Compare commits

..

215 Commits

Author SHA1 Message Date
RedFox0101
34b8900dce Merge branch 'Alexei' 2023-11-20 11:49:17 +02:00
RedFox0101
407a8dc88b Change version unity 2023-11-20 11:45:05 +02:00
Uamgl
3a31050f81 Final 2022-04-04 18:34:48 +02:00
Uamgl
858dd43fed Unit work completed 2022-03-29 19:13:27 +02:00
Uamgl
0cef3f4972 Add all Wariors 2022-03-25 19:34:26 +02:00
Uamgl
7ad754b56e Not Conflicts 2022-03-15 18:06:00 +02:00
Uamgl
2af75490ba Add Patroul 2022-03-15 17:45:18 +02:00
abaf11d237 added enemy random spawn, added kill unit un cheat menu 2022-03-15 16:31:57 +03:00
Uamgl
b1e00327d8 Add Warior 2022-03-12 03:45:04 +02:00
dddushesss
436e8b10d0 added warrior classes 2022-02-28 16:23:54 +03:00
dddushesss
020dbc4be6 fixed Rocket 2022-02-24 14:55:55 +03:00
dddushesss
0503421766 added scroll thirdparty asset, fixed main menu 2022-02-22 05:10:30 +03:00
dddushesss
a690c5b637 added teleport, slow arrow, invisible, fixed switching places, stake, added listing levels, 3 levels as example 2022-02-21 06:13:40 +03:00
dddushesss
975bc7b311 item system global fix 2022-02-18 05:02:16 +03:00
dddushesss
6533271dc8 Merge branch 'Zakhar' into Alexei
# Conflicts:
#	Assets/Plugins/Sirenix.meta
#	Assets/Plugins/Sirenix/Assemblies.meta
#	Assets/Plugins/Sirenix/Assemblies/NoEditor.meta
#	Assets/Plugins/Sirenix/Assemblies/NoEmitAndNoEditor.meta
#	Assets/Plugins/Sirenix/Odin Inspector.meta
#	Assets/Plugins/Sirenix/Odin Inspector/Config/Editor/GeneralDrawerConfig.asset
#	Assets/Plugins/Sirenix/Odin Inspector/Config/Resources/Sirenix/GlobalSerializationConfig.asset
#	Assets/Prefab/HexCell.prefab
2022-02-14 22:10:56 +03:00
dddushesss
960f2c2e1f meta 2022-02-14 22:07:36 +03:00
dddushesss
fbbf806bab invetory fix 2022-02-14 22:03:08 +03:00
DyatelO
99761e6cab Цветокор как в старой версии. 2022-02-14 05:51:45 +03:00
dddushesss
cb8fbbafce fixed CaptureAbility.cs 2022-02-14 05:01:53 +03:00
dddushesss
76e280dfad fixed item despawn 2022-02-14 04:52:54 +03:00
dddushesss
9ca0f33ceb added infinite mana, magnet, stakes, fixed inventory after respawn 2022-02-14 04:15:36 +03:00
DyatelO
b0b08de96b Шейдеры. Правки ИИ. 2022-02-14 02:53:59 +03:00
dddushesss
b2dc16746a Item Fixed 2022-02-14 01:45:11 +03:00
dddushesss
eb2fd931ff added item editor in item settings 2022-02-12 23:44:05 +03:00
dddushesss
919d7c8726 fixed rocket, hard capture bar 2022-02-12 19:40:04 +03:00
dddushesss
7c8f78a39b added rocket, level editor, level settings, made round async 2022-02-12 19:07:57 +03:00
dddushesss
1b6b18e2dc added map editor 2022-02-08 23:10:34 +03:00
dddushesss
8a32e9c2dd added odin, Added LevelSettings.cs for adding new LevelS 2022-02-07 19:57:50 +03:00
DyatelO
37d7562f85 Merge branch 'Alexei' into Zakhar 2022-02-07 18:27:32 +03:00
DyatelO
626cc30f14 Добавлен свет. 2022-02-07 18:27:18 +03:00
dddushesss
e574b0294a added rocket 2022-02-07 13:16:46 +03:00
dddushesss
53ffc3a8f6 fixes 2022-02-05 22:15:01 +03:00
dddushesss
6f1f5911cd fixed items, fixed retreet on enemy capture 2022-02-03 21:27:56 +03:00
DyatelO
3ec1b523a2 Merge branch 'Alexei' into Zakhar 2022-02-03 02:19:32 +03:00
dddushesss
e51a742d2c folder logic and fixes 2022-02-02 19:08:18 +03:00
dddushesss
dae27aa6b8 light 2022-01-31 20:06:47 +03:00
dddushesss
82a6ed79bc Merge branch 'Prod' into Alexei 2022-01-31 20:01:48 +03:00
dddushesss
9ffcc35cf8 fixing light 2022-01-31 19:36:52 +03:00
dddushesss
896a1dae28 fixed despawn items. added ISetUp.cs for building views 2022-01-31 19:29:45 +03:00
DyatelO
d7b606e885 Merge branch 'Zakhar' into Prod 2022-01-31 18:53:13 +03:00
DyatelO
2c7871b1f3 Правки визуальной части. 2022-01-31 18:51:59 +03:00
dddushesss
5ea371e08d optimization and bugs fixed 2022-01-31 18:39:13 +03:00
DyatelO
562572beb0 Merge branch 'Alexei' into Zakhar
# Conflicts:
#	Assets/Prefab/Canvas.prefab
#	Assets/Scripts/Controller/GameInit.cs
#	Assets/Scripts/GameUI/UIController.cs
#	Assets/Scripts/Units/PlayerControl.cs
2022-01-28 18:21:28 +03:00
dddushesss
7e09b90397 fixed cheat menu 2022-01-27 13:57:37 +03:00
dddushesss
495fb17ab7 Merge branch 'Alexei' into Prod 2022-01-26 18:18:05 +03:00
dddushesss
f222ed4bec added CheatMenu.cs, optimized canvas 2022-01-26 18:17:42 +03:00
DyatelO
5f9a16e4bb Цветокоррекция и мелкие исправления. 2022-01-26 00:10:39 +03:00
dddushesss
4e3cfd2cd7 fixes. heal item 2022-01-26 00:01:04 +03:00
dddushesss
1385b54587 fixed items, added resources new abilities 2022-01-25 22:19:59 +03:00
dddushesss
e2017dc339 changed spawn logic. fixed inventory 2022-01-24 05:31:26 +03:00
DyatelO
330ad97d72 Добавлены 3D звуки. И Прицел не выключается во время движения.
Отключена реклама. Билд работает.
2022-01-22 22:00:40 +03:00
DyatelO
41849df639 Merge branch 'Alexei' into Zakhar
# Conflicts:
#	ProjectSettings/ProjectSettings.asset
2022-01-20 15:37:26 +03:00
DyatelO
4190493dd0 Добавлен плагин Admob 2022-01-20 15:35:47 +03:00
dddushesss
f94c64f52c Merge branch 'Alexei' into Prod 2022-01-20 01:44:55 +03:00
dddushesss
54a1dc4f18 fix 2022-01-20 01:44:33 +03:00
dddushesss
784b1d3c17 fixes. added editorbutton 2022-01-20 01:03:49 +03:00
dddushesss
f8640c9ab2 Merge branch 'Alexei' into Prod 2022-01-19 22:53:35 +03:00
dddushesss
13e7fdd2ef icons, splashscreen 2022-01-19 21:37:33 +03:00
DyatelO
03df16d0c5 Отключена реклама. 2022-01-19 21:32:30 +03:00
DyatelO
73b9ad95e8 Добавлен 3Д звук на некоторые можели.
Отображается прицел во время предвижения.
2022-01-19 21:31:29 +03:00
dddushesss
1b51bbbe0e fixed bomb 2022-01-19 21:14:07 +03:00
dddushesss
8e35a15691 added bomb, added capture ability. fixes 2022-01-19 20:56:48 +03:00
DyatelO
88a0e09a9c Merge branch 'Alexei' into Zakhar
# Conflicts:
#	Assets/Scripts/Controller/GameInit.cs
2022-01-19 13:20:07 +03:00
dddushesss
dbcc62d965 added capture ability. fixes 2022-01-18 22:43:19 +03:00
DyatelO
b6510c0d30 Merge branch 'Alexei' into Zakhar
# Conflicts:
#	Assets/Heureka.meta
#	Assets/Resources/1/VFX/Bonus/Attack/Mana.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Attack/Power.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Attack/Replace.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Protection/Magnet.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab.meta
#	Packages/manifest.json
#	Packages/packages-lock.json
2022-01-18 02:54:59 +03:00
dddushesss
e8fdc6c5b5 optimization. fixed mana regen, towers only on own territory, destroing buildings, changed bar canvas look at camera, fixed move(cannot move to hex, where is another character). fixed spawn. fixed random weapon to enemies 2022-01-18 02:48:30 +03:00
dddushesss
2183deb840 ai settings, autoaim, 2022-01-17 13:01:19 +03:00
dddushesss
3304c858d0 fixes shaders. fixed ai. fixed project size 2022-01-17 11:26:35 +03:00
dddushesss
f15026f918 Merge branch 'Alexei' into Prod 2022-01-16 06:00:33 +03:00
dddushesss
07f24e06c3 some changes 2022-01-16 06:00:07 +03:00
dddushesss
0ba3d39df9 optimization. changed move joystick to dynamic 2022-01-16 05:54:28 +03:00
dddushesss
74af3ab42d resources optimized 2022-01-16 05:40:49 +03:00
dddushesss
196b483125 final fix for build bug. optimized 2022-01-16 05:38:22 +03:00
dddushesss
d75d52df94 reimported project 2022-01-15 22:31:30 +03:00
dddushesss
212d976b54 cleaned branch 2022-01-15 22:31:25 +03:00
DyatelO
bf5ce5528e Ещё стабильный билд без рекламы. 2022-01-14 12:14:21 +03:00
DyatelO
05910d57d7 Рабочий билд. без рекламы. 2022-01-14 10:57:41 +03:00
dddushesss
9a20f44447 cleaned branch 2022-01-13 23:23:11 +03:00
dddushesss
2c2fae3b58 Merge remote-tracking branch 'origin/Alexei' into Alexei
# Conflicts:
#	Assets/Resources/1/Crystal/Prefab/Crystal.prefab
#	Assets/Resources/1/Crystal/Prefab/Crystal.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Attack/Mana.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Attack/Power.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Attack/Replace.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Protection/Magnet.prefab.meta
#	Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab
#	Assets/Resources/1/VFX/Bonus/Protection/Shield.prefab.meta
#	Assets/Resources/Data/ItemData.asset
#	Assets/Scripts/Items/Bonus.cs.meta
#	Assets/Scripts/Items/Building.cs.meta
2022-01-13 22:59:27 +03:00
dddushesss
03960d7d0b fixes/ latest ai version 2022-01-13 22:58:54 +03:00
dddushesss
6f3baa5a97 AI. Build does not work 2022-01-13 18:56:24 +03:00
dddushesss
cac61cfdd7 item fixes 2022-01-11 07:02:07 +03:00
dddushesss
d7424ed972 refactored items 2022-01-11 06:36:00 +03:00
dddushesss
2528c3e4dd paint fix, tower fix 2022-01-11 04:57:05 +03:00
dddushesss
7c5979e6a9 vfx controller, fire method in weapon 2022-01-10 23:26:07 +03:00
dddushesss
6224ac3354 changed tower view and prefab 2022-01-10 22:25:25 +03:00
dddushesss
564d85ae6f mana regen fix. hardcapture fix. mana limit capture 2022-01-10 17:37:20 +03:00
dddushesss
ff5bdd180a movement fix. ai movement 2022-01-10 17:11:07 +03:00
dddushesss
722b8da02b spawn, adsmob, ai, respawn 2022-01-09 00:37:09 +03:00
DyatelO
b197f6d8b2 Лёгкие исправления. 2022-01-08 15:50:03 +03:00
DyatelO
a6c79ba3aa Merge branch 'Alexei' into Zakhar
# Conflicts:
#	Assets/Scripts/Units/Unit.cs
#	Assets/add.cs
2022-01-08 15:07:40 +03:00
DyatelO
da02a25119 Merge branch 'Alexei' of https://github.com/BG-Games/S_Jump-and-grub into Alexei 2022-01-08 15:06:29 +03:00
DyatelO
d5242af927 no message 2022-01-08 15:06:14 +03:00
DyatelO
99bd500107 Добавлен респавн игрока после просмотра рекламы. (Нет спавна гексов цвета игрока при репавне.) 2022-01-08 03:57:28 +03:00
DyatelO
832807ae6d Добавлена кнопка повторной попытки. 2022-01-08 01:29:43 +03:00
DyatelO
e4a5948115 Класс add переименован в AdsMob 2022-01-07 22:31:39 +03:00
dddushesss
443845a35c ai start 2022-01-07 19:39:47 +03:00
DyatelO
0ff461f99a Изменена полоска выстрелов. (Для игрока) 2022-01-07 03:13:06 +03:00
DyatelO
ce6d0f8d10 Заменена анимация атаки. 2022-01-06 22:10:25 +03:00
DyatelO
2f1c81b4d6 Исправлена ошибка закрытия окна рекламы. 2022-01-06 20:24:34 +03:00
DyatelO
458bd6d67e no message 2022-01-06 19:56:02 +03:00
DyatelO
b5a80f14dd Merge branch 'Alexei' into Zakhar
# Conflicts:
#	Assets/ExternalDependencyManager.meta
#	Assets/ExternalDependencyManager/Editor.meta
#	Assets/ExternalDependencyManager/Editor/1.2.167.meta
#	Assets/GoogleMobileAds.meta
#	Assets/GoogleMobileAds/Editor.meta
#	Assets/GoogleMobileAds/Editor/Resources.meta
#	Assets/GoogleMobileAds/Editor/Resources/DummyAds.meta
#	Assets/GoogleMobileAds/Editor/Resources/DummyAds/AdImages.meta
#	Assets/GoogleMobileAds/Editor/Resources/DummyAds/AppOpen.meta
#	Assets/GoogleMobileAds/Editor/Resources/DummyAds/Banners.meta
#	Assets/GoogleMobileAds/Editor/Resources/DummyAds/Interstitials.meta
#	Assets/GoogleMobileAds/Editor/Resources/DummyAds/Rewarded.meta
#	Assets/Plugins/Android.meta
#	Assets/Plugins/Android/GoogleMobileAdsPlugin.androidlib.meta
#	Assets/Plugins/Android/androidx.annotation.annotation-1.1.0.jar.meta
#	Assets/Plugins/Android/androidx.arch.core.core-common-2.0.1.jar.meta
#	Assets/Plugins/Android/androidx.arch.core.core-runtime-2.0.1.aar.meta
#	Assets/Plugins/Android/androidx.asynclayoutinflater.asynclayoutinflater-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.browser.browser-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.collection.collection-1.0.0.jar.meta
#	Assets/Plugins/Android/androidx.coordinatorlayout.coordinatorlayout-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.core.core-1.2.0.aar.meta
#	Assets/Plugins/Android/androidx.cursoradapter.cursoradapter-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.customview.customview-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.documentfile.documentfile-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.drawerlayout.drawerlayout-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.fragment.fragment-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.interpolator.interpolator-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.legacy.legacy-support-core-ui-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.legacy.legacy-support-core-utils-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.lifecycle.lifecycle-common-2.0.0.jar.meta
#	Assets/Plugins/Android/androidx.lifecycle.lifecycle-livedata-2.0.0.aar.meta
#	Assets/Plugins/Android/androidx.lifecycle.lifecycle-livedata-core-2.0.0.aar.meta
#	Assets/Plugins/Android/androidx.lifecycle.lifecycle-runtime-2.0.0.aar.meta
#	Assets/Plugins/Android/androidx.lifecycle.lifecycle-service-2.0.0.aar.meta
#	Assets/Plugins/Android/androidx.lifecycle.lifecycle-viewmodel-2.0.0.aar.meta
#	Assets/Plugins/Android/androidx.loader.loader-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.localbroadcastmanager.localbroadcastmanager-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.print.print-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.room.room-common-2.1.0.jar.meta
#	Assets/Plugins/Android/androidx.room.room-runtime-2.1.0.aar.meta
#	Assets/Plugins/Android/androidx.slidingpanelayout.slidingpanelayout-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.sqlite.sqlite-2.0.1.aar.meta
#	Assets/Plugins/Android/androidx.sqlite.sqlite-framework-2.0.1.aar.meta
#	Assets/Plugins/Android/androidx.swiperefreshlayout.swiperefreshlayout-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.versionedparcelable.versionedparcelable-1.1.0.aar.meta
#	Assets/Plugins/Android/androidx.viewpager.viewpager-1.0.0.aar.meta
#	Assets/Plugins/Android/androidx.work.work-runtime-2.1.0.aar
#	Assets/Plugins/Android/androidx.work.work-runtime-2.1.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-ads-20.2.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-ads-base-20.2.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-ads-identifier-17.0.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-ads-lite-20.2.0.aar
#	Assets/Plugins/Android/com.google.android.gms.play-services-ads-lite-20.2.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-basement-17.6.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-measurement-base-18.0.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-measurement-sdk-api-18.0.0.aar.meta
#	Assets/Plugins/Android/com.google.android.gms.play-services-tasks-17.0.0.aar.meta
#	Assets/Plugins/Android/com.google.android.ump.user-messaging-platform-1.0.0.aar.meta
#	Assets/Plugins/Android/com.google.guava.listenablefuture-1.0.jar.meta
#	ProjectSettings/GvhProjectSettings.xml
2022-01-06 19:24:57 +03:00
DyatelO
edee39f5ea no message 2022-01-06 19:23:48 +03:00
DyatelO
0d17a168ea Merge branch 'Alexei' of https://github.com/BG-Games/S_Jump-and-grub into Alexei 2022-01-06 19:21:22 +03:00
DyatelO
55a5c81b8b no message 2022-01-06 19:21:12 +03:00
dddushesss
315d54a56e add added 2022-01-06 16:17:20 +03:00
dddushesss
6eb981cf59 effect for rounding 2022-01-06 12:04:20 +03:00
dddushesss
43993fb918 fixed rounding 2022-01-06 10:59:47 +03:00
DyatelO
a55a386104 Добавлены файлы AdMob 2022-01-06 06:51:09 +03:00
DyatelO
15986ccb0e Фикс перед настройкой AdMob 2022-01-06 06:25:04 +03:00
DyatelO
5f50c6aff8 Merge branch 'Prod' into Zakhar 2022-01-06 06:22:40 +03:00
DyatelO
7ff20639de Добавлены новые спрайты. 2022-01-06 06:22:25 +03:00
DyatelO
6444e6060e Merge branch 'Prod' of https://github.com/BG-Games/S_Jump-and-grub into Prod
# Conflicts:
#	Assets/Resources/1/_NewSprites/Fonts/LilitaOne-Regular Outline_Extended ASCII_72 SDF Atlas.png
#	Assets/Resources/1/_NewSprites/Fonts/LilitaOne-Regular.ttf
2022-01-06 06:19:37 +03:00
DyatelO
6a945845bd Ошибочный коммит. 2022-01-06 06:18:02 +03:00
dddushesss
5a736a8335 Merge branch 'Alexei' 2022-01-05 22:52:30 +03:00
dddushesss
b298adec90 final item fixes 2022-01-05 22:36:27 +03:00
dddushesss
ea2690fb00 Merge branch 'Alexei' of https://github.com/BG-Games/S_Jump-and-grub into Alexei 2022-01-05 22:06:58 +03:00
dddushesss
69f25319a4 no message 2022-01-05 22:06:40 +03:00
dddushesss
58e6c64618 Merge branch 'main' of https://github.com/BG-Games/S_Jump-and-grub
# Conflicts:
#	Assets/Scenes/MainMenu.unity
2022-01-05 22:01:39 +03:00
dddushesss
0fea04df39 no message 2022-01-05 21:44:24 +03:00
dddushesss
ea32692481 minor fixes 2022-01-05 21:43:53 +03:00
dddushesss
5f0c2b0446 Merge branch 'Prod' into Alexei
# Conflicts:
#	Assets/Resources/Data/ItemData.asset
2022-01-05 21:36:39 +03:00
dddushesss
95f941abb8 weapon fixes 2022-01-05 21:33:46 +03:00
dddushesss
a2bd0c5927 updated to current version 2022-01-05 19:11:58 +03:00
dddushesss
b21b000880 cleaned branch 2022-01-05 18:46:17 +03:00
dddushesss
90292f1012 Merge branch 'main' of https://github.com/BG-Games/S_Jump-and-grub
# Conflicts:
#	Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta
#	Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenMiniIcon.png.meta
#	Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta
#	Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta
#	Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta
#	Assets/Resources/1/Pillar 01.FBX.meta
#	Assets/Resources/1/_NewSprites/1. Game_Scene/HP_Bar.png.meta
#	Assets/Resources/1/android-icons/ic_launcher-web.png.meta
#	Assets/Resources/1/android-icons/mipmap-hdpi/ic_launcher.png.meta
#	Assets/Resources/1/android-icons/mipmap-hdpi/ic_launcher_foreground.png.meta
#	Assets/Resources/1/android-icons/mipmap-hdpi/ic_launcher_round.png.meta
#	Assets/Resources/1/android-icons/mipmap-ldpi/ic_launcher.png.meta
#	Assets/Resources/1/android-icons/mipmap-mdpi/ic_launcher.png.meta
#	Assets/Resources/1/android-icons/mipmap-mdpi/ic_launcher_foreground.png.meta
#	Assets/Resources/1/android-icons/mipmap-mdpi/ic_launcher_round.png.meta
#	Assets/Resources/1/android-icons/mipmap-xhdpi/ic_launcher.png.meta
#	Assets/Resources/1/android-icons/mipmap-xhdpi/ic_launcher_foreground.png.meta
#	Assets/Resources/1/android-icons/mipmap-xhdpi/ic_launcher_round.png.meta
#	Assets/Resources/1/android-icons/mipmap-xxhdpi/ic_launcher.png.meta
#	Assets/Resources/1/android-icons/mipmap-xxhdpi/ic_launcher_foreground.png.meta
#	Assets/Resources/1/android-icons/mipmap-xxhdpi/ic_launcher_round.png.meta
#	Assets/Resources/1/android-icons/mipmap-xxxhdpi/ic_launcher.png.meta
#	Assets/Resources/1/android-icons/mipmap-xxxhdpi/ic_launcher_foreground.png.meta
#	Assets/Resources/1/android-icons/mipmap-xxxhdpi/ic_launcher_round.png.meta
#	Assets/Resources/1/android-icons/playstore-icon.png.meta
#	Assets/Resources/menu/Emir.png.meta
#	Assets/Resources/menu/HomeBotton.png.meta
#	Assets/Resources/menu/Levell_LineUp.png.meta
#	Assets/Resources/menu/Mats.png.meta
#	Assets/Resources/menu/PlayBtn.png.meta
#	Assets/Resources/menu/Portrait/Improvements.png.meta
#	Assets/Resources/menu/Portrait/MatsLevel.png.meta
#	Assets/Resources/menu/Portrait/Mode.png.meta
#	Assets/Resources/menu/Portrait/PlayButtonBlue.png.meta
#	Assets/Resources/menu/Portrait/PlayButtonGreen.png.meta
#	Assets/Resources/menu/Portrait/PlayButtonRed.png.meta
#	Assets/Resources/menu/Portrait/ScullWhite.png.meta
#	Assets/Resources/menu/Portrait/SettingsIcons.png.meta
#	Assets/Resources/menu/Portrait/SettingsPanelBg.png.meta
#	Assets/Resources/menu/Portrait/WeaponMenu/4. Sprite_Weapons.png.meta
#	Assets/Resources/menu/Portrait/WeaponMenu/MenuBG.png.meta
#	Assets/Resources/menu/Portrait/WeaponMenu/TopBar.png.meta
#	Assets/Resources/menu/Portrait/WeaponMenu/WeaponBG.png.meta
#	Assets/Resources/menu/icon.png.meta
#	Packages/manifest.json
#	Packages/packages-lock.json
2022-01-05 18:43:24 +03:00
dddushesss
ed38351ba4 Merge branch 'Prod'
# Conflicts:
#	Assets/Prefab/AimCanvas.prefab
#	Assets/Prefab/BarCAnvas.prefab
#	Assets/Resources/1/Character/Prefab/Asvald.prefab
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_box_blur.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_blur 1.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_blur.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_glow.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_line_blue.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_glow.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_glow_small.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_rotate_line.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_rotate_line_small.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_blue.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_green.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_purple.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_red.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_white.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_yellow.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_blue.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_green.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_light.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_purple.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_red.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_white.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_yellow.png
#	Assets/Resources/1/_NewSprites/Logo.png
#	Assets/Resources/1/_NewSprites/icon.png
#	Assets/Resources/Data/ItemData.asset
#	Assets/Scripts/Controller/GameInit.cs
#	Assets/Scripts/Items/ItemFabric.cs
#	Assets/Scripts/Units/Unit.cs
#	Assets/Scripts/Units/Views/UnitView.cs
#	Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
#	Assets/TextMesh Pro/Fonts/LiberationSans.ttf
#	Assets/TextMesh Pro/Sprites/EmojiOne.png
2022-01-05 18:42:53 +03:00
dddushesss
04652acfa5 fixes 2022-01-05 18:35:05 +03:00
dddushesss
3bbdd7e5f4 Merge branch 'main' of https://github.com/BG-Games/S_Jump-and-grub 2022-01-05 18:33:34 +03:00
dddushesss
aa3187745b metas 2022-01-05 18:14:43 +03:00
dddushesss
e630b2f332 Merge branch 'Prod'
# Conflicts:
#	Assets/Prefab/AimCanvas.prefab
#	Assets/Prefab/BarCAnvas.prefab
#	Assets/Resources/1/Character/Prefab/Asvald.prefab
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_box_blur.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_blur 1.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_blur.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_glow.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_circle_line_blue.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_glow.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_glow_small.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_rotate_line.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_rotate_line_small.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_blue.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_green.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_purple.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_red.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_white.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_special_particle_yellow.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_blue.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_green.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_light.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_purple.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_red.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_white.png
#	Assets/Resources/1/_NewSprites/Fx_Paticle/Particle/Texture/fx_star_yellow.png
#	Assets/Resources/1/_NewSprites/Logo.png
#	Assets/Resources/1/_NewSprites/icon.png
#	Assets/Resources/Data/ItemData.asset
#	Assets/Scripts/Controller/GameInit.cs
#	Assets/Scripts/Items/ItemFabric.cs
#	Assets/Scripts/Units/Unit.cs
#	Assets/Scripts/Units/Views/UnitView.cs
#	Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
#	Assets/TextMesh Pro/Fonts/LiberationSans.ttf
#	Assets/TextMesh Pro/Sprites/EmojiOne.png
2022-01-05 18:05:43 +03:00
dddushesss
6631d3a3a4 inited gitignore and gitattribute 2022-01-05 18:03:57 +03:00
DyatelO
c6a63f545d Добавлены файлы из Prod. 2022-01-05 18:01:34 +03:00
DyatelO
b9bc49b7db Развёрнута полоска выстрелов. 2022-01-05 17:58:10 +03:00
dddushesss
732e184c22 Merge branch 'Alexei' into Prod 2022-01-05 17:55:30 +03:00
dddushesss
6ccb4723cb fixed weapon modified damage 2022-01-05 17:54:11 +03:00
dddushesss
8393a51221 deleted obsolute 2022-01-05 17:49:10 +03:00
dddushesss
0585266d8d merge fixes 2022-01-05 17:48:27 +03:00
dddushesss
2d87148a09 Merge branch 'Alexei' into Prod
# Conflicts:
#	Assets/Scenes/NewMainMenu.unity
#	Assets/Scripts/Units/Unit.cs
2022-01-05 17:44:03 +03:00
dddushesss
fd79cecfdd some changes 2022-01-05 17:42:55 +03:00
dddushesss
60920c229e Merge branch 'Alexei' of https://github.com/BG-Games/S_Jump-and-grub into Alexei 2022-01-05 17:39:10 +03:00
dddushesss
482a8371a3 fixes item 2022-01-05 17:39:00 +03:00
dddushesss
b4d5b6abe2
Merge pull request #4 from BG-Games/Zakhar
Zakhar
2022-01-05 17:17:31 +03:00
dddushesss
690af7421b something 2022-01-05 16:04:09 +03:00
dddushesss
854b093f45 cleaned main 2022-01-05 16:02:18 +03:00
dddushesss
76426859a2
Merge pull request #3 from BG-Games/Alexei
Items
2022-01-05 15:48:28 +03:00
dddushesss
c87a906d97 items finished 2022-01-05 15:43:08 +03:00
DyatelO
ff63e72172 Баг с перезарядкой. (Дополнение.) 2022-01-05 05:11:30 +03:00
DyatelO
b85aae35d4 Скорректирован баг с перезарядкой. 2022-01-05 03:41:23 +03:00
DyatelO
e196974851 Merge branch 'Zakhar' of https://github.com/BG-Games/S_Jump-and-grub into Zakhar
# Conflicts:
#	Assets/Scripts/HexFiled/PaintedController.cs
2022-01-05 02:49:07 +03:00
dddushesss
7421638a8d item base class. tower. some fixes. inventory canvas 2022-01-04 20:57:06 +03:00
dddushesss
2b78e18398 fixes 2022-01-03 22:38:21 +03:00
dddushesss
38749a4a95 fiexed rounding/cutting. 2022-01-03 19:48:44 +03:00
dddushesss
def871faed fixes. chosen weapon status 2022-01-03 18:47:13 +03:00
dddushesss
9a0d54ee76 new main menu 2022-01-03 00:41:09 +03:00
dddushesss
cd2a468be9 started new main menu. fixed round bag 2021-12-31 19:26:01 +03:00
DyatelO
831b007331 Merge branch 'Zakhar' of https://github.com/BG-Games/S_Jump-and-grub into Zakhar 2021-12-30 20:15:40 +03:00
DyatelO
c6391c6441 no message 2021-12-30 20:14:47 +03:00
dddushesss
4d0be05a80
Merge pull request #1 from BG-Games/Zakhar
Zakhar
2021-12-30 20:01:03 +03:00
dddushesss
ec9b0b8e17
Merge branch 'Prod' into Zakhar 2021-12-30 20:00:57 +03:00
dddushesss
3ef4b65c69
Merge pull request #2 from BG-Games/Alexei
Alexei
2021-12-30 19:59:51 +03:00
dddushesss
1977ae6d7c minor fixes 2021-12-30 19:57:59 +03:00
dddushesss
d083a5dc9c fixes 2021-12-30 19:51:11 +03:00
DyatelO
7c43cc8bc3 Merge branch 'Zakhar' of https://github.com/BG-Games/S_Jump-and-grub into Zakhar 2021-12-29 22:36:30 +03:00
DyatelO
077fed3fee Debug forUnity 2021-12-29 22:36:19 +03:00
dddushesss
6bb16f8757 Отрезание 2021-12-29 21:11:12 +03:00
dddushesss
d94a8b64f3 some fixes 2021-12-29 20:03:42 +03:00
DyatelO
296a5384c6 Поиск пути. 2021-12-29 20:02:01 +03:00
DyatelO
15a734b2b4 Merge branch 'Prod' into Zakhar
# Conflicts:
#	Assets/Resources/1/MK/MKToon/Examples/Textures/Watermelon/Watermelon.png
#	Assets/Resources/1/MK/MKToon/Examples/Textures/Watermelon/WatermelonNormal.png
2021-12-29 16:15:32 +03:00
DyatelO
6b6feb2d9c no message 2021-12-29 16:13:23 +03:00
dddushesss
e63c863167 added sfx, minor fixes 2021-12-29 08:10:48 +03:00
dddushesss
94fcee00f6 fixed unit bar facing camera, other minor fixes 2021-12-29 06:15:38 +03:00
dddushesss
6a41c388cb refactor and fixes 2021-12-29 03:02:55 +03:00
dddushesss
d158c8fb37 music control from main menu, minor fixes 2021-12-28 17:44:43 +03:00
dddushesss
16852906d3 changed menu, added weapon choose,added music controller, settings save 2021-12-28 17:17:47 +03:00
dddushesss
94ffd6dd10 added hard capture ui 2021-12-27 22:54:14 +03:00
dddushesss
4adea6e7cb added hardcapture 2021-12-27 21:45:24 +03:00
dddushesss
9a9481eb04 added pause menu, refactored unit canvas, added ui controller 2021-12-27 21:01:37 +03:00
dddushesss
849bce5891 fire forward on tap attack joystick 2021-12-27 17:06:17 +03:00
dddushesss
0b0ac51fb6 Refactor. One class for bots and player 2021-12-25 05:58:26 +03:00
dddushesss
4f188bc304 Added mana mechanic, shoots limitation and ui for it. added vfx for hitting. Hitting is working. aim ui 2021-12-25 05:17:35 +03:00
dddushesss
4ccb7a34db minor fixes 2021-12-22 23:46:28 +03:00
dddushesss
c342edbea9 attack distance. unit hit 2021-12-22 23:29:44 +03:00
dddushesss
2b5b4029f0 previos commit 2021-12-22 21:53:29 +03:00
dddushesss
4336526417 added enemy spawn 2021-12-22 21:53:12 +03:00
dddushesss
1b3d4fb8bd changed shooting mechanic, aiming on 360 2021-12-22 17:01:17 +03:00
dddushesss
73256f251d updated packeges 2021-12-21 22:29:32 +03:00
dddushesss
ae101ba773 fixed weapon speed, setted hp bar 2021-12-21 22:21:57 +03:00
dddushesss
2b404fd7bf previos commit 2021-12-21 21:23:10 +03:00
dddushesss
f2f6abcdbc added attacking, seted attack animation, updating mana canvas 2021-12-21 21:22:55 +03:00
dddushesss
a5ed0753bb added hp and mana ui, looking at camera 2021-12-21 18:32:33 +03:00
dddushesss
594635d9e7 minor fixes 2021-12-21 14:58:27 +03:00
dddushesss
bf97cf74ca added vfx effect on capture hex 2021-12-21 14:03:59 +03:00
dddushesss
0eba5f8bee move time fixed 2021-12-20 22:10:12 +03:00
dddushesss
10363a03f4 deleted tick var in PlayerData.cs 2021-12-20 21:37:35 +03:00
dddushesss
0e77ecea2f fixed domomove interval, minor fixes 2021-12-20 21:36:46 +03:00
dddushesss
be4ababa0b fixed moving and animations 2021-12-20 21:26:55 +03:00
dddushesss
ac7e2a0b52 menu fix 2021-12-18 02:51:59 +03:00
dddushesss
5e9d69eab8 saved scene 2021-12-17 22:30:50 +03:00
dddushesss
fbd54e36ec edited light, changed material on cell prefab 2021-12-17 22:30:16 +03:00
dddushesss
bcc2b7e133 added menu 2021-12-17 17:15:18 +03:00
dddushesss
0692435c2a Added main menu 2021-12-17 17:14:58 +03:00
dddushesss
143e28fd6e camera fix 2021-12-17 14:12:00 +03:00
dddushesss
131c0f060f fix player control 2021-12-16 16:18:41 +03:00
dddushesss
1fbc75f374 added git lfs 2021-12-16 16:17:58 +03:00
dddushesss
313331f6b2 move animation 2021-12-16 14:52:07 +03:00
dddushesss
26ea17872f Painting hex on move and on spawn 2021-12-15 23:11:34 +03:00
dddushesss
1dfea0637d Fixed character controller 2021-12-15 19:42:13 +03:00
dddushesss
6b656a6486 Convert joystick to HexDirection.cs, player move 2021-12-15 18:41:43 +03:00
dddushesss
2453c7082f added resources 2021-12-15 16:29:44 +03:00
dddushesss
ff45de1cbf added resources, joistics, CameraControl.cs, PlayerControl.cs, HexDirection.cs, changed one mesh map to multi mesh 2021-12-15 15:58:32 +03:00
dddushesss
c7608864ea added player class, PlayerControl.cs, Enemy.cs, IUnit interface 2021-12-14 16:39:58 +03:00
dddushesss
fa9398993e OnColorChangeListener returns HexCoordinates, witch has been painted. Removed unnecessary files 2021-12-14 16:15:12 +03:00
dddushesss
740205bc3d Grid generation, painting hex on click, MVC Arcitecture, OnPaintHex listener, added readme 2021-12-14 16:06:37 +03:00
AlexMamontow
f0f43e316d old version changes 2021-08-30 17:40:10 +03:00
7240 changed files with 3338673 additions and 2708005 deletions

66
.gitattributes vendored Normal file
View File

@ -0,0 +1,66 @@
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*.anim filter=lfs diff=lfs merge=lfs -text
*.unity filter=lfs diff=lfs merge=lfs -text

1
.gitignore vendored
View File

@ -69,3 +69,4 @@ crashlytics-build.properties
# Temporary auto-generated Android Assets # Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/* /[Aa]ssets/[Ss]treamingAssets/aa/*
.idea/

56
.vscode/settings.json vendored
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@ -1,56 +0,0 @@
{
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Copyright (C) 2014 Google Inc.
Licensed under the Apache License, Version 2.0 (the "License");
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====================================================================================================
This package uses MiniJSON
Copyright (c) 2013 Calvin Rien
Based on the JSON parser by Patrick van Bergen
http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
Simplified it so that it doesn't throw exceptions
and can be used in Unity iPhone with maximum code stripping.
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External Dependency Manager for Unity
========
# Overview
The External Dependency Manager for Unity (EDM4U)
(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
Unity plugin that requires:
* Android specific libraries (e.g
[AARs](https://developer.android.com/studio/projects/android-library.html)).
* iOS [CocoaPods](https://cocoapods.org/).
* Version management of transitive dependencies.
* Management of Package Manager (PM) Registries.
Updated releases are available on
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
# Background
Many Unity plugins have dependencies upon Android specific libraries, iOS
CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
This causes the following problems:
* Integrating platform specific (e.g Android and iOS) libraries within a
Unity project can be complex and a burden on a Unity plugin maintainer.
* The process of resolving conflicting dependencies on platform specific
libraries is pushed to the developer attempting to use a Unity plugin.
The developer trying to use you plugin is very likely to give up when
faced with Android or iOS specific build errors.
* The process of resolving conflicting Unity plugins (due to shared Unity
plugin components) is pushed to the developer attempting to use your Unity
plugin. In an effort to resolve conflicts, the developer will very likely
attempt to resolve problems by deleting random files in your plugin,
report bugs when that doesn't work and finally give up.
EDM provides solutions for each of these problems.
## Android Dependency Management
The *Android Resolver* component of this plugin will download and integrate
Android library dependencies and handle any conflicts between plugins that share
the same dependencies.
Without the Android Resolver, typically Unity plugins bundle their AAR and
JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google
Play Games Android library would redistribute the library and its transitive
dependencies in the folder `SomePlugin/Android/`. When a user imports
`SomeOtherPlugin` that includes the same libraries (potentially at different
versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
`SomeOtherPlugin` will see an error when building for Android that can be hard
to interpret.
Using the Android Resolver to manage Android library dependencies:
* Solves Android library conflicts between plugins.
* Handles all of the various processing steps required to use Android
libraries (AARs, JARs) in Unity 4.x and above projects. Almost all
versions of Unity have - at best - partial support for AARs.
* (Experimental) Supports minification of included Java components without
exporting a project.
## iOS Dependency Management
The *iOS Resolver* component of this plugin integrates with
[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries
and frameworks into the Xcode project Unity generates when building for iOS.
Using CocoaPods allows multiple plugins to utilize shared components without
forcing developers to fix either duplicate or incompatible versions of
libraries included through multiple Unity plugins in their project.
## Package Manager Registry Setup
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package
hosting and provides ways to discover, install, upgrade and uninstall packages.
This makes it easier for developers to manage plugins within their projects.
However, installing additional package registries requires a few manual steps
that can potentially be error prone. The *Package Manager Resolver*
component of this plugin integrates with
[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to
auto-install PM package registries when a `.unitypackage` is installed which
allows plugin maintainers to ship a `.unitypackage` that can provide access
to their own PM registry server to make it easier for developers to
manage their plugins.
## Unity Plugin Version Management
Finally, the *Version Handler* component of this plugin simplifies the process
of managing transitive dependencies of Unity plugins and each plugin's upgrade
process.
For example, without the Version Handler plugin, if:
* Unity plugin `SomePlugin` includes `EDM4U` plugin at
version 1.1.
* Unity plugin `SomeOtherPlugin` includes `EDM4U`
plugin at version 1.2.
The version of `EDM4U` included in the developer's project depends upon the
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
This results in:
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
is imported.
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
`SomePlugin` is imported.
The Version Handler solves the problem of managing transitive dependencies by:
* Specifying a set of packaging requirements that enable a plugin at
different versions to be imported into a Unity project.
* Providing activation logic that selects the latest version of a plugin
within a project.
When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
version activated in a developer's Unity project.
Plugin creators are encouraged to adopt this library to ease integration for
their customers. For more information about integrating EDM4U
into your own plugin, see the [Plugin Redistribution](#plugin-redistribution)
section of this document.
# Analytics
The External Dependency Manager for Unity plugin by default logs usage to Google
Analytics. The purpose of the logging is to quantitatively measure the usage of
functionality, to gather reports on integration failures and to inform future
improvements to the developer experience of the External Dependency Manager
plugin. Note that the analytics collected are limited to the scope of the EDM4U
plugins usage.
For details of what is logged, please refer to the usage of
`EditorMeasurement.Report()` in the source code.
# Requirements
The *Android Resolver* and *iOS Resolver* components of the plugin only work
with Unity version 4.6.8 or higher.
The *Version Handler* component only works with Unity 5.x or higher as it
depends upon the `PluginImporter` UnityEditor API.
The *Package Manager Resolver* component only works with
Unity 2018.4 or above, when
[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html)
support was added to the Package Manager.
# Getting Started
Before you import EDM4U into your plugin project, you first
need to consider whether you intend to *redistribute* `EDM4U`
along with your own plugin.
## Plugin Redistribution
If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin
will ease the integration process for your users, by resolving dependency
conflicts between your plugin and other plugins in a user's project.
If you wish to redistribute `EDM4U` inside your plugin,
you **must** follow these steps when importing the
`external-dependency-manager-*.unitypackage`, and when exporting your own plugin
package:
1. Import the `external-dependency-manager-*.unitypackage` into your plugin
project by
[running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
you add the `-gvh_disable` option.
1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
you:
- Include the contents of the `Assets/PlayServicesResolver` and
`Assets/ExternalDependencyManager` directory.
- Add the `-gvh_disable` option.
You **must** specify the `-gvh_disable` option in order for the Version
Handler to work correctly!
For example, the following command will import the
`external-dependency-manager-1.2.46.0.unitypackage` into the project
`MyPluginProject` and export the entire Assets folder to
`MyPlugin.unitypackage`:
```
Unity -gvh_disable \
-batchmode \
-importPackage external-dependency-manager-1.2.46.0.unitypackage \
-projectPath MyPluginProject \
-exportPackage Assets MyPlugin.unitypackage \
-quit
```
### Background
The *Version Handler* component relies upon deferring the load of editor DLLs
so that it can run first and determine the latest version of a plugin component
to activate. The build of `EDM4U` plugin has Unity asset metadata that is
configured so that the editor components are not initially enabled when it's
imported into a Unity project. To maintain this configuration when importing
the `external-dependency-manager.unitypackage` into a Unity plugin project, you
*must* specify the command line option `-gvh_disable` which will prevent the
Version Handler component from running and changing the Unity asset metadata.
# Android Resolver Usage
The Android Resolver copies specified dependencies from local or remote Maven
repositories into the Unity project when a user selects Android as the build
target in the Unity editor.
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
project (assuming you are developing a plugin). If you are redistributing
EDM4U with your plugin, you **must** follow the
import steps in the [Getting Started](#getting-started) section!
2. Copy and rename the
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
file into your plugin and add the dependencies your plugin requires.
The XML file just needs to be under an `Editor` directory and match the
name `*Dependencies.xml`. For example,
`MyPlugin/Editor/MyPluginDependencies.xml`.
3. Follow the steps in the [Getting Started](#getting-started)
section when you are exporting your plugin package.
For example, to add the Google Play Games library
(`com.google.android.gms:play-services-games` package) at version `9.8.0` to
the set of a plugin's Android dependencies:
```
<dependencies>
<androidPackages>
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
<androidSdkPackageIds>
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
</androidSdkPackageIds>
</androidPackage>
</androidPackages>
</dependencies>
```
The version specification (last component) supports:
* Specific versions e.g `9.8.0`
* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
recent version.
* Latest version using `LATEST` or `+`. We do *not* recommend using this
unless you're 100% sure the library you depend upon will not break your
Unity plugin in future.
The above example specifies the dependency as a component of the Android SDK
manager such that the Android SDK manager will be executed to install the
package if it's not found. If your Android dependency is located on Maven
central it's possible to specify the package simply using the `androidPackage`
element:
```
<dependencies>
<androidPackages>
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
</androidPackages>
</dependencies>
```
## Auto-resolution
By default the Android Resolver automatically monitors the dependencies you have
specified and the `Plugins/Android` folder of your Unity project. The
resolution process runs when the specified dependencies are not present in your
project.
The *auto-resolution* process can be disabled via the
`Assets > External Dependency Manager > Android Resolver > Settings` menu.
Manual resolution can be performed using the following menu options:
* `Assets > External Dependency Manager > Android Resolver > Resolve`
* `Assets > External Dependency Manager > Android Resolver > Force Resolve`
## Deleting libraries
Resolved packages are tracked via asset labels by the Android Resolver.
They can easily be deleted using the
`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries`
menu item.
## Android Manifest Variable Processing
Some AAR files (for example play-services-measurement) contain variables that
are processed by the Android Gradle plugin. Unfortunately, Unity does not
perform the same processing when using Unity's Internal Build System, so the
Android Resolver plugin handles known cases of this variable substitution
by exploding the AAR into a folder and replacing `${applicationId}` with the
`bundleID`.
Disabling AAR explosion and therefore Android manifest processing can be done
via the `Assets > External Dependency Manager > Android Resolver > Settings`
menu. You may want to disable explosion of AARs if you're exporting a project
to be built with Gradle / Android Studio.
## ABI Stripping
Some AAR files contain native libraries (.so files) for each ABI supported
by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does
not strip native libraries for unused ABIs. To strip unused ABIs, the Android
Resolver plugin explodes an AAR into a folder and removes unused ABIs to
reduce the built APK size. Furthermore, if native libraries are not stripped
from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a
libraries) Android may attempt to load the wrong library for the current
runtime ABI completely breaking your plugin when targeting some architectures.
AAR explosion and therefore ABI stripping can be disabled via the
`Assets > External Dependency Manager > Android Resolver > Settings` menu.
You may want to disable explosion of AARs if you're exporting a project to be
built with Gradle / Android Studio.
## Resolution Strategies
By default the Android Resolver will use Gradle to download dependencies prior
to integrating them into a Unity project. This works with Unity's internal
build system and Gradle / Android Studio project export.
It's possible to change the resolution strategy via the
`Assets > External Dependency Manager > Android Resolver > Settings` menu.
### Download Artifacts with Gradle
Using the default resolution strategy, the Android resolver executes the
following operations:
- Remove the result of previous Android resolutions.
e.g Delete all files and directories labeled with "gpsr" under
`Plugins/Android` from the project.
- Collect the set of Android dependencies (libraries) specified by a
project's `*Dependencies.xml` files.
- Run `download_artifacts.gradle` with Gradle to resolve conflicts and,
if successful, download the set of resolved Android libraries (AARs, JARs).
- Process each AAR / JAR so that it can be used with the currently selected
Unity build system (e.g Internal vs. Gradle, Export vs. No Export).
This involves patching each reference to `applicationId` in the
AndroidManifest.xml with the project's bundle ID. This means resolution
must be run if the bundle ID is changed again.
- Move the processed AARs to `Plugins/Android` so they will be included when
Unity invokes the Android build.
### Integrate into mainTemplate.gradle
Unity 5.6 introduced support for customizing the `build.gradle` used to build
Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
enabled, rather than downloading artifacts before the build, Android resolution
results in the execution of the following operations:
- Remove the result of previous Android resolutions.
e.g Delete all files and directories labeled with "gpsr" under
`Plugins/Android` from the project and remove sections delimited with
`// Android Resolver * Start` and `// Android Resolver * End` lines.
- Collect the set of Android dependencies (libraries) specified by a
project's `*Dependencies.xml` files.
- Rename any `.srcaar` files in the build to `.aar` and exclude them from
being included directly by Unity in the Android build as
`mainTemplate.gradle` will be patched to include them instead from their
local maven repositories.
- Inject the required Gradle repositories into `mainTemplate.gradle` at the
line matching the pattern
`.*apply plugin: 'com\.android\.(application|library)'.*` or the section
starting at the line `// Android Resolver Repos Start`.
If you want to control the injection point in the file, the section
delimited by the lines `// Android Resolver Repos Start` and
`// Android Resolver Repos End` should be placed in the global scope
before the `dependencies` section.
- Inject the required Android dependencies (libraries) into
`mainTemplate.gradle` at the line matching the pattern `***DEPS***` or
the section starting at the line `// Android Resolver Dependencies Start`.
If you want to control the injection point in the file, the section
delimited by the lines `// Android Resolver Dependencies Start` and
`// Android Resolver Dependencies End` should be placed in the
`dependencies` section.
- Inject the packaging options logic, which excludes architecture specific
libraries based upon the selected build target, into `mainTemplate.gradle`
at the line matching the pattern `android +{` or the section starting at
the line `// Android Resolver Exclusions Start`.
If you want to control the injection point in the file, the section
delimited by the lines `// Android Resolver Exclusions Start` and
`// Android Resolver Exclusions End` should be placed in the global
scope before the `android` section.
## Dependency Tracking
The Android Resolver creates the
`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
of resolved dependencies in a project. This is used by the auto-resolution
process to only run the expensive resolution process when necessary.
## Displaying Dependencies
It's possible to display the set of dependencies the Android Resolver
would download and process in your project via the
`Assets > External Dependency Manager > Android Resolver > Display Libraries`
menu item.
# iOS Resolver Usage
The iOS resolver component of this plugin manages
[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and
the `pod` tool is executed as a post build process step to add dependencies
to the Xcode project exported by Unity.
Dependencies for iOS are added by referring to CocoaPods.
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
project (assuming you are developing a plugin). If you are redistributing
EDM4U with your plugin, you **must** follow the
import steps in the [Getting Started](#getting-started) section!
2. Copy and rename the
[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
file into your plugin and add the dependencies your plugin requires.
The XML file just needs to be under an `Editor` directory and match the
name `*Dependencies.xml`. For example,
`MyPlugin/Editor/MyPluginDependencies.xml`.
3. Follow the steps in the [Getting Started](#getting-started)
section when you are exporting your plugin package.
For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
```
<dependencies>
<iosPods>
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
minTargetSdk="6.0" addToAllTargets="false" />
</iosPods>
</dependencies>
```
## Integration Strategies
The `CocoaPods` are either:
* Downloaded and injected into the Xcode project file directly, rather than
creating a separate xcworkspace. We call this `Xcode project` integration.
* If the Unity version supports opening a xcworkspace file, the `pod` tool
is used as intended to generate a xcworkspace which references the
CocoaPods. We call this `Xcode workspace` integration.
The resolution strategy can be changed via the
`Assets > External Dependency Manager > iOS Resolver > Settings` menu.
### Appending text to generated Podfile
In order to modify the generated Podfile you can create a script like this:
```
using System.IO;
public class PostProcessIOS : MonoBehaviour {
[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
{
if (target == BuildTarget.iOS)
{
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
{
//in this example I'm adding an app extension
sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
}
}
}
```
# Package Manager Resolver Usage
Adding registries to the
[Package Manager](https://docs.unity3d.com/Manual/Packages.html)
(PM) is a manual process. The Package Manager Resolver (PMR) component
of this plugin makes it easy for plugin maintainers to distribute new PM
registry servers and easy for plugin users to manage PM registry servers.
## Adding Registries
1. Add the `external-dependency-manager-*.unitypackage` to your plugin
project (assuming you are developing a plugin). If you are redistributing
EDM4U with your plugin, you **must** follow the
import steps in the [Getting Started](#getting-started) section!
2. Copy and rename the
[SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml)
file into your plugin and add the registries your plugin requires.
The XML file just needs to be under an `Editor` directory and match the
name `*Registries.xml` or labeled with `gumpr_registries`. For example,
`MyPlugin/Editor/MyPluginRegistries.xml`.
3. Follow the steps in the [Getting Started](#getting-started)
section when you are exporting your plugin package.
For example, to add a registry for plugins in the scope `com.coolstuff`:
```
<registries>
<registry name="Cool Stuff"
url="https://unityregistry.coolstuff.com"
termsOfService="https://coolstuff.com/unityregistry/terms"
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
<scopes>
<scope>com.coolstuff</scope>
</scopes>
</registry>
</registries>
```
When PMR is loaded it will prompt the developer to add the registry to their
project if it isn't already present in the `Packages/manifest.json` file.
For more information, see Unity's documentation on
[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
## Managing Registries
It's possible to add and remove registries that are specified via PMR
XML configuration files via the following menu options:
* `Assets > External Dependency Manager > Package Manager Resolver >
Add Registries` will prompt the user with a window which allows them to
add registries discovered in the project to the Package Manager.
* `Assets > External Dependency Manager > Package Manager Resolver >
Remove Registries` will prompt the user with a window which allows them to
remove registries discovered in the project from the Package Manager.
* `Assets > External Dependency Manager > Package Manager Resolver >
Modify Registries` will prompt the user with a window which allows them to
add or remove registries discovered in the project.
## Migration
PMR can migrate Version Handler packages installed in the `Assets` folder
to PM packages. This requires the plugins to implement the following:
* `.unitypackage` must include a Version Handler manifests that describes
the components of the plugin. If the plugin has no dependencies
the manifest would just include the files in the plugin.
* The PM package JSON provided by the registry must include a keyword
(in the `versions.VERSION.keyword` list) that maps the PM package
to a Version Handler package using the format
`vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME`
is the name of the manifest defined in the `.unitypackage`. For
more information see the description of the `gvhp_manifestname` asset label
in the *Version Handler Usage* section.
When using the `Assets > External Dependency Manager >
Package Manager Resolver > Migrate Packages` menu option, PMR then
will:
* List all Version Handler manager packages in the project.
* Search all available packages in the PM registries and fetch keywords
associated with each package parsing the Version Handler manifest names
for each package.
* Map each installed Version Handler package to a PM package.
* Prompt the user to migrate the discovered packages.
* Perform package migration for all selected packages if the user clicks
the `Apply` button.
## Configuration
PMR can be configured via the `Assets > External Dependency Manager >
Package Manager Resolver > Settings` menu option:
* `Add package registries` when enabled, when the plugin loads or registry
configuration files change, this will prompt the user to add registries
that are not present in the Package Manager.
* `Prompt to add package registries` will cause a developer to be prompted
with a window that will ask for confirmation before adding registries.
When this is disabled registries are added silently to the project.
* `Prompt to migrate packages` will cause a developer to be prompted
with a window that will ask for confirmation before migrating packages
installed in the `Assets` directory to PM packages.
* `Enable Analytics Reporting` when enabled, reports the use of the plugin
to the developers so they can make imrpovements.
* `Verbose logging` when enabled prints debug information to the console
which can be useful when filing bug reports.
# Version Handler Usage
The Version Handler component of this plugin manages:
* Shared Unity plugin dependencies.
* Upgrading Unity plugins by cleaning up old files from previous versions.
* Uninstallation of plugins that are distributed with manifest files.
* Restoration of plugin assets to their original install locations if assets
are tagged with the `exportpath` label.
Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
to enable / disable components, rename and delete asset files it does not
work with Package Manager installed packages. It's still possible to
include EDM4U in Package Manager packages, the Version Handler component
simply won't do anything to PM plugins in this case.
## Using Version Handler Managed Plugins
If a plugin is imported at multiple different versions into a project, if
the Version Handler is enabled, it will automatically check all managed
assets to determine the set of assets that are out of date and assets that
should be removed. To disable automatic checking managed assets disable
the `Enable version management` option in the
`Assets > External Dependency Manager > Version Handler > Settings` menu.
If version management is disabled, it's possible to check managed assets
manually using the
`Assets > External Dependency Manager > Version Handler > Update` menu option.
### Listing Managed Plugins
Plugins managed by the Version Handler, those that ship with manifest files,
can displayed using the `Assets > External Dependency Manager >
Version Handler > Display Managed Packages` menu option. The list of plugins
are written to the console window along with the set of files used by each
plugin.
### Uninstalling Managed Plugins
Plugins managed by the Version Handler, those that ship with manifest files,
can be removed using the `Assets > External Dependency Manager >
Version Handler > Uninstall Managed Packages` menu option. This operation
will display a window that allows a developer to select a set of plugins to
remove which will remove all files owned by each plugin excluding those that
are in use by other installed plugins.
Files managed by the Version Handler, those labeled with the `gvh` asset label,
can be checked to see whether anything needs to be upgraded, disabled or
removed using the `Assets > External Dependency Manager >
Version Handler > Update` menu option.
### Restore Install Paths
Some developers move assets around in their project which can make it
harder for plugin maintainers to debug issues if this breaks Unity's
[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules.
If assets are labeled with their original install / export path
(see `gvhp_exportpath` below), Version Handler can restore assets to their
original locations when using the `Assets > External Dependency Manager >
Version Handler > Move Files To Install Locations` menu option.
### Settings
Some behavior of the Version Handler can be configured via the
`Assets > External Dependency Manager > Version Handler > Settings` menu
option.
* `Enable version management` controls whether the plugin should automatically
check asset versions and apply changes. If this is disabled the process
should be run manually when installing or upgrading managed plugins using
`Assets > External Dependency Manager > Version Handler > Update`.
* `Rename to canonical filenames` is a legacy option that will rename files to
remove version numbers and other labels from filenames.
* `Prompt for obsolete file deletion` enables the display of a window when
obsolete files are deleted allowing the developer to select which files to
delete and those to keep.
* `Allow disabling files via renaming` controls whether obsolete or disabled
files should be disabled by renaming them to `myfilename_DISABLED`.
Renaming to disable files is required in some scenarios where Unity doesn't
support removing files from the build via the PluginImporter.
* `Enable Analytics Reporting` enables / disables usage reporting to plugin
developers to improve the product.
* `Verbose logging` enables _very_ noisy log output that is useful for
debugging while filing a bug report or building a new managed plugin.
* `Use project settings` saves settings for the plugin in the project rather
than system-wide.
## Redistributing a Managed Plugin
The Version Handler employs a couple of methods for managing version
selection, upgrade and removal of plugins.
* Each plugin can ship with a manifest file that lists the files it includes.
This makes it possible for Version Handler to calculate the difference
in assets between the most recent release of a plugin and the previous
release installed in a project. If a files are removed the Version Handler
will prompt the user to clean up obsolete files.
* Plugins can ship using assets with unique names, unique GUIDs and version
number labels. Version numbers can be attached to assets using labels or
added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
This allows the Version Handler to determine which set of files are the
same file at different versions, select the most recent version and prompt
the developer to clean up old versions.
Unity plugins can be managed by the Version Handler using the following steps:
1. Add the `gvh` asset label to each asset (file) you want Version Handler
to manage.
1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
version of the plugin you're releasing (e.g 1.2.3).
1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
export path of the file when the `.unitypackage` is created. This is
used to track files if they're moved around in a project by developers.
1. Optional: Add `gvh_targets-editor` label to each editor DLL in your
plugin and disable `editor` as a target platform for the DLL.
The Version Handler will enable the most recent version of this DLL when
the plugin is imported.
1. Optional: If your plugin is included in other Unity plugins, you should
add the version number to each filename and change the GUID of each asset.
This allows multiple versions of your plugin to be imported into a Unity
project, with the Version Handler component activating only the most
recent version.
1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt`
that lists all the files in your plugin relative to the project root.
Then add the `gvh_manifest` label to the asset to indicate this file is
a plugin manifest.
1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file
to provide a human readable name for your package. If this isn't provided
the name of the manifest file will be used as the package name.
NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer
will set the priority of the name where `0` is the highest priority
and preferably used as the display name. The lowest value (i.e highest
priority name) will be used as the display name and all other specified
names will be aliases of the display name. Aliases can refer to previous
names of the package allowing renaming across published versions.
1. Redistribute EDM4U Unity plugin with your plugin.
See the [Plugin Redistribution](#plugin-redistribution) for the details.
If you follow these steps:
* When users import a newer version of your plugin, files referenced by the
older version's manifest are cleaned up.
* The latest version of the plugin will be selected when users import
multiple packages that include your plugin, assuming the steps in
[Plugin Redistribution](#plugin-redistribution) are followed.
# Building from Source
To build this plugin from source you need the following tools installed:
* Unity (with iOS and Android modules installed)
You can build the plugin by running the following from your shell
(Linux / OSX):
```
./gradlew build
```
or Windows:
```
./gradlew.bat build
```
# Releasing
Each time a new build of this plugin is checked into the source tree you
need to do the following:
* Bump the plugin version variable `pluginVersion` in `build.gradle`
* Update `CHANGELOG.md` with the new version number and changes included in
the release.
* Build the release using `./gradlew release` which performs the following:
* Updates `external-dependency-manager-*.unitypackage`
* Copies the unpacked plugin to the `exploded` directory.
* Updates template metadata files in the `plugin` directory.
The GUIDs of all asset metadata is modified due to the version number
change. Each file within the plugin is versioned to allow multiple
versions of the plugin to be imported into a Unity project which allows
the most recent version to be activated by the Version Handler
component.
* Create release commit using `./gradlew gitCreateReleaseCommit` which
performs `git commit -a -m "description from CHANGELOG.md"`
* Once the release commit is merge, tag the release using
`./gradlew gitTagRelease` which performs the following:
* `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
* Update tags on remote branch using `git push --tag REMOTE HEAD:master`

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