Browse Source

reorganize dir structure

master
Ken Schaefer 2 years ago
parent
commit
26f3c492e8
  1. 6
      .vsconfig
  2. 2
      Assets/Cards.meta
  3. 22
      Assets/Cards/Test Card 1.asset
  4. 2
      Assets/Cards/Test Card 1.asset.meta
  5. 22
      Assets/Cards/Test Card 2.asset
  6. 2
      Assets/Cards/Test Card 2.asset.meta
  7. 22
      Assets/Cards/Test Card 3.asset
  8. 2
      Assets/Cards/Test Card 3.asset.meta
  9. 22
      Assets/Cards/Troll.asset
  10. 2
      Assets/Cards/Troll.asset.meta
  11. 0
      Assets/Readme.asset
  12. 0
      Assets/Readme.asset.meta
  13. 0
      Assets/Scenes.meta
  14. 6373
      Assets/Scenes/Battle.unity
  15. 0
      Assets/Scenes/Battle.unity.meta
  16. 0
      Assets/Scenes/SampleScene.unity
  17. 0
      Assets/Scenes/SampleScene.unity.meta
  18. 2
      Assets/Scripts.meta
  19. 142
      Assets/Scripts/Card.cs
  20. 2
      Assets/Scripts/Card.cs.meta
  21. 22
      Assets/Scripts/CardScriptableObject.cs
  22. 2
      Assets/Scripts/CardScriptableObject.cs.meta
  23. 69
      Assets/Scripts/HandController.cs
  24. 2
      Assets/Scripts/HandController.cs.meta
  25. 0
      Assets/Settings.meta
  26. 0
      Assets/Settings/SampleSceneProfile.asset
  27. 0
      Assets/Settings/SampleSceneProfile.asset.meta
  28. 0
      Assets/Settings/URP-Balanced-Renderer.asset
  29. 0
      Assets/Settings/URP-Balanced-Renderer.asset.meta
  30. 0
      Assets/Settings/URP-Balanced.asset
  31. 0
      Assets/Settings/URP-Balanced.asset.meta
  32. 0
      Assets/Settings/URP-HighFidelity-Renderer.asset
  33. 0
      Assets/Settings/URP-HighFidelity-Renderer.asset.meta
  34. 0
      Assets/Settings/URP-HighFidelity.asset
  35. 0
      Assets/Settings/URP-HighFidelity.asset.meta
  36. 0
      Assets/Settings/URP-Performant-Renderer.asset
  37. 0
      Assets/Settings/URP-Performant-Renderer.asset.meta
  38. 0
      Assets/Settings/URP-Performant.asset
  39. 0
      Assets/Settings/URP-Performant.asset.meta
  40. 0
      Assets/TextMesh Pro.meta
  41. 0
      Assets/TextMesh Pro/Documentation.meta
  42. 0
      Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
  43. 0
      Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta
  44. 0
      Assets/TextMesh Pro/Fonts.meta
  45. 0
      Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
  46. 0
      Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta
  47. 0
      Assets/TextMesh Pro/Fonts/LiberationSans.ttf
  48. 0
      Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta
  49. 0
      Assets/TextMesh Pro/Resources.meta
  50. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials.meta
  51. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat
  52. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta
  53. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
  54. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta
  55. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat
  56. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta
  57. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset
  58. 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta
  59. 0
      Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt
  60. 0
      Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta
  61. 0
      Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt
  62. 0
      Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta
  63. 0
      Assets/TextMesh Pro/Resources/Sprite Assets.meta
  64. 0
      Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
  65. 0
      Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta
  66. 0
      Assets/TextMesh Pro/Resources/Style Sheets.meta
  67. 0
      Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
  68. 0
      Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
  69. 0
      Assets/TextMesh Pro/Resources/TMP Settings.asset
  70. 0
      Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
  71. 0
      Assets/TextMesh Pro/Shaders.meta
  72. 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
  73. 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
  74. 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
  75. 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
  76. 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
  77. 0
      Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
  78. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
  79. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
  80. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
  81. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
  82. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
  83. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
  84. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
  85. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
  86. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
  87. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
  88. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
  89. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
  90. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
  91. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
  92. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
  93. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
  94. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF.shader
  95. 0
      Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
  96. 0
      Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
  97. 0
      Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
  98. 0
      Assets/TextMesh Pro/Shaders/TMPro.cginc
  99. 0
      Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
  100. 0
      Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
  101. Some files were not shown because too many files have changed in this diff Show More

6
.vsconfig

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

2
Card Battler/Library/PackageCache/com.unity.2d.sprite@1.0.0/Editor/ObjectMenuCreation/DefaultAssets.meta → Assets/Cards.meta

@ -1,5 +1,5 @@
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guid: 5cebb8a885d4e4a6992c4fcd598b67c8
guid: 360b3890406c26c43baf370967271f44
folderAsset: yes
DefaultImporter:
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22
Assets/Cards/Test Card 1.asset

@ -0,0 +1,22 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
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m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 826da03748c454845a5a702d25aaeb8d, type: 3}
m_Name: Test Card 1
m_EditorClassIdentifier:
cardName: Test Card 1
actionDescription: This is the first card
cardLore: asdfasdfsadf
currentHealth: 5
attackPower: 2
manaCost: 2
characterSprite: {fileID: 21300000, guid: 27af81e245c71204cb492c7a2ce52a09, type: 3}
bgSprite: {fileID: 21300000, guid: 95bae3e75408f0b4392f33af0bbd2888, type: 3}

2
Card Battler/Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/SceneTemplates/Basic.scenetemplate.meta → Assets/Cards/Test Card 1.asset.meta

@ -1,5 +1,5 @@
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22
Assets/Cards/Test Card 2.asset

@ -0,0 +1,22 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 826da03748c454845a5a702d25aaeb8d, type: 3}
m_Name: Test Card 2
m_EditorClassIdentifier:
cardName: Test Card 2
actionDescription: This is the second card
cardLore: asdfasdfsadf
currentHealth: 5
attackPower: 2
manaCost: 2
characterSprite: {fileID: 21300000, guid: a6ef78d47a00c1547a3567caa54f2139, type: 3}
bgSprite: {fileID: 21300000, guid: e3d89e19a761a504ba8b8e785d1a420e, type: 3}

2
Card Battler/Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/SceneTemplates/Standard.scenetemplate.meta → Assets/Cards/Test Card 2.asset.meta

@ -1,5 +1,5 @@
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guid: 9d187c8728d2b4c398f45befcacc2827
guid: 8c96612953029ed488439c60c7f24a80
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22
Assets/Cards/Test Card 3.asset

@ -0,0 +1,22 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 826da03748c454845a5a702d25aaeb8d, type: 3}
m_Name: Test Card 3
m_EditorClassIdentifier:
cardName: Test Card 3
actionDescription: This is the third card
cardLore: asdfasdfsadf
currentHealth: 5
attackPower: 2
manaCost: 2
characterSprite: {fileID: 21300000, guid: 676c030a4bee5194ea2ae557ce40c306, type: 3}
bgSprite: {fileID: 21300000, guid: 051b6f6c81b57ac4a9ef7f65b46ae866, type: 3}

2
Card Battler/Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/SceneTemplates/Standard/GlobalVolumeProfile.asset.meta → Assets/Cards/Test Card 3.asset.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 103b0616690034ca1a309e958ed431fc
guid: c8d911c43d3e0ac4eb2183ecadd3741b
NativeFormatImporter:
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mainObjectFileID: 11400000

22
Assets/Cards/Troll.asset

@ -0,0 +1,22 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 826da03748c454845a5a702d25aaeb8d, type: 3}
m_Name: Troll
m_EditorClassIdentifier:
cardName: Troll
actionDescription: Trolls attack on ground
cardLore: Billy Goat, Billy Goat
currentHealth: 5
attackPower: 3
manaCost: 3
characterSprite: {fileID: 21300000, guid: 5331cc8d1c56ea6429cc8c39616550f6, type: 3}
bgSprite: {fileID: 21300000, guid: 051b6f6c81b57ac4a9ef7f65b46ae866, type: 3}

2
Card Battler/Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Runtime/Data/PostProcessData.asset.meta → Assets/Cards/Troll.asset.meta

@ -1,5 +1,5 @@
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guid: e011e68d623f0a443919e23f59ee6481
NativeFormatImporter:
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mainObjectFileID: 11400000

0
Card Battler/Assets/Readme.asset → Assets/Readme.asset

0
Card Battler/Assets/Readme.asset.meta → Assets/Readme.asset.meta

0
Card Battler/Assets/Scenes.meta → Assets/Scenes.meta

6373
Assets/Scenes/Battle.unity

File diff suppressed because it is too large Load Diff

0
Card Battler/Assets/Scenes/Battle.unity.meta → Assets/Scenes/Battle.unity.meta

0
Card Battler/Assets/Scenes/SampleScene.unity → Assets/Scenes/SampleScene.unity

0
Card Battler/Assets/Scenes/SampleScene.unity.meta → Assets/Scenes/SampleScene.unity.meta

2
Card Battler/Library/PackageCache/com.unity.render-pipelines.core@12.1.10/Runtime/Debugging/Prefabs/Scripts.meta → Assets/Scripts.meta

@ -1,5 +1,5 @@
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142
Assets/Scripts/Card.cs

@ -0,0 +1,142 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Card : MonoBehaviour
{
#region Card Data
[Header("Card Data")]
[SerializeField]
private CardScriptableObject cardSO;
// Card stats are used internally and can change during game play
// The ScriptableObject holds the base stats and it will not change
// during game play.
private int currentHealth;
private int attackPower;
private int manaCost;
#endregion
#region Card UI
// References to UI elements on the card
[Header("Card Stats UI")]
[Tooltip("Drag UI element for card HEALTH to here ")]
[SerializeField]
private TMP_Text healthText;
[Tooltip("Drag UI element for card ATTACK to here ")]
[SerializeField]
private TMP_Text attackText;
[Tooltip("Drag UI element for card MANA to here ")]
[SerializeField]
private TMP_Text costText;
[Header("Card Description UI")]
[Tooltip("Drag UI element for card NAME to here ")]
[SerializeField]
private TMP_Text nameText;
[Tooltip("Drag UI element for card DESCRIPTION to here ")]
[SerializeField]
private TMP_Text actionDescriptionText;
[Tooltip("Drag UI element for card LORE to here ")]
[SerializeField]
private TMP_Text loreText;
[Header("Card Image UI")]
[SerializeField]
private Image characterArt;
[SerializeField]
private Image bgArt;
#endregion
#region Animation
// Hold location of where this card should display on the game surface.
[Header("Card Animation")]
[SerializeField]
private float moveSpeed = 1.5f;
[SerializeField]
private float rotateSpeed = 540.0f;
public Vector3 currentLocation;
public Quaternion currentRotation;
// Animation will move from current Transform to the values
// contained in these two variables.
private Vector3 movetoLocation;
private Quaternion movetoRotation;
#endregion
public bool inHand;
public int handPosition; // index of where the card is in the hand (brittle architecture here)
#region MonoBehaviors
// Start is called before the first frame update
void Start()
{
SetupCard();
}
// Update is called once per frame
void Update()
{
transform.position = Vector3.Lerp(transform.position, movetoLocation, moveSpeed * Time.deltaTime);
transform.rotation = Quaternion.RotateTowards(transform.rotation, movetoRotation, rotateSpeed * Time.deltaTime);
}
private void OnMouseOver()
{
if(inHand)
{
Vector3 newLocation = currentLocation;
MoveToPoint(newLocation + new Vector3(0.0f, 1.0f, 0.5f), Quaternion.identity);
}
}
private void OnMouseExit()
{
if(inHand)
{
MoveToPoint(currentLocation, currentRotation);
}
}
#endregion
/*****
* This method loads the card data from the referenced ScriptableObject
* and updates properties and display for this card object.
*/
public void SetupCard()
{
// Set the card's initial stats.
currentHealth = cardSO.currentHealth;
attackPower = cardSO.attackPower;
manaCost = cardSO.manaCost;
// Show the card's stats on the card display
healthText.text = currentHealth.ToString();
attackText.text = attackPower.ToString();
costText.text = manaCost.ToString();
// Show the card's description on the card display
nameText.text = cardSO.cardName.ToString();
actionDescriptionText.text = cardSO.actionDescription.ToString();
loreText.text = cardSO.cardLore.ToString();
// Show the card's images on the card display
characterArt.sprite = cardSO.characterSprite;
bgArt.sprite = cardSO.bgSprite;
}
/*****
* This method is used move a card around on the game screen. It will move
* the card from its current location and rotation to the provided location
* and rotation.
*/
public void MoveToPoint(Vector3 moveCardToLocation, Quaternion rotToMatch)
{
movetoLocation = moveCardToLocation;
movetoRotation = rotToMatch;
}
}

2
Card Battler/Library/PackageCache/com.unity.2d.sprite@1.0.0/Editor/Interface/IAssetDatabase.cs.meta → Assets/Scripts/Card.cs.meta

@ -1,5 +1,5 @@
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22
Assets/Scripts/CardScriptableObject.cs

@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu (fileName="New Card", menuName="Card", order=1)]
public class CardScriptableObject : ScriptableObject
{
[Header("Card Description")]
public string cardName;
[TextArea]
public string actionDescription;
public string cardLore;
[Header("Card Stats")]
public int currentHealth;
public int attackPower;
public int manaCost;
[Header("Card Image")]
public Sprite characterSprite;
public Sprite bgSprite;
}

2
Card Battler/Library/PackageCache/com.unity.2d.sprite@1.0.0/Editor/Interface/IEvent.cs.meta → Assets/Scripts/CardScriptableObject.cs.meta

@ -1,5 +1,5 @@
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serializedVersion: 2

69
Assets/Scripts/HandController.cs

@ -0,0 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HandController : MonoBehaviour
{
[Header("Cards In Hand")]
public List<Card> heldCards = new List<Card>();
[Header("Card Placement in Game Space")]
[SerializeField]
[Tooltip("Drag a transform element to here that will be the start point for placing cards")]
public Transform minPos;
[SerializeField]
[Tooltip("Drag a transform element to here that will be the end point for placing cards")]
private Transform maxPos;
// This should be done better by either using a getter or by not referencing this from the outside.
private List<Vector3> cardPositions = new List<Vector3>();
#region MonoBehaviors
// Start is called before the first frame update
void Start()
{
SetCardPositionsInHand();
}
// Update is called once per frame
void Update()
{
}
#endregion
/*****
* The purpose of this method is to place the cards that are in the
* player's hand down on the desktop. It first figures out how far
* apart each card should be based on the number of cards in hand.
* Then it places the cards on the desktop that distance apart. The
* rotation of the minPos element makes the card overlap look nice.
*
* minPos: Where on the screen to start placing cards
* maxPos: Where on the screen to stop placing cards
*/
public void SetCardPositionsInHand()
{
cardPositions.Clear();
// Calculate how far apart each card will be based on number of cards.
Vector3 distanceBetweenPoints = Vector3.zero;
if(heldCards.Count > 1 )
{
distanceBetweenPoints = (maxPos.position - minPos.position) / (heldCards.Count - 1);
}
// Place each card on the game surface
for(int i =0; i < heldCards.Count; i++)
{
cardPositions.Add(minPos.position + (distanceBetweenPoints * i));
heldCards[i].currentLocation = cardPositions[i];
heldCards[i].currentRotation = minPos.rotation;
heldCards[i].MoveToPoint(cardPositions[i], minPos.rotation);
heldCards[i].inHand = true;
heldCards[i].handPosition = i;
}
}
}

2
Card Battler/Library/PackageCache/com.unity.2d.sprite@1.0.0/Editor/AssemblyInfo.cs.meta → Assets/Scripts/HandController.cs.meta

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0
Card Battler/Assets/Settings.meta → Assets/Settings.meta

0
Card Battler/Assets/Settings/SampleSceneProfile.asset → Assets/Settings/SampleSceneProfile.asset

0
Card Battler/Assets/Settings/SampleSceneProfile.asset.meta → Assets/Settings/SampleSceneProfile.asset.meta

0
Card Battler/Assets/Settings/URP-Balanced-Renderer.asset → Assets/Settings/URP-Balanced-Renderer.asset

0
Card Battler/Assets/Settings/URP-Balanced-Renderer.asset.meta → Assets/Settings/URP-Balanced-Renderer.asset.meta

0
Card Battler/Assets/Settings/URP-Balanced.asset → Assets/Settings/URP-Balanced.asset

0
Card Battler/Assets/Settings/URP-Balanced.asset.meta → Assets/Settings/URP-Balanced.asset.meta

0
Card Battler/Assets/Settings/URP-HighFidelity-Renderer.asset → Assets/Settings/URP-HighFidelity-Renderer.asset

0
Card Battler/Assets/Settings/URP-HighFidelity-Renderer.asset.meta → Assets/Settings/URP-HighFidelity-Renderer.asset.meta

0
Card Battler/Assets/Settings/URP-HighFidelity.asset → Assets/Settings/URP-HighFidelity.asset

0
Card Battler/Assets/Settings/URP-HighFidelity.asset.meta → Assets/Settings/URP-HighFidelity.asset.meta

0
Card Battler/Assets/Settings/URP-Performant-Renderer.asset → Assets/Settings/URP-Performant-Renderer.asset

0
Card Battler/Assets/Settings/URP-Performant-Renderer.asset.meta → Assets/Settings/URP-Performant-Renderer.asset.meta

0
Card Battler/Assets/Settings/URP-Performant.asset → Assets/Settings/URP-Performant.asset

0
Card Battler/Assets/Settings/URP-Performant.asset.meta → Assets/Settings/URP-Performant.asset.meta

0
Card Battler/Assets/TextMesh Pro.meta → Assets/TextMesh Pro.meta

0
Card Battler/Assets/TextMesh Pro/Documentation.meta → Assets/TextMesh Pro/Documentation.meta

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Card Battler/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf → Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf

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Card Battler/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta → Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta

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Card Battler/Assets/TextMesh Pro/Fonts.meta → Assets/TextMesh Pro/Fonts.meta

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Card Battler/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt → Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt

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Card Battler/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta → Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta

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Card Battler/Assets/TextMesh Pro/Fonts/LiberationSans.ttf → Assets/TextMesh Pro/Fonts/LiberationSans.ttf

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Card Battler/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta → Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta

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Card Battler/Assets/TextMesh Pro/Resources.meta → Assets/TextMesh Pro/Resources.meta

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials.meta → Assets/TextMesh Pro/Resources/Fonts & Materials.meta

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset

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Card Battler/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta → Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta

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Card Battler/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt → Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt

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Card Battler/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta → Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta

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Card Battler/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt → Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt

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Card Battler/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta → Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta

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Card Battler/Assets/TextMesh Pro/Resources/Sprite Assets.meta → Assets/TextMesh Pro/Resources/Sprite Assets.meta

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Card Battler/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset → Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset

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Card Battler/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta → Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta

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Card Battler/Assets/TextMesh Pro/Resources/Style Sheets.meta → Assets/TextMesh Pro/Resources/Style Sheets.meta

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Card Battler/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset → Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset

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Card Battler/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta → Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta

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Card Battler/Assets/TextMesh Pro/Resources/TMP Settings.asset → Assets/TextMesh Pro/Resources/TMP Settings.asset

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Card Battler/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta → Assets/TextMesh Pro/Resources/TMP Settings.asset.meta

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Card Battler/Assets/TextMesh Pro/Shaders.meta → Assets/TextMesh Pro/Shaders.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader → Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta → Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader → Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta → Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader → Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta → Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader → Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader → Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader → Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader → Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF.shader → Assets/TextMesh Pro/Shaders/TMP_SDF.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta → Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader → Assets/TextMesh Pro/Shaders/TMP_Sprite.shader

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Card Battler/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta → Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMPro.cginc → Assets/TextMesh Pro/Shaders/TMPro.cginc

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Card Battler/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta → Assets/TextMesh Pro/Shaders/TMPro.cginc.meta

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Card Battler/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc → Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc

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