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Commit 0c0f1054 authored by ChristDADIE's avatar ChristDADIE
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class CreateOnClick : MonoBehaviour
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void Start()
{
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void Update()
{
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class MouseInteraction : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
private Rigidbody physics = new Rigidbody();
private Renderer mat = new Renderer();
public void OnPointerClick(PointerEventData eventData)
{
physics.AddForce(Camera.main.transform.forward * 100000);
Debug.Log("dfg");
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log(" test");
mat.material.color = Color.red;
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log(" test");
mat.material.color = Color.blue;
}
// Start is called before the first frame update
void Start()
{
physics = GetComponent<Rigidbody>();
mat = GetComponent<Renderer>();
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class RotateCube : MonoBehaviour
{
public InputAction activateRotation = new InputAction();
public float speed = 3.0f;
bool change = false;
// Start is called before the first frame update
void Start()
{
activateRotation.Enable();
activateRotation.performed += ctx => change = !change;
}
// Update is called once per frame
void Update()
{
if (change){
transform.Rotate(Vector3.up * Time.deltaTime * speed);
Debug.Log("code fonctionnel");
}
}
}
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