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214 changes: 214 additions & 0 deletions .gitignore
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.

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

# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs

# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/
[Oo]bj/

# Visual Studo 2015 cache/options directory
.vs/

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

# NUNIT
*.VisualState.xml
TestResult.xml

# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c

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

# Chutzpah Test files
_Chutzpah*

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

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

# TFS 2012 Local Workspace
$tf/

# Guidance Automation Toolkit
*.gpState

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

# JustCode is a .NET coding addin-in
.JustCode

# TeamCity is a build add-in
_TeamCity*

# DotCover is a Code Coverage Tool
*.dotCover

# NCrunch
_NCrunch_*
.*crunch*.local.xml

# MightyMoose
*.mm.*
AutoTest.Net/

# Web workbench (sass)
.sass-cache/

# 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
*.[Pp]ublish.xml
*.azurePubxml
# TODO: Comment the next line if you want to checkin your web deploy settings
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj

# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config

# Windows Azure Build Output
csx/
*.build.csdef

# Windows Store app package directory
AppPackages/

# Others
*.[Cc]ache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.pfx
*.publishsettings
node_modules/
bower_components/

# 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
*.mdf
*.ldf

# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings

# Microsoft Fakes
FakesAssemblies/

# Node.js Tools for Visual Studio
.ntvs_analysis.dat

# Visual Studio 6 build log
*.plg

# Visual Studio 6 workspace options file
*.opt

Temp/

Library/

Obj/

*.csproj

*.unityproj

*.sln

*.user

*.userprefs

*.DS_store
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3 changes: 3 additions & 0 deletions Author.txt
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Andrew Seba
8/19/2015
Game221
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116 changes: 116 additions & 0 deletions Lab01_ASeba/Assets/Editor/ScriptEditorOrganizer.cs
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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

public class ScriptEditorOrganizer : MonoBehaviour {


[MenuItem("Tool Creation/Create Project Folders")]
public static void Createfolder()
{
//Create All the project folders.
//Assets/Dynamic Assets
AssetDatabase.CreateFolder("Assets", "Dynamic Assets");

//Assets/Dynamic Assets/Resources
AssetDatabase.CreateFolder("Assets/Dynamic Assets", "Resources");

//Assets/Dynamic Assets/Resources/Animations
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Animations");
//Assets/Dynamic Assets/Resources/Animations/Sources
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Animations", "Sources");

//Assets/Dynamic Assets/Resources/Animation Controllers
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Animation Controllers");

//Assets/Dynamic Assets/Resources/Effects
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Effects");

//Assets/Dynamic Assets/Resources/Models
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Models");
//Assets/Dynamic Assets/Resources/Models/Characters
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Models", "Characters");
//Assets/Dynamic Assets/Resources/Models/Environment
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Models", "Environment");

//Assets/Dynamic Assets/Resources/Prefabs
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Prefabs");
//Assets/Dynamic Assets/Resources/Prefabs/Common
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Prefabs", "Common");

//Assets/Dynamic Assets/Resources/Sounds
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Sounds");
//Assets/Dynamic Assets/Resources/Sounds/Music
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Sounds", "Music");
//Assets/Dynamic Assets/Resources/Sounds/Music/Common
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Sounds/Music", "Common");
//Assets/Dynamic Assets/Resources/Sounds/SFX
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Sounds", "SFX");
//Assets/Dynamic Assets/Resources/Sounds/SFX/Common
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources/Sounds/SFX", "Common");
//Assets/Dynamic Assets/Resources/Sounds
AssetDatabase.CreateFolder("Assets/Dynamic Assets/Resources", "Textures");
//Assets/Dynamic Assets/Resources/folderStructure.txt
System.IO.File.WriteAllText(Application.dataPath + "/Dynamic Assets/Resources/folderStructure.txt", "Place all your dynamic resources in this folder.");

//Assets/Editor
AssetDatabase.CreateFolder("Assets", "Editor");
//Assets/Editor/folderSctructure.txt
System.IO.File.WriteAllText(Application.dataPath + "/Editor/folderStructure.txt", "Place editor scripts in this folder.");

//Assets/Extensions
AssetDatabase.CreateFolder("Assets", "Extensions");
//Assets/Extensions/folderStructure.txt
System.IO.File.WriteAllText(Application.dataPath + "/Extensions/folderStructure.txt", "Place extensions in this folder.");

//Assets/Gizmos
AssetDatabase.CreateFolder("Assets", "Gizmos");
//Assets/Gizmos/folderStructure.txt
System.IO.File.WriteAllText(Application.dataPath + "/Gizmos/folderStructure.txt", "Place Gizmos in this folder.");

//Assets/Plugins
AssetDatabase.CreateFolder("Assets", "Plugins");
//Assets/Plugins/folderStructure.txt
System.IO.File.WriteAllText(Application.dataPath + "/Plugins/folderStructure.txt", "Place plugins in this folder.");

//Assets/Scripts
AssetDatabase.CreateFolder("Assets", "Scripts");
//Assets/Scripts/folderStructure.txt
System.IO.File.WriteAllText(Application.dataPath + "/Scripts/folderStructure.txt", "Place Scripts in this folder.");
//Assets/Scripts/Common
AssetDatabase.CreateFolder("Assets/Scripts", "Common");

//Assets/Shaders
AssetDatabase.CreateFolder("Assets", "Shaders");
System.IO.File.WriteAllText(Application.dataPath + "/Shaders/folderStructure.txt", "Place Shaders in this folder.");

//Assets/Static Assets
AssetDatabase.CreateFolder("Assets", "Static Assets");
System.IO.File.WriteAllText(Application.dataPath + "/Static Assets/folderStructure.txt", "Place all static assets in this folder");
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", "Scenes");
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/Static Assets/Textures", "Common");
AssetDatabase.CreateFolder("Assets", "Testing");
System.IO.File.WriteAllText(Application.dataPath + "/Testing/folderStructure.txt", "Place all testing objects or scenes in this folder");

System.IO.File.WriteAllText(Application.dataPath + "/folderStructure.txt", "Please place assets in the corrisponding folders or in this folder if N/A");
AssetDatabase.Refresh();
}


}
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14 changes: 14 additions & 0 deletions Lab01_ASeba/ProjectSettings/AudioManager.asset
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!11 &1
AudioManager:
m_ObjectHideFlags: 0
m_Volume: 1
Rolloff Scale: 1
Doppler Factor: 1
Default Speaker Mode: 2
m_SampleRate: 0
m_DSPBufferSize: 0
m_VirtualVoiceCount: 512
m_RealVoiceCount: 32
m_DisableAudio: 0
14 changes: 14 additions & 0 deletions Lab01_ASeba/ProjectSettings/DynamicsManager.asset
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!55 &1
PhysicsManager:
m_ObjectHideFlags: 0
m_Gravity: {x: 0, y: -9.81000042, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
m_SleepThreshold: .00499999989
m_DefaultContactOffset: .00999999978
m_SolverIterationCount: 6
m_RaycastsHitTriggers: 1
m_EnableAdaptiveForce: 0
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
7 changes: 7 additions & 0 deletions Lab01_ASeba/ProjectSettings/EditorBuildSettings.asset
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1045 &1
EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes: []
13 changes: 13 additions & 0 deletions Lab01_ASeba/ProjectSettings/EditorSettings.asset
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!159 &1
EditorSettings:
m_ObjectHideFlags: 0
serializedVersion: 3
m_ExternalVersionControlSupport: Visible Meta Files
m_SerializationMode: 2
m_WebSecurityEmulationEnabled: 0
m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d
m_DefaultBehaviorMode: 0
m_SpritePackerMode: 2
m_SpritePackerPaddingPower: 1
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