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19284
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7039
Assets/Scenes/Main - amaan.unity
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7039
Assets/Scenes/Main - amaan.unity
Normal file
File diff suppressed because it is too large
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6903
Assets/Scenes/Main - minz.unity
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6903
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Normal file
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63
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63
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1971
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Normal file
1971
Assets/Scenes/Menu.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
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Normal file
7
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Normal file
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2737
Assets/Scenes/Scoreboard.unity
Normal file
2737
Assets/Scenes/Scoreboard.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
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Normal file
7
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Normal file
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@@ -4,14 +4,16 @@ using UnityEngine;
|
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|
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public enum PatternTypes
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{
|
||||
DEFAULT
|
||||
DEFAULT,
|
||||
DOUBLE_SPINNING,
|
||||
QUADRUPLE_SPINNING,
|
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}
|
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[System.Serializable]
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public class PatternMap
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{
|
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public PatternTypes patternType;
|
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public Pattern pattern;
|
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public GameObject pattern;
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}
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public class BulletManager : MonoBehaviour
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{
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@@ -19,10 +21,12 @@ public class BulletManager : MonoBehaviour
|
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public List<PatternMap> PatternMap = new List<PatternMap>();
|
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public Pattern[] activePatterns;
|
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|
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private GameManager gameManager;
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// Start is called before the first frame update
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void Start()
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{
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gameManager = FindObjectOfType<GameManager>();
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}
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// Update is called once per frame
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@@ -31,8 +35,15 @@ public class BulletManager : MonoBehaviour
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}
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public Pattern SpawnPattern(PatternTypes pattern)
|
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public void EnemyConsumed(float multiplier)
|
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{
|
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return null;
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gameManager.EnemyConsumed(multiplier);
|
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}
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public void SpawnPattern(PatternTypes pattern, Enemy enemy)
|
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{
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GameObject patternObject = Instantiate(PatternMap.Find(x => x.patternType == pattern).pattern, enemy.transform.position, Quaternion.identity);
|
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Pattern patternScript = patternObject.GetComponent<Pattern>();
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patternScript.enemy = enemy;
|
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}
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}
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@@ -1,4 +1,12 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[System.Serializable]
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public class Wave
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{
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public List<Enemy> enemies;
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}
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public class GameManager : MonoBehaviour
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{
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@@ -13,26 +21,109 @@ public class GameManager : MonoBehaviour
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public MusicManager musicManager;
|
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public Player player;
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public GameObject[] pickups;
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public AudioSource enemyConsumedSfx;
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|
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[Header("Timing")]
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public float pickupDelay;
|
||||
public float scoreMultiplier;
|
||||
|
||||
public int overallWave = 0;
|
||||
|
||||
public List<Wave> waves;
|
||||
public GameObject enemyHolder;
|
||||
private Wave currentWave;
|
||||
|
||||
private float SPAWN_DROP_TIME = 10;
|
||||
private float lastSpawnTime = 0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//dont destroy on load
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
|
||||
|
||||
StartWave();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (Time.time - lastSpawnTime > SPAWN_DROP_TIME)
|
||||
{
|
||||
lastSpawnTime = Time.time;
|
||||
SpawnPickup();
|
||||
}
|
||||
}
|
||||
|
||||
public void EnemyConsumed()
|
||||
public void StartWave()
|
||||
{
|
||||
|
||||
//increase player speed
|
||||
player.speed += player.speedIncrease;
|
||||
|
||||
if (wave >= waves.Count)
|
||||
{
|
||||
wave = 0;
|
||||
}
|
||||
|
||||
Wave current = waves[wave];
|
||||
if (current != null)
|
||||
{
|
||||
// remove old enemies
|
||||
foreach(Transform child in enemyHolder.transform)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
enemiesConsumed = 0;
|
||||
|
||||
// spawn the enemies
|
||||
currentWave = current;
|
||||
|
||||
for (int i = 0; i < currentWave.enemies.Count; i++)
|
||||
{
|
||||
// spawn enemies in random positions
|
||||
// TODO: do we really want to do this?
|
||||
float spawnZ = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).z, Camera.main.ScreenToWorldPoint(new Vector2(0, Screen.height)).z);
|
||||
float spawnX = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).x, Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, 0)).x);
|
||||
|
||||
Vector3 spawnPos = new Vector3(spawnX, player.gameObject.transform.position.y, spawnZ);
|
||||
|
||||
//vector3 to quaternion
|
||||
Quaternion spawnRot = Quaternion.Euler(90, 0, 0);
|
||||
|
||||
GameObject obj = Instantiate(currentWave.enemies[i].gameObject, spawnPos, spawnRot, enemyHolder.transform);
|
||||
obj.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EnemyConsumed(float multiplier = 0)
|
||||
{
|
||||
enemiesConsumed++;
|
||||
|
||||
IncrementScore(10, multiplier);
|
||||
//play enemy consumed sound
|
||||
enemyConsumedSfx.Play();
|
||||
|
||||
if (enemiesConsumed == currentWave.enemies.Count)
|
||||
{
|
||||
// wave over... start next wave
|
||||
wave++;
|
||||
overallWave++;
|
||||
StartWave();
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnPickup()
|
||||
{
|
||||
GameObject pickup = pickups[Random.Range(0, pickups.Length)];
|
||||
|
||||
float spawnZ = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).z, Camera.main.ScreenToWorldPoint(new Vector2(0, Screen.height)).z);
|
||||
float spawnX = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).x, Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, 0)).x);
|
||||
|
||||
GameObject ins = Instantiate(pickup);
|
||||
ins.transform.position = new Vector3(spawnX, player.transform.position.y, spawnZ);
|
||||
}
|
||||
|
||||
public void PlayerDed()
|
||||
@@ -45,8 +136,23 @@ public class GameManager : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
public void IncrementScore(int val)
|
||||
public void IncrementScore(int val, float multiplier = 0)
|
||||
{
|
||||
float incMutliplier = (multiplier > 0) ? multiplier : scoreMultiplier;
|
||||
score += Mathf.FloorToInt(50 * incMutliplier); // TODO: how do we want this to work exactly?
|
||||
}
|
||||
|
||||
public void RestartGame()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
|
||||
//get active scene and reload it
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
|
||||
}
|
||||
|
||||
public void OpenScoreboard()
|
||||
{
|
||||
SceneManager.LoadScene("Scoreboard");
|
||||
}
|
||||
}
|
||||
|
||||
28
Assets/Scripts/Core/MenuManager.cs
Normal file
28
Assets/Scripts/Core/MenuManager.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MenuManager : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("Main");
|
||||
}
|
||||
|
||||
public void QuitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Core/MenuManager.cs.meta
Normal file
11
Assets/Scripts/Core/MenuManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53ecff72f2724144d9a7cf7267fe1679
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,15 +4,34 @@ using UnityEngine;
|
||||
|
||||
public class MusicManager : MonoBehaviour
|
||||
{
|
||||
|
||||
public AudioClip[] tracks;
|
||||
public AudioClip highTensionClip;
|
||||
public int currentTrack = 0;
|
||||
public Player player;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//if track is finished play next track
|
||||
if (!GetComponent<AudioSource>().isPlaying)
|
||||
{
|
||||
GetComponent<AudioSource>().clip = tracks[currentTrack];
|
||||
GetComponent<AudioSource>().Play();
|
||||
currentTrack = (currentTrack + 1) % tracks.Length -1;
|
||||
}
|
||||
|
||||
if (player.health <= 15 && GetComponent<AudioSource>().clip != highTensionClip)
|
||||
{
|
||||
GetComponent<AudioSource>().clip = highTensionClip;
|
||||
GetComponent<AudioSource>().Play();
|
||||
GetComponent<AudioSource>().loop = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,8 +5,9 @@ using UnityEngine;
|
||||
public class Pattern : MonoBehaviour
|
||||
{
|
||||
public string name = "Default Pattern";
|
||||
public ParticleSystem particleSystem;
|
||||
private Enemy enemy;
|
||||
public float duration;
|
||||
public bool notified = false;
|
||||
public Enemy enemy;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
@@ -15,9 +16,42 @@ public class Pattern : MonoBehaviour
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
private void Update()
|
||||
{
|
||||
OnPatternUpdate();
|
||||
duration -= Time.deltaTime;
|
||||
if (duration <= 0 || enemy.IsDead)
|
||||
{
|
||||
//find all particle systems in children and stop them
|
||||
foreach (ParticleSystem ps in GetComponentsInChildren<ParticleSystem>())
|
||||
{
|
||||
ps.Stop();
|
||||
}
|
||||
|
||||
//find all particle systems in children and sum their particle counts
|
||||
int totalParticles = 0;
|
||||
foreach (ParticleSystem ps in GetComponentsInChildren<ParticleSystem>())
|
||||
{
|
||||
totalParticles += ps.particleCount;
|
||||
}
|
||||
|
||||
if (totalParticles == 0)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
if (enemy && !notified)
|
||||
{
|
||||
enemy.OnPatternFinished();
|
||||
notified = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OnPatternUpdate()
|
||||
{
|
||||
//override this
|
||||
}
|
||||
|
||||
public void StartPattern(Enemy enemy)
|
||||
|
||||
133
Assets/Scripts/Core/ScoreboardManager.cs
Normal file
133
Assets/Scripts/Core/ScoreboardManager.cs
Normal file
@@ -0,0 +1,133 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ScoreboardManager : MonoBehaviour
|
||||
{
|
||||
public string username;
|
||||
public Button btnSubmit;
|
||||
public TMPro.TextMeshProUGUI currentScore;
|
||||
|
||||
[Header("Global Scores")]
|
||||
public TMPro.TextMeshProUGUI globalNames;
|
||||
public TMPro.TextMeshProUGUI globalScores;
|
||||
|
||||
private int playerScore = 0;
|
||||
private bool submitted = false;
|
||||
|
||||
[System.Serializable]
|
||||
public class Score
|
||||
{
|
||||
public string username;
|
||||
public int score;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class Scores
|
||||
{
|
||||
public Score[] scores;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(GetScores());
|
||||
//find gamemanager
|
||||
GameManager gm = GameObject.Find("GameManager").GetComponent<GameManager>();
|
||||
//set current score
|
||||
currentScore.text = gm.score.ToString();
|
||||
playerScore = gm.score;
|
||||
|
||||
//disable gamemanager
|
||||
gm.enabled = false;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
btnSubmit.interactable = username.Length > 0 && !submitted;
|
||||
}
|
||||
|
||||
public void UpdateUsername(string _username)
|
||||
{
|
||||
username = _username;
|
||||
}
|
||||
|
||||
public void SubmitScore()
|
||||
{
|
||||
btnSubmit.interactable = false;
|
||||
StartCoroutine(SendScoreToServer());
|
||||
}
|
||||
|
||||
IEnumerator SendScoreToServer()
|
||||
{
|
||||
string additional_data = "{}";
|
||||
WWWForm form = new WWWForm();
|
||||
form.AddField("username", username);
|
||||
form.AddField("score", playerScore);
|
||||
form.AddField("additional_data", additional_data);
|
||||
using (UnityWebRequest www = UnityWebRequest.Post("http://vps5.minzkraut.com:3030/scores", form))
|
||||
{
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
Debug.Log(www.error);
|
||||
btnSubmit.GetComponentInChildren<TMPro.TextMeshProUGUI>().text = "Error :(";
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Score submitted");
|
||||
btnSubmit.GetComponentInChildren<TMPro.TextMeshProUGUI>().text = "Submitted!";
|
||||
submitted = true;
|
||||
StartCoroutine(GetScores());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator GetScores()
|
||||
{
|
||||
using (UnityWebRequest webRequest = UnityWebRequest.Get("http://vps5.minzkraut.com:3030/scores"))
|
||||
{
|
||||
// Request and wait for the desired page.
|
||||
yield return webRequest.SendWebRequest();
|
||||
|
||||
globalNames.text = "";
|
||||
globalScores.text = "";
|
||||
|
||||
switch (webRequest.result)
|
||||
{
|
||||
case UnityWebRequest.Result.ConnectionError:
|
||||
case UnityWebRequest.Result.DataProcessingError:
|
||||
Debug.LogError("Error: " + webRequest.error);
|
||||
globalNames.text = "Error: " + webRequest.error;
|
||||
break;
|
||||
case UnityWebRequest.Result.ProtocolError:
|
||||
Debug.LogError("HTTP Error: " + webRequest.error);
|
||||
globalNames.text = "Error: " + webRequest.error;
|
||||
break;
|
||||
case UnityWebRequest.Result.Success:
|
||||
Debug.Log("Received: " + webRequest.downloadHandler.text);
|
||||
Scores scores = JsonUtility.FromJson<Scores>("{\"scores\":" + webRequest.downloadHandler.text + "}");
|
||||
|
||||
foreach (Score score in scores.scores)
|
||||
{
|
||||
globalNames.text += score.username + "\n";
|
||||
globalScores.text += score.score + "\n";
|
||||
Debug.Log(score.username + ": " + score.score);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RestartGame()
|
||||
{
|
||||
GameObject gm = GameObject.Find("GameManager");
|
||||
Destroy(gm);
|
||||
|
||||
SceneManager.LoadScene("menu");
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Core/ScoreboardManager.cs.meta
Normal file
11
Assets/Scripts/Core/ScoreboardManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2aa5c6310c7a2b145b3c495581360ebc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,19 +1,55 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class UIManager : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI playerHealthLabel;
|
||||
public GameObject gameOverPanel;
|
||||
public TextMeshProUGUI scoreLabel;
|
||||
public TextMeshProUGUI waveLabel;
|
||||
|
||||
public GameObject healthContainer;
|
||||
|
||||
public Image healthBar;
|
||||
|
||||
public Button restartButton;
|
||||
public Button scoreboardButton;
|
||||
private GameManager gameManager;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
gameManager = FindObjectOfType<GameManager>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
healthBar.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, gameManager.player.health * 3);
|
||||
//round player health
|
||||
playerHealthLabel.text = "Health: " + Mathf.Round(gameManager.player.health).ToString();
|
||||
|
||||
scoreLabel.text = "Score: " + Mathf.Round(gameManager.score).ToString();
|
||||
|
||||
waveLabel.text = "Wave: " + (gameManager.overallWave + 1).ToString();
|
||||
|
||||
if (gameManager.player.health <= 0)
|
||||
{
|
||||
Debug.Log("Game Over");
|
||||
gameOverPanel.SetActive(true);
|
||||
restartButton.gameObject.SetActive(true);
|
||||
scoreboardButton.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
if (gameManager.player.health <= 15)
|
||||
{
|
||||
//play animation on healthContainer
|
||||
healthContainer.GetComponent<Animation>().Play();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,12 +6,18 @@ public class Enemy : MonoBehaviour
|
||||
{
|
||||
public int baseScore;
|
||||
public PatternTypes[] patterns;
|
||||
public int CurrentPattern;
|
||||
public int CurrentPattern = 0;
|
||||
public float scoreMultiplier = 0;
|
||||
|
||||
public bool IsDead { get; private set; }
|
||||
|
||||
private BulletManager bulletManager;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
bulletManager = GameObject.Find("BulletManager").GetComponent<BulletManager>();
|
||||
Attack();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@@ -22,18 +28,39 @@ public class Enemy : MonoBehaviour
|
||||
|
||||
private void Attack()
|
||||
{
|
||||
//Spawn pattern
|
||||
bulletManager.SpawnPattern(patterns[CurrentPattern], this);
|
||||
}
|
||||
|
||||
public void Consumed()
|
||||
{
|
||||
gameObject.SetActive(false); // TODO: some sort of effect
|
||||
|
||||
// once the enemy dies it should stop emitting bullets but keep any active bullets running
|
||||
IsDead = true;
|
||||
|
||||
bulletManager.EnemyConsumed(scoreMultiplier);
|
||||
}
|
||||
|
||||
|
||||
private void OnPatternFinished()
|
||||
public void OnPatternFinished()
|
||||
{
|
||||
//Increment pattern
|
||||
if (gameObject.activeSelf)
|
||||
{
|
||||
CurrentPattern++;
|
||||
if (CurrentPattern >= patterns.Length)
|
||||
{
|
||||
//Destroy(gameObject);
|
||||
}
|
||||
Attack();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.GetComponent<Player>())
|
||||
{
|
||||
// okay.. player hit so we're being consumed
|
||||
Consumed();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
8
Assets/Scripts/Game/Patterns.meta
Normal file
8
Assets/Scripts/Game/Patterns.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f0f077c8ee165d49b65384c60248459
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
28
Assets/Scripts/Game/Patterns/RotatingPattern.cs
Normal file
28
Assets/Scripts/Game/Patterns/RotatingPattern.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static UnityEngine.ParticleSystem;
|
||||
|
||||
public class RotatingPattern : Pattern
|
||||
{
|
||||
public float speed = 1;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void OnPatternUpdate()
|
||||
{
|
||||
// transform.Rotate(Vector3.up, speed * Time.deltaTime);
|
||||
|
||||
//find all particle systems in children
|
||||
ParticleSystem[] systems = GetComponentsInChildren<ParticleSystem>();
|
||||
foreach (ParticleSystem system in systems)
|
||||
{
|
||||
ShapeModule shape = system.shape;
|
||||
shape.rotation = new Vector3(0, shape.rotation.y + speed * Time.deltaTime, 0);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Game/Patterns/RotatingPattern.cs.meta
Normal file
11
Assets/Scripts/Game/Patterns/RotatingPattern.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5d3d6fc4fb04da4bbc0ebf8895d9423
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,8 +4,31 @@ using UnityEngine;
|
||||
|
||||
public class Pickup : MonoBehaviour
|
||||
{
|
||||
protected bool pickedUp = false;
|
||||
public virtual void OnPickup()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Debug.Log("Pickup");
|
||||
if (other.gameObject.tag == "Player")
|
||||
{
|
||||
pickedUp = true;
|
||||
OnPickup();
|
||||
}
|
||||
}
|
||||
|
||||
//Draw text gizmo in editor to show class name
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
//get curren class name
|
||||
string className = this.GetType().ToString();
|
||||
GUI.color = Color.blue;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.Handles.Label(transform.position, className);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
63
Assets/Scripts/Game/Pickups/BulletFreezeRemove.cs
Normal file
63
Assets/Scripts/Game/Pickups/BulletFreezeRemove.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BulletFreezeRemove : Pickup
|
||||
{
|
||||
public ParticleSystem freezeParticles;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void OnPickup()
|
||||
{
|
||||
//hide renderer
|
||||
GetComponent<SpriteRenderer>().enabled = false;
|
||||
GetComponent<Collider>().enabled = false;
|
||||
Debug.Log("Start thingy");
|
||||
//find all particles in the scene and freeze them
|
||||
ParticleSystem[] particleSystems = FindObjectsOfType<ParticleSystem>();
|
||||
|
||||
foreach (ParticleSystem particleSystem in particleSystems)
|
||||
{
|
||||
//if root gameobject has no pattern component it's not a pattern
|
||||
GameObject root = particleSystem.transform.root.gameObject;
|
||||
if (!root.GetComponent<Pattern>())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
int particleCount = particleSystem.particleCount;
|
||||
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
|
||||
particleSystem.GetParticles(particles);
|
||||
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
particles[i].velocity = Vector3.zero;
|
||||
}
|
||||
|
||||
particleSystem.SetParticles(particles, particleCount);
|
||||
StartCoroutine(RemoveParticle(particles, particleCount, particleSystem));
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
//coroutine that takes a collection of particles and removes one at a time
|
||||
IEnumerator RemoveParticle(ParticleSystem.Particle[] particles, int particleCount, ParticleSystem particleSystem)
|
||||
{
|
||||
//Remove all particles over a span of .5 seconds
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
particles[i].remainingLifetime = 0.0f;
|
||||
particleSystem.SetParticles(particles, particleCount);
|
||||
//instantiate freeze particles at the position of the particle
|
||||
Instantiate(freezeParticles, particles[i].position, Quaternion.identity);
|
||||
yield return new WaitForSeconds(0.5f/particleCount);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Game/Pickups/BulletFreezeRemove.cs.meta
Normal file
11
Assets/Scripts/Game/Pickups/BulletFreezeRemove.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ca67d0a50f0bad4593ac6b57598a2c0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,20 +4,55 @@ using UnityEngine;
|
||||
|
||||
public class Extinguisher : Pickup
|
||||
{
|
||||
public ParticleSystem extinguishEffect;
|
||||
public Player player;
|
||||
|
||||
[SerializeField]
|
||||
private float amount;
|
||||
|
||||
public override void OnPickup()
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
//hide renderer
|
||||
GetComponent<SpriteRenderer>().enabled = false;
|
||||
GetComponent<Collider>().enabled = false;
|
||||
|
||||
ParticleSystem particleSystem = player.trail.GetComponent<ParticleSystem>();
|
||||
|
||||
int particleCount = particleSystem.particleCount;
|
||||
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
|
||||
particleSystem.GetParticles(particles);
|
||||
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
|
||||
{
|
||||
particles[i].remainingLifetime = 0.0f;
|
||||
}
|
||||
//instantiate freeze particles at the position of the particle
|
||||
}
|
||||
particleSystem.SetParticles(particles, particleCount);
|
||||
|
||||
StartCoroutine(SpawnEffectsCoroutine(particles, particleCount, particleSystem));
|
||||
}
|
||||
|
||||
IEnumerator SpawnEffectsCoroutine(ParticleSystem.Particle[] particles, int count, ParticleSystem system)
|
||||
{
|
||||
|
||||
for (int i = 0; i < count; i+=20)
|
||||
{
|
||||
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
|
||||
{
|
||||
//instantiate freeze particles at the position of the particle
|
||||
Instantiate(extinguishEffect, particles[i].position, Quaternion.identity);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
38
Assets/Scripts/Game/Pickups/NoTrail.cs
Normal file
38
Assets/Scripts/Game/Pickups/NoTrail.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class NoTrail : Pickup
|
||||
{
|
||||
private Player player;
|
||||
public float noTrailDuration = 5f;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
player = GameObject.Find("Player").GetComponent<Player>();
|
||||
}
|
||||
|
||||
public override void OnPickup()
|
||||
{
|
||||
//hide sprite renderer
|
||||
gameObject.GetComponent<SpriteRenderer>().enabled = false;
|
||||
|
||||
player.trail.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (pickedUp)
|
||||
{
|
||||
noTrailDuration -= Time.deltaTime;
|
||||
if (noTrailDuration <= 0)
|
||||
{
|
||||
player.trail.SetActive(true);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Game/Pickups/NoTrail.cs.meta
Normal file
11
Assets/Scripts/Game/Pickups/NoTrail.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31ff5267abecebc4b85a296d075e48c5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
36
Assets/Scripts/Game/Pickups/Slowmotion.cs
Normal file
36
Assets/Scripts/Game/Pickups/Slowmotion.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Slowmotion : Pickup
|
||||
{
|
||||
public float slowFactor = 0.5f;
|
||||
public float slowDuration = 5f;
|
||||
private bool isSlow = false;
|
||||
|
||||
public override void OnPickup()
|
||||
{
|
||||
Debug.Log("Slowmotion");
|
||||
isSlow = true;
|
||||
Time.timeScale = Time.timeScale * slowFactor;
|
||||
|
||||
//disable sprite renderer
|
||||
GetComponent<SpriteRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (isSlow)
|
||||
{
|
||||
slowDuration -= Time.deltaTime * (1 / slowFactor);
|
||||
if (slowDuration <= 0)
|
||||
{
|
||||
Time.timeScale = Time.timeScale * (1 / slowFactor);
|
||||
Destroy(gameObject);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Game/Pickups/Slowmotion.cs.meta
Normal file
11
Assets/Scripts/Game/Pickups/Slowmotion.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22f3fb16216e9164eafc1c9945d5016d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,24 +1,112 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
public int health;
|
||||
public float health;
|
||||
public float speed;
|
||||
public float trailLength;
|
||||
public ParticleSystem trail;
|
||||
public GameObject trail;
|
||||
public float rotationSpeed;
|
||||
public float direction;
|
||||
public List<ParticleCollisionEvent> collisionEvents;
|
||||
public float speedIncrease;
|
||||
public bool isLit;
|
||||
|
||||
public Camera camera;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
collisionEvents = new List<ParticleCollisionEvent>();
|
||||
}
|
||||
|
||||
|
||||
public void OnMove(InputValue value)
|
||||
{
|
||||
Vector2 inputVector = value.Get<Vector2>();
|
||||
direction = inputVector.x;
|
||||
|
||||
// 90 deg directional movement
|
||||
return;
|
||||
float directionY = inputVector.y;
|
||||
if (direction >0) {
|
||||
transform.rotation = Quaternion.Euler(0, 90, 0);
|
||||
}
|
||||
else if (direction < 0)
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(0, -90, 0);
|
||||
}
|
||||
|
||||
if (directionY > 0)
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(0, 0, 0);
|
||||
}
|
||||
else if (directionY < 0)
|
||||
{
|
||||
transform.rotation = Quaternion.Euler(0, 180, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// Mouse direction movement
|
||||
//Vector3 mousePos = Camera.main.ScreenToWorldPoint(new Vector3(Mouse.current.position.ReadValue().x, Mouse.current.position.ReadValue().y, Camera.main.transform.position.z - transform.position.z));
|
||||
//mousePos.y = transform.position.y;
|
||||
//transform.LookAt(mousePos);
|
||||
|
||||
|
||||
//if isLit decrease health
|
||||
//Invincible for the first 2 seconds to avoid particle collision bug
|
||||
if (isLit && Time.timeSinceLevelLoad > 2)
|
||||
{
|
||||
health -= 100.0f * Time.deltaTime;
|
||||
}
|
||||
|
||||
//if health below 0 die
|
||||
if (health <= 0)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
/* Todo: Improve player movement
|
||||
* Turning doesn't feel right, should be snappier
|
||||
*/
|
||||
|
||||
|
||||
//move player forward
|
||||
transform.position += transform.forward * speed * Time.deltaTime;
|
||||
//rotate based on direction
|
||||
transform.Rotate(0, direction * rotationSpeed * 2 * Time.deltaTime, 0);
|
||||
|
||||
|
||||
|
||||
|
||||
float horzExtent = camera.orthographicSize * Screen.width / Screen.height;
|
||||
float vertExtent = camera.orthographicSize;
|
||||
|
||||
if (transform.position.z > vertExtent)
|
||||
{
|
||||
transform.position = new Vector3(transform.position.x, transform.position.y, -vertExtent);
|
||||
}
|
||||
else if (transform.position.z < -vertExtent)
|
||||
{
|
||||
transform.position = new Vector3(transform.position.x, transform.position.y, vertExtent);
|
||||
}
|
||||
|
||||
if (transform.position.x > horzExtent)
|
||||
{
|
||||
transform.position = new Vector3(-horzExtent, transform.position.y, transform.position.z);
|
||||
}
|
||||
else if (transform.position.x < -horzExtent)
|
||||
{
|
||||
transform.position = new Vector3(horzExtent, transform.position.y, transform.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
public void DecreaseTrail(float val)
|
||||
@@ -31,11 +119,20 @@ public class Player : MonoBehaviour
|
||||
//Increate trail length
|
||||
}
|
||||
|
||||
|
||||
private void OnParticleCollision(GameObject other)
|
||||
{
|
||||
//Debug.Log("Particle Collision" + other.name);
|
||||
ParticleSystem ps = trail.GetComponent<ParticleSystem>();
|
||||
ps.Stop();
|
||||
//TODO: refactor magic number to a variable or constant
|
||||
ps.startLifetime += 0.08f;
|
||||
ps.Play();
|
||||
|
||||
|
||||
if (other == trail)
|
||||
{
|
||||
//Hit by trail
|
||||
//Debug.Log(other.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
35
Assets/Scripts/Game/Trail.cs
Normal file
35
Assets/Scripts/Game/Trail.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Trail : MonoBehaviour
|
||||
{
|
||||
public Player player;
|
||||
private ParticleSystem particleSystem;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
particleSystem = GetComponent<ParticleSystem>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnParticleTrigger()
|
||||
{
|
||||
//BUGBUG: This is a hack to get the particles to work.
|
||||
List<ParticleSystem.Particle> insideList = new List<ParticleSystem.Particle>();
|
||||
int numInside = particleSystem.GetTriggerParticles(ParticleSystemTriggerEventType.Enter, insideList);
|
||||
if (numInside > 0)
|
||||
{
|
||||
player.isLit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
player.isLit = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Game/Trail.cs.meta
Normal file
11
Assets/Scripts/Game/Trail.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 01382dbef5cd7b3478030187afaadf59
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -17,8 +17,10 @@ public class ParticleTest : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
|
||||
private void OnParticleCollision(GameObject other)
|
||||
{
|
||||
Debug.Log(other);
|
||||
|
||||
}
|
||||
}
|
||||
8
Assets/Sfx.meta
Normal file
8
Assets/Sfx.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6df23f938a65b474eb02c77256d05ce5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Sfx/Music.meta
Normal file
8
Assets/Sfx/Music.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d106326b060814b42abd9bad3ee96897
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/Sfx/Music/388101__furbyguy__90-s-game-loop.wav
(Stored with Git LFS)
Normal file
BIN
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BIN
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Assets/Sprites/Laser Sprites.meta
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Normal file
BIN
Assets/Sprites/Laser Sprites/01.png
(Stored with Git LFS)
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user