Consolidate third-party plugins into Assets/Plugins

Move and consolidate many third-party plugin files and metadata from various locations (notably Assets/Third Parties/Plugins 1 and scattered Opsive/Photon folders) into a unified Assets/Plugins directory. Includes DOTween, PrimeTween, Native/BackroomsNoise, Sirenix/Odin Inspector, and Opsive UltimateCharacterController/shared libs, plus updates to several .meta files and removal of obsolete installer/legacy files. This standardizes plugin layout and cleans up duplicate/obsolete assets.
This commit is contained in:
2026-06-16 18:41:44 +07:00
parent 738692b458
commit 3e39117acc
5979 changed files with 11 additions and 947 deletions

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Demo
{
using Opsive.UltimateCharacterController.Game;
using Opsive.UltimateCharacterController.Objects.CharacterAssist;
using Opsive.UltimateCharacterController.Utility;
using UnityEngine;
/// <summary>
/// Resets the specified interactable objects when the character leaves the room.
/// </summary>
public class InteractRoomReset : MonoBehaviour
{
[Tooltip("A list of objects that should be reset when the character leaves the room.")]
public GameObject[] m_InteractObjects;
/// <summary>
/// An object has exited the trigger.
/// </summary>
/// <param name="other">The collider that exited the trigger.</param>
private void OnTriggerExit(Collider other)
{
// A main character collider is required.
if (!MathUtility.InLayerMask(other.gameObject.layer, 1 << LayerManager.Character)) {
return;
}
ResetInteractObjects();
}
/// <summary>
/// Resets the interact room objects.
/// </summary>
private void ResetInteractObjects()
{
for (int i = 0; i < m_InteractObjects.Length; ++i) {
var animatedInteractables = m_InteractObjects[i].GetComponents<AnimatedInteractable>();
for (int j = 0; j < animatedInteractables.Length; ++j) {
animatedInteractables[j].ResetInteract();
}
}
}
}
}