Initial commit - Fresh Unity project layout

This commit is contained in:
Mikey Xiong 2026-10-03 10:26:55 -07:00
parent b35d3007e8
commit fcb3cb9c43
72 changed files with 3569 additions and 0 deletions

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# ==========================================
# Unity Temporary & Generated Folders
# ==========================================
/[L|l]ibrary/
/[T|t]emp/
/[O|o]bj/
/[B|b]uild/
/[B|b]uilds/
/[L|l]ogs/
/[U|u]ser[S|s]ettings/
/[M|m]emoryCaptures/
# Asset Store Tools & Cache
/[A|a]ssets/AssetStoreTools*
# ==========================================
# IDE & Code Editor Files (VS / VS Code)
# ==========================================
.vs/
.vscode/
/*.csproj
/*.unityproj
/*.sln
/*.suo
/*.user
/*.userprefs
/*.pidb
/*.booproj
/*.svd
/*.pdb
/*.opendb
/*.idb
# ==========================================
# OS Generated Files
# ==========================================
.DS_Store
Thumbs.db
ehthumbs.db
[D|d]esktop.ini
# ==========================================
# Native Build Outputs & Logs
# ==========================================
*.apk
*.aab
*.unitypackage
*.log
# ==========================================
# Crash Reports & Memory Dumps
# ==========================================
sysinfo.txt
*.stackdump

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{
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using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEngine.UIElements;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
sealed class ReadmeEditor : Editor
{
static readonly string k_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static readonly string k_ReadmeSourceDirectory = "Assets/TutorialInfo";
static ReadmeEditor()
=> EditorApplication.delayCall += SelectReadmeAutomatically;
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(k_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(k_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
EditorUtility.LoadWindowLayout(Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"));
readme.loadedLayout = true;
}
}
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length != 1)
{
Debug.Log("Couldn't find a readme");
return null;
}
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {k_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(k_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(k_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(k_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {k_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
//Remove ImGUI
protected sealed override void OnHeaderGUI() { }
public sealed override void OnInspectorGUI() { }
public override VisualElement CreateInspectorGUI()
{
var readme = (Readme)target;
VisualElement root = new();
root.styleSheets.Add(readme.commonStyle);
root.styleSheets.Add(EditorGUIUtility.isProSkin ? readme.darkStyle : readme.lightStyle);
VisualElement ChainWithClass(VisualElement created, string className)
{
created.AddToClassList(className);
return created;
}
//Header
VisualElement title = new();
title.AddToClassList("title");
title.Add(ChainWithClass(new Image() { image = readme.icon }, "title__icon"));
title.Add(ChainWithClass(new Label(readme.title), "title__text"));
root.Add(title);
//Content
foreach (var section in readme.sections)
{
VisualElement part = new();
part.AddToClassList("section");
if (!string.IsNullOrEmpty(section.heading))
part.Add(ChainWithClass(new Label(section.heading), "section__header"));
if (!string.IsNullOrEmpty(section.text))
part.Add(ChainWithClass(new Label(section.text), "section__body"));
if (!string.IsNullOrEmpty(section.linkText))
{
var link = ChainWithClass(new Label(section.linkText), "section__link");
link.RegisterCallback<ClickEvent>(evt => Application.OpenURL(section.url));
part.Add(link);
}
root.Add(part);
}
var button = new Button(RemoveTutorial) { text = "Remove Readme Assets" };
button.AddToClassList("remove-readme-button");
root.Add(button);
return root;
}
}

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using System;
using UnityEngine;
using UnityEngine.UIElements;
public class Readme : ScriptableObject
{
public StyleSheet commonStyle;
public StyleSheet darkStyle;
public StyleSheet lightStyle;
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section
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public string heading, text, linkText, url;
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:root {
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}
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overflow: hidden;
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align-items:flex-start;
margin-bottom: 16px;
}
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white-space: normal;
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# Mythical War (MMORPG)
An immersive, hardcore multiplayer online role-playing game built with Unity, FishNet networking, Agones game server orchestration, and PostgreSQL backend architecture. Set during the brutal 10-year Titanomachy war between the Titan and Olympus factions.
---
## 🛠️ Tech Stack & Architecture
- **Game Engine:** Unity 3D
- **Networking:** FishNet
- **Server Orchestration:** Agones (Kubernetes)
- **Database:** PostgreSQL
- **Version Control:** Gitea (`10.1.10.83`)
---
## ⚔️ Core Systems & Features
### ⚖️ Capital City Hall Court System
- **Self-Resolving Disputes:** Automated server log audit engine checks trade history, combat logs, and inventory GUIDs to settle player claims automatically.
- **Player Jury Duty:** Escalated disputes are posted on the Capital Docket Board where 6 randomly selected player jurors hear arguments, vote on verdicts, and earn civic stipends.
### 🔒 Anti-Cheat & Persistent Incarceration
- **Dual-Layer Anti-Cheat:** Evaluates gold/XP rate deltas during map instance transitions alongside live player-reported telemetry sweeps.
- **In-Game Arrests & Labor Prison:** Cheaters and repeat offenders are arrested in-world by Imperial Guards. Imprisoned players must perform resource labor to earn bond credits. Offline time does not reduce prison sentences.
- **Automatic Asset Rollback:** Confirmed exploiters have their gold and XP reverted to the last verified clean map baseline upon arrest.
### 🛡️ Moderator & Event Controls
- **Economy-Aware Drops:** Event loot drops scale dynamically based on PostgreSQL macro-economic metrics to protect player-driven crafting value.
- **Zone Safeguards:** Moderator drops and spawns are strictly blacklisted in the 100-Floor Tower of the Gods, Instanced Dungeons, Faction War Arenas, and scheduled War Days.
---
## 📁 Repository Layout
```text
MythicalWar/
├── Assets/ # Game scripts, prefabs, ScriptableObjects, & art assets
│ └── Scripts/
│ ├── AntiCheat/
│ ├── Core/
│ ├── Items/
│ ├── Moderation/
│ └── Penal/
├── Packages/ # Unity Package Manager dependencies
├── ProjectSettings/ # Engine configuration and version settings
├── .gitattributes # Git LFS tracking configuration
├── .gitignore # Unity ignore definitions
└── README.md # Project documentation