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.Character.Identifiers
{
using UnityEngine;
/// <summary>
/// An identifier component used to specify where the character colliders are located.
/// </summary>
public class CharacterColliderBaseIdentifier : MonoBehaviour
{
}
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character.Identifiers
{
using UnityEngine;
/// <summary>
/// Component which specifies that an object should not fade.
/// </summary>
public class IgnoreFadeIdentifier : MonoBehaviour { }
}

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/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character.Identifiers
{
using Opsive.UltimateCharacterController.StateSystem;
#if THIRD_PERSON_CONTROLLER
using Opsive.UltimateCharacterController.ThirdPersonController.Character;
#endif
using UnityEngine;
/// <summary>
/// Identifying component which specifies the object should be hidden while in first person view.
/// </summary>
public class ThirdPersonObject : StateBehavior
{
[Tooltip("Should the object be forced visible even if it is in a first person view?")]
[SerializeField] protected bool m_ForceVisible;
#if !THIRD_PERSON_CONTROLLER
[Tooltip("The materials that should be used when the object is visible.")]
[SerializeField] protected Material[] m_VisibleMaterials;
#endif
[Tooltip("Should the object be visible when the character dies? This value will only be checked if the PerspectiveMonitor.ObjectDeathVisiblity is set to ThirdPersonObjectDetermined.")]
[SerializeField] protected bool m_FirstPersonVisibleOnDeath = false;
public bool ForceVisible { get { return m_ForceVisible; }
#if THIRD_PERSON_CONTROLLER
set { if (m_ForceVisible != value) { m_ForceVisible = value; m_PerspectiveMonitor?.UpdateThirdPersonMaterials(false); } }
#else
set { m_ForceVisible = value; if (m_Renderer == null) { return; } m_Renderer.materials = m_ForceVisible ? m_VisibleMaterials : m_InvisibleMaterials; }
#endif
}
public bool FirstPersonVisibleOnDeath { get { return m_FirstPersonVisibleOnDeath; } }
#if THIRD_PERSON_CONTROLLER
private PerspectiveMonitor m_PerspectiveMonitor;
#else
private Renderer m_Renderer;
private Material[] m_InvisibleMaterials;
#endif
/// <summary>
/// Initialize the default values.
/// </summary>
private void Start()
{
#if THIRD_PERSON_CONTROLLER
m_PerspectiveMonitor = gameObject.GetComponentInParent<PerspectiveMonitor>();
#else
m_Renderer = gameObject.GetComponent<Renderer>();
if (m_Renderer == null) {
return;
}
m_InvisibleMaterials = m_Renderer.materials;
#endif
}
}
}

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