initial commit
commit
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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
|
||||
*.prefab merge=unityyamlmerge eol=lf
|
||||
*.physicsMaterial2D merge=unityyamlmerge eol=lf
|
||||
*.physicMaterial merge=unityyamlmerge eol=lf
|
||||
*.asset merge=unityyamlmerge eol=lf
|
||||
*.meta merge=unityyamlmerge eol=lf
|
||||
*.controller merge=unityyamlmerge eol=lf
|
||||
|
||||
|
||||
## git-lfs ##
|
||||
|
||||
#Image
|
||||
*.bmp filter=lfs diff=lfs merge=lfs -text
|
||||
*.exr filter=lfs diff=lfs merge=lfs -text
|
||||
*.gif filter=lfs diff=lfs merge=lfs -text
|
||||
*.hdr filter=lfs diff=lfs merge=lfs -text
|
||||
*.iff filter=lfs diff=lfs merge=lfs -text
|
||||
*.jpeg filter=lfs diff=lfs merge=lfs -text
|
||||
*.jpg filter=lfs diff=lfs merge=lfs -text
|
||||
*.pict filter=lfs diff=lfs merge=lfs -text
|
||||
*.png filter=lfs diff=lfs merge=lfs -text
|
||||
*.psd filter=lfs diff=lfs merge=lfs -text
|
||||
*.tga filter=lfs diff=lfs merge=lfs -text
|
||||
*.tif filter=lfs diff=lfs merge=lfs -text
|
||||
*.tiff filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#Audio
|
||||
*.aif filter=lfs diff=lfs merge=lfs -text
|
||||
*.aiff filter=lfs diff=lfs merge=lfs -text
|
||||
*.it filter=lfs diff=lfs merge=lfs -text
|
||||
*.mod filter=lfs diff=lfs merge=lfs -text
|
||||
*.mp3 filter=lfs diff=lfs merge=lfs -text
|
||||
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||
*.s3m filter=lfs diff=lfs merge=lfs -text
|
||||
*.wav filter=lfs diff=lfs merge=lfs -text
|
||||
*.xm filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#Video
|
||||
*.mp4 filter=lfs diff=lfs merge=lfs -text
|
||||
*.mov filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#3D Object
|
||||
*.3dm filter=lfs diff=lfs merge=lfs -text
|
||||
*.3ds filter=lfs diff=lfs merge=lfs -text
|
||||
*.blend filter=lfs diff=lfs merge=lfs -text
|
||||
*.c4d filter=lfs diff=lfs merge=lfs -text
|
||||
*.collada filter=lfs diff=lfs merge=lfs -text
|
||||
*.dae filter=lfs diff=lfs merge=lfs -text
|
||||
*.dxf filter=lfs diff=lfs merge=lfs -text
|
||||
*.fbx filter=lfs diff=lfs merge=lfs -text
|
||||
*.jas filter=lfs diff=lfs merge=lfs -text
|
||||
*.lws filter=lfs diff=lfs merge=lfs -text
|
||||
*.lxo filter=lfs diff=lfs merge=lfs -text
|
||||
*.ma filter=lfs diff=lfs merge=lfs -text
|
||||
*.max filter=lfs diff=lfs merge=lfs -text
|
||||
*.mb filter=lfs diff=lfs merge=lfs -text
|
||||
*.obj filter=lfs diff=lfs merge=lfs -text
|
||||
*.ply filter=lfs diff=lfs merge=lfs -text
|
||||
*.skp filter=lfs diff=lfs merge=lfs -text
|
||||
*.stl filter=lfs diff=lfs merge=lfs -text
|
||||
*.ztl filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
# Fonts
|
||||
*.otf filter=lfs diff=lfs merge=lfs -text
|
||||
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
#ETC
|
||||
*.a filter=lfs diff=lfs merge=lfs -text
|
||||
*.exr filter=lfs diff=lfs merge=lfs -text
|
||||
*.tga filter=lfs diff=lfs merge=lfs -text
|
||||
*.pdf filter=lfs diff=lfs merge=lfs -text
|
||||
*.zip filter=lfs diff=lfs merge=lfs -text
|
||||
*.dll filter=lfs diff=lfs merge=lfs -text
|
||||
*.unitypackage filter=lfs diff=lfs merge=lfs -text
|
||||
*.aif filter=lfs diff=lfs merge=lfs -text
|
||||
*.rns filter=lfs diff=lfs merge=lfs -text
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||||
*.reason filter=lfs diff=lfs merge=lfs -text
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||||
*.lxo filter=lfs diff=lfs merge=lfs -text
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||||
*.bundle filter=lfs diff=lfs merge=lfs -text
|
|
@ -0,0 +1 @@
|
|||
*.manifest
|
|
@ -0,0 +1,74 @@
|
|||
# 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
|
||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[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/
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||||
.consulo/
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||||
*.csproj
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||||
*.unityproj
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||||
*.sln
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||||
*.suo
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||||
*.tmp
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||||
*.user
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||||
*.userprefs
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||||
*.pidb
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||||
*.booproj
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*.svd
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||||
*.pdb
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||||
*.mdb
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||||
*.opendb
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*.VC.db
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||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
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||||
*.pdb.meta
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||||
*.mdb.meta
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||||
|
||||
# Unity3D generated file on crash reports
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||||
sysinfo.txt
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||||
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||||
# Builds
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||||
*.apk
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||||
*.aab
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*.unitypackage
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*.app
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||||
|
||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
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||||
|
||||
# Packed Addressables
|
||||
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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||||
|
||||
# Temporary auto-generated Android Assets
|
||||
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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||||
/[Aa]ssets/[Ss]treamingAssets/aa/*
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.idea
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@ -0,0 +1,327 @@
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m_EditorClassIdentifier:
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bundleName: blahaj_bundle
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exportFolder: somePathHere
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 4b85a158fc32a92428d22f306635b14f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,22 @@
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using UnityEditor;
|
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using UnityEngine;
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|
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#if UNITY_EDITOR
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|
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[CustomEditor(typeof(BundleBuilder))]
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public class BuildButton : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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var myScript = (BundleBuilder)target;
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if (GUILayout.Button("HEY! Build the bundles."))
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{
|
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myScript.BuildIt();
|
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}
|
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}
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}
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#endif
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|
|
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 55ebdd3fccd74d6b8cebcbe666b4bb54
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timeCreated: 1700043084
|
|
@ -0,0 +1,47 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Serialization;
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|
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#if UNITY_EDITOR
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|
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public class BundleBuilder : MonoBehaviour
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{
|
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public string bundleName;
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public string exportFolder;
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|
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public void BuildIt()
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{
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var builds = new List<AssetBundleBuild>();
|
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var asssetBundleFiles = new List<string>();
|
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|
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foreach (var assPath in AssetDatabase.GetAllAssetPaths())
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{
|
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//the / in Assets/ is crucial
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if (!assPath.StartsWith("Assets/") || assPath.StartsWith("Assets/DontBuildThis"))
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{
|
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continue;
|
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}
|
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|
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asssetBundleFiles.Add(assPath);
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Debug.Log(assPath);
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}
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|
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builds.Add(new AssetBundleBuild {
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assetBundleName = bundleName,
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assetNames = asssetBundleFiles.ToArray()
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});
|
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|
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var success = BuildPipeline.BuildAssetBundles(
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exportFolder,
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builds.ToArray(),
|
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BuildAssetBundleOptions.None,
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BuildTarget.StandaloneWindows64
|
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);
|
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|
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Debug.Log($"success: {success}");
|
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}
|
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}
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|
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#endif
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8e616d8e94d77204188746bbeb270226
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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:
|
|
@ -0,0 +1,35 @@
|
|||
using System.IO;
|
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using UnityEditor;
|
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using UnityEngine;
|
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|
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#if UNITY_EDITOR
|
||||
|
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public class BundleChecker : MonoBehaviour
|
||||
{
|
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public string BundleFolder;
|
||||
|
||||
public void CheckEm()
|
||||
{
|
||||
// var bundlePaths = Directory.GetFiles(Application.dataPath + "/ToCheck");
|
||||
var bundlePaths = Directory.GetFiles(BundleFolder);
|
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|
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foreach (var bp in bundlePaths)
|
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{
|
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var extension = Path.GetExtension(bp);
|
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if (extension == ".meta" || extension == ".manifest")
|
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{
|
||||
continue;
|
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}
|
||||
|
||||
var assBun = AssetBundle.LoadFromFile(bp);
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Debug.Log(assBun.name);
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using UnityEditor;
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PerformanceReportingSettings:
|
||||
m_Enabled: 0
|
|
@ -0,0 +1,12 @@
|
|||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!937362698 &1
|
||||
VFXManager:
|
||||
m_ObjectHideFlags: 0
|
||||
m_IndirectShader: {fileID: 0}
|
||||
m_CopyBufferShader: {fileID: 0}
|
||||
m_SortShader: {fileID: 0}
|
||||
m_StripUpdateShader: {fileID: 0}
|
||||
m_RenderPipeSettingsPath:
|
||||
m_FixedTimeStep: 0.016666668
|
||||
m_MaxDeltaTime: 0.05
|
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"m_SettingKeys": [
|
||||
"VR Device Disabled",
|
||||
"VR Device User Alert"
|
||||
],
|
||||
"m_SettingValues": [
|
||||
"False",
|
||||
"False"
|
||||
]
|
||||
}
|
|
@ -0,0 +1,21 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2023 Tostiman
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
|
@ -0,0 +1,43 @@
|
|||
# Blåhaj
|
||||
|
||||
![screenshot.png](screenshot.png)
|
||||
|
||||
This mod adds Blåhaj to Derail Valley.
|
||||
|
||||
## How to install
|
||||
|
||||
1. install Unity Mod Manager(UMM)
|
||||
2. install [Custom Item Mod](TODO)
|
||||
3. download this mods zip from the 'Releases' tab and throw it into UMM
|
||||
|
||||
After installing, you can buy the item in the shops.
|
||||
|
||||
## How to create your own custom item
|
||||
|
||||
You can use this project as an example. In a nutshell, these are the steps you need to take:
|
||||
|
||||
1. Download this repository.
|
||||
2. The `ItemBundleBuilder` folder is a Unity project. Open it with Unity Hub.
|
||||
3. Replace the assets with your own.
|
||||
4. Open `Assets/DontBuildThis/SampleScene`.
|
||||
5. Click on the `Script` object.
|
||||
6. In the inspector -> Bundle Builder, fill in a bundle name and set the export folder to `<your mod folder>/items/Blahaj/`.
|
||||
7. Click the button to build the asset bundle. Note: files in the `DontBuildThis` folder will not be included in the bundle.
|
||||
8. Edit `<your mod folder>/items/Blahaj/item_info.json` to your liking.
|
||||
|
||||
Name = the name of your custom item
|
||||
Description = description of the item (shown in the shops)
|
||||
Amount = How many of this item the player can buy. If they buy this amount, the item will be out of stock.
|
||||
Price = price in DV dollars
|
||||
AssetBundleName = name of the asset bundle (from step 6)
|
||||
PrefabPath = path to the prefab of the item
|
||||
IconStandardPath = Path to the standard icon. This will be the icon of the item in the players inventory.
|
||||
IconDroppedPath = Path to the dropped icon. This icon will be shown in your inventory when you've dropped the item. For vanilla game items, this is a blue (#72A2B3) silhouette of the item.
|
||||
|
||||
9. Go to `<your mod folder>/items` and rename the `Blahaj` folder to the name of your item (doesn't have to be an exact match).
|
||||
10. To copy the required files to DV's mod folder, you can use the `package.ps1` PowerShell script. Before you execute it, set your DV installation folder in the first line of the script.
|
||||
If you don't know how to use PowerShell, you can also manually copy the files over. Just replicate the file structure of this mods zip.
|
||||
|
||||
## Credits
|
||||
|
||||
"Blahaj" (https://skfb.ly/oGwQt) by Kaine_G is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"Id": "blahaj",
|
||||
"Version": "0.0.1",
|
||||
"DisplayName": "Blåhaj",
|
||||
"Author": "Tostiman",
|
||||
"HomePage": "https://github.com/t0stiman/dv_blahaj",
|
||||
"Repository": "https://raw.githubusercontent.com/t0stiman/dv_blahaj/master/repository.json",
|
||||
"Requirements": ["custom_item_mod-0.0.1"]
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,10 @@
|
|||
{
|
||||
"Name": "Blåhaj",
|
||||
"Description": "Shark toy",
|
||||
"Amount": 999,
|
||||
"Price": 25,
|
||||
"AssetBundleName": "blahajbundle",
|
||||
"PrefabPath": "Assets/Blahaj.prefab",
|
||||
"IconStandardPath": "Assets/icons/standard.png",
|
||||
"IconDroppedPath": "Assets/icons/dropped.png"
|
||||
}
|
|
@ -0,0 +1,13 @@
|
|||
$DVInstallDir = "D:\Programs\Derail Valley"
|
||||
|
||||
Set-Location "$PSScriptRoot"
|
||||
$FilesToInclude = "info.json","LICENSE","README.md","items/*"
|
||||
|
||||
$modInfo = Get-Content -Raw -Path "info.json" | ConvertFrom-Json
|
||||
$modId = $modInfo.Id
|
||||
$modVersion = $modInfo.Version
|
||||
|
||||
$OutputDirectory = "$DVInstallDir/Mods/$modId"
|
||||
|
||||
New-Item "$OutputDirectory" -ItemType Directory -Force
|
||||
Copy-Item -Force -Recurse -Path $FilesToInclude -Destination "$OutputDirectory"
|
|
@ -0,0 +1,9 @@
|
|||
{
|
||||
"Releases": [
|
||||
{
|
||||
"Id": "blahaj",
|
||||
"Version": "0.0.1",
|
||||
"DownloadUrl": "https://github.com/t0stiman/blahaj/releases/download/0.0.1/blahaj.v0.0.1.zip"
|
||||
}
|
||||
]
|
||||
}
|
Binary file not shown.
Loading…
Reference in New Issue