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.StateSystem
{
using System;
using UnityEngine;
/// <summary>
/// Acts as the parent object which can use the state system to change property values.
/// </summary>
public class StateObject : IStateOwner
{
[Tooltip("A list of all states that the component can change to.")]
[HideInInspector] [SerializeField] protected State[] m_States = new State[] { new State("Default", true) };
[Opsive.Shared.Utility.NonSerialized] public State[] States { get { return m_States; } set { m_States = value; } }
/// <summary>
/// Initializes the default values.
/// </summary>
/// <param name="gameObject">The GameObject this object is attached to.</param>
public virtual void Initialize(GameObject gameObject)
{
if (Application.isPlaying) {
StateManager.Initialize(gameObject, this, m_States);
}
}
/// <summary>
/// Activates or deactivates the specified state.
/// </summary>
/// <param name="stateName">The name of the state to change the active status of.</param>
/// <param name="active">Should the state be activated?</param>
public void SetState(string stateName, bool active)
{
StateManager.SetState(this, m_States, stateName, active);
}
/// <summary>
/// Callback when the StateManager will change the active state on the current object.
/// </summary>
public virtual void StateWillChange() { }
/// <summary>
/// Callback when the StateManager has changed the active state on the current object.
/// </summary>
public virtual void StateChange() { }
}
/// <summary>
/// Attribute which allows the a state to automatically be added.
/// </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true, Inherited = false)]
public class AddState : Attribute
{
private string m_Name;
private string m_PresetGUID;
public string Name { get { return m_Name; } }
public string PresetGUID { get { return m_PresetGUID; } }
public AddState(string name, string presetGUID)
{
m_Name = name;
m_PresetGUID = presetGUID;
}
}
}