renormalize line endings to LF
Mechanical consequence of the .gitattributes in the previous commit, done in one deliberate pass rather than left to trickle out as surprise diffs whenever someone next touches a vendored file. 74 files, all CRLF -> LF, 71 of them in StarterAssets. `git diff -w` over this commit is empty: nothing but line endings changed. DialogueTest.unity is correctly untouched, being marked binary. Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
@@ -1,80 +1,80 @@
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace StarterAssets
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{
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public class StarterAssetsInputs : MonoBehaviour
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{
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[Header("Character Input Values")]
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public Vector2 move;
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public Vector2 look;
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public bool jump;
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public bool sprint;
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[Header("Movement Settings")]
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public bool analogMovement;
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[Header("Mouse Cursor Settings")]
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public bool cursorLocked = true;
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public bool cursorInputForLook = true;
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#if ENABLE_INPUT_SYSTEM
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public void OnMove(InputValue value)
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{
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MoveInput(value.Get<Vector2>());
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}
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public void OnLook(InputValue value)
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{
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if(cursorInputForLook)
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{
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LookInput(value.Get<Vector2>());
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}
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}
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public void OnJump(InputValue value)
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{
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JumpInput(value.isPressed);
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}
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public void OnSprint(InputValue value)
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{
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SprintInput(value.isPressed);
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}
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#endif
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public void MoveInput(Vector2 newMoveDirection)
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{
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move = newMoveDirection;
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}
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public void LookInput(Vector2 newLookDirection)
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{
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look = newLookDirection;
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}
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public void JumpInput(bool newJumpState)
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{
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jump = newJumpState;
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}
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public void SprintInput(bool newSprintState)
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{
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sprint = newSprintState;
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}
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private void OnApplicationFocus(bool hasFocus)
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{
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SetCursorState(cursorLocked);
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}
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private void SetCursorState(bool newState)
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{
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Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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}
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}
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace StarterAssets
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{
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public class StarterAssetsInputs : MonoBehaviour
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{
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[Header("Character Input Values")]
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public Vector2 move;
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public Vector2 look;
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public bool jump;
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public bool sprint;
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[Header("Movement Settings")]
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public bool analogMovement;
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[Header("Mouse Cursor Settings")]
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public bool cursorLocked = true;
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public bool cursorInputForLook = true;
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#if ENABLE_INPUT_SYSTEM
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public void OnMove(InputValue value)
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{
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MoveInput(value.Get<Vector2>());
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}
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public void OnLook(InputValue value)
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{
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if(cursorInputForLook)
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{
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LookInput(value.Get<Vector2>());
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}
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}
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public void OnJump(InputValue value)
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{
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JumpInput(value.isPressed);
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}
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public void OnSprint(InputValue value)
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{
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SprintInput(value.isPressed);
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}
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#endif
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public void MoveInput(Vector2 newMoveDirection)
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{
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move = newMoveDirection;
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}
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public void LookInput(Vector2 newLookDirection)
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{
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look = newLookDirection;
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}
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public void JumpInput(bool newJumpState)
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{
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jump = newJumpState;
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}
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public void SprintInput(bool newSprintState)
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{
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sprint = newSprintState;
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}
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private void OnApplicationFocus(bool hasFocus)
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{
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SetCursorState(cursorLocked);
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}
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private void SetCursorState(bool newState)
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{
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Cursor.lockState = newState ? CursorLockMode.Locked : CursorLockMode.None;
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}
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}
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}
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