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Merge pull request #140 from Unity-Technologies/develop
release: Bitesize samples v1.4.0
2 parents f675409 + a661fe5 commit 4cef420

36 files changed

+508
-204
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.github/CODEOWNERS

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# Lines starting with '#' are comments.
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# Each line is a file pattern followed by one or more owners.
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# More details are here: https://help.github.com/articles/about-codeowners/
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# The '*' pattern is global owners.
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# Order is important. The last matching pattern has the most precedence.
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# The folders are ordered as follows:
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# In each subsection folders are ordered first by depth, then alphabetically.
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# This should make it easy to add new rules without breaking existing ones.
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# Global rule:
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* @Unity-Technologies/mtt-samples-dev

Basic/2DSpaceShooter/Assets/Scripts/Asteroid.cs

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Assert.IsNotNull(m_ObjectPool, $"{nameof(NetworkObjectPool)} not found in scene. Did you apply the {s_ObjectPoolTag} to the GameObject?");
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}
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// Use this for initialization
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void Start()
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{
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numAsteroids += 1;
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var go = m_ObjectPool.GetNetworkObject(asteroidPrefab, transform.position + diff, Quaternion.identity);
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var asteroid = go.GetComponent<Asteroid>();
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asteroid.Size.Value = newSize;
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asteroid.Size = new NetworkVariable<int>(newSize);
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asteroid.asteroidPrefab = asteroidPrefab;
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go.GetComponent<NetworkObject>().Spawn();
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go.GetComponent<Rigidbody2D>().AddForce(diff * 10, ForceMode2D.Impulse);

Basic/2DSpaceShooter/Assets/Scripts/RandomPositionPlayerSpawner.cs

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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;

Basic/2DSpaceShooter/Assets/Scripts/Spawner.cs

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go.transform.position = new Vector3(Random.Range(-40, 40), Random.Range(-40, 40));
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go.transform.localScale = new Vector3(4, 4, 4);
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go.GetComponent<Asteroid>().Size.Value = 4;
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var asteroid = go.GetComponent<Asteroid>();
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asteroid.Size = new NetworkVariable<int>(4);
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float dx = Random.Range(-40, 40) / 10.0f;
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float dy = Random.Range(-40, 40) / 10.0f;
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float dir = Random.Range(-40, 40);
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go.transform.rotation = Quaternion.Euler(0, 0, dir);
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go.GetComponent<Rigidbody2D>().angularVelocity = dir;
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go.GetComponent<Rigidbody2D>().velocity = new Vector2(dx, dy);
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go.GetComponent<Asteroid>().asteroidPrefab = m_AsteroidPrefab;
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go.GetComponent<NetworkObject>().Spawn( true); // TODO
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var rigidbody2D = go.GetComponent<Rigidbody2D>();
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rigidbody2D.angularVelocity = dir;
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rigidbody2D.velocity = new Vector2(dx, dy);
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asteroid.asteroidPrefab = m_AsteroidPrefab;
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asteroid.NetworkObject.Spawn(true);
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}
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}
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Basic/2DSpaceShooter/Assets/URP/UniversalRenderPipelineAsset_Renderer.asset

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Basic/2DSpaceShooter/Packages/manifest.json

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Basic/2DSpaceShooter/Packages/packages-lock.json

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Basic/2DSpaceShooter/ProjectSettings/ProjectSettings.asset

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usePlayerLog: 1
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