diff --git a/Platformer/Assets/Scripts/Raycast/PlatformController.cs b/Platformer/Assets/PlatformController.cs similarity index 60% rename from Platformer/Assets/Scripts/Raycast/PlatformController.cs rename to Platformer/Assets/PlatformController.cs index 91d6e13..637a2a4 100644 --- a/Platformer/Assets/Scripts/Raycast/PlatformController.cs +++ b/Platformer/Assets/PlatformController.cs @@ -5,30 +5,30 @@ public class PlatformController : RaycastController { - public LayerMask passengerMask; //layer used for passengers + public LayerMask passengerMask; - public Vector3[] localWaypoints;//relative to platform + public Vector3[] localWaypoints; Vector3[] globalWaypoints; - public float speed; //speed of platform - public bool cyclic; //cycles - public float waitTime; //how long to wait + public float speed; + public bool cyclic; + public float waitTime; [Range(0, 2)] - public float easeAmount; // how much to ease + public float easeAmount; - int fromWaypointIndex; //global waypoint were moving away from - float percentBetweenWaypoints; //percent moved between waypoints (0-1) + int fromWaypointIndex; + float percentBetweenWaypoints; + float nextMoveTime; - float nextMoveTime; //next time to move - List passengerMovement; //store all the bools - Dictionary passengerDictionary = new Dictionary(); //to be able to jump + List passengerMovement; + Dictionary passengerDictionary = new Dictionary(); public override void Start() { base.Start(); - globalWaypoints = new Vector3[localWaypoints.Length]; //set global waypoints so you actually go between - for (int i = 0; i < localWaypoints.Length; i++) //every local way point must be changed + globalWaypoints = new Vector3[localWaypoints.Length]; + for (int i = 0; i < localWaypoints.Length; i++) { globalWaypoints[i] = localWaypoints[i] + transform.position; } @@ -37,14 +37,15 @@ public override void Start() void Update() { - UpdateRaycastOrigins(); //never changes - Vector3 velocity = move * Time.deltaTime; + UpdateRaycastOrigins(); - CalculatePassengerMovement(velocity); //Move the passangers + Vector3 velocity = CalculatePlatformMovement(); - MovePassengers(true);//Move - transform.Translate(velocity);//Trasnform - MovePassengers(false);//Dont move + CalculatePassengerMovement(velocity); + + MovePassengers(true); + transform.Translate(velocity); + MovePassengers(false); } float Ease(float x) @@ -53,88 +54,86 @@ float Ease(float x) return Mathf.Pow(x, a) / (Mathf.Pow(x, a) + Mathf.Pow(1 - x, a)); } - Vector3 CalculatePlatformMovement() { - if (Time.time < nextMoveTime) //dont move + if (Time.time < nextMoveTime) { return Vector3.zero; } - fromWaypointIndex %= globalWaypoints.Length; //reset to 0 each time it reaches - int toWaypointIndex = (fromWaypointIndex + 1) % globalWaypoints.Length; //to the next waypoint - float distanceBetweenWaypoints = Vector3.Distance(globalWaypoints[fromWaypointIndex], globalWaypoints[toWaypointIndex]); //distance between - percentBetweenWaypoints += Time.deltaTime * speed / distanceBetweenWaypoints; //increase % each frame - percentBetweenWaypoints = Mathf.Clamp01(percentBetweenWaypoints); //clamp between 0 and 1 - float easedPercentBetweenWaypoints = Ease(percentBetweenWaypoints); //percent eased + fromWaypointIndex %= globalWaypoints.Length; + int toWaypointIndex = (fromWaypointIndex + 1) % globalWaypoints.Length; + float distanceBetweenWaypoints = Vector3.Distance(globalWaypoints[fromWaypointIndex], globalWaypoints[toWaypointIndex]); + percentBetweenWaypoints += Time.deltaTime * speed / distanceBetweenWaypoints; + percentBetweenWaypoints = Mathf.Clamp01(percentBetweenWaypoints); + float easedPercentBetweenWaypoints = Ease(percentBetweenWaypoints); - Vector3 newPos = Vector3.Lerp(globalWaypoints[fromWaypointIndex], globalWaypoints[toWaypointIndex], easedPercentBetweenWaypoints); //new position + Vector3 newPos = Vector3.Lerp(globalWaypoints[fromWaypointIndex], globalWaypoints[toWaypointIndex], easedPercentBetweenWaypoints); - if (percentBetweenWaypoints >= 1) //reached or passed point + if (percentBetweenWaypoints >= 1) { - percentBetweenWaypoints = 0; //reset % - fromWaypointIndex++; //increment index + percentBetweenWaypoints = 0; + fromWaypointIndex++; - if (!cyclic) //if not cyclic + if (!cyclic) { - if (fromWaypointIndex >= globalWaypoints.Length - 1) //reached end + if (fromWaypointIndex >= globalWaypoints.Length - 1) { - fromWaypointIndex = 0; //start again - System.Array.Reverse(globalWaypoints); //reverse through waypoints + fromWaypointIndex = 0; + System.Array.Reverse(globalWaypoints); } } - nextMoveTime = Time.time + waitTime; //set next time to move + nextMoveTime = Time.time + waitTime; } - return newPos - transform.position; //amount we want to move this frame + return newPos - transform.position; } - - void MovePassengers(bool beforeMovePlatform) //before we move the platform + void MovePassengers(bool beforeMovePlatform) { - foreach (PassengerMovement passenger in passengerMovement) //for every movement + foreach (PassengerMovement passenger in passengerMovement) { - if (!passengerDictionary.ContainsKey(passenger.transform)) //if passanger not on + if (!passengerDictionary.ContainsKey(passenger.transform)) { passengerDictionary.Add(passenger.transform, passenger.transform.GetComponent()); } - if (passenger.moveBeforePlatform == beforeMovePlatform) //we on + if (passenger.moveBeforePlatform == beforeMovePlatform) { passengerDictionary[passenger.transform].Move(passenger.velocity, passenger.standingOnPlatform); } } } - void CalculatePassengerMovement(Vector3 velocity) //Refers to any controller 2d affected by the platform + void CalculatePassengerMovement(Vector3 velocity) { - HashSet movedPassengers = new HashSet(); //use because fast at adding things and checking whats contained + HashSet movedPassengers = new HashSet(); passengerMovement = new List(); - float directionX = Mathf.Sign(velocity.x); //left/right - float directionY = Mathf.Sign(velocity.y); //up + float directionX = Mathf.Sign(velocity.x); + float directionY = Mathf.Sign(velocity.y); // Vertically moving platform if (velocity.y != 0) { - float rayLength = Mathf.Abs(velocity.y) + skinWidth; //ray length + float rayLength = Mathf.Abs(velocity.y) + skinWidth; - for (int i = 0; i < verticalRayCount; i++) //similar to controller2D + for (int i = 0; i < verticalRayCount; i++) { Vector2 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft; rayOrigin += Vector2.right * (verticalRaySpacing * i); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, passengerMask); - if (hit) //there is a passenger on + if (hit) { - if (!movedPassengers.Contains(hit.transform)) //if it doesnt contain hit. transform + if (!movedPassengers.Contains(hit.transform)) { - movedPassengers.Add(hit.transform); //add to list so moved once per frame - float pushX = (directionY == 1) ? velocity.x : 0; //if its moving up, otherwise set to 0 - float pushY = velocity.y - (hit.distance - skinWidth) * directionY; //close distance + movedPassengers.Add(hit.transform); + float pushX = (directionY == 1) ? velocity.x : 0; + float pushY = velocity.y - (hit.distance - skinWidth) * directionY; - passengerMovement.Add(new PassengerMovement(hit.transform, new Vector3(pushX, pushY), directionY == 1, true)); //update list + passengerMovement.Add(new PassengerMovement(hit.transform, new Vector3(pushX, pushY), directionY == 1, true)); } } } @@ -159,7 +158,7 @@ void CalculatePassengerMovement(Vector3 velocity) //Refers to any controller 2d float pushX = velocity.x - (hit.distance - skinWidth) * directionX; float pushY = -skinWidth; - passengerMovement.Add(new PassengerMovement(hit.transform, new Vector3(pushX, pushY), false, true)); //update list + passengerMovement.Add(new PassengerMovement(hit.transform, new Vector3(pushX, pushY), false, true)); } } } @@ -172,30 +171,30 @@ void CalculatePassengerMovement(Vector3 velocity) //Refers to any controller 2d for (int i = 0; i < verticalRayCount; i++) { - Vector2 rayOrigin = raycastOrigins.topLeft + Vector2.right * (verticalRaySpacing * i); //origin of rays - RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up, rayLength, passengerMask); //raycast hit + Vector2 rayOrigin = raycastOrigins.topLeft + Vector2.right * (verticalRaySpacing * i); + RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up, rayLength, passengerMask); if (hit) { - if (!movedPassengers.Contains(hit.transform)) //passanger is on + if (!movedPassengers.Contains(hit.transform)) { movedPassengers.Add(hit.transform); float pushX = velocity.x; float pushY = velocity.y; - passengerMovement.Add(new PassengerMovement(hit.transform, new Vector3(pushX, pushY),true , false)); //update list + passengerMovement.Add(new PassengerMovement(hit.transform, new Vector3(pushX, pushY), true, false)); } } } } } - struct PassengerMovement //relevent info + struct PassengerMovement { - public Transform transform; //transform of passenger - public Vector3 velocity; //desired velocity - public bool standingOnPlatform; //is he on plantform - public bool moveBeforePlatform; //move before platform? + public Transform transform; + public Vector3 velocity; + public bool standingOnPlatform; + public bool moveBeforePlatform; public PassengerMovement(Transform _transform, Vector3 _velocity, bool _standingOnPlatform, bool _moveBeforePlatform) { @@ -208,17 +207,18 @@ public PassengerMovement(Transform _transform, Vector3 _velocity, bool _standing void OnDrawGizmos() { - if (localWaypoints != null) //only if its not equal to null + if (localWaypoints != null) { Gizmos.color = Color.red; - float size = .3f; //size we want to draw "gizmos" at + float size = .3f; - for (int i = 0; i < localWaypoints.Length; i++) //iterate through each waypoints + for (int i = 0; i < localWaypoints.Length; i++) { - Vector3 globalWaypointPos = (Application.isPlaying) ? globalWaypoints[i] : localWaypoints[i] + transform.position; //check if the games on first + Vector3 globalWaypointPos = (Application.isPlaying) ? globalWaypoints[i] : localWaypoints[i] + transform.position; Gizmos.DrawLine(globalWaypointPos - Vector3.up * size, globalWaypointPos + Vector3.up * size); Gizmos.DrawLine(globalWaypointPos - Vector3.left * size, globalWaypointPos + Vector3.left * size); } } } + } \ No newline at end of file diff --git a/Platformer/Assets/Scripts/Raycast/PlatformController.cs.meta b/Platformer/Assets/PlatformController.cs.meta similarity index 83% rename from Platformer/Assets/Scripts/Raycast/PlatformController.cs.meta rename to Platformer/Assets/PlatformController.cs.meta index e25595e..3379dcb 100644 --- a/Platformer/Assets/Scripts/Raycast/PlatformController.cs.meta +++ b/Platformer/Assets/PlatformController.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 2972f97baab0e18479470d5746e83b25 +guid: 89ee20ea2f7ad8d43b50eb9fcf2f0790 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs b/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs index 2b20062..41b4d59 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs @@ -7,13 +7,21 @@ public class Player_Controller : MonoBehaviour { - float moveSpeed = 10; //How Fast He moves + float moveSpeed = 10; //How Fast He moves float gravity; //Gravity (No Rigid Body) float jumpVelocity; Vector3 velocity; //Velocity (Again since using raycasting need to create alll this) float velocityXSmoothing; + //Wall Jumping + public float wallSlideSpeedMax = 4;//speed sliding + public float wallStickTime = .25f; + float timeToWallUnstick; + + public Vector2 wallJumpClimb; //Keep going up + public Vector2 wallJumpOff;//Jump off + public Vector2 wallLeap; //leap to other side //Jumping public float jumpHeight = 4; //height public float timeToJumpApex = .4f; //time to get there @@ -22,7 +30,6 @@ public class Player_Controller : MonoBehaviour Controller2D controller; //controller - public int currentHealth; //health private int maxHealth = 100; //max health public HealthBar healthbar; //Healthbar @@ -35,30 +42,83 @@ void Start() gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); //Derived from equation jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; //Derived from equation - print("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); - - door.SetActive(false); // Turn off the door currentHealth = maxHealth; //Reset to max health healthbar.SetMaxHealth(maxHealth); //Health bar to max } void Update() { - if (controller.collisions.above || controller.collisions.below) //if true reset y + Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + int wallDirX = (controller.collisions.left) ? -1 : 1; bool wallSliding = false; //not on a wall + + float targetVelocityX = input.x * moveSpeed; + velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); //Movement in the x direction + + wallSliding = false; + if ((controller.collisions.left || controller.collisions.right) && !controller.collisions.below && velocity.y < 0) //if wall to the left or right and not below and moving down { - velocity.y = 0; + wallSliding = true; //then on a wall + + if (velocity.y < -wallSlideSpeedMax) //if its less than that then reset velocity y + { + velocity.y = -wallSlideSpeedMax; + } + + if (timeToWallUnstick > 0) + { + velocityXSmoothing = 0; //reset smoothing + velocity.x = 0; //reset velocity x + + if (input.x != wallDirX && input.x != 0) + { + timeToWallUnstick -= Time.deltaTime; + } + else + { + timeToWallUnstick = wallStickTime; + } + } + + else + { + timeToWallUnstick = wallStickTime; + } } - Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); - if (Input.GetKeyDown(KeyCode.Space) && controller.collisions.below) //Jumping (and on something) + if (controller.collisions.above || controller.collisions.below) //if true reset y { - velocity.y = jumpVelocity; + velocity.y = 0; } - float targetVelocityX = input.x * moveSpeed; - velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); //Movement in the x direction + if (Input.GetKeyDown(KeyCode.Space)) //Jump + { + if (wallSliding) //if wall sliding + { + if (wallDirX == input.x) //Climb Jump + { + velocity.x = -wallDirX * wallJumpClimb.x; + velocity.y = wallJumpClimb.y; + } + else if (input.x == 0) //Jump off + { + velocity.x = -wallDirX * wallJumpOff.x; + velocity.y = wallJumpOff.y; + } + else //Leap to other wall + { + velocity.x = -wallDirX * wallLeap.x; + velocity.y = wallLeap.y; + } + } + if (controller.collisions.below) + { + velocity.y = jumpVelocity; + } + } + + velocity.y += gravity * Time.deltaTime; //Movement in the y Direction controller.Move(velocity * Time.deltaTime); //How to actually move, in controller script } @@ -83,7 +143,7 @@ void OnTriggerEnter2D(Collider2D other) //Pickups if (other.gameObject.CompareTag("Key")) //If you got the key { other.gameObject.SetActive(false); //key is not actice - door.SetActive(true); // Door is accessible + door.SetActive(false); // Door is accessible } if (other.gameObject.CompareTag("Heart")) diff --git a/Platformer/Assets/Scripts/Raycast/Controller2D.cs b/Platformer/Assets/Scripts/Raycast/Controller2D.cs index 880006f..0011db3 100644 --- a/Platformer/Assets/Scripts/Raycast/Controller2D.cs +++ b/Platformer/Assets/Scripts/Raycast/Controller2D.cs @@ -13,24 +13,27 @@ public class Controller2D : RaycastController public override void Start() { base.Start(); //calls raycast controller start method + collisions.faceDir = 1; } public void Move(Vector3 velocity, bool standingOnPlatform = false) //Actually Moving { UpdateRaycastOrigins(); //Everytime we move collisions.Reset(); //Blank Slate + collisions.velocityOld = velocity; // update velocity - collisions.velocityOld = velocity; // + if(velocity.x != 0) + { + collisions.faceDir = (int)Mathf.Sign(velocity.x); //cast to an integer + } if (velocity.y < 0) { DescendSlope(ref velocity); } - if (velocity.x != 0)//Horizontal Axis - { - HorizontalCollisions(ref velocity); - } + HorizontalCollisions(ref velocity); + if (velocity.y != 0) //Vertical Axis { VerticalCollisions(ref velocity); @@ -46,9 +49,14 @@ public void Move(Vector3 velocity, bool standingOnPlatform = false) //Actually M void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector (dont make a copy) { - float directionX = Mathf.Sign(velocity.x); //depending on moving left or right + float directionX = collisions.faceDir; //depending on moving left or right float rayLength = Mathf.Abs(velocity.x) + skinWidth; //length of the ray (always positve) + if (Mathf.Abs(velocity.x) < skinWidth) + { + rayLength = 2 * skinWidth; + } + for (int i = 0; i < horizontalRayCount; i++) { Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;// See if moving up or down, then choose corresponding @@ -203,6 +211,7 @@ public struct CollisionInfo public bool descendingSlope; public float slopeAngle, slopeAngleOld; //angle and old angle public Vector3 velocityOld; + public int faceDir; //1 is right, -1 is left public void Reset() //Reset the Bools { diff --git a/Platformer/Assets/World Build/Castle/Tileset/Castle.prefab b/Platformer/Assets/World Build/Castle/Tileset/Castle.prefab index 6db8bb6..4b6768d 100644 --- a/Platformer/Assets/World Build/Castle/Tileset/Castle.prefab +++ b/Platformer/Assets/World Build/Castle/Tileset/Castle.prefab @@ -2596,7 +2596,7 @@ Tilemap: m_AnimationFrameRate: 1 m_Color: {r: 1, g: 1, b: 1, a: 1} m_Origin: {x: -1, y: -14, z: 0} - m_Size: {x: 15, y: 15, z: 1} + m_Size: {x: 15, y: 21, z: 1} m_TileAnchor: {x: 0.5, y: 0.5, z: 0} m_TileOrientation: 0 m_TileOrientationMatrix: diff --git a/Platformer/Assets/World Build/Castle/tiles/castle/tile_castle.png.meta b/Platformer/Assets/World Build/Castle/tiles/castle/tile_castle.png.meta index c903dd1..9dda55e 100644 --- a/Platformer/Assets/World Build/Castle/tiles/castle/tile_castle.png.meta +++ b/Platformer/Assets/World Build/Castle/tiles/castle/tile_castle.png.meta @@ -1,582 +1,200 @@ fileFormatVersion: 2 guid: c76f269a5db22564b9bffd16ff3b9a0d TextureImporter: - internalIDToNameTable: - - first: - 213: 21300000 - second: tile_castle_0 - - first: - 213: 21300002 - second: tile_castle_1 - - first: - 213: 21300004 - second: tile_castle_2 - - first: - 213: 21300006 - second: tile_castle_3 - - first: - 213: 21300008 - second: tile_castle_4 - - first: - 213: 21300010 - second: tile_castle_5 - - first: - 213: 21300012 - second: tile_castle_6 - - first: - 213: 21300014 - second: tile_castle_7 - - first: - 213: 21300016 - second: 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m_TileSpriteIndex: 23 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -28769,8 +40740,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -29, y: 1, z: 0} second: - m_TileIndex: 12 - m_TileSpriteIndex: 12 + m_TileIndex: 32 + m_TileSpriteIndex: 23 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -28778,8 +40749,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -28, y: 1, z: 0} second: - m_TileIndex: 13 - m_TileSpriteIndex: 13 + m_TileIndex: 32 + m_TileSpriteIndex: 23 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -28787,8 +40758,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -27, y: 1, z: 0} second: - m_TileIndex: 3 - m_TileSpriteIndex: 3 + m_TileIndex: 32 + m_TileSpriteIndex: 23 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -29217,7 +41188,7 @@ Tilemap: m_ObjectToInstantiate: {fileID: 0} m_TileFlags: 1 m_ColliderType: 1 - - first: {x: -36, y: 2, z: 0} + - first: {x: 35, y: 1, 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a/Platformer/Logs/Packages-Update.log +++ b/Platformer/Logs/Packages-Update.log @@ -66,3 +66,46 @@ The following packages were updated: com.unity.textmeshpro from version 1.4.1 to 2.0.1 The following packages were removed: com.unity.package-manager-ui@2.0.8 + +=== Thu Apr 23 10:04:26 2020 + +Packages were changed. +Update Mode: resetToDefaultDependencies + +The following packages were added: + com.unity.analytics@3.2.2 + com.unity.purchasing@2.0.3 + com.unity.ads@2.0.8 + com.unity.textmeshpro@1.4.1 + com.unity.package-manager-ui@2.0.8 + com.unity.collab-proxy@1.2.15 + com.unity.modules.ai@1.0.0 + com.unity.modules.animation@1.0.0 + com.unity.modules.assetbundle@1.0.0 + com.unity.modules.audio@1.0.0 + com.unity.modules.cloth@1.0.0 + com.unity.modules.director@1.0.0 + com.unity.modules.imageconversion@1.0.0 + com.unity.modules.imgui@1.0.0 + com.unity.modules.jsonserialize@1.0.0 + com.unity.modules.particlesystem@1.0.0 + com.unity.modules.physics@1.0.0 + com.unity.modules.physics2d@1.0.0 + com.unity.modules.screencapture@1.0.0 + com.unity.modules.terrain@1.0.0 + com.unity.modules.terrainphysics@1.0.0 + com.unity.modules.tilemap@1.0.0 + com.unity.modules.ui@1.0.0 + com.unity.modules.uielements@1.0.0 + com.unity.modules.umbra@1.0.0 + com.unity.modules.unityanalytics@1.0.0 + com.unity.modules.unitywebrequest@1.0.0 + com.unity.modules.unitywebrequestassetbundle@1.0.0 + com.unity.modules.unitywebrequestaudio@1.0.0 + com.unity.modules.unitywebrequesttexture@1.0.0 + com.unity.modules.unitywebrequestwww@1.0.0 + com.unity.modules.vehicles@1.0.0 + com.unity.modules.video@1.0.0 + com.unity.modules.vr@1.0.0 + com.unity.modules.wind@1.0.0 + com.unity.modules.xr@1.0.0 diff --git a/Platformer/Packages/manifest.json b/Platformer/Packages/manifest.json index e99b29e..215430d 100644 --- a/Platformer/Packages/manifest.json +++ b/Platformer/Packages/manifest.json @@ -1,21 +1,12 @@ { "dependencies": { - "com.unity.2d.sprite": "1.0.0", - "com.unity.2d.tilemap": "1.0.0", - "com.unity.ads": 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