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0f4a999
Add Unity Final Project
Lathsamee Jun 10, 2026
93dc113
Add Sprites(UI) Folder, TextMeshPro Folder and Main Menu Scence
Lathsamee Jun 16, 2026
75bf4a4
Change UI
Lathsamee Jun 16, 2026
9478e40
Add asset model and UI
Vathsana7 Jun 18, 2026
f4c5a9a
Merge branch 'main' of https://github.com/Vathsana7/Mosquito-Project-…
Vathsana7 Jun 18, 2026
b2a104d
Add predetor
BiyuBoy Jun 20, 2026
027ee60
UpDate Project
BiyuBoy Jun 20, 2026
0246b20
Add NewUI folder
Lathsamee Jun 20, 2026
a527e9a
Add Deathmessage
BiyuBoy Jun 20, 2026
3f09efb
Merge branch 'NewMain' of https://github.com/Vathsana7/Mosquito-Proje…
BiyuBoy Jun 20, 2026
dae7cb3
Edit UI
Lathsamee Jun 21, 2026
efc4e3e
Edit UI in UI test scene
Lathsamee Jun 21, 2026
bbde3f1
FixUI
BiyuBoy Jun 23, 2026
4e17915
Merge branch 'NewMain' of https://github.com/Vathsana7/Mosquito-Proje…
BiyuBoy Jun 23, 2026
25558f1
Change New Start Menu UI
BiyuBoy Jun 23, 2026
91a9058
Translate Text To Lao
BiyuBoy Jun 24, 2026
6f5b618
Edit HowToPlay UI in Main Menu scene and make prefab in NewUI folder …
Lathsamee Jun 26, 2026
d454d4b
Fix Lao font
Lathsamee Jun 26, 2026
6a2e986
Translate UI to ENG in NewUI folder
Lathsamee Jun 27, 2026
8c0efc8
AddMosquitoAndOtherScore
BiyuBoy Jun 29, 2026
568ec33
Merge branch 'NewMain' of https://github.com/Vathsana7/Mosquito-Proje…
BiyuBoy Jun 29, 2026
eebed96
FixAndAdd
BiyuBoy Jun 29, 2026
aacff71
Add
BiyuBoy Jun 30, 2026
9068287
Add sounds
Vathsana7 Jul 9, 2026
4288e4d
fixed
Vathsana7 Jul 12, 2026
69ebadf
AAAAAAAAAAAAAAA
BiyuBoy Jul 12, 2026
03e6059
fix fish tower
Vathsana7 Jul 12, 2026
755c53e
Fix Warning
BiyuBoy Jul 27, 2026
ac330f2
Add new UI
BiyuBoy Jul 27, 2026
b887b94
FixSomeCode
BiyuBoy Jul 28, 2026
5322c11
ChangeIP
BiyuBoy Aug 10, 2026
312e75c
Fix
BiyuBoy Sep 5, 2026
3d62752
Merge the team's Module 1 (Mosquito-Project-Final, branch New_Boy)
RomeXO10 Oct 4, 2026
48f9ad0
Module 1: keep the shared scripts safe in Module 2 again
RomeXO10 Oct 4, 2026
a9a961b
Module 1: editor keyboard/mouse controls for testing without a headset
RomeXO10 Oct 4, 2026
d972203
Module 1: proboscis fills up with blood while drinking
RomeXO10 Oct 4, 2026
a3d1ff6
Module 1: play the blood burst when the blood bar is full, not on the…
RomeXO10 Oct 4, 2026
690f6f1
Module 1: toon-shaded village materials in Main Scene
RomeXO10 Oct 4, 2026
b85e1ae
Module 1: drop a stray NUnit import from Wild_Mosquitos
RomeXO10 Oct 4, 2026
e3a9c7c
Module 1: smoother flight, reach-based feeding, one meal lays the clutch
RomeXO10 Oct 4, 2026
86a6528
Module 1: warm sunlight from our baked scene, kept real-time
RomeXO10 Oct 4, 2026
05fd148
Module 1: never respawn on a predator's doorstep
RomeXO10 Oct 4, 2026
95fa5f6
Module 1: the nectar quest no longer completes on the first frame
RomeXO10 Oct 4, 2026
eee03f8
Module 1: in-headset HUD in the Module 2 style, keeping the team's La…
RomeXO10 Oct 4, 2026
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Original file line number Diff line number Diff line change
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8 changes: 8 additions & 0 deletions Assets/1.TeamWorkspace/Imported by Simple/QuickOutline.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

37 changes: 37 additions & 0 deletions Assets/1.TeamWorkspace/Imported by Simple/QuickOutline/Readme.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,37 @@
Quick Outline
=============

Developed by Chris Nolet (c) 2018


Instructions
------------

To add an outline to an object, drag-and-drop the Outline.cs
script onto the object. The outline materials will be loaded
at runtime.

You can also add outlines programmatically with:

var outline = gameObject.AddComponent<Outline>();

outline.OutlineMode = Outline.Mode.OutlineAll;
outline.OutlineColor = Color.yellow;
outline.OutlineWidth = 5f;

The outline script does a small amount of work in Awake().
For best results, use outline.enabled to toggle the outline.
Avoid removing and re-adding the component if possible.

For large meshes, you may also like to enable 'Precompute
Outline' in the editor. This will reduce the amount of work
performed in Awake().


Troubleshooting
---------------

If the outline appears off-center, please try the following:

1. Set 'Read/Write Enabled' on each model's import settings.
2. Disable 'Optimize Mesh Data' in the player settings.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -0,0 +1,81 @@
//
// OutlineFill.shader
// QuickOutline
//
// Created by Chris Nolet on 2/21/18.
// Copyright © 2018 Chris Nolet. All rights reserved.
//

Shader "Custom/Outline Fill" {
Properties {
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0

_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
_OutlineWidth("Outline Width", Range(0, 10)) = 2
}

SubShader {
Tags {
"Queue" = "Transparent+110"
"RenderType" = "Transparent"
"DisableBatching" = "True"
}

Pass {
Name "Fill"
Cull Off
ZTest [_ZTest]
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB

Stencil {
Ref 1
Comp NotEqual
}

CGPROGRAM
#include "UnityCG.cginc"

#pragma vertex vert
#pragma fragment frag

struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float3 smoothNormal : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f {
float4 position : SV_POSITION;
fixed4 color : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};

uniform fixed4 _OutlineColor;
uniform float _OutlineWidth;

v2f vert(appdata input) {
v2f output;

UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
float3 viewPosition = UnityObjectToViewPos(input.vertex);
float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));

output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
output.color = _OutlineColor;

return output;
}

fixed4 frag(v2f input) : SV_Target {
return input.color;
}
ENDCG
}
}
}
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