UnityResources

[Archive] Various Reusable Unity Scripts and Assets. Mostly made by me.
git clone https://git.jojolepro.com/UnityResources.git
Log | Files | Refs

commit 345dfadc62b366fddc5bda6fa8d54caec905fcca
Author: Joël Lupien (Jojolepro) <jojolepro@jojolepro.com>
Date:   Tue, 25 Aug 2020 14:28:28 -0400

init

Diffstat:
AMaterials/CircleAdditive.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/CircleParticle 1.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/CircleParticle.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/GlowyCircleParticle.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/HexagonalParticle.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/MetalGlow.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/SpeedArrows.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/SquareParticle.mat | 77+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AMaterials/defaultMat.mat | 75+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/DontDestroyOnLoad.cs | 22++++++++++++++++++++++
AScripts/EchapDetector.cs | 31+++++++++++++++++++++++++++++++
AScripts/Extensions.cs | 252+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/FPSCounter.cs | 42++++++++++++++++++++++++++++++++++++++++++
AScripts/Follow.cs | 57+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/FollowMouse.cs | 14++++++++++++++
AScripts/Helpers/GameObjectHelper.cs | 37+++++++++++++++++++++++++++++++++++++
AScripts/Helpers/GameObjectHelper.cs.meta | 12++++++++++++
AScripts/Helpers/InjectorAccessor.cs | 10++++++++++
AScripts/Helpers/InjectorAccessor.cs.meta | 12++++++++++++
AScripts/Helpers/MapInjector.cs | 14++++++++++++++
AScripts/Helpers/MapInjector.cs.meta | 12++++++++++++
AScripts/Helpers/MathUtils.cs | 18++++++++++++++++++
AScripts/Helpers/MathUtils.cs.meta | 12++++++++++++
AScripts/Helpers/SaveHelper.cs | 36++++++++++++++++++++++++++++++++++++
AScripts/Helpers/SaveHelper.cs.meta | 12++++++++++++
AScripts/Helpers/SceneUtils.cs | 30++++++++++++++++++++++++++++++
AScripts/Helpers/SceneUtils.cs.meta | 12++++++++++++
AScripts/LockPosition.cs | 20++++++++++++++++++++
AScripts/LockRotation.cs | 20++++++++++++++++++++
AScripts/LookAtMouse.cs | 18++++++++++++++++++
AScripts/MaterialOffseter.cs | 25+++++++++++++++++++++++++
AScripts/Move.cs | 18++++++++++++++++++
AScripts/Player/AirMovement.cs | 13+++++++++++++
AScripts/Player/FallDamage.cs | 21+++++++++++++++++++++
AScripts/Player/GeneralInputs.cs | 14++++++++++++++
AScripts/Player/GroundMovement.cs | 21+++++++++++++++++++++
AScripts/Player/HealthData.cs | 75+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/Player/Jump.cs | 25+++++++++++++++++++++++++
AScripts/Player/MovementBase.cs | 31+++++++++++++++++++++++++++++++
AScripts/Player/PlayerColliderMask.cs | 7+++++++
AScripts/Player/QuickRespawn.cs | 12++++++++++++
AScripts/Player/WaveModule.cs | 53+++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/RawImageUVScroller.cs | 25+++++++++++++++++++++++++
AScripts/Rotate.cs | 26++++++++++++++++++++++++++
AScripts/SaveManager.cs | 25+++++++++++++++++++++++++
AScripts/ScalerAnimation.cs | 34++++++++++++++++++++++++++++++++++
AScripts/ScriptFlicker.cs | 22++++++++++++++++++++++
AScripts/SpriteGradient.cs | 25+++++++++++++++++++++++++
AScripts/TimedDestroy.cs | 14++++++++++++++
AScripts/TimedDisable.cs | 20++++++++++++++++++++
AScripts/Timer.cs | 97+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/ToggleButton.cs | 42++++++++++++++++++++++++++++++++++++++++++
AScripts/TooltipTrigger.cs | 41+++++++++++++++++++++++++++++++++++++++++
AScripts/TooltipView.cs | 51+++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/Triggers/BunnyTrigger.cs | 24++++++++++++++++++++++++
AScripts/Triggers/CameraSizeTrigger.cs | 42++++++++++++++++++++++++++++++++++++++++++
AScripts/Triggers/CheckPointTrigger.cs | 13+++++++++++++
AScripts/Triggers/ChronoStopTrigger.cs | 13+++++++++++++
AScripts/Triggers/DamageTrapTrigger.cs | 31+++++++++++++++++++++++++++++++
AScripts/Triggers/FanTrigger.cs | 34++++++++++++++++++++++++++++++++++
AScripts/Triggers/FanWaveTrigger.cs | 35+++++++++++++++++++++++++++++++++++
AScripts/Triggers/GearWaveTrigger.cs | 36++++++++++++++++++++++++++++++++++++
AScripts/Triggers/HealthTrigger.cs | 15+++++++++++++++
AScripts/Triggers/HitDamage.cs | 18++++++++++++++++++
AScripts/Triggers/MagnetWaveTrigger.cs | 51+++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/Triggers/MapChangeTrigger.cs | 23+++++++++++++++++++++++
AScripts/Triggers/MovingPlatformWaveTrigger.cs | 40++++++++++++++++++++++++++++++++++++++++
AScripts/Triggers/WaveActivableBase.cs | 43+++++++++++++++++++++++++++++++++++++++++++
AScripts/UI/CameraFollow.cs | 16++++++++++++++++
AScripts/UI/CanvasAccessor.cs | 22++++++++++++++++++++++
AScripts/UI/Chrono.cs | 43+++++++++++++++++++++++++++++++++++++++++++
AScripts/UI/GameUIManager.cs | 30++++++++++++++++++++++++++++++
AScripts/UI/NavigationButton.cs | 48++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/UI/OnClickChrono.cs | 12++++++++++++
AScripts/UI/TimedFader.cs | 53+++++++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/UI/TimedNavigation.cs | 48++++++++++++++++++++++++++++++++++++++++++++++++
AScripts/UIDelayedCrossFadeAlpha.cs | 28++++++++++++++++++++++++++++
AScripts/UIFadeDisable.cs | 32++++++++++++++++++++++++++++++++
AScripts/UIGradientPP.cs | 25+++++++++++++++++++++++++
AScripts/UIOutlineGradientPP.cs | 25+++++++++++++++++++++++++
AScripts/UIParticleSystem.cs | 173+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/FlarePoint.png | 0
ATextures/Particles/FlarePoint.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/Lightning2.png | 0
ATextures/Particles/Lightning2.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/Lightning3.png | 0
ATextures/Particles/Lightning3.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/Lightnings.png | 0
ATextures/Particles/Lightnings.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/Lightnings.psd | 0
ATextures/Particles/Lightnings.psd.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/LightningsTileSheet.png | 0
ATextures/Particles/LightningsTileSheet.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/LightningsTileSheet.psd | 0
ATextures/Particles/LightningsTileSheet.psd.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/PlasmaElectricity.png | 0
ATextures/Particles/PlasmaElectricity.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/Smoke.png | 0
ATextures/Particles/Smoke.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/SmokeWhite.png | 0
ATextures/Particles/SmokeWhite.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Particles/crackle.png | 0
ATextures/Particles/crackle.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/ArrowTriangle.png | 0
ATextures/Primitives/ArrowTriangle.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/BigFlare.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/BigFlare.psd.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/BlurredMoonArc.png | 0
ATextures/Primitives/BlurredMoonArc.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Circle.png | 0
ATextures/Primitives/Circle.png.meta | 220+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/CircleBorder.png | 0
ATextures/Primitives/CircleBorder.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/CircleBorderLarge.png | 0
ATextures/Primitives/CircleBorderLarge.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/CircleBorderLarger.png | 0
ATextures/Primitives/CircleBorderLarger.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/CircleBorderLargerCut.png | 0
ATextures/Primitives/CircleBorderLargerCut.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/CircleOutlineArc160.png | 0
ATextures/Primitives/CircleOutlineArc160.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/CircleStroked.png | 0
ATextures/Primitives/CircleStroked.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Diamond.png | 0
ATextures/Primitives/Diamond.png.meta | 72++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/EmitCircle.png | 0
ATextures/Primitives/EmitCircle.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/GaussianSquareBorder.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/HealthBarPTile.png | 0
ATextures/Primitives/HealthBarPTile.png.meta | 76++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/HealthBarPTile.psd | 0
ATextures/Primitives/HealthBarPTile.psd.meta | 76++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Hexagon30.png | 0
ATextures/Primitives/Hexagon30.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Hexagon30Outline.png | 0
ATextures/Primitives/Hexagon30Outline.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/MoonArc.png | 0
ATextures/Primitives/MoonArc.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Parralelogram.png | 0
ATextures/Primitives/Parralelogram.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Parralelogram2.png | 0
ATextures/Primitives/Parralelogram2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/RealCircle.png | 0
ATextures/Primitives/RealCircle.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/RoundedRectangle.png | 0
ATextures/Primitives/RoundedRectangle.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/SmallCircleArc.png | 0
ATextures/Primitives/SmallCircleArc.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/SmallCircleArc.psd | 0
ATextures/Primitives/SmallCircleArc.psd.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/SpikedWheel.png | 0
ATextures/Primitives/SpikedWheel.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Square.png | 0
ATextures/Primitives/Square.png.meta | 72++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/SquareBottom.png | 0
ATextures/Primitives/SquareBottom.png.meta | 72++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/ThinRoundedRectangle.png | 0
ATextures/Primitives/ThinRoundedRectangle.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/Triangle.png | 0
ATextures/Primitives/Triangle.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/TriangleCut.png | 0
ATextures/Primitives/TriangleCut.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/TriangleOutline.png | 0
ATextures/Primitives/TriangleOutline.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/halfCircle.png | 0
ATextures/Primitives/halfCircle.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/heart.png | 0
ATextures/Primitives/heart.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/lightning.png | 0
ATextures/Primitives/lightning.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/stripes.png | 0
ATextures/Primitives/stripes.png.meta | 76++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/stripes2.png | 0
ATextures/Primitives/stripes2.png.meta | 76++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/stripes3.png | 0
ATextures/Primitives/stripes3.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/Primitives/tenSpikesStar.png | 0
ATextures/Primitives/tenSpikesStar.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/GameJoltIcon.png | 0
ATextures/UI/GameJoltIcon.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/Mic.png | 0
ATextures/UI/Mic.png.meta | 84+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/Skull-0.png | 0
ATextures/UI/Skull-0.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/Skull-1.png | 0
ATextures/UI/Skull-1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/Skull-2.png | 0
ATextures/UI/Skull-2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/Skull.ico | 0
ATextures/UI/Skull.ico.meta | 8++++++++
ATextures/UI/Skull.png | 0
ATextures/UI/Skull.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/Warning2.png | 0
ATextures/UI/Warning2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/arrowDown.png | 0
ATextures/UI/arrowDown.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/arrowLeft.png | 0
ATextures/UI/arrowLeft.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/arrowRight.png | 0
ATextures/UI/arrowRight.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/arrowUp.png | 0
ATextures/UI/arrowUp.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/audioOff.png | 0
ATextures/UI/audioOff.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/audioOn.png | 0
ATextures/UI/audioOn.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/barsHorizontal.png | 0
ATextures/UI/barsHorizontal.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/barsVertical.png | 0
ATextures/UI/barsVertical.png.meta | 92+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/button1.png | 0
ATextures/UI/button1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/button2.png | 0
ATextures/UI/button2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/button3.png | 0
ATextures/UI/button3.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonA.png | 0
ATextures/UI/buttonA.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonB.png | 0
ATextures/UI/buttonB.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonL.png | 0
ATextures/UI/buttonL.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonL1.png | 0
ATextures/UI/buttonL1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonL2.png | 0
ATextures/UI/buttonL2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonR.png | 0
ATextures/UI/buttonR.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonR1.png | 0
ATextures/UI/buttonR1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonR2.png | 0
ATextures/UI/buttonR2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonSelect.png | 0
ATextures/UI/buttonSelect.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonStart.png | 0
ATextures/UI/buttonStart.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonX.png | 0
ATextures/UI/buttonX.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/buttonY.png | 0
ATextures/UI/buttonY.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/checkmark.png | 0
ATextures/UI/checkmark.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/contrast.png | 0
ATextures/UI/contrast.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/cross.png | 0
ATextures/UI/cross.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/down.png | 0
ATextures/UI/down.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/downLeft.png | 0
ATextures/UI/downLeft.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/downRight.png | 0
ATextures/UI/downRight.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/exclamation.png | 0
ATextures/UI/exclamation.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/exit.png | 0
ATextures/UI/exit.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/exitLeft.png | 0
ATextures/UI/exitLeft.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/exitRight.png | 0
ATextures/UI/exitRight.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/export.png | 0
ATextures/UI/export.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/fastForward.png | 0
ATextures/UI/fastForward.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/gamepad.png | 0
ATextures/UI/gamepad.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/gamepad1.png | 0
ATextures/UI/gamepad1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/gamepad2.png | 0
ATextures/UI/gamepad2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/gamepad3.png | 0
ATextures/UI/gamepad3.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/gamepad4.png | 0
ATextures/UI/gamepad4.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/gear.png | 0
ATextures/UI/gear.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/home.png | 0
ATextures/UI/home.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/import.png | 0
ATextures/UI/import.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/information.png | 0
ATextures/UI/information.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/joystick.png | 0
ATextures/UI/joystick.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/joystickLeft.png | 0
ATextures/UI/joystickLeft.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/joystickRight.png | 0
ATextures/UI/joystickRight.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/joystickUp.png | 0
ATextures/UI/joystickUp.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/larger.png | 0
ATextures/UI/larger.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/leaderboardsComplex.png | 0
ATextures/UI/leaderboardsComplex.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/leaderboardsSimple.png | 0
ATextures/UI/leaderboardsSimple.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/left.png | 0
ATextures/UI/left.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/locked.png | 0
ATextures/UI/locked.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/massiveMultiplayer.png | 0
ATextures/UI/massiveMultiplayer.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/medal1.png | 0
ATextures/UI/medal1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/medal2.png | 0
ATextures/UI/medal2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/menuGrid.png | 0
ATextures/UI/menuGrid.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/menuList.png | 0
ATextures/UI/menuList.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/minus.png | 0
ATextures/UI/minus.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/mouse.png | 0
ATextures/UI/mouse.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/movie.png | 0
ATextures/UI/movie.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/multiplayer.png | 0
ATextures/UI/multiplayer.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/musicOff.png | 0
ATextures/UI/musicOff.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/musicOn.png | 0
ATextures/UI/musicOn.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/next.png | 0
ATextures/UI/next.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/open.png | 0
ATextures/UI/open.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/pause.png | 0
ATextures/UI/pause.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/phone.png | 0
ATextures/UI/phone.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/plus.png | 0
ATextures/UI/plus.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/power.png | 0
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ATextures/UI/question.png | 0
ATextures/UI/question.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/return.png | 0
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ATextures/UI/rewind.png | 0
ATextures/UI/rewind.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/right.png | 0
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ATextures/UI/save.png | 0
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ATextures/UI/scrollHorizontal.png | 0
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ATextures/UI/scrollVertical.png | 0
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ATextures/UI/share1.png | 0
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ATextures/UI/share2.png | 0
ATextures/UI/share2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/shoppingBasket.png | 0
ATextures/UI/shoppingBasket.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/shoppingCart.png | 0
ATextures/UI/shoppingCart.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/siganl1.png | 0
ATextures/UI/siganl1.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/signal2.png | 0
ATextures/UI/signal2.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/signal3.png | 0
ATextures/UI/signal3.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/singleplayer.png | 0
ATextures/UI/singleplayer.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/smaller.png | 0
ATextures/UI/smaller.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/star.png | 0
ATextures/UI/star.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/stop.png | 0
ATextures/UI/stop.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/tablet.png | 0
ATextures/UI/tablet.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/target.png | 0
ATextures/UI/target.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/trashcan.png | 0
ATextures/UI/trashcan.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/trashcanOpen.png | 0
ATextures/UI/trashcanOpen.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/trophy.png | 0
ATextures/UI/trophy.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/unlocked.png | 0
ATextures/UI/unlocked.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/up.png | 0
ATextures/UI/up.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/upLeft.png | 0
ATextures/UI/upLeft.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/upRight.png | 0
ATextures/UI/upRight.png.meta | 68++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ATextures/UI/updatingArrows.png | 0
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ATextures/UI/video.png | 0
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_Color: {r: 0.8, g: 0.8, b: 0.8, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Scripts/DontDestroyOnLoad.cs b/Scripts/DontDestroyOnLoad.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DontDestroyOnLoad : MonoBehaviour +{ + static bool alreadySpawned; + // Use this for initialization + void Start() + { + if (alreadySpawned) + { + Destroy(gameObject); + return; + } + alreadySpawned = true; + DontDestroyOnLoad(gameObject); + + + } + +} diff --git a/Scripts/EchapDetector.cs b/Scripts/EchapDetector.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class EchapDetector : MonoBehaviour +{ + public CanvasGroup mainMenu; + + bool triggered; + // Use this for initialization + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (Input.GetKeyDown(KeyCode.Escape)) + { + triggered = true; + mainMenu.gameObject.SetActive(true); + } + + if (triggered) + { + mainMenu.alpha += Time.deltaTime * 2f; + } + + } +} diff --git a/Scripts/Extensions.cs b/Scripts/Extensions.cs @@ -0,0 +1,252 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using System.Net; +using UnityEngine.Events; + +public static class Extensions +{ + + public static void LookAt2D(this Transform t, Vector3 target, float angleSubstraction = 0f) + { + Vector3 dir = target - t.position; + float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg) - angleSubstraction; + t.rotation = Quaternion.AngleAxis(angle, Vector3.forward); + } + + public static void SmoothLookAt2D(this Transform t, Vector3 target, float speed, float angleSubstraction = 0f) + { + Vector3 dir = (Vector3)target - t.position; + float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg) - angleSubstraction; + t.rotation = Quaternion.Lerp(t.rotation, Quaternion.AngleAxis(angle, Vector3.forward), Time.deltaTime * speed); + } + + public static void LookAtDir2D(this Transform t, Vector3 dir) + { + float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg); + t.rotation = Quaternion.AngleAxis(angle, Vector3.forward); + } + + public static void SmoothLookAtDir2D(this Transform t, Vector3 dir, float speed) + { + float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg); + t.rotation = Quaternion.Lerp(t.rotation, Quaternion.AngleAxis(angle, Vector3.forward), Time.deltaTime * speed); + } + + + public static Vector3 Flattened(this Vector3 v3, float zPosition = 0f) + { + return new Vector3(v3.x, v3.y, zPosition); + } + + public static Color Invert(this Color color) + { + return new Color(1.0f - color.r, 1.0f - color.g, 1.0f - color.b); + } + + public static Color SetAlpha(this Color c, float a) + { + return new Color(c.r, c.g, c.b, a); + } + + public static void SetPSEmissionRate(this ParticleSystem ps, float rate) + { + var m = ps.emission; + m.rateOverTimeMultiplier = rate; + } + + public static void EmitAt(this ParticleSystem ps, int count, Vector3 pos) + { + ps.transform.position = pos; + ps.Emit(count); + } + + public static IEnumerator SetActiveDelayedEnumerator(this MonoBehaviour m, float delay, bool active, bool self = false) + { + yield return new WaitForSeconds(delay); + if (!self) + m.gameObject.SetActive(active); + else + m.enabled = false; + } + + public static void SetActiveDelayed(this MonoBehaviour m, float delay, bool active, bool self = false) + { + m.StartCoroutine(m.SetActiveDelayedEnumerator(delay, active, self)); + } + + public static bool Draw(float chance) + { + if (chance <= 0f) + return false; + return chance >= UnityEngine.Random.value; + } + + public static bool Draw(float chance, out float chanceFactor) + { + if (chance <= 0f) + { + chanceFactor = 0f; + return false; + } + + float r = UnityEngine.Random.value; + + chanceFactor = ((chance - r) / chance) + 1f; + return chance >= UnityEngine.Random.value; + } + + public static bool FastApproximately(float v1, float v2, float threshold) + { + return (v1 > v2 ? (v1 - v2) : (v2 - v1)) <= threshold; + } + + public static void ChangeColor(this ParticleSystem ps, Color c) + { + var v = ps.main; + v.startColor = c; + } + + public static bool IsInRange(float value, float min, float max) + { + return value >= min && value <= max; + } + + public static bool IsAngleInRange(float angle, float minAngle, float maxAngle) + { + //We suppose max angle [0, 360] and min angle [-360, 360] + if (minAngle >= 0) + { + return IsInRange(angle, minAngle, maxAngle); + } + + return IsInRange(angle, minAngle + 360f, 360f) || IsInRange(angle, 0f, maxAngle); + } + + public static float Normalize(float value) + { + return value / Mathf.Abs(value); + } + + public static Vector3 GetMouseWorldPos() + { + Vector3 vec = Input.mousePosition; + //CANVAS PLANE DISTANCE + vec.z = 100f; + return Camera.main.ScreenToWorldPoint(vec); + } + + public static Vector2 GetRandomPosOffScreen() + { + return UnityEngine.Random.insideUnitCircle.normalized * 12f; + } + + + public static bool HasInternet() + { + try + { + using (WebClient client = new WebClient()) + { + using (var stream = client.OpenRead("http://google.com")) + { + return true; + } + } + } + catch + { + return false; + } + } + + public static void PlayOneShot(this AudioSource a, AudioClip clip, float volumeScale = 1f, float pitch = 1f) + { + a.pitch = pitch; + a.PlayOneShot(clip, volumeScale); + } + + // + public static void PlayOneShotDelayed(this MonoBehaviour b, AudioSource audioSource, float delay) + { + b.StartParamsCoroutine(audioSource.PlayOneShot, audioSource.clip, delay); + } + + public static IEnumerator InvokeParams<T>(Action<T> a, T arg1, float delay) + { + yield return new WaitForSeconds(delay); + a.Invoke(arg1); + } + + public static IEnumerator InvokeParams<T, U>(Action<T, U> a, T arg1, U arg2, float delay) + { + yield return new WaitForSeconds(delay); + a.Invoke(arg1, arg2); + } + + public static IEnumerator InvokeParams<T, U, V>(Action<T, U, V> a, T arg1, U arg2, V arg3, float delay) + { + yield return new WaitForSeconds(delay); + a.Invoke(arg1, arg2, arg3); + } + + public static void StartParamsCoroutine<T>(this MonoBehaviour o, Action<T> a, T arg1, float delay) + { + o.StartCoroutine(InvokeParams(a, arg1, delay)); + } + + public static void StartParamsCoroutine<T, U>(this MonoBehaviour o, Action<T, U> a, T arg1, U arg2, float delay) + { + o.StartCoroutine(InvokeParams(a, arg1, arg2, delay)); + } + + public static void StartParamsCoroutine<T, U, V>(this MonoBehaviour o, Action<T, U, V> a, T arg1, U arg2, V arg3, float delay) + { + o.StartCoroutine(InvokeParams(a, arg1, arg2, arg3, delay)); + } + +} + +public class Tuple<T1, T2> +{ + public T1 value1{ get; set; } + + public T2 value2{ get; set; } + + public Tuple(T1 value1, T2 value2) + { + this.value1 = value1; + this.value2 = value2; + } +} + +[System.Serializable] +public class BoolUEvent : UnityEvent<bool> +{ +} + +[System.Serializable] +public class Range +{ + public float min; + public float max; + + public float Length{ get { return max - min; } } + + public Range(float min, float max) + { + this.min = min; + this.max = max; + } + + public float Lerp(float t) + { + return Mathf.Lerp(min, max, t); + } + + public float RandomNumberInRange() + { + return UnityEngine.Random.Range(min, max); + } +} diff --git a/Scripts/FPSCounter.cs b/Scripts/FPSCounter.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using System.Collections; + +public class FPSCounter : MonoBehaviour +{ + + public float capFPS; + public float delay; + + string label = ""; + float count; + + IEnumerator Start() + { + if (capFPS > 0f) + { + Application.targetFrameRate = (int)capFPS; + } + + GUI.depth = 2; + while (true) + { + if (Time.timeScale == 1) + { + yield return new WaitForSeconds(delay); + count = (1 / Time.deltaTime); + label = (Mathf.Round(count)) + " fps"; + } + else + { + label = ""; + } + yield return new WaitForSeconds(1f); + } + } + + void OnGUI() + { + GUI.Label(new Rect(5, 40, 100, 25), label); + } +}+ \ No newline at end of file diff --git a/Scripts/Follow.cs b/Scripts/Follow.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using System.Collections; + +public class Follow : MonoBehaviour +{ + + public Transform toFollow; + + public bool x; + public bool y; + public bool z; + + + public Range xRange; + public Range yRange; + public Range zRange; + + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (toFollow != null) + { + float xpos = transform.position.x; + float ypos = transform.position.y; + float zpos = transform.position.z; + + if (x) + { + if (xRange.Length > 0f) + xpos = Mathf.Clamp(toFollow.position.x, xRange.min, xRange.max); + else + xpos = toFollow.position.x; + } + if (y) + { + if (yRange.Length > 0f) + ypos = Mathf.Clamp(toFollow.position.y, yRange.min, yRange.max); + else + ypos = toFollow.position.y; + } + if (z) + { + if (zRange.Length > 0f) + zpos = Mathf.Clamp(toFollow.position.z, zRange.min, zRange.max); + else + zpos = toFollow.position.z; + } + + transform.position = new Vector3(xpos, ypos, zpos); + } + } +} diff --git a/Scripts/FollowMouse.cs b/Scripts/FollowMouse.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FollowMouse : MonoBehaviour +{ + + // Update is called once per frame + void Update() + { + //100 is Canvas Plane Distance + transform.position = Extensions.GetMouseWorldPos(); + } +} diff --git a/Scripts/Helpers/GameObjectHelper.cs b/Scripts/Helpers/GameObjectHelper.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GameObjectHelper { + public static List<GameObject> GetPartialName(string name) + { + List<GameObject> o = new List<GameObject>(); + var gos = GameObject.FindObjectsOfType<GameObject>(); + foreach (var g in gos) + { + if (g.activeInHierarchy) + { + if (g.name.Contains(name)) + { + o.Add(g); + } + } + } + return o; + } + public static GameObject GetFirstPartialName(string name) + { + var gos = GameObject.FindObjectsOfType<GameObject>(); + foreach (var g in gos) + { + if (g.activeInHierarchy) + { + if (g.name.Contains(name)) + { + return g; + } + } + } + return null; + } +} diff --git a/Scripts/Helpers/GameObjectHelper.cs.meta b/Scripts/Helpers/GameObjectHelper.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 12aaf816c884f5542afeb8e00bd69901 +timeCreated: 1495852930 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Helpers/InjectorAccessor.cs b/Scripts/Helpers/InjectorAccessor.cs @@ -0,0 +1,10 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class InjectorAccessor { + public static GameObject GetInjected() + { + return GameObjectHelper.GetFirstPartialName("Injection"); + } +} diff --git a/Scripts/Helpers/InjectorAccessor.cs.meta b/Scripts/Helpers/InjectorAccessor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9b42d50c65600a9428b5749ac0c9e6bb +timeCreated: 1495852570 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Helpers/MapInjector.cs b/Scripts/Helpers/MapInjector.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MapInjector{ + public static List<GameObject> injectPrefabs = new List<GameObject>(); + public static void DoInject() + { + foreach(var go in injectPrefabs) + { + GameObject.Instantiate(go); + } + } +} diff --git a/Scripts/Helpers/MapInjector.cs.meta b/Scripts/Helpers/MapInjector.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bcb51a1c8171cc9428cbc55c7e88006a +timeCreated: 1495850578 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Helpers/MathUtils.cs b/Scripts/Helpers/MathUtils.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MathUtils { + public static float Clamp(float val, float min, float max) + { + float o = val; + if(val < min) + { + o = min; + }else if(val > max) + { + o = max; + } + return o; + } +} diff --git a/Scripts/Helpers/MathUtils.cs.meta b/Scripts/Helpers/MathUtils.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 87ecccd0f42c4574fa98f278a6c4f951 +timeCreated: 1495847697 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Helpers/SaveHelper.cs b/Scripts/Helpers/SaveHelper.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SaveHelper { + public static void Load() + { + CharStats.completedLevels = PlayerPrefs.GetInt("LevelsCompleted",0); + CharStats.unlockedJump = l(PlayerPrefs.GetInt("UnlockedJump", 1)); + CharStats.unlockedAirMovement = l(PlayerPrefs.GetInt("UnlockedAirMovement", 1)); + CharStats.unlockedNoFall = l(PlayerPrefs.GetInt("UnlockedNoFall", 1)); + CharStats.unlockedSwitchBoost = l(PlayerPrefs.GetInt("UnlockedSwitchBoost", 1)); + CharStats.maxOrganicHealth = PlayerPrefs.GetFloat("MaxOrganicHealth", 100); + CharStats.maxEnergy = PlayerPrefs.GetFloat("MaxEnergy", 100); + } + public static void Save() + { + PlayerPrefs.SetInt("LevelsCompleted", CharStats.completedLevels); + PlayerPrefs.SetInt("UnlockedJump", s(CharStats.unlockedJump)); + PlayerPrefs.SetInt("UnlockedAirMovement", s(CharStats.unlockedAirMovement)); + PlayerPrefs.SetInt("UnlockedSwitchBoost", s(CharStats.unlockedSwitchBoost)); + PlayerPrefs.SetInt("UnlockedAirMovement", s(CharStats.unlockedAirMovement)); + PlayerPrefs.SetFloat("MaxOrganicHealth",CharStats.maxOrganicHealth); + PlayerPrefs.SetFloat("MaxEnergy", CharStats.maxEnergy); + + PlayerPrefs.Save(); + } + static int s(bool v) + { + return v ? 1 : 0; + } + static bool l(int v) + { + return v==1; + } +} diff --git a/Scripts/Helpers/SaveHelper.cs.meta b/Scripts/Helpers/SaveHelper.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 733e144f595d5264d9f932171dde8c2b +timeCreated: 1495879635 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Helpers/SceneUtils.cs b/Scripts/Helpers/SceneUtils.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class SceneUtils { + private static bool _init = false; + private static bool injectDisabled = false; + public static void LoadMap(string mapName,bool disableInject = false) + { + injectDisabled = disableInject; + if (!_init) + { + SceneManager.sceneLoaded += OnLevelFinishLoading; + _init = true; + } + + SceneManager.LoadScene(mapName, LoadSceneMode.Single); + + } + public static void OnLevelFinishLoading(Scene scene, LoadSceneMode mode) + { + if (injectDisabled) return; + MapInjector.DoInject(); + } + public static string GetCurrentMap() + { + return SceneManager.GetActiveScene().name; + } +} diff --git a/Scripts/Helpers/SceneUtils.cs.meta b/Scripts/Helpers/SceneUtils.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cdc4820d119cd5e40ad666606d394d2a +timeCreated: 1495850325 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/LockPosition.cs b/Scripts/LockPosition.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LockPosition : MonoBehaviour +{ + + Vector3 iniPos; + // Use this for initialization + void Start() + { + iniPos = transform.position; + } + + // Update is called once per frame + void LateUpdate() + { + transform.position = iniPos; + } +} diff --git a/Scripts/LockRotation.cs b/Scripts/LockRotation.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LockRotation : MonoBehaviour +{ + + Quaternion initialRot; + // Use this for initialization + void Start() + { + initialRot = transform.rotation; + } + + // Update is called once per frame + void Update() + { + transform.rotation = initialRot; + } +} diff --git a/Scripts/LookAtMouse.cs b/Scripts/LookAtMouse.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LookAtMouse : MonoBehaviour +{ + + public float speed; + + // Update is called once per frame + void Update() + { + Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); + + transform.SmoothLookAt2D(mousePos, speed); + + } +} diff --git a/Scripts/MaterialOffseter.cs b/Scripts/MaterialOffseter.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MaterialOffseter : MonoBehaviour +{ + public Vector2 offsetSpeed; + public bool useShared; + private Material m; + + // Use this for initialization + void Start() + { + if (useShared) + m = GetComponent<Renderer>().sharedMaterial; + else + m = GetComponent<Renderer>().material; + } + + // Update is called once per frame + void Update() + { + m.mainTextureOffset += offsetSpeed * Time.deltaTime; + } +} diff --git a/Scripts/Move.cs b/Scripts/Move.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using System.Collections; + +public class Move : MonoBehaviour +{ + + public Vector2 velocity; + public bool isLocal; + + // Update is called once per frame + void Update() + { + if (!isLocal) + transform.Translate(velocity * Time.unscaledDeltaTime); + else + transform.Translate(velocity * Time.unscaledDeltaTime, Space.Self); + } +} diff --git a/Scripts/Player/AirMovement.cs b/Scripts/Player/AirMovement.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AirMovement : MovementBase { + public float force = 10; + void Update() + { + if (!inputEnabled || IsOnGround() ||!CharStats.unlockedAirMovement) return; + var h = Input.GetAxis("Horizontal"); + playerrb.AddForce(new Vector2(MathUtils.Clamp(h, -1, 1) * force*Time.deltaTime * GameplaySessionSettings.speedMultiplier, 0)); + } +} diff --git a/Scripts/Player/FallDamage.cs b/Scripts/Player/FallDamage.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FallDamage : MovementBase { + public float minimumFallVelocity = 0.1f; + public float dmgPerUnit = 1f; + bool groundLastTick; + float velLastTick = 0; + void Update () { + //if !nofallupgrade && !wasonground && nowonground + if(!CharStats.unlockedNoFall && !groundLastTick && IsOnGround() && (-velLastTick > minimumFallVelocity)) + { + //damage via ratio + health.Damage(-velLastTick * dmgPerUnit); + Debug.Log("Damage: " + (-velLastTick * dmgPerUnit)); + } + groundLastTick = IsOnGround(); + velLastTick = playerrb.velocity.y; + } +} diff --git a/Scripts/Player/GeneralInputs.cs b/Scripts/Player/GeneralInputs.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GeneralInputs : MonoBehaviour { + void Update() + { + if (Input.GetKey(KeyCode.Escape)) + { + Chrono.ChronoStop(); + SceneUtils.LoadMap("MainMenu", false); + } + } +} diff --git a/Scripts/Player/GroundMovement.cs b/Scripts/Player/GroundMovement.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GroundMovement : MovementBase { + public float force = 10; + void Update () { + if (!inputEnabled || !IsOnGround()) return; + var h = Input.GetAxis("Horizontal"); + //Unlocked and counter impulse + if (CharStats.unlockedSwitchBoost && (h<0 != playerrb.velocity.x<0)) + { + playerrb.velocity = new Vector2(0, playerrb.velocity.y); + playerrb.AddForce(new Vector2(MathUtils.Clamp(h, -1, 1) * force * Time.deltaTime * 5 * GameplaySessionSettings.speedMultiplier, 0)); + } + else + { + playerrb.AddForce(new Vector2(MathUtils.Clamp(h, -1, 1) * force * Time.deltaTime * GameplaySessionSettings.speedMultiplier, 0)); + } + } +} diff --git a/Scripts/Player/HealthData.cs b/Scripts/Player/HealthData.cs @@ -0,0 +1,75 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HealthData : MonoBehaviour { + protected float OrganicHealth = CharStats.maxOrganicHealth; + protected float Energy = CharStats.maxEnergy; + + protected GameUIManager ui; + + void Start() + { + ui = InjectorAccessor.GetInjected().GetComponent<GameUIManager>(); + } + public void Damage(float amount) + { + OrganicHealth -= amount; + //Update UI + ui.UpdateHealth(OrganicHealth); + if(OrganicHealth < 0) + { + OrganicHealth = 0; + Kill(); + //Start hit anim + //Start hit sound + } + } + public void Kill() + { + //Disable Input + MovementBase.inputEnabled = false; + //Show Death Screen + InjectorAccessor.GetInjected().GetComponent<GameUIManager>().fader.FadeIn(3f, OnFadeDone); + } + void OnFadeDone() + { + Respawn(); + } + public void Respawn() + { + MovementBase.inputEnabled = true; + SceneUtils.LoadMap(SceneUtils.GetCurrentMap()); + } + public void DrainEnergy(float amount) + { + Energy -= amount; + ui.UpdateEnergy(Energy); + if (Energy < 0) + { + Energy = 0; + Kill(); + //Start hit anim + //Start hit sound + } + } + public void Heal(float amount) + { + OrganicHealth += amount; + if(OrganicHealth > CharStats.maxOrganicHealth) + { + OrganicHealth = CharStats.maxOrganicHealth; + } + ui.UpdateHealth(OrganicHealth); + } + + public void Energize(float amount) + { + Energy += amount; + if (Energy > CharStats.maxEnergy) + { + Energy = CharStats.maxEnergy; + } + ui.UpdateEnergy(Energy); + } +} diff --git a/Scripts/Player/Jump.cs b/Scripts/Player/Jump.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Jump : MovementBase { + public float jumpForce = 15; + + public static readonly float jumpCooldown = 0.1f; + private float lastJump = 0; + void Update () { + if (!inputEnabled ||!CharStats.unlockedJump) return; + var v = Input.GetAxis("Vertical"); + if (v > 0) + { + //player radius + 1 + //RaycastHit2D hit = Physics2D.Raycast(new Vector2(gameObject.transform.position.x, playercoll.bounds.max.y), Vector2.down,(playercoll.bounds.extents.y)*1.5f,groundMask); + bool hit = IsOnGround(); + if (hit && Time.time - lastJump > jumpCooldown) + { + lastJump = Time.time; + playerrb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse); + } + } + } +} diff --git a/Scripts/Player/MovementBase.cs b/Scripts/Player/MovementBase.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MovementBase : MonoBehaviour { + public static bool inputEnabled = true; + protected LayerMask groundMask; + protected Rigidbody2D playerrb; + protected CircleCollider2D playercoll; + protected HealthData health; + + private static bool isOnGround = false; + private static float isOnGroundCheckTime=0; + void Start () { + playerrb = gameObject.GetComponent<Rigidbody2D>(); + playercoll = gameObject.GetComponent<CircleCollider2D>(); + health = gameObject.GetComponent<HealthData>(); + groundMask = gameObject.GetComponent<PlayerColliderMask>().collisionMask; + } + public bool IsOnGround() + { + if(Time.time == isOnGroundCheckTime) + { + return isOnGround; + } + isOnGroundCheckTime = Time.time; + RaycastHit2D hit = Physics2D.Raycast(gameObject.transform.position, Vector2.down, 1f, groundMask); + isOnGround = hit; + return hit; + } +} diff --git a/Scripts/Player/PlayerColliderMask.cs b/Scripts/Player/PlayerColliderMask.cs @@ -0,0 +1,7 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerColliderMask : MonoBehaviour { + public LayerMask collisionMask; +} diff --git a/Scripts/Player/QuickRespawn.cs b/Scripts/Player/QuickRespawn.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class QuickRespawn : MovementBase { + void Update () { + if (Input.GetKey(KeyCode.R)) + { + GetComponent<HealthData>().Respawn(); + } + } +} diff --git a/Scripts/Player/WaveModule.cs b/Scripts/Player/WaveModule.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class WaveModule : MonoBehaviour +{ + public float waveRadius = 3.5f; + public ParticleSystem waveSystem; + public float cooldown = 2f; + + public HealthData health; + public float energyDrain = 20; + + float lastUse = 0; + + Antiwave[] antiwaves; + + void Start() + { + antiwaves = GameObject.FindObjectsOfType<Antiwave>(); + } + + void Update() + { + if (Input.GetButton("Wave") && Time.time - lastUse >= cooldown) + { + if (!CheckNotAntiWave()) return; + lastUse = Time.time; + waveSystem.Play(); + Collider2D[] colls = Physics2D.OverlapCircleAll(gameObject.transform.position, waveRadius); + foreach (var c in colls) + { + /* if (c.isTrigger) + continue;*/ + var comp = c.gameObject.GetComponent<WaveActivableBase>(); + if (comp != null) + { + comp.Toggle(); + } + } + health.DrainEnergy(energyDrain); + } + } + + bool CheckNotAntiWave() + { + foreach(var a in antiwaves) + { + if (a.collider.OverlapPoint(transform.position)) return false; + } + return true; + } +} diff --git a/Scripts/RawImageUVScroller.cs b/Scripts/RawImageUVScroller.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class RawImageUVScroller : MonoBehaviour +{ + public Vector2 speed; + private RawImage ri; + // Use this for initialization + void Start() + { + ri = GetComponent<RawImage>(); + } + + // Update is called once per frame + void Update() + { + var uv = ri.uvRect; + + uv.x += speed.x * Time.deltaTime; + + ri.uvRect = uv; + } +} diff --git a/Scripts/Rotate.cs b/Scripts/Rotate.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System.Collections; + +public class Rotate : MonoBehaviour +{ + + [Tooltip("Vector which defines at which velocity (°/s) the transform should be rotated")] + public Vector3 angularSpeed; + + [Tooltip("Defines if the transform should be rotated within the orbit of another transform")] + public Transform around; + + [Tooltip("Defines the cosine factor that alter the speed of the rotation. Leave this to 0 if you don't want it.")] + public float cosFactor; + + public bool unscaledTime; + + // Update is called once per frame + void Update() + { + if (around == null) + transform.Rotate(angularSpeed * (unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime) * (Mathf.Abs(Mathf.Cos(cosFactor * Time.time)) + cosFactor)); + else + transform.RotateAround(around.position, angularSpeed.normalized, angularSpeed.magnitude * (unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime) * (Mathf.Abs(Mathf.Cos(cosFactor * Time.time)) + cosFactor)); + } +} diff --git a/Scripts/SaveManager.cs b/Scripts/SaveManager.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SaveManager : MonoBehaviour { + [HideInInspector] + public float lastSave = 0f; + public static readonly float saveDelay = 20f; + void Start () { + SaveHelper.Load(); + lastSave = Time.time; + DontDestroyOnLoad(this); + } + void Update () { + if(lastSave - Time.time > saveDelay) + { + lastSave = Time.time; + SaveHelper.Save(); + } + } + void OnApplicationQuit() + { + SaveHelper.Save(); + } +} diff --git a/Scripts/ScalerAnimation.cs b/Scripts/ScalerAnimation.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ScalerAnimation : MonoBehaviour +{ + + public Vector3 targetScale; + public float speed; + + public bool useUnscaledTime; + + private Vector3 initialScale; + + + // Use this for initialization + void Start() + { + initialScale = transform.localScale; + targetScale -= Vector3.one; + } + + // Update is called once per frame + void Update() + { + //transform.localScale = Vector3.Lerp(initialScale, Vector3.Scale(initialScale, targetScale), Mathf.PingPong(Time.time, 1f) * speed); + //We must do 1 - targetScale + + if (!useUnscaledTime) + transform.localScale = Vector3.Scale(initialScale, (targetScale * Mathf.Abs(Mathf.Sin(Time.time * speed)))) + initialScale; + else + transform.localScale = Vector3.Scale(initialScale, (targetScale * Mathf.Abs(Mathf.Sin(Time.unscaledTime * speed)))) + initialScale; + } +} diff --git a/Scripts/ScriptFlicker.cs b/Scripts/ScriptFlicker.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ScriptFlicker : MonoBehaviour +{ + + public MonoBehaviour script; + public bool running = true; + public Range timeRange; + + // Use this for initialization + IEnumerator Start() + { + while (running) + { + script.enabled = !script.enabled; + yield return new WaitForSeconds(timeRange.RandomNumberInRange()); + } + } + +} diff --git a/Scripts/SpriteGradient.cs b/Scripts/SpriteGradient.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class SpriteGradient : MonoBehaviour +{ + + public Gradient gradient; + public float speed; + + private SpriteRenderer sr; + + // Use this for initialization + void Start() + { + sr = GetComponent<SpriteRenderer>(); + } + + // Update is called once per frame + void Update() + { + sr.color = gradient.Evaluate(Mathf.PingPong(Time.unscaledTime * speed, 1f)); + } +} diff --git a/Scripts/TimedDestroy.cs b/Scripts/TimedDestroy.cs @@ -0,0 +1,14 @@ +using UnityEngine; +using System.Collections; + +public class TimedDestroy : MonoBehaviour +{ + public float time; + + // Use this for initialization + void Start() + { + Destroy(gameObject, time); + } + +} diff --git a/Scripts/TimedDisable.cs b/Scripts/TimedDisable.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TimedDisable : MonoBehaviour +{ + public float delay; + + // Use this for initialization + public IEnumerator Start() + { + yield return new WaitForSecondsRealtime(delay); + Disable(); + } + + void Disable() + { + gameObject.SetActive(false); + } +} diff --git a/Scripts/Timer.cs b/Scripts/Timer.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Timer +{ + public float time; + + public float elapsedTime = 0f; + + public float remainingTime{ get { return time - elapsedTime; } } + + public float fractionCompleted{ get { return elapsedTime / time; } } + + public float clampedFractionCompleted{ get { return Mathf.Clamp01(elapsedTime / time); } } + + public bool isFinished; + + public int indexCompleted; + + public bool autoReset; + + public bool autoStop; + + public bool isPlaying; + + public bool useUnscaledTime; + + public Timer(float time, bool autoReset = false, bool startNow = true, bool autoStop = false) + { + this.time = time; + isPlaying = startNow; + this.autoReset = autoReset; + this.autoStop = autoStop; + } + + public void Update(float timeScale = 1f) + { + isFinished = false; + if (isPlaying) + { + elapsedTime += (useUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime) * timeScale; + if (remainingTime <= 0f) + { + indexCompleted++; + isFinished = true; + if (autoReset) + elapsedTime = 0f; + if (autoStop) + Stop(); + } + } + } + + public void Start() + { + isPlaying = true; + } + + public void Pause() + { + isPlaying = false; + } + + public void Stop() + { + isPlaying = false; + elapsedTime = 0f; + } + + public void Reset() + { + elapsedTime = 0f; + } + + public void ClampTime() + { + elapsedTime = Mathf.Clamp(elapsedTime, 0f, time); + } + + public void Terminate() + { + //To finish the timer instantly + elapsedTime = time; + isFinished = true; + } + + public void AddTime(float time) + { + this.time += time; + } + + public void SimulateTimeProgress(float purcent) + { + elapsedTime += time * purcent; + } +} diff --git a/Scripts/ToggleButton.cs b/Scripts/ToggleButton.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public enum Skill +{ + Jump, + Aerial, + NoFall, + Brake +} + +public class ToggleButton : MonoBehaviour +{ + public Skill skill; + public Color activeColor; + public Color disabledColor; + public bool active; + + Button b; + // Use this for initialization + void Start() + { + b = GetComponent<Button>(); + b.onClick.AddListener(OnClick); + } + + // Update is called once per frame + void Update() + { + + } + + void OnClick() + { + active = !active; + ColorBlock cb = b.colors; + cb.normalColor = active ? activeColor : disabledColor; + b.colors = cb; + } +} diff --git a/Scripts/TooltipTrigger.cs b/Scripts/TooltipTrigger.cs @@ -0,0 +1,41 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class TooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler +{ + + public string text; + + public void OnPointerEnter(PointerEventData eventData) + { + StartHover(new Vector3(eventData.position.x, eventData.position.y - 18f, 0f)); + } + + public void OnSelect(BaseEventData eventData) + { + StartHover(transform.position); + } + + public void OnPointerExit(PointerEventData eventData) + { + StopHover(); + } + + public void OnDeselect(BaseEventData eventData) + { + StopHover(); + } + + void StartHover(Vector3 position) + { + TooltipView.Instance.ShowTooltip(text, position); + } + + void StopHover() + { + TooltipView.Instance.HideTooltip(); + } + +} diff --git a/Scripts/TooltipView.cs b/Scripts/TooltipView.cs @@ -0,0 +1,51 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TooltipView : MonoBehaviour +{ + + public bool IsActive + { + get + { + return gameObject.activeSelf; + } + } + //public CanvasGroup tooltip; + public UnityEngine.UI.Text tooltipText; + + void Awake() + { + instance = this; + HideTooltip(); + } + + public void ShowTooltip(string text, Vector3 pos) + { + if (tooltipText.text != text) + tooltipText.text = text; + + transform.position = pos; + + gameObject.SetActive(true); + } + + public void HideTooltip() + { + gameObject.SetActive(false); + } + + // Standard Singleton Access + private static TooltipView instance; + + public static TooltipView Instance + { + get + { + if (instance == null) + instance = GameObject.FindObjectOfType<TooltipView>(); + return instance; + } + } +} diff --git a/Scripts/Triggers/BunnyTrigger.cs b/Scripts/Triggers/BunnyTrigger.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class BunnyTrigger : MonoBehaviour { + GameObject txt; + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + txt.SetActive(true); + GetComponent<SpriteRenderer>().enabled = false; + } + } + void Start() + { + txt = InjectorAccessor.GetInjected().GetComponent<GameUIManager>().canvasAccessor.bunnyText; + } + void Update() + { + txt.transform.position = Camera.main.WorldToScreenPoint(transform.position); + } +} diff --git a/Scripts/Triggers/CameraSizeTrigger.cs b/Scripts/Triggers/CameraSizeTrigger.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraSizeTrigger : MonoBehaviour +{ + public float newSize = 8f; + public bool resetOnExit = false; + public float smoothTime; + + float originalSize = 0f; + + float targetSize; + + void Start() + { + targetSize = Camera.main.orthographicSize; + } + + void Update() + { + float f = 0f; + Camera.main.orthographicSize = Mathf.SmoothDamp(Camera.main.orthographicSize, targetSize, ref f, smoothTime); + } + + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + originalSize = Camera.main.orthographicSize; + targetSize = newSize; + } + } + + void OnTriggerExit2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player") && resetOnExit) + { + targetSize = originalSize; + } + } +} diff --git a/Scripts/Triggers/CheckPointTrigger.cs b/Scripts/Triggers/CheckPointTrigger.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CheckPointTrigger : MonoBehaviour { + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + InjectorAccessor.GetInjected().GetComponent<CheckPointManager>().lastCheckPoint = gameObject; + } + } +} diff --git a/Scripts/Triggers/ChronoStopTrigger.cs b/Scripts/Triggers/ChronoStopTrigger.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ChronoStopTrigger : MonoBehaviour { + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + Chrono.ChronoStop(); + } + } +} diff --git a/Scripts/Triggers/DamageTrapTrigger.cs b/Scripts/Triggers/DamageTrapTrigger.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DamageTrapTrigger : MonoBehaviour { + public float damageRate = 15f; + bool isInside; + HealthData player; + void Update() + { + if (isInside) + { + player.Damage(damageRate*Time.deltaTime); + } + } + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + isInside = true; + player = other.gameObject.GetComponent<HealthData>(); + } + } + void OnTriggerExit2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + isInside = false; + } + } +} diff --git a/Scripts/Triggers/FanTrigger.cs b/Scripts/Triggers/FanTrigger.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FanTrigger : MonoBehaviour { + public float force = 40f; + public bool isInside; + Rigidbody2D player; + void Start() + { + } + void Update() + { + if (isInside) + { + player.AddForce(gameObject.transform.up * force * Time.deltaTime); + } + } + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + isInside = true; + player = other.gameObject.GetComponent<Rigidbody2D>(); + } + } + void OnTriggerExit2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + isInside = false; + } + } +} diff --git a/Scripts/Triggers/FanWaveTrigger.cs b/Scripts/Triggers/FanWaveTrigger.cs @@ -0,0 +1,35 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[Serializable] +public class FanWaveTrigger : WaveActivableBase +{ + public FanTrigger fan; + public ParticleSystem activeVFX; + public ParticleSystem windVFX; + + public override void Start() + { + base.Start(); + if (!OnByDefault) + OnDeactivate(); + } + + public override void OnActivate() + { + fan.enabled = true; + activeVFX.Play(); + windVFX.Play(); + //var c = Physics2D.IsTouching(gameObject.GetComponent<BoxCollider2D>(), InjectorAccessor.GetInjected().GetComponent<PlayerInjector>().player.GetComponent<CircleCollider2D>()); + //fan.isInside = c; + } + + public override void OnDeactivate() + { + fan.enabled = false; + activeVFX.Stop(); + windVFX.Stop(); + } +} diff --git a/Scripts/Triggers/GearWaveTrigger.cs b/Scripts/Triggers/GearWaveTrigger.cs @@ -0,0 +1,36 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[Serializable] +public class GearWaveTrigger : WaveActivableBase +{ + public HitDamage[] hd; + public Rotate rotate; + public ParticleSystem center; + + public override void Start() + { + base.Start(); + if (!OnByDefault) + OnDeactivate(); + } + + public override void OnActivate() + { + rotate.enabled = true; + foreach (HitDamage h in hd) + h.isDamaging = true; + + center.Play(); + } + + public override void OnDeactivate() + { + rotate.enabled = false; + foreach (HitDamage h in hd) + h.isDamaging = false; + center.Stop(); + } +} diff --git a/Scripts/Triggers/HealthTrigger.cs b/Scripts/Triggers/HealthTrigger.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HealthTrigger : MonoBehaviour { + public float healAmount = 15f; + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.name.Contains("Player")) + { + other.gameObject.GetComponent<HealthData>().Heal(healAmount); + Destroy(gameObject); + } + } +} diff --git a/Scripts/Triggers/HitDamage.cs b/Scripts/Triggers/HitDamage.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HitDamage : MonoBehaviour +{ + [HideInInspector] + public bool isDamaging = true; + public float hitDamage = 15f; + + void OnCollisionEnter2D(Collision2D collision) + { + if (isDamaging && collision.collider.gameObject.name.Contains("Player")) + { + collision.collider.gameObject.GetComponent<HealthData>().Damage(hitDamage); + } + } +} diff --git a/Scripts/Triggers/MagnetWaveTrigger.cs b/Scripts/Triggers/MagnetWaveTrigger.cs @@ -0,0 +1,50 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[Serializable] +public class MagnetWaveTrigger : WaveActivableBase +{ + public float travelTime = 3f; + public ParticleSystem particles; + public ParticleSystem particles2; + public PointEffector2D effector; + public SpriteRenderer rail; + + bool running = true; + Vector2 iniPos; + Vector2 endVec; + float timeFromStart = 0; + public override void Start() + { + base.Start(); + iniPos = new Vector2(rail.bounds.min.x, transform.position.y); + endVec = new Vector2(rail.bounds.max.x, transform.position.y); + timeFromStart = travelTime / 2; + if (!OnByDefault) OnDeactivate(); + } + void Update() + { + if (running) + { + timeFromStart += Time.deltaTime; + transform.position = Vector2.LerpUnclamped(iniPos, endVec, Mathf.PingPong((1 / travelTime) * timeFromStart, 1)); + } + } + public override void OnActivate() + { + running = true; + particles.Play(); + particles2.Play(); + effector.enabled = true; + } + + public override void OnDeactivate() + { + running = false; + particles.Stop(); + particles2.Stop(); + effector.enabled = false; + } +}+ \ No newline at end of file diff --git a/Scripts/Triggers/MapChangeTrigger.cs b/Scripts/Triggers/MapChangeTrigger.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MapChangeTrigger : MonoBehaviour { + public string MapTarget; + [HideInInspector] + public bool startedTransition = false; + void OnTriggerEnter2D(Collider2D other) + { + if (!other.name.Contains("Player")) return; + startedTransition = true; + InjectorAccessor.GetInjected().GetComponent<GameUIManager>().fader.FadeIn(2f, OnFadeDone); + } + void OnFadeDone() + { + InjectorAccessor.GetInjected().GetComponent<CheckPointManager>().lastCheckPoint = null; + if(MapTarget == "MainMenu") + SceneUtils.LoadMap(MapTarget,true); + else + SceneUtils.LoadMap(MapTarget); + } +} diff --git a/Scripts/Triggers/MovingPlatformWaveTrigger.cs b/Scripts/Triggers/MovingPlatformWaveTrigger.cs @@ -0,0 +1,40 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[Serializable] +public class MovingPlatformWaveTrigger : WaveActivableBase { + public float travelTime = 3f; + public Transform end; + public ParticleSystem particles; + + bool running = true; + Vector2 endVec; + Vector2 iniPos; + float timeFromStart = 0; + public override void Start () { + base.Start(); + iniPos = transform.position; + endVec = end.position; + if (!OnByDefault) OnDeactivate(); + } + void Update () { + if (running) + { + timeFromStart += Time.deltaTime; + transform.position = Vector2.LerpUnclamped(iniPos, endVec, Mathf.PingPong((1 / travelTime) * timeFromStart, 1)); + } + } + public override void OnActivate() + { + running = true; + particles.Play(); + } + + public override void OnDeactivate() + { + running = false; + particles.Stop(); + } +} diff --git a/Scripts/Triggers/WaveActivableBase.cs b/Scripts/Triggers/WaveActivableBase.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class WaveActivableBase : MonoBehaviour +{ + public bool OnByDefault = true; + [HideInInspector] + public bool activated; + [HideInInspector] + public bool isAlreadyToggledThisFrame; + + public virtual void Start() + { + activated = OnByDefault; + } + + public void Toggle() + { + if (!isAlreadyToggledThisFrame) + { + activated = !activated; + if (activated) + { + OnActivate(); + } + else + { + OnDeactivate(); + } + } + isAlreadyToggledThisFrame = true; + } + + public virtual void LateUpdate() + { + isAlreadyToggledThisFrame = false; + } + + public abstract void OnActivate(); + + public abstract void OnDeactivate(); +} diff --git a/Scripts/UI/CameraFollow.cs b/Scripts/UI/CameraFollow.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraFollow : MonoBehaviour { + [HideInInspector] + public GameObject follow; + void Start() + { + follow = gameObject.GetComponent<PlayerInjector>().player; + } + void Update() + { + Camera.main.transform.position = new Vector3(follow.transform.position.x, follow.transform.position.y, Camera.main.transform.position.z); + } +} diff --git a/Scripts/UI/CanvasAccessor.cs b/Scripts/UI/CanvasAccessor.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class CanvasAccessor : MonoBehaviour { + public GameObject healthSliderObject; + public GameObject energySliderObject; + public GameObject fadeObject; + public GameObject bunnyText; + [HideInInspector] + public Image healthSlider; + [HideInInspector] + public Image energySlider; + [HideInInspector] + public Image fade; + void Start () { + healthSlider = healthSliderObject.GetComponent<Image>(); + energySlider = energySliderObject.GetComponent<Image>(); + fade = fadeObject.GetComponent<Image>(); + } +} diff --git a/Scripts/UI/Chrono.cs b/Scripts/UI/Chrono.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Diagnostics; +using UnityEngine.UI; + +public class Chrono : MonoBehaviour +{ + static Stopwatch s = new Stopwatch(); + + Text text; + + void Start() + { + text = GetComponent<Text>(); + } + + void Update() + { + text.text = s.Elapsed.TotalSeconds > 0d ? ChronoGetString() : string.Empty; + } + + public static void ChronoStart() + { + s.Reset(); + s.Start(); + } + + public static void ChronoStop() + { + s.Stop(); + } + + public static double ChronoGetTime() + { + return s.Elapsed.TotalSeconds; + } + + public static string ChronoGetString() + { + return s.Elapsed.Minutes + ":" + s.Elapsed.Seconds + ":" + s.Elapsed.Milliseconds; + } +} diff --git a/Scripts/UI/GameUIManager.cs b/Scripts/UI/GameUIManager.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GameUIManager : MonoBehaviour { + public GameObject canvasPrefab; + [HideInInspector] + public GameObject canvas; + [HideInInspector] + public CanvasAccessor canvasAccessor; + [HideInInspector] + public TimedFader fader; + void Start () { + canvas = GameObject.Instantiate(canvasPrefab); + canvasAccessor = canvas.GetComponent<CanvasAccessor>(); + fader = canvas.GetComponent<TimedFader>(); + } + public void UpdateHealth(float amount) + { + canvasAccessor.healthSlider.fillAmount = (amount / CharStats.maxOrganicHealth); + } + public void UpdateEnergy(float amount) + { + canvasAccessor.energySlider.fillAmount = (amount / CharStats.maxEnergy); + } + public void SetFade(float amount) + { + canvasAccessor.fade.color = new Color(0, 0, 0, amount); + } +} diff --git a/Scripts/UI/NavigationButton.cs b/Scripts/UI/NavigationButton.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + +public class NavigationButton : MonoBehaviour +{ + public CanvasGroup toEnable; + public CanvasGroup toDisable; + public float fadeSpeed; + + bool triggered; + // Use this for initialization + void Start() + { + var btn = GetComponent<Button>(); + btn.onClick.AddListener(delegate + { + toEnable.gameObject.SetActive(true); + + Invoke("ToDisable", 1f); + + triggered = true; + }); + } + + // Update is called once per frame + void Update() + { + if (triggered) + { + toEnable.alpha += Time.deltaTime * fadeSpeed; + toDisable.alpha -= Time.deltaTime * fadeSpeed; + + if (toEnable.alpha >= 1f) + triggered = false; + } + } + + void ToEnable() + { + toEnable.gameObject.SetActive(true); + } + + void ToDisable() + { + toDisable.gameObject.SetActive(false); + } +} diff --git a/Scripts/UI/OnClickChrono.cs b/Scripts/UI/OnClickChrono.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OnClickChrono : MonoBehaviour { + public void OnClick() + { + GameplaySessionSettings.SetSpeedRun(); + Chrono.ChronoStart(); + SceneUtils.LoadMap("Level1"); + } +} diff --git a/Scripts/UI/TimedFader.cs b/Scripts/UI/TimedFader.cs @@ -0,0 +1,53 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class TimedFader : MonoBehaviour { + public GameObject fadeObject; + [HideInInspector] + public Image fade; + + bool fading = false; + bool fadeInDir = false; + float fadeStartTime = 0; + float fadeDuration = 0; + Action callback = null; + void Start () { + fade = fadeObject.GetComponent<Image>(); + } + void Update () { + if (!fading) return; + //Fade switch color (delta/totaltimeabs) when done callback + if (fadeInDir) + { + fade.color = new Color(0, 0, 0, (Time.time-fadeStartTime)/fadeDuration); + if((Time.time - fadeStartTime) / fadeDuration >= 1) + { + fading = false; + if (callback != null) + { + callback.Invoke(); + callback = null; + } + } + } + } + public void FadeIn(float time,Action callback = null) + { + if (fading) return; + fading = true; + fadeInDir = true; + fadeStartTime = Time.time; + fadeDuration = time; + this.callback = callback; + } + public void FadeOut(float time) + { + fading = true; + fadeInDir = false; + fadeStartTime = Time.time; + fadeDuration = time; + } +} diff --git a/Scripts/UI/TimedNavigation.cs b/Scripts/UI/TimedNavigation.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + +public class TimedNavigation : MonoBehaviour +{ + public CanvasGroup toEnable; + public CanvasGroup toDisable; + public float fadeSpeed; + public float time; + + bool triggered; + // Use this for initialization + + IEnumerator Start() + { + yield return new WaitForSeconds(time); + triggered = true; + toEnable.gameObject.SetActive(true); + + Invoke("ToDisable", 1f); + } + + // Update is called once per frame + void Update() + { + if (triggered) + { + toEnable.alpha += Time.deltaTime * fadeSpeed; + if (toDisable) + toDisable.alpha -= Time.deltaTime * fadeSpeed; + + if (toEnable.alpha >= 1f) + triggered = false; + } + } + + void ToEnable() + { + toEnable.gameObject.SetActive(true); + } + + void ToDisable() + { + if (toDisable) + toDisable.gameObject.SetActive(false); + } +} diff --git a/Scripts/UIDelayedCrossFadeAlpha.cs b/Scripts/UIDelayedCrossFadeAlpha.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UIDelayedCrossFadeAlpha : MonoBehaviour +{ + public float targetAlpha; + public float duration; + public float timeDelay; + public bool isUnscaled; + public bool destroy; + + private Graphic g; + // Use this for initialization + void Start() + { + Invoke("Go", timeDelay); + if (destroy) + Destroy(gameObject, timeDelay + duration); + } + + void Go() + { + if (this.gameObject && g != null) + g.CrossFadeAlpha(targetAlpha, duration, isUnscaled); + } +} diff --git a/Scripts/UIFadeDisable.cs b/Scripts/UIFadeDisable.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UIFadeDisable : MonoBehaviour +{ + public float time; + public float wait; + public bool setImageAlphaTo1; + private Graphic g; + + // Use this for initialization + void Start() + { + g = GetComponent<Graphic>(); + if (setImageAlphaTo1) + { + Image i = GetComponent<Image>(); + i.color = i.color.SetAlpha(1f); + } + Invoke("Go", wait); + } + + void Go() + { + g.CrossFadeAlpha(0f, time, true); + this.SetActiveDelayed(time, false); + } + + +} diff --git a/Scripts/UIGradientPP.cs b/Scripts/UIGradientPP.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UIGradientPP : MonoBehaviour +{ + + public Gradient gradient; + public float speed; + + private Graphic g; + + // Use this for initialization + void Start() + { + g = GetComponent<Graphic>(); + } + + // Update is called once per frame + void Update() + { + g.color = gradient.Evaluate(Mathf.PingPong(Time.unscaledTime * speed, 1f)); + } +} diff --git a/Scripts/UIOutlineGradientPP.cs b/Scripts/UIOutlineGradientPP.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UIOutlineGradientPP : MonoBehaviour +{ + + public Gradient gradient; + public float speed; + + private Outline o; + + // Use this for initialization + void Start() + { + o = GetComponent<Outline>(); + } + + // Update is called once per frame + void Update() + { + o.effectColor = gradient.Evaluate(Mathf.PingPong(Time.unscaledTime * speed, 1f)); + } +} diff --git a/Scripts/UIParticleSystem.cs b/Scripts/UIParticleSystem.cs @@ -0,0 +1,173 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UIParticleSystem : MonoBehaviour +{ + [Tooltip("The orginal Gameobject containing the Image to be duplicated")] + public GameObject particle; + + public Transform holder; + + [HideInInspector] + List<GameObject> particlePool = new List<GameObject>(); + + public bool isPlaying; + + public Gradient randomColor; + public bool isRandomColor; + + public bool isOutlined; + public Gradient outlineRandomColor; + public bool isOutlineRandomColor; + + public bool fadeIn; + public bool fadeOut; + + public float rate; + public float lifeTime; + + public Vector2 speed; + public bool isRandomSpeedDirection; + + public Vector2 maxPositionOffset; + + public float maxSizeScale; + + public bool setDynamicText; + + private int startPoolCount; + + private Color currentNonRandomColor; + private Color currentNonRandomOutlineColor; + private Vector3 initialScale; + private Text originText; + + // Use this for initialization + void Start() + { + startPoolCount = (int)(rate * rate * lifeTime); + for (int i = 0; i < startPoolCount; i++) + { + GameObject p = (GameObject)Instantiate(particle, Vector3.zero, Quaternion.identity, holder); + p.SetActive(false); + particlePool.Add(p); + } + initialScale = particle.transform.localScale; + originText = particle.GetComponent<Text>(); + StartCoroutine(Emission()); + } + + IEnumerator Emission() + { + while (true) + { + Emit(1); + yield return new WaitForSecondsRealtime(1f / rate); + } + } + + // Update is called once per frame + void Update() + { + currentNonRandomColor = randomColor.Evaluate(Mathf.PingPong(Time.time, 1f)); + currentNonRandomOutlineColor = outlineRandomColor.Evaluate(Mathf.PingPong(Time.time, 1f)); + } + + public void Emit(int number = 1) + { + if (isPlaying) + { + for (int i = 0; i < number; i++) + { + GameObject p = GetFreeParticle(); + Graphic g = p.GetComponent<Graphic>(); + Outline ot = null; + if (isOutlined) + ot = p.GetComponent<Outline>(); + if (setDynamicText) + p.GetComponent<Text>().text = originText.text; + TimedDisable td = p.GetComponent<TimedDisable>(); + + //Color apply + if (isRandomColor) + g.color = randomColor.Evaluate(Random.value); + else + g.color = currentNonRandomColor; + + if (ot != null) + { + if (isOutlineRandomColor) + ot.effectColor = outlineRandomColor.Evaluate(Random.value); + else + ot.effectColor = currentNonRandomOutlineColor; + } + + if (fadeIn && !fadeOut) + { + g.canvasRenderer.SetAlpha(0f); + g.CrossFadeAlpha(1f, lifeTime, true); + } + + if (fadeOut && !fadeIn) + { + g.canvasRenderer.SetAlpha(1f); + g.CrossFadeAlpha(0f, lifeTime, true); + } + + if (fadeIn && fadeOut) + { + g.canvasRenderer.SetAlpha(0f); + g.CrossFadeAlpha(1f, lifeTime / 2f, true); + g.StartParamsCoroutine(g.CrossFadeAlpha, 0f, lifeTime / 2f, true, lifeTime / 2f); + } + + //Position + p.transform.position = (Vector2)transform.position + new Vector2(Random.Range(-maxPositionOffset.x, maxPositionOffset.x), Random.Range(-maxPositionOffset.y, maxPositionOffset.y)); + p.transform.rotation = particle.transform.rotation; + if (maxSizeScale > 0f) + { + p.transform.localScale = initialScale; + p.transform.localScale = Vector2.Lerp(p.transform.localScale, p.transform.localScale * maxSizeScale, Random.value); + } + + //Speed + if (speed.magnitude != 0f) + { + Move m = p.GetComponent<Move>(); + if (isRandomSpeedDirection) + m.velocity = Random.insideUnitCircle * speed.magnitude; + else + m.velocity = speed; + } + + //Duration + td.delay = lifeTime; + td.StopAllCoroutines(); + td.StartCoroutine(td.Start()); + + p.SetActive(true); + } + } + } + + public GameObject GetFreeParticle() + { + foreach (GameObject p in particlePool) + { + if (!p.activeInHierarchy) + { + p.SetActive(true); + return p; + } + } + + //We add a new Particle + GameObject newp = (GameObject)Instantiate(particle, Vector3.zero, Quaternion.identity, holder); + newp.SetActive(true); + particlePool.Add(newp); + return newp; + } + +} diff --git a/Textures/Particles/FlarePoint.png b/Textures/Particles/FlarePoint.png Binary files differ. diff --git a/Textures/Particles/FlarePoint.png.meta b/Textures/Particles/FlarePoint.png.meta @@ -0,0 +1,92 @@ +fileFormatVersion: 2 +guid: b3bf8122592b1fd4292baad75531cfc5 +timeCreated: 1494095938 +licenseType: Free +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 4 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + 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