specific, so if you change the active platform later, you'll have to add the compiler directive again)
- add "Unity.InputSystem" assembly to "IngameDebugConsole.Runtime" Assembly Definition File's "Assembly Definition References" list
- open IngameDebugConsole prefab, select EventSystem child object and replace StandaloneInputModule component with InputSystemUIInputModule component (or, if your scene(s) already have EventSystem objects, you can delete IngameDebugConsole prefab's EventSystem child object)

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// #define RESET_REMOVED_ELEMENTS
using System;
namespace IngameDebugConsole
{
public class CircularBuffer<T>
{
private readonly T[] arr;
private int startIndex;
public CircularBuffer(int capacity)
{
arr = new T[capacity];
}
public int Count { get; private set; }
public T this[int index] => arr[(startIndex + index) % arr.Length];
// Old elements are overwritten when capacity is reached
public void Add(T value)
{
if (Count < arr.Length)
{
arr[Count++] = value;
}
else
{
arr[startIndex] = value;
if (++startIndex >= arr.Length)
startIndex = 0;
}
}
}
public class DynamicCircularBuffer<T>
{
private T[] arr;
private int startIndex;
public DynamicCircularBuffer(int initialCapacity = 2)
{
arr = new T[initialCapacity];
}
public int Count { get; private set; }
public int Capacity => arr.Length;
public T this[int index]
{
get => arr[(startIndex + index) % arr.Length];
set => arr[(startIndex + index) % arr.Length] = value;
}
public void Add(T value)
{
if (Count >= arr.Length)
{
var prevSize = arr.Length;
var newSize =
prevSize > 0
? prevSize * 2
: 2; // Size must be doubled (at least), or the shift operation below must consider IndexOutOfRange situations
Array.Resize(ref arr, newSize);
if (startIndex > 0)
{
if (startIndex <= (prevSize - 1) / 2)
{
// Move elements [0,startIndex) to the end
for (var i = 0; i < startIndex; i++)
{
arr[i + prevSize] = arr[i];
#if RESET_REMOVED_ELEMENTS
arr[i] = default( T );
#endif
}
}
else
{
// Move elements [startIndex,prevSize) to the end
var delta = newSize - prevSize;
for (var i = prevSize - 1; i >= startIndex; i--)
{
arr[i + delta] = arr[i];
#if RESET_REMOVED_ELEMENTS
arr[i] = default( T );
#endif
}
startIndex += delta;
}
}
}
this[Count++] = value;
}
public T RemoveFirst()
{
var element = arr[startIndex];
#if RESET_REMOVED_ELEMENTS
arr[startIndex] = default( T );
#endif
if (++startIndex >= arr.Length)
startIndex = 0;
Count--;
return element;
}
public T RemoveLast()
{
var index = (startIndex + Count - 1) % arr.Length;
var element = arr[index];
#if RESET_REMOVED_ELEMENTS
arr[index] = default( T );
#endif
Count--;
return element;
}
}
}

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// using Player.Interactions;
using UnityEngine;
using UnityEngine.Scripting;
using Player.Information;
using Player.Movement;
namespace IngameDebugConsole.Commands
{
public class PlayerCommands
{
[ConsoleMethod("player.jetpack", "Sets Jetpack Active State")]
[Preserve]
public static void PlayerJetpack(bool boolValue)
{
var player = GameObject.Find("Player");
if (player != null)
{
// set jetpack component active
player.GetComponent<PlayerStats>().jetpackEnabled = boolValue;
Debug.Log("Jetpack set to " + boolValue);
}
else
{
Debug.Log("Player not found");
}
}
[ConsoleMethod("player.grapple", "Sets Grapple Active State")]
[Preserve]
public static void PlayerGrapple(bool boolValue)
{
var player = GameObject.Find("Player");
if (player != null)
{
player.GetComponent<PlayerStats>().grappleEnabled = boolValue;
Debug.Log("Grapple set to " + boolValue);
}
else
{
Debug.Log("Player not found");
}
}
[ConsoleMethod("player.sensitivity", "Sets Mouse Sensitivity")]
[Preserve]
public static void PlayerSensitivity(float sensitivity)
{
var player = GameObject.Find("Player");
if (player != null)
{
Camera.main.GetComponent<MouseLook>().mouseSensitivity = sensitivity;
PlayerPrefs.SetFloat("Sensitivity", sensitivity);
Debug.Log("Mouse Sensitivity set to " + sensitivity);
}
else
{
Debug.Log("Player not found");
}
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Scripting;
namespace IngameDebugConsole.Commands
{
public class SceneCommands
{
[ConsoleMethod("scene.load", "Loads a scene")]
[Preserve]
public static void LoadScene(string sceneName)
{
LoadSceneInternal(sceneName, false, LoadSceneMode.Single);
}
[ConsoleMethod("scene.load", "Loads a scene")]
[Preserve]
public static void LoadScene(string sceneName, LoadSceneMode mode)
{
LoadSceneInternal(sceneName, false, mode);
}
[ConsoleMethod("scene.loadasync", "Loads a scene asynchronously")]
[Preserve]
public static void LoadSceneAsync(string sceneName)
{
LoadSceneInternal(sceneName, true, LoadSceneMode.Single);
}
[ConsoleMethod("scene.loadasync", "Loads a scene asynchronously")]
[Preserve]
public static void LoadSceneAsync(string sceneName, LoadSceneMode mode)
{
LoadSceneInternal(sceneName, true, mode);
}
private static void LoadSceneInternal(string sceneName, bool isAsync, LoadSceneMode mode)
{
if (SceneManager.GetSceneByName(sceneName).IsValid())
{
Debug.Log("Scene " + sceneName + " is already loaded");
return;
}
if (isAsync)
SceneManager.LoadSceneAsync(sceneName, mode);
else
SceneManager.LoadScene(sceneName, mode);
}
[ConsoleMethod("scene.unload", "Unloads a scene")]
[Preserve]
public static void UnloadScene(string sceneName)
{
SceneManager.UnloadSceneAsync(sceneName);
}
[ConsoleMethod("scene.restart", "Restarts the active scene")]
[Preserve]
public static void RestartScene()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
}
}
}