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234 changes: 234 additions & 0 deletions .gitignore
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#################
## Eclipse
#################

*.pydevproject
.project
.metadata
bin/
tmp/
*.tmp
*.bak
*.swp
*~.nib
local.properties
.classpath
.settings/
.loadpath

# External tool builders
.externalToolBuilders/

# Locally stored "Eclipse launch configurations"
*.launch

# CDT-specific
.cproject

# PDT-specific
.buildpath

Temp/

Library/

Obj/

*.csproj

*.unityproj

*.sln

*.user

*.userprefs

*.DS_store


#################
## Visual Studio
#################

## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.

# User-specific files
*.suo
*.user
*.sln.docstates

# Build results

[Dd]ebug/
[Rr]elease/
x64/
build/
[Bb]in/
[Oo]bj/

# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*

*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.log
*.scc

# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile

# Visual Studio profiler
*.psess
*.vsp
*.vspx

# Guidance Automation Toolkit
*.gpState

# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper

# TeamCity is a build add-in
_TeamCity*

# DotCover is a Code Coverage Tool
*.dotCover

# NCrunch
*.ncrunch*
.*crunch*.local.xml

# Installshield output folder
[Ee]xpress/

# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html

# Click-Once directory
publish/

# Publish Web Output
*.Publish.xml
*.pubxml
*.publishproj

# NuGet Packages Directory
## TODO: If you have NuGet Package Restore enabled, uncomment the next line
#packages/

# Windows Azure Build Output
csx
*.build.csdef

# Windows Store app package directory
AppPackages/

# Others
sql/
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.pfx
*.publishsettings

# RIA/Silverlight projects
Generated_Code/

# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm

# SQL Server files
App_Data/*.mdf
App_Data/*.ldf

#############
## Windows detritus
#############

# Windows image file caches
Thumbs.db
ehthumbs.db

# Folder config file
Desktop.ini

# Recycle Bin used on file shares
$RECYCLE.BIN/

# Mac crap
.DS_Store


#############
## Python
#############

*.py[cod]

# Packages
*.egg
*.egg-info
dist/
build/
eggs/
parts/
var/
sdist/
develop-eggs/
.installed.cfg

# Installer logs
pip-log.txt

# Unit test / coverage reports
.coverage
.tox

#Translations
*.mo

#Mr Developer
.mr.developer.cfg
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using UnityEngine;
using System.Collections;
using UnityEditor;

public class EditorScript_FolderSetup : MonoBehaviour {
[MenuItem("Tool Creation/Create Folders")]
public static void CreateFolders()
{
AssetDatabase.CreateFolder ("Assets", "Materials");
AssetDatabase.CreateFolder ("Assets", "Textures");
AssetDatabase.CreateFolder ("Assets", "Prefabs");
AssetDatabase.CreateFolder ("Assets", "Scripts");
AssetDatabase.CreateFolder ("Assets", "Scenes");
AssetDatabase.CreateFolder ("Assets", "Animations");
AssetDatabase.CreateFolder ("Assets/Animations", "Animation Controllers");

System.IO.File.WriteAllText (Application.dataPath + "/Materials/folderStructure.txt", "Materials: This Folder is for storing materials.");
System.IO.File.WriteAllText (Application.dataPath + "/Textures/folderStructure.txt", "Textures: This Folder is for storing textures.");
System.IO.File.WriteAllText (Application.dataPath + "/Prefabs/folderStructure.txt", "Prefabs: This Folder is for storing prefabs.");
System.IO.File.WriteAllText (Application.dataPath + "/Scripts/folderStructure.txt", "Scripts: This Folder is for storing scripts.");
System.IO.File.WriteAllText (Application.dataPath + "/Scenes/folderStructure.txt", "Scenes: This Folder is for storing scenes.");
System.IO.File.WriteAllText (Application.dataPath + "/Animations/folderStructure.txt", "Animations: This Folder is for storing animations.");
System.IO.File.WriteAllText (Application.dataPath + "/Animations/Animation Controllers/folderStructure.txt", "Animation Controllers: This Folder is for storing animation controllers.");

AssetDatabase.Refresh ();
}

[MenuItem("Tool Creation/Create Extended Folders")]
public static void CreateExtendedFolders()
{
//declare big ugly string that will be reused in documentation
string folderStructureContents = "The Effects folder is where you will place particle effects. Create a new folder for each particle effect."
+ "/n/nThe Models folder is for raw models. These are for signle looping-animation models or for non-animated models."
+ "/n/nThe Prefabs folder is for all prefabs. A new folder should be created for each level/world/scene the prefab is used in. "
+ "Any prefab used in multiple levels/worlds/scenes should be placed in the common folder. Only one copy of each prefab should exist."
+ "/n/nThe souldn folder is for all sounds. It should follow the same organization as the prefabs folder."
+ "/n/nThe Texures folder is for all textrues that are applied seperately to models or changed at runtime.";
//Create folders
AssetDatabase.CreateFolder ("Assets", "Dynamic Assets");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets", "Resources");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Animations");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Animations", "Sources");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Animation Controllers");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Effects");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Models");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Models", "Character");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Models", "Environment");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Prefabs");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Prefabs", "Common");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Sounds");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Sounds", "Music");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Sounds/Music", "Common");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Sounds", "SFX");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources/Sounds/SFX", "Common");
AssetDatabase.CreateFolder ("Assets/Dynamic Assets/Resources", "Textures");
AssetDatabase.CreateFolder ("Assets", "Extensions");
AssetDatabase.CreateFolder ("Assets", "Gizmos");
AssetDatabase.CreateFolder ("Assets", "Plugins");
AssetDatabase.CreateFolder ("Assets", "Scripts");
AssetDatabase.CreateFolder ("Assets", "Shaders");
AssetDatabase.CreateFolder ("Assets", "Static Assets");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Animations");
AssetDatabase.CreateFolder ("Assets/Static Assets/Animations", "Sources");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Animation Controllers");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Effects");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Models");
AssetDatabase.CreateFolder ("Assets/Static Assets/Models", "Character");
AssetDatabase.CreateFolder ("Assets/Static Assets/Models", "Environment");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Prefabs");
AssetDatabase.CreateFolder ("Assets/Static Assets/Prefabs", "Common");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Sounds");
AssetDatabase.CreateFolder ("Assets/Static Assets/Sounds", "Music");
AssetDatabase.CreateFolder ("Assets/Static Assets/Sounds/Music", "Common");
AssetDatabase.CreateFolder ("Assets/Static Assets/Sounds", "SFX");
AssetDatabase.CreateFolder ("Assets/Static Assets/Sounds/SFX", "Common");
AssetDatabase.CreateFolder ("Assets/Static Assets", "Textures");
AssetDatabase.CreateFolder ("Assets", "Testing");
//Add documentation files to folders
System.IO.File.WriteAllText (Application.dataPath + "Dynamic Assets/Resources/folderStructure.txt", "Dynamic assets are assets that are loaded into"
+ " game at runtime./n/n" + folderStructureContents);
System.IO.File.WriteAllText (Application.dataPath + "Editor/folderStructure.txt", "Editor: Editor scripts go in this folder");
System.IO.File.WriteAllText (Application.dataPath + "Extensions/folderStructure.txt", "Extensions: This is a folder for third party assets");
System.IO.File.WriteAllText (Application.dataPath + "Gizmos/folderStructure.txt", "Gizmos: Gizmo scripts go in this folder");
System.IO.File.WriteAllText (Application.dataPath + "Plugins/folderStructure.txt", "Plugins: Plugin scripts go in this folder");
System.IO.File.WriteAllText (Application.dataPath + "Scripts/folderStructure.txt", "Scripts: All other scripts go in this folder");
System.IO.File.WriteAllText (Application.dataPath + "Shaders/folderStructure.txt", "Shaders: Shader scripts go in this folder");
System.IO.File.WriteAllText (Application.dataPath + "Static Assests/folderStructure.txt", "Static assets are assets that are not loaded into"
+ " game at runtime./n/n" + folderStructureContents);
System.IO.File.WriteAllText (Application.dataPath + "Testing/folderStructure.txt", "Testing: This folder is for temporary testing assets");

AssetDatabase.Refresh ();




}
}
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m_EditorVersion: 5.1.2f1
m_StandardAssetsVersion: 0
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1 change: 1 addition & 0 deletions This is why I have commitment issues.txt
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC!!!!!!!!!!!!!!!!!!!!!!