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&1697852391 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Animators/Leonid Animator/CharacterLocomotion.cs b/Assets/Scripts/Animators/Leonid Animator/CharacterLocomotion.cs index 77a1e75..2202e91 100644 --- a/Assets/Scripts/Animators/Leonid Animator/CharacterLocomotion.cs +++ b/Assets/Scripts/Animators/Leonid Animator/CharacterLocomotion.cs @@ -86,12 +86,8 @@ namespace Animators.Leonid_Animator private void HandleRotation(float delta) { if (Mathf.Abs(_inputHandler.horizontal) + Mathf.Abs(_inputHandler.vertical) < 0.1) - { - print("stop"); return; - } - print("begin"); var moveAmount = _inputHandler.moveAmount; var targetDir = _cameraObject.forward * _inputHandler.vertical + _cameraObject.right * _inputHandler.horizontal; diff --git a/Assets/Scripts/CameraScripts/CameraHandler.cs b/Assets/Scripts/CameraScripts/CameraHandler.cs index d9d4672..f9ac420 100644 --- a/Assets/Scripts/CameraScripts/CameraHandler.cs +++ b/Assets/Scripts/CameraScripts/CameraHandler.cs @@ -15,9 +15,9 @@ namespace CameraScripts public static CameraHandler Singleton; - public const float LookSpeed = 0.1f; - public const float FollowSpeed = 0.1f; - public const float PivotSpeed = 0.03f; + [SerializeField] private float LookSpeed = 0.1f; + [SerializeField] private float FollowSpeed = 0.1f; + [SerializeField] private float PivotSpeed = 0.03f; private float _defaultPosition; private float _lookAngle; @@ -50,12 +50,7 @@ namespace CameraScripts var rotation = Vector3.zero; rotation.y = _lookAngle; var targetRotation = Quaternion.Euler(rotation); - _myTransform.rotation = targetRotation; - - rotation = Vector3.zero; - rotation.x = _pivotAngle; - targetRotation = Quaternion.Euler(rotation); - cameraPivotTransform.localRotation = targetRotation; + targetTransform.rotation = targetRotation; } } } \ No newline at end of file diff --git a/Assets/Scripts/Character/Interfaces/ICharacter.cs b/Assets/Scripts/Character/Interfaces/ICharacter.cs index aef14a7..40ba286 100644 --- a/Assets/Scripts/Character/Interfaces/ICharacter.cs +++ b/Assets/Scripts/Character/Interfaces/ICharacter.cs @@ -1,5 +1,8 @@ -public interface ICharacter +using System; + +public interface ICharacter { Character GetCharacter { get; } void ResetCharacter(); + event Action OnDeathEvent; } \ No newline at end of file diff --git a/Assets/Scripts/Character/MovementController.cs b/Assets/Scripts/Character/MovementController.cs index 98df2aa..625fbb1 100644 --- a/Assets/Scripts/Character/MovementController.cs +++ b/Assets/Scripts/Character/MovementController.cs @@ -16,6 +16,8 @@ public class MovementController : MonoBehaviour [SerializeField] private GameObject flag; public float DistanceToGo { get; private set; } public float RemainingDistance => navMeshAgent.remainingDistance; + public Vector3 Velocity => navMeshAgent.velocity; + private Dictionary _idNavPointDict; diff --git a/Assets/Scripts/Character/NPC.cs b/Assets/Scripts/Character/NPC.cs index 9b70257..505c44d 100644 --- a/Assets/Scripts/Character/NPC.cs +++ b/Assets/Scripts/Character/NPC.cs @@ -1,6 +1,6 @@ using System; using System.Collections.Generic; -using System.Threading.Tasks; +using Animators.Leonid_Animator; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; @@ -10,51 +10,57 @@ using UnityEngine; public class NPC : Agent, ICharacter { [HideInInspector] - private Character AgentCharacter; - public CharacterCondition Condition; - private FlagZone flagZone = null; + private Character _agentCharacter; - public INpcBaseState NpcState { get; private set; } + private CharacterCondition _condition; + private FlagZone _flagZone = null; + + private INpcBaseState NpcState { get; set; } public INpcBaseBodyState NpcBodyState { get; private set; } - public Character GetCharacter => AgentCharacter; + public Character GetCharacter => _agentCharacter; - private NpcDirectPointState DirectState; - private NpcInCoverState CoverState; - private NpcRunningState RunningState; + private NpcDirectPointState _directState; + private NpcInCoverState _coverState; + private NpcRunningState _runningState; - private NpcStandingState StandingState; - private NpcCrouchingState CrouchingState; + private NpcStandingState _standingState; + private NpcCrouchingState _crouchingState; - private MovementController moveController; - private BufferSensorComponent bufferSensor; + private MovementController _moveController; + private BufferSensorComponent _bufferSensor; + private AnimatorHandler _animatorHandler; + private AimAssistant _assistant; + + private Dictionary _navPointIdDict; - private Dictionary navPointIdDict; #region UnityEvents and ML private void Awake() { - DirectState = new NpcDirectPointState(); - CoverState = new NpcInCoverState(); - RunningState = new NpcRunningState(); - NpcState = DirectState; + _directState = new NpcDirectPointState(); + _coverState = new NpcInCoverState(); + _runningState = new NpcRunningState(); + NpcState = _directState; - CrouchingState = new NpcCrouchingState(); - StandingState = new NpcStandingState(); - NpcBodyState = StandingState; + _crouchingState = new NpcCrouchingState(); + _standingState = new NpcStandingState(); + NpcBodyState = _standingState; - AgentCharacter = new Character(); - Condition = AgentCharacter.Condition; + _agentCharacter = new Character(); + _condition = _agentCharacter.Condition; - moveController = gameObject.GetComponent(); - bufferSensor = gameObject.GetComponent(); + _moveController = gameObject.GetComponent(); + _bufferSensor = gameObject.GetComponent(); + _animatorHandler = gameObject.GetComponent(); + _assistant = gameObject.GetComponent(); - flagZone = GameObject.FindObjectOfType(); - if (flagZone is null) + _flagZone = GameObject.FindObjectOfType(); + if (_flagZone is null) Debug.LogError("Flag Is Not Set"); - navPointIdDict = MapManager.Instance.IDToNavPoint; - if (navPointIdDict is null) + _navPointIdDict = MapManager.Instance.IDToNavPoint; + if (_navPointIdDict is null) Debug.LogError("Cant Find Nav Point Dictionary"); } @@ -65,54 +71,54 @@ public class NPC : Agent, ICharacter public override void OnEpisodeBegin() { - if (navPointIdDict is null) + if (_navPointIdDict is null) Debug.LogError("Cant Find Nav Point Dictionary"); - NpcState = DirectState; - flagZone = GameObject.FindObjectOfType(); + NpcState = _directState; + _flagZone = GameObject.FindObjectOfType(); } public override void CollectObservations(VectorSensor sensor) { // Debug.Log("Collect observations called!"); - navPointIdDict = MapManager.Instance.IDToNavPoint; - if (navPointIdDict is null) + _navPointIdDict = MapManager.Instance.IDToNavPoint; + if (_navPointIdDict is null) Debug.LogError("Cant Find Nav Point Dictionary"); - var candidates = moveController.GetPointsCandidate(); + var candidates = _moveController.GetPointsCandidate(); //common sensors - sensor.AddObservation(GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(), + sensor.AddObservation(GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(), NpcBodyState.GetPointToHit(gameObject)).ToInt()); - sensor.AddObservation(AgentCharacter.LastTimeHit); - sensor.AddObservation((!flagZone.IsNotOccup).ToInt()); - sensor.AddObservation(Condition.GetHealthPointsInQuantile()); - sensor.AddObservation(Condition.GetArmourPointsInQuantile()); + sensor.AddObservation(_agentCharacter.LastTimeHit); + sensor.AddObservation((!_flagZone.IsNotOccup).ToInt()); + sensor.AddObservation(_condition.GetHealthPointsInQuantile()); + sensor.AddObservation(_condition.GetArmourPointsInQuantile()); sensor.AddObservation(candidates.Count); - sensor.AddObservation(moveController.PointStartID); - sensor.AddObservation(moveController.PointEndID); + sensor.AddObservation(_moveController.PointStartID); + sensor.AddObservation(_moveController.PointEndID); // Debug.Log("Done common!"); //state sensors sensor.AddObservation((int)NpcState.State); sensor.AddObservation((int)NpcBodyState.State); - sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, AgentCharacter.Team)); - sensor.AddObservation(navPointIdDict[moveController.PointStartID].DeathAttr); - sensor.AddObservation(navPointIdDict[moveController.PointEndID].DeathAttr); - sensor.AddObservation(moveController.FlagDistance); + sensor.AddObservation(GameManager.IsEnemyNearby(gameObject.transform.position, _agentCharacter.Team)); + sensor.AddObservation(_navPointIdDict[_moveController.PointStartID].DeathAttr); + sensor.AddObservation(_navPointIdDict[_moveController.PointEndID].DeathAttr); + sensor.AddObservation(_moveController.FlagDistance); // Debug.Log("Done state sensors!"); //point sensors foreach (var point in candidates) { var position = transform.position; - bufferSensor.AppendObservation(new float[] { + _bufferSensor.AppendObservation(new float[] { point.DeathAttr, (int)point.navType, //4 flagEnemyDistance GameManager.IsCloserToFlagFromNextNavPoint(point, position).ToInt(), //5 EnemyVsNavPointDistance - GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, AgentCharacter.Team.GetOppositeTeam()).ToInt(), + GameManager.IsCloserToEnemyThanToNextNavPoint(point, position, _agentCharacter.Team.GetOppositeTeam()).ToInt(), //6 Have been seen by enemy in this point - GameManager.IsHaveSeenByEnemy(AgentCharacter.Team.GetOppositeTeam(), + GameManager.IsHaveSeenByEnemy(_agentCharacter.Team.GetOppositeTeam(), point.Position).ToInt() }); } @@ -126,16 +132,16 @@ public class NPC : Agent, ICharacter // Debug.Log(result[0] + " " + result[1]); if (result[0] == 0) { - if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Cover) + if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Cover) return; - NpcState = CoverState; + NpcState = _coverState; switch (result[1]) { case 0: Peek(); break; case 1: Cover(); break; - case 3: Peek(); moveController.GoToNextNavPoint(navPointIdDict[result[2]]); break; - case 4: NpcState = DirectState; break; + case 3: Peek(); _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]); break; + case 4: NpcState = _directState; break; default: throw new ArgumentException("Undefined Action recieved"); } } @@ -143,7 +149,7 @@ public class NPC : Agent, ICharacter if (result[0] == 1) { // Debug.Log("BEFORE SOme shitty if >:("); - if (navPointIdDict[moveController.PointStartID].navType != NavPointType.Direction) + if (_navPointIdDict[_moveController.PointStartID].navType != NavPointType.Direction) { // Debug.Log("SOme shitty if >:("); return; @@ -152,64 +158,72 @@ public class NPC : Agent, ICharacter switch (result[1]) { - case 0: moveController.GoToNextNavPoint(navPointIdDict[result[2]]); - NpcState = RunningState; Debug.Log("Go to point " + result[2]);break; - case 1: NpcState = DirectState; break; + case 0: _moveController.GoToNextNavPoint(_navPointIdDict[result[2]]); + NpcState = _runningState; Debug.Log("Go to point " + result[2]);break; + case 1: NpcState = _directState; break; default: throw new ArgumentException("Undefined Action recieved"); } } if (result[0] == 2) { - if (moveController.PointStartID == moveController.PointEndID && moveController.PointEndID != -1) + if (_moveController.PointStartID == _moveController.PointEndID && _moveController.PointEndID != -1) return; switch (result[1]) { - case 0: moveController.StopOnPath(); NpcState = DirectState; break; - case 1: moveController.ReturnToStartPoint(); NpcState = RunningState; break; + case 0: _moveController.StopOnPath(); NpcState = _directState; break; + case 1: _moveController.ReturnToStartPoint(); NpcState = _runningState; break; default: throw new ArgumentException("Undefined Action recieved"); } } // Debug.Log("Actions processed!"); } + + private void UpdateAnimatorValues() + { + var movementDir = _moveController.Velocity; + //Тут может быть косяк, так как я не помню горизонтальное по x или y. + _animatorHandler.UpdateAnimatorValues(movementDir.x, movementDir.y, + false, NpcBodyState == _crouchingState, _assistant._isFiring); + } #endregion public event Action OnChangePosition; private void Peek() { OnChangePosition?.Invoke(global::NpcBodyState.Standing); - NpcBodyState = StandingState; + NpcBodyState = _standingState; } private void Cover() { OnChangePosition?.Invoke(global::NpcBodyState.Crouching); - NpcBodyState = CrouchingState; + NpcBodyState = _crouchingState; } + public event Action OnDeathEvent; public event Action OnDamageRecieved; public void GetDamage(int damage) { - AgentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime; - Condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - Condition.ArmourPoints * 0.5f))); - Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5)); - OnDamageRecieved?.Invoke(damage, AgentCharacter.Team); + _agentCharacter.LastTimeHit = TimeManager.Instance.CurrentTime; + _condition.GiveHealth(-Mathf.RoundToInt(damage * (1 - _condition.ArmourPoints * 0.5f))); + _condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5)); + OnDamageRecieved?.Invoke(damage, _agentCharacter.Team); - if (Condition.HealthPoints < 0) + if (_condition.HealthPoints < 0) { - MapManager.AddDeathAttributeToPoints(moveController.PointStartID, moveController.PointEndID, - moveController.DistanceToGo, moveController.RemainingDistance); + OnDeathEvent?.Invoke(true); + MapManager.AddDeathAttributeToPoints(_moveController.PointStartID, _moveController.PointEndID, + _moveController.DistanceToGo, _moveController.RemainingDistance); var pos = gameObject.transform.position; - var id = moveController.PointStartID; + var id = _moveController.PointStartID; CharacterFactory.Instance.ReSpawn(this, ref pos, ref id); } } - - //public event OnDeathEvent< public void ResetCharacter() { - Condition.Reset(); + _condition.Reset(); EndEpisode(); } } diff --git a/Assets/Scripts/Character/Player.cs b/Assets/Scripts/Character/Player.cs index 593a326..8d3d31b 100644 --- a/Assets/Scripts/Character/Player.cs +++ b/Assets/Scripts/Character/Player.cs @@ -20,7 +20,7 @@ public class Player : MonoBehaviour, ICharacter Debug.LogWarning("Pooled object was destroyed"); } - public event Action OnKilledEvent; + public event Action OnDeathEvent; public void GetDamage(float damage) { PlayerCharacter.LastTimeHit = TimeManager.Instance.CurrentTime; @@ -28,7 +28,7 @@ public class Player : MonoBehaviour, ICharacter Condition.GiveArmour(-Mathf.RoundToInt(Mathf.Sqrt(damage) * 5)); if (Condition.HealthPoints < 0) - OnKilledEvent?.Invoke(this); + OnDeathEvent?.Invoke(true); } public void ResetCharacter() diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 431fd81..a304f5b 100755 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -1,19 +1,20 @@ using System; +using System.Collections.Generic; using Unity.MLAgents; using UnityEngine; public class GameManager : MonoBehaviour { - private static GameManager instance; - public static GameManager Instance => instance; + private static GameManager _instance; + public static GameManager Instance => _instance; - private static SimpleMultiAgentGroup defendersTeam = new SimpleMultiAgentGroup(); - private static SimpleMultiAgentGroup attackersTeam = new SimpleMultiAgentGroup(); + private static SimpleMultiAgentGroup _defendersTeam = new SimpleMultiAgentGroup(); + private static SimpleMultiAgentGroup _attackersTeam = new SimpleMultiAgentGroup(); private void Awake() { - if (instance is null) - instance = this; + if (_instance is null) + _instance = this; else { Destroy(gameObject); @@ -32,23 +33,23 @@ public class GameManager : MonoBehaviour { var agent = item as NPC; if (agent.GetCharacter.Team == Team.Attackers) - attackersTeam.RegisterAgent(item); + _attackersTeam.RegisterAgent(item); else - defendersTeam.RegisterAgent(item); + _defendersTeam.RegisterAgent(item); } } - private static SimpleMultiAgentGroup getAgentList(Team team) + private static SimpleMultiAgentGroup GetAgentList(Team team) { if (team == Team.Attackers) - return attackersTeam; + return _attackersTeam; else - return defendersTeam; + return _defendersTeam; } public static bool IsCloserToEnemyThanToNextNavPoint(NavPoint navPoint, Vector3 currentTransform, Team oppositeTeam) { - var agentGroup = getAgentList(oppositeTeam); + var agentGroup = GetAgentList(oppositeTeam); var distToNavPoint = (currentTransform - navPoint.Position).magnitude; foreach (var agent in agentGroup.GetRegisteredAgents()) @@ -65,7 +66,7 @@ public class GameManager : MonoBehaviour public static bool IsEnemyNearby(Vector3 currentTransform, Team oppositeTeam) { - var agentGroup = getAgentList(oppositeTeam); + var agentGroup = GetAgentList(oppositeTeam); foreach (var agent in agentGroup.GetRegisteredAgents()) if ((currentTransform - agent.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance) @@ -84,18 +85,23 @@ public class GameManager : MonoBehaviour public static bool IsHaveSeenByEnemy(Team oppositeTeam, Vector3 position) { - var agentGroup = getAgentList(oppositeTeam); + return GetVisibleEnemies(oppositeTeam, position).Count > 0 ? true : false; + } + + public static List GetVisibleEnemies(Team oppositeTeam, Vector3 position) + { + var agentGroup = GetAgentList(oppositeTeam); RaycastHit rayHit = new RaycastHit(); foreach (var agent in agentGroup.GetRegisteredAgents() ) { var npc = agent as NPC; if (Physics.Raycast(position, - (npc.NpcBodyState.GetPointToHit(npc.gameObject) - position).normalized, - out rayHit, - SettingsReader.Instance.GetSettings.ViewDistance)) + (npc.NpcBodyState.GetPointToHit(npc.gameObject) - position).normalized, + out rayHit, + SettingsReader.Instance.GetSettings.ViewDistance)) { if (rayHit.collider.gameObject.GetComponent() != null) - return true; + return null; } } if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) || @@ -103,15 +109,15 @@ public class GameManager : MonoBehaviour { var player = CharacterFactory.Instance.player; if (Physics.Raycast(position, - (player.GetComponent().bounds.center - position).normalized, - out rayHit, - SettingsReader.Instance.GetSettings.ViewDistance)) + (player.GetComponent().bounds.center - position).normalized, + out rayHit, + SettingsReader.Instance.GetSettings.ViewDistance)) { if (rayHit.collider.gameObject.GetComponent() != null) - return true; + return null; } } - return false; + return null; } private void FlagCaptured(Team team) diff --git a/Assets/Scripts/Weapons/AimAssistant.cs b/Assets/Scripts/Weapons/AimAssistant.cs new file mode 100644 index 0000000..81a59b6 --- /dev/null +++ b/Assets/Scripts/Weapons/AimAssistant.cs @@ -0,0 +1,62 @@ +using UnityEngine; + +[RequireComponent(typeof(NPC))] +public class AimAssistant : MonoBehaviour +{ + public GameObject enemy; + public bool _isFiring = false; + private ICharacter _myNpc; + public float lookSpeed = 200f; + + private void Awake() + { + _myNpc = GetComponent(); + } + + private void Update() + { + //Ищем противника на сцене. + if (_isFiring == false) + { + var enemies = GameManager.GetVisibleEnemies(_myNpc.GetCharacter.Team, transform.position); + enemy = enemies[new System.Random().Next(enemies.Count)]; + if (enemies.Count == 0) + { + return; + } + else + { + var character = enemy.GetComponent(); + character.OnDeathEvent += _ => _isFiring = false; + _isFiring = true; + } + } + else + { + //Raycast до противника enemy + var range = 200f; + while (true) + { + if (!Physics.Raycast(this.transform.position, this.transform.forward, out var hit, range)) + { + _isFiring = false; + enemy = null; + return; + } + else + { + GetComponent().Shoot(); + } + } + + } + + var direction = enemy.transform.position - gameObject.transform.position; + var targetRotation = Quaternion.LookRotation(direction); + var lookAt = Quaternion.RotateTowards(gameObject.transform.rotation, targetRotation, + Time.deltaTime * lookSpeed); + lookAt.z = 0; + lookAt.x = 0; + gameObject.transform.rotation = lookAt; + } +} diff --git a/Assets/Scripts/Weapons/AutoAim.cs.meta b/Assets/Scripts/Weapons/AimAssistant.cs.meta similarity index 100% rename from Assets/Scripts/Weapons/AutoAim.cs.meta rename to Assets/Scripts/Weapons/AimAssistant.cs.meta diff --git a/Assets/Scripts/Weapons/AutoAim.cs b/Assets/Scripts/Weapons/AutoAim.cs deleted file mode 100644 index 5c6c2be..0000000 --- a/Assets/Scripts/Weapons/AutoAim.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AutoAim : MonoBehaviour -{ - // Start is called before the first frame update - public GameObject enemy; - - public float lookSpeed = 200f; - - public GameObject player; - public Camera camera; - void Start() - { - - } - - // Update is called once per frame - void Update() - { - Vector3 direction = enemy.transform.position - camera.transform.position; - Quaternion targetRotation = Quaternion.LookRotation(direction); - Quaternion lookAt = Quaternion.RotateTowards(camera.transform.rotation, targetRotation, Time.deltaTime * lookSpeed); - camera.transform.rotation = lookAt; - - } -} diff --git a/Assets/Scripts/Weapons/Shooting.cs b/Assets/Scripts/Weapons/Shooting.cs index b81ce24..eac0693 100644 --- a/Assets/Scripts/Weapons/Shooting.cs +++ b/Assets/Scripts/Weapons/Shooting.cs @@ -24,13 +24,6 @@ public class Shooting : MonoBehaviour public GameObject gun; void Update() { - /*if (Input.GetButtonDown("Fire1")) - { - Prefab = Random.Range(0, 1); - Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation); - Shoot(); - }*/ - //if(Input.GetButtonDown("") if (Input.GetMouseButton(0) && fireCountdown <= 0f) { Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation); @@ -41,27 +34,14 @@ public class Shooting : MonoBehaviour fireCountdown -= Time.deltaTime; } - void Shoot() + public void Shoot() { - RaycastHit hit; - if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out hit, range)) + if (Physics.Raycast(raycast.transform.position, raycast.transform.forward, out var hit, range)) { Debug.Log(hit.transform.name); - Target target = hit.transform.GetComponent(); - - if (target != null) - { + if (hit.transform.TryGetComponent(out var target)) target.TakeDamage(damage); - } - RotateToGunDirection(gun, hit.point); } } - - void RotateToGunDirection(GameObject obj, Vector3 destination) - { - direction = destination - obj.transform.position; - rotation = Quaternion.LookRotation(direction); - obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1); - } } diff --git a/Packages/manifest.json b/Packages/manifest.json index e756f82..15e1c8a 100755 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -4,6 +4,7 @@ "com.unity.2d.tilemap": "1.0.0", "com.unity.ads": "3.7.5", "com.unity.analytics": "3.6.12", + "com.unity.cinemachine": "2.8.3", "com.unity.collab-proxy": "1.14.12", "com.unity.ide.rider": "1.2.1", "com.unity.ide.visualstudio": "2.0.14", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 0bac4b2..42bc66b 100755 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -50,6 +50,13 @@ }, "url": "https://packages.unity.com" }, + "com.unity.cinemachine": { + "version": "2.8.3", + "depth": 0, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.collab-proxy": { "version": "1.14.12", "depth": 0,