From 65281ba77d24fa8a2dce2138d591a4ff3e7824bb Mon Sep 17 00:00:00 2001 From: Loic Dal Zotto Date: Mon, 18 May 2020 03:05:43 +0200 Subject: [PATCH] Update README.md --- README.md | 25 +++++++++++++------------ 1 file changed, 13 insertions(+), 12 deletions(-) diff --git a/README.md b/README.md index 1bedc12..4221e53 100644 --- a/README.md +++ b/README.md @@ -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