Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death gameplay systems and supporting vault docs/screenshots. Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive filesystems (Linux CI, case-sensitive macOS), not just locally where core.ignorecase=true masks the gap. Each .meta moved with its asset so GUID references are preserved. All ~1000 binaries tracked via LFS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace ShaderCrew.TheToonShader
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{
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public static class SystemIndependentInput
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{
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public static bool GetKeyDown(KeyCode key)
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{
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#if ENABLE_INPUT_SYSTEM
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Keyboard kb = Keyboard.current;
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if (kb == null) return false;
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Key newKey;
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if (TryConvertKeyCode(key, out newKey))
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return kb[newKey].wasPressedThisFrame;
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return false;
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#elif ENABLE_LEGACY_INPUT_MANAGER
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return Input.GetKeyDown(key);
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#else
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return false;
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#endif
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}
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#if ENABLE_INPUT_SYSTEM
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private static bool TryConvertKeyCode(KeyCode oldKey, out Key newKey)
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{
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switch (oldKey)
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{
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case KeyCode.D: newKey = Key.D; return true;
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case KeyCode.A: newKey = Key.A; return true;
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case KeyCode.W: newKey = Key.W; return true;
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case KeyCode.S: newKey = Key.S; return true;
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case KeyCode.Space: newKey = Key.Space; return true;
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case KeyCode.Escape: newKey = Key.Escape; return true;
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case KeyCode.UpArrow: newKey = Key.UpArrow; return true;
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case KeyCode.DownArrow: newKey = Key.DownArrow; return true;
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case KeyCode.LeftArrow: newKey = Key.LeftArrow; return true;
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case KeyCode.RightArrow: newKey = Key.RightArrow; return true;
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default:
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newKey = Key.None;
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return false;
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}
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}
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#endif
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}
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}
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