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ldalzotto committed May 18, 2020
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Expand Up @@ -24,19 +24,20 @@ Controls are always displayed in-game and are dynamic depending of the current s

The application features (links redirect to source code implementation) :

* Custom Player controller (PlayerObject\Lib\PlayerMovement)
* Skill management for Player and AI. (Undefined\Logic\Skill)
* Firing projectiles. (Undefined\Logic\Projectile, Undefined\Logic\PlayerAim)
* Deflecting projectiles when an incoming projectile is on range and health is low. (Assets\Undefined\Logic\ProjectileDeflection)
* Teleporting to a location in range. (Undefined\Logic\PlayerDash)
* AI Behavior driven by fsm. (Common\~CoreGame\Behavior)
* Only one AI Behavior is implemented for soldier. (Undefined\Logic\Soldier\SoldierBehavior)
* Interactive objects entirely defined via scriptable object that interact with the environment. (Common\InteractiveObjects)
* Health globe interactive objects that give health on trigger. ()
* [Custom Player controller](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Common/PlayerObject/Lib/PlayerMovement)
* [Skill management for Player and AI](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Undefined/Logic/Skill).
* [Firing projectiles.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Undefined/Logic/Projectile)
* [Deflecting projectiles when an incoming projectile is on range and health is low.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Undefined/Logic/ProjectileDeflection)
* [Teleporting to a location in range.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Undefined/Logic/PlayerDash)
* [AI Behavior driven by fsm.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Common/~CoreGame/Behavior)
* [Only one AI Behavior is implemented for soldier.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Undefined/Logic/Soldier/SoldierBehavior)
* [Interactive objects entirely defined via scriptable object that interact with the environment.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Common/InteractiveObjects)
* [Health globe interactive objects that give health on trigger.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Undefined/Logic/HealthGlobe)
* Player and AI are also InteractiveObjects.
* 3D Physics shape that takes into account obstacle occlusion to trigger game logic like AI line of sight for example. (Common\RangeObjects)
* Start/Stop time. (Common\TimeManagement)
* Custom Animation system based on the Playable API. ()
* [3D Physics shape that takes into account obstacle occlusion to trigger game logic like AI line of sight for example.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Common/RangeObjects)
* [Start/Stop time.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Common/TimeManagement)
* [Custom Animation system based on the Playable API.](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/Common/AnimatorPlayable)
* [Custom toon shader integrated with the URP](https://github.com/ldalzotto/ProjectUndefined-Prototype/tree/master/Assets/_Shader/ToonUnlit)

## Dependencies

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