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:
2026-08-25 20:28:07 +02:00
co-authored by Claude Opus 5
parent 382f6c7f63
commit 2b35d3f754
74 changed files with 13951 additions and 13951 deletions
@@ -1,35 +1,35 @@
using UnityEngine;
public class BasicRigidBodyPush : MonoBehaviour
{
public LayerMask pushLayers;
public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f;
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (canPush) PushRigidBodies(hit);
}
private void PushRigidBodies(ControllerColliderHit hit)
{
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
// make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return;
// make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return;
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3f) return;
// Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
// Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse);
}
using UnityEngine;
public class BasicRigidBodyPush : MonoBehaviour
{
public LayerMask pushLayers;
public bool canPush;
[Range(0.5f, 5f)] public float strength = 1.1f;
private void OnControllerColliderHit(ControllerColliderHit hit)
{
if (canPush) PushRigidBodies(hit);
}
private void PushRigidBodies(ControllerColliderHit hit)
{
// https://docs.unity3d.com/ScriptReference/CharacterController.OnControllerColliderHit.html
// make sure we hit a non kinematic rigidbody
Rigidbody body = hit.collider.attachedRigidbody;
if (body == null || body.isKinematic) return;
// make sure we only push desired layer(s)
var bodyLayerMask = 1 << body.gameObject.layer;
if ((bodyLayerMask & pushLayers.value) == 0) return;
// We dont want to push objects below us
if (hit.moveDirection.y < -0.3f) return;
// Calculate push direction from move direction, horizontal motion only
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0.0f, hit.moveDirection.z);
// Apply the push and take strength into account
body.AddForce(pushDir * strength, ForceMode.Impulse);
}
}