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17 changes: 17 additions & 0 deletions .gitattributes
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# Auto detect text files and perform LF normalization
* text=auto

# Custom for Visual Studio
*.cs diff=csharp

# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
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
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_Chutzpah*

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AutoTest.Net/

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DocProject/Help/html

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publish/

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# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
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#!**/packages/repositories.config

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csx/
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AppPackages/

# Others
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# because we have git ;-)
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Temp/

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*.csproj

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*.sln

*.user

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*.DS_store
124 changes: 124 additions & 0 deletions Assets/Editor/CreateFolders.cs
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// CreateFolders.cs
// Craig Broskow - GAME 221 - Lab 01

using UnityEngine;
using System.Collections;
using UnityEditor;

// CreateFolders class
// 1. Adds a menu item to the toolbar at the top of Unity to access this script.
// 2. Creates a folder structure under the Assets folder for the storage of project assets.
// 3. Includes text documents within selected folders describing the purpose of those folders.
public class CreateFolders : MonoBehaviour {

// Add a menu item to the Unity toolbar called "Create folders" under the section "Tool Creation".
[MenuItem("Tool Creation/Create folders")]
// Add a public static function that will be called by selecting the new menu item above.
// The Createfolders method accomplishes all three goals of the CreateFolders class.
public static void Createfolders()
{
// Create string constants to hold the paths to the parent folders in the Assets folder structure.
const string DynamicAssetsPath = "Assets/DynamicAssets";
const string DynamicAssetsResourcesPath = DynamicAssetsPath + "/Resources";
const string DynamicAssetsResourcesAnimationsPath = DynamicAssetsResourcesPath + "/Animations";
const string DynamicAssetsResourcesModelsPath = DynamicAssetsResourcesPath + "/Models";
const string DynamicAssetsResourcesPrefabsPath = DynamicAssetsResourcesPath + "/Prefabs";
const string DynamicAssetsResourcesSoundsPath = DynamicAssetsResourcesPath + "/Sounds";
const string DynamicAssetsResourcesSoundsMusicPath = DynamicAssetsResourcesSoundsPath + "/Music";
const string DynamicAssetsResourcesSoundsSFXPath = DynamicAssetsResourcesSoundsPath + "/SFX";
const string DynamicAssetsResourcesTexturesPath = DynamicAssetsResourcesPath + "/Textures";
const string ScriptsPath = "Assets/Scripts";
const string StaticAssetsPath = "Assets/StaticAssets";
const string StaticAssetsAnimationsPath = StaticAssetsPath + "/Animations";
const string StaticAssetsModelsPath = StaticAssetsPath + "/Models";
const string StaticAssetsPrefabsPath = StaticAssetsPath + "/Prefabs";
const string StaticAssetsSoundsPath = StaticAssetsPath + "/Sounds";
const string StaticAssetsSoundsMusicPath = StaticAssetsSoundsPath + "/Music";
const string StaticAssetsSoundsSFXPath = StaticAssetsSoundsPath + "/SFX";
const string StaticAssetsTexturesPath = StaticAssetsPath + "/Textures";

// Create the desired folder structure using the path string constants defined above.
AssetDatabase.CreateFolder("Assets", "DynamicAssets");
AssetDatabase.CreateFolder(DynamicAssetsPath, "Resources");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "Animations");
AssetDatabase.CreateFolder(DynamicAssetsResourcesAnimationsPath, "Sources");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "AnimationControllers");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "Effects");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "Models");
AssetDatabase.CreateFolder(DynamicAssetsResourcesModelsPath, "Character");
AssetDatabase.CreateFolder(DynamicAssetsResourcesModelsPath, "Environment");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "Prefabs");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPrefabsPath, "Common");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "Sounds");
AssetDatabase.CreateFolder(DynamicAssetsResourcesSoundsPath, "Music");
AssetDatabase.CreateFolder(DynamicAssetsResourcesSoundsMusicPath, "Common");
AssetDatabase.CreateFolder(DynamicAssetsResourcesSoundsPath, "SFX");
AssetDatabase.CreateFolder(DynamicAssetsResourcesSoundsSFXPath, "Common");
AssetDatabase.CreateFolder(DynamicAssetsResourcesPath, "Textures");
AssetDatabase.CreateFolder(DynamicAssetsResourcesTexturesPath, "Common");
AssetDatabase.CreateFolder("Assets", "Extensions");
AssetDatabase.CreateFolder("Assets", "Gizmos");
AssetDatabase.CreateFolder("Assets", "Plugins");
AssetDatabase.CreateFolder("Assets", "Scripts");
AssetDatabase.CreateFolder(ScriptsPath, "Common");
AssetDatabase.CreateFolder("Assets", "Shaders");
AssetDatabase.CreateFolder("Assets", "StaticAssets");
AssetDatabase.CreateFolder(StaticAssetsPath, "Animations");
AssetDatabase.CreateFolder(StaticAssetsAnimationsPath, "Sources");
AssetDatabase.CreateFolder(StaticAssetsPath, "AnimationControllers");
AssetDatabase.CreateFolder(StaticAssetsPath, "Effects");
AssetDatabase.CreateFolder(StaticAssetsPath, "Models");
AssetDatabase.CreateFolder(StaticAssetsModelsPath, "Character");
AssetDatabase.CreateFolder(StaticAssetsModelsPath, "Environment");
AssetDatabase.CreateFolder(StaticAssetsPath, "Prefabs");
AssetDatabase.CreateFolder(StaticAssetsPrefabsPath, "Common");
AssetDatabase.CreateFolder(StaticAssetsPath, "Scenes");
AssetDatabase.CreateFolder(StaticAssetsPath, "Sounds");
AssetDatabase.CreateFolder(StaticAssetsSoundsPath, "Music");
AssetDatabase.CreateFolder(StaticAssetsSoundsMusicPath, "Common");
AssetDatabase.CreateFolder(StaticAssetsSoundsPath, "SFX");
AssetDatabase.CreateFolder(StaticAssetsSoundsSFXPath, "Common");
AssetDatabase.CreateFolder(StaticAssetsPath, "Textures");
AssetDatabase.CreateFolder(StaticAssetsTexturesPath, "Common");
AssetDatabase.CreateFolder("Assets", "Testing");

// Create a file named "folderStructure.txt" in the Assets/DynamicAssets/Resources folder.
System.IO.File.WriteAllText(Application.dataPath + "/DynamicAssets/Resources/folderStructure.txt",
"This folder is for storing assets that are loaded into the game via Resources.Load().");

// Create a file named "folderStructure.txt" in the Assets/Editor folder.
System.IO.File.WriteAllText(Application.dataPath + "/Editor/folderStructure.txt",
"This folder is for storing Editor scripts.");

// Create a file named "folderStructure.txt" in the Assets/Extensions folder.
System.IO.File.WriteAllText(Application.dataPath + "/Extensions/folderStructure.txt",
"This folder is for storing third party asset packages.");

// Create a file named "folderStructure.txt" in the Assets/Gizmos folder.
System.IO.File.WriteAllText(Application.dataPath + "/Gizmos/folderStructure.txt",
"This folder is for storing gizmo scripts.");

// Create a file named "folderStructure.txt" in the Assets/Plugins folder.
System.IO.File.WriteAllText(Application.dataPath + "/Plugins/folderStructure.txt",
"This folder is for storing plugin scripts.");

// Create a file named "folderStructure.txt" in Assets/Scripts folder.
System.IO.File.WriteAllText(Application.dataPath + "/Scripts/folderStructure.txt",
"This folder is for storing all other scripts.");

// Create a file named "folderStructure.txt" in Assets/Shaders folder.
System.IO.File.WriteAllText(Application.dataPath + "/Shaders/folderStructure.txt",
"This folder is for storing shader scripts.");

// Create a file named "folderStructure.txt" in Assets/StaticAssets folder.
System.IO.File.WriteAllText(Application.dataPath + "/StaticAssets/folderStructure.txt",
"This folder is for storing all remaining assets (including scenes) that are not loaded into the game at runtime.");

// Create a file named "folderStructure.txt" in Assets/Testing folder.
System.IO.File.WriteAllText(Application.dataPath + "/Testing/folderStructure.txt",
"This folder is for storing scripts and other files used in testing.");

// Refresh the project structure to commit all changes.
AssetDatabase.Refresh();
} // end method Createfolders()
} // end class CreateFolders
1 change: 1 addition & 0 deletions Craig Master
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