Add practice range: shooting, AK47, intro cinematic, dressed warehouse scene
- PortalTestDestination practice range: Valorant-style hitscan rifle (recoil, spray/bloom, reload, controller support), debug HUD, practice-dummy targets with head/body hitboxes, hit/death/respawn animations, procedural SFX/FX - AK47 model (Quaternius, CC0) held via Animator IK, with fire/reload/equip anims - Intro cinematic (camera shots, title card, target beam-in, GO hand-off) - Scene dressing editor pass: CC0 textures, props, warehouse roof, lighting and post-processing; custom stylized skybox shader - CharacterMovement: camera recoil, shoulder offset, cinematic control lock - Unity CLI pipeline package; plus in-progress chat/Rive/player changes Asset credits: Assets/Models/Props/PROPS_CREDITS.txt (3 CC-BY 3.0 props), Assets/Textures/Range/TEXTURES_LICENSE.txt, Assets/Resources/*/..._LICENSE.txt Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
c674d76549
commit
5fc9ebf1e6
@@ -109,6 +109,15 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false
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},
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{
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""name"": ""Look"",
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""type"": ""Value"",
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""id"": ""b16172bb-59f4-4ac9-9ea9-3c4b9c7f21fd"",
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""expectedControlType"": ""Vector2"",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": true
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}
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],
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""bindings"": [
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@@ -133,6 +142,17 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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""action"": ""Run"",
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""isComposite"": false,
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""isPartOfComposite"": false
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},
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{
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""name"": """",
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""id"": ""a2e6dc3d-8a2b-4a19-9d0a-0b7cf7a1a9e2"",
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""path"": ""<Gamepad>/rightStick"",
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""interactions"": """",
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""processors"": ""StickDeadzone"",
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""groups"": """",
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""action"": ""Look"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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}
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@@ -143,6 +163,7 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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m_CharacterControls = asset.FindActionMap("CharacterControls", throwIfNotFound: true);
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m_CharacterControls_Movement = m_CharacterControls.FindAction("Movement", throwIfNotFound: true);
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m_CharacterControls_Run = m_CharacterControls.FindAction("Run", throwIfNotFound: true);
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m_CharacterControls_Look = m_CharacterControls.FindAction("Look", throwIfNotFound: true);
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}
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~@PlayerInput()
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@@ -225,6 +246,7 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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private List<ICharacterControlsActions> m_CharacterControlsActionsCallbackInterfaces = new List<ICharacterControlsActions>();
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private readonly InputAction m_CharacterControls_Movement;
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private readonly InputAction m_CharacterControls_Run;
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private readonly InputAction m_CharacterControls_Look;
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/// <summary>
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/// Provides access to input actions defined in input action map "CharacterControls".
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/// </summary>
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@@ -245,6 +267,10 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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/// </summary>
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public InputAction @Run => m_Wrapper.m_CharacterControls_Run;
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/// <summary>
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/// Provides access to the underlying input action "CharacterControls/Look".
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/// </summary>
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public InputAction @Look => m_Wrapper.m_CharacterControls_Look;
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/// <summary>
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/// Provides access to the underlying input action map instance.
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/// </summary>
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public InputActionMap Get() { return m_Wrapper.m_CharacterControls; }
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@@ -276,6 +302,9 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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@Run.started += instance.OnRun;
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@Run.performed += instance.OnRun;
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@Run.canceled += instance.OnRun;
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@Look.started += instance.OnLook;
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@Look.performed += instance.OnLook;
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@Look.canceled += instance.OnLook;
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}
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/// <summary>
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@@ -293,6 +322,9 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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@Run.started -= instance.OnRun;
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@Run.performed -= instance.OnRun;
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@Run.canceled -= instance.OnRun;
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@Look.started -= instance.OnLook;
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@Look.performed -= instance.OnLook;
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@Look.canceled -= instance.OnLook;
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}
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/// <summary>
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@@ -347,5 +379,12 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnRun(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "Look" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnLook(InputAction.CallbackContext context);
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}
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}
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@@ -23,6 +23,15 @@
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"processors": "",
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"interactions": "",
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"initialStateCheck": false
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},
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{
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"name": "Look",
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"type": "Value",
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"id": "b16172bb-59f4-4ac9-9ea9-3c4b9c7f21fd",
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"expectedControlType": "Vector2",
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"processors": "",
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"interactions": "",
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"initialStateCheck": true
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}
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],
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"bindings": [
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@@ -47,6 +56,17 @@
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"action": "Run",
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"isComposite": false,
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"isPartOfComposite": false
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},
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{
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"name": "",
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"id": "a2e6dc3d-8a2b-4a19-9d0a-0b7cf7a1a9e2",
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"path": "<Gamepad>/rightStick",
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"interactions": "",
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"processors": "StickDeadzone",
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"groups": "",
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"action": "Look",
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"isComposite": false,
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"isPartOfComposite": false
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}
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]
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}
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