├── Docs └── Images │ ├── Menu.png │ ├── InGame.png │ ├── Gameplay.gif │ └── ResultsTable.png ├── Assets ├── Sounds │ ├── Coin.wav │ ├── Crash.wav │ ├── Flap.wav │ ├── Coin.wav.meta │ ├── Crash.wav.meta │ └── Flap.wav.meta ├── Sprites │ ├── Floor.png │ ├── Flappy Bird Sprites.png │ ├── Hand.prefab.meta │ ├── Tube.prefab.meta │ ├── CoinGold.prefab.meta │ ├── Floor.prefab.meta │ ├── OkButton.prefab.meta │ ├── Player.prefab.meta │ ├── UpArrow.prefab.meta │ ├── WordBird.prefab.meta │ ├── WordGet.prefab.meta │ ├── WordReady.prefab.meta │ ├── Background.prefab.meta │ ├── CoinBronze.prefab.meta │ ├── CoinSilver.prefab.meta │ ├── MenuButton.prefab.meta │ ├── PauseButton.prefab.meta │ ├── ResultsTable.prefab.meta │ ├── ScoreButton.prefab.meta │ ├── StartButton.prefab.meta │ ├── WordFlappy.prefab.meta │ ├── Player.prefab │ ├── OkButton.prefab │ ├── CoinBronze.prefab │ ├── CoinGold.prefab │ ├── Floor.prefab │ ├── ScoreButton.prefab │ ├── WordGet.prefab │ ├── CoinSilver.prefab │ ├── Hand.prefab │ ├── MenuButton.prefab │ ├── Tube.prefab │ ├── WordBird.prefab │ ├── WordFlappy.prefab │ ├── WordReady.prefab │ ├── Background.prefab │ ├── StartButton.prefab │ ├── UpArrow.prefab │ ├── PauseButton.prefab │ ├── ResultsTable.prefab │ └── Floor.png.meta ├── Android Icon │ ├── Original.png │ ├── circle-xxxhdpi.png │ ├── square-bg-xxxhdpi.png │ ├── square-fg-xxxhdpi.png │ ├── Original.png.meta │ ├── circle-xxxhdpi.png.meta │ ├── square-bg-xxxhdpi.png.meta │ └── square-fg-xxxhdpi.png.meta ├── Scenes │ ├── Menu.unity.meta │ └── InGame.unity.meta ├── Prefabs.meta ├── Prefabs │ ├── Decoration.prefab.meta │ ├── GameManagers.prefab.meta │ ├── MainCamera.prefab.meta │ ├── InGameScene │ │ ├── FlappyBird.prefab.meta │ │ ├── InGameCanvas.prefab.meta │ │ ├── Stationary.prefab.meta │ │ ├── Instantiables │ │ │ ├── TubePair.prefab.meta │ │ │ └── TubePair.prefab │ │ ├── Instantiables.meta │ │ ├── FlappyBird.prefab │ │ └── Stationary.prefab │ ├── MenuScene.meta │ ├── MenuScene │ │ └── MenuCanvas.prefab.meta │ ├── InGameScene.meta │ ├── MainCamera.prefab │ ├── Decoration.prefab │ └── GameManagers.prefab ├── Scenes.meta ├── Scripts.meta ├── Sounds.meta ├── Sprites.meta ├── Android Icon.meta ├── Materials.meta ├── Materials │ ├── FloorMaterial.mat.meta │ └── FloorMaterial.mat └── Scripts │ ├── MenuButton.cs.meta │ ├── ScoreText.cs.meta │ ├── StartButton.cs.meta │ ├── EventsManager.cs.meta │ ├── GameManagers.cs.meta │ ├── GameOverScreen.cs.meta │ ├── ResultsTable.cs.meta │ ├── SceneChanger.cs.meta │ ├── ScoreManager.cs.meta │ ├── SoundManager.cs.meta │ ├── TubePairMovement.cs.meta │ ├── TubePairSpawner.cs.meta │ ├── VolumeScrollbar.cs.meta │ ├── FlappyBirdMovement.cs.meta │ ├── FloorScrollParallax.cs.meta │ ├── PlayerStatusManager.cs.meta │ ├── MenuButton.cs │ ├── StartButton.cs │ ├── GameOverScreen.cs │ ├── GameManagers.cs │ ├── TubePairMovement.cs │ ├── FloorScrollParallax.cs │ ├── VolumeScrollbar.cs │ ├── SceneChanger.cs │ ├── ScoreText.cs │ ├── EventsManager.cs │ ├── PlayerStatusManager.cs │ ├── SoundManager.cs │ ├── TubePairSpawner.cs │ ├── ResultsTable.cs │ ├── FlappyBirdMovement.cs │ └── ScoreManager.cs ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── VFXManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── InputManager.asset ├── UIElementsSchema ├── UIElements.xsd └── UnityEditor.PackageManager.UI.xsd ├── README.md ├── LICENSE └── .gitignore /Docs/Images/Menu.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Docs/Images/Menu.png -------------------------------------------------------------------------------- /Assets/Sounds/Coin.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Sounds/Coin.wav -------------------------------------------------------------------------------- /Assets/Sounds/Crash.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Sounds/Crash.wav -------------------------------------------------------------------------------- /Assets/Sounds/Flap.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Sounds/Flap.wav -------------------------------------------------------------------------------- /Docs/Images/InGame.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Docs/Images/InGame.png -------------------------------------------------------------------------------- /Assets/Sprites/Floor.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Sprites/Floor.png -------------------------------------------------------------------------------- /Docs/Images/Gameplay.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Docs/Images/Gameplay.gif -------------------------------------------------------------------------------- /Docs/Images/ResultsTable.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Docs/Images/ResultsTable.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.2.17f1 2 | m_EditorVersionWithRevision: 2019.2.17f1 (8e603399ca02) 3 | -------------------------------------------------------------------------------- /Assets/Android Icon/Original.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Android Icon/Original.png -------------------------------------------------------------------------------- /Assets/Android Icon/circle-xxxhdpi.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Android Icon/circle-xxxhdpi.png -------------------------------------------------------------------------------- /Assets/Sprites/Flappy Bird Sprites.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Sprites/Flappy Bird Sprites.png -------------------------------------------------------------------------------- /Assets/Android Icon/square-bg-xxxhdpi.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Android Icon/square-bg-xxxhdpi.png -------------------------------------------------------------------------------- /Assets/Android Icon/square-fg-xxxhdpi.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/AndresSalinas97/Unity2D-Flappy-Bird/HEAD/Assets/Android Icon/square-fg-xxxhdpi.png 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// Contains the menu button actions. 5 | /// 6 | public class MenuButton : MonoBehaviour 7 | { 8 | /// 9 | /// Loads the Menu scene. 10 | /// 11 | public void LoadMenuScene() 12 | { 13 | SceneChanger.instance.LoadMenuScene(); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/StartButton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// Contains the start button actions. 5 | /// 6 | public class StartButton : MonoBehaviour 7 | { 8 | /// 9 | /// Loads the InGame scene. 10 | /// 11 | public void StartGame() 12 | { 13 | SceneChanger.instance.LoadInGameScene(); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: 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m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | - name: Background 45 | uniqueID: 82654329 46 | locked: 0 47 | - name: Foreground 48 | uniqueID: 3690041779 49 | locked: 0 50 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity2D Flappy Bird 2 | 3 | **Final assignment for the "Interfaces and Peripherals" course** 4 | 5 | Recreation of the Flappy Bird game made with Unity2D (***Unity 2019.2.17f1***). 6 | 7 | ![Gameplay GIF](./Docs/Images/Gameplay.gif) 8 | 9 | Unity's Platform Dependent Compilation feature was used so you can control the flappy bird by pressing the spacebar if you are on a computer or by tapping the touchscreen if you are on a mobile device. 10 | 11 | Go download the .apk (for Android) or .app (for MacOS) from the [releases page](https://github.com/AndresSalinas97/Unity2D-Flappy-Bird/releases) and try it out!! 12 | 13 | ## Some Extra Screenshots 14 | 15 | ![Main menu](./Docs/Images/Menu.png) 16 | 17 | ![Main menu](./Docs/Images/InGame.png) 18 | 19 | ![Main menu](./Docs/Images/ResultsTable.png) 20 | -------------------------------------------------------------------------------- /Assets/Scripts/GameOverScreen.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// This class ensures the Game Over screen is only shown when the game is over. 5 | /// 6 | public class GameOverScreen : MonoBehaviour 7 | { 8 | /// 9 | /// Start is called just before the first frame update. 10 | /// 11 | private void Start() 12 | { 13 | EventsManager.instance.OnGameOver += ShowGameOverScreen; 14 | 15 | this.gameObject.SetActive(false); 16 | } 17 | 18 | /// 19 | /// OnDestroy is called when the game object is destroyed. 20 | /// 21 | private void OnDestroy() 22 | { 23 | EventsManager.instance.OnGameOver -= ShowGameOverScreen; 24 | } 25 | 26 | /// 27 | /// Shows the Game Over screen. 28 | /// 29 | private void ShowGameOverScreen() 30 | { 31 | this.gameObject.SetActive(true); 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManagers.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// This singleton class ensures that there is only one GameManagers object and 5 | /// that it is not destroyed when loading a different scene. 6 | /// 7 | public class GameManagers : MonoBehaviour 8 | { 9 | /// 10 | /// The one and only instance of the GameManagers. 11 | /// 12 | public static GameManagers instance; 13 | 14 | /// 15 | /// Awake is called after all objects are initialized, before the game 16 | /// starts. 17 | /// 18 | private void Awake() 19 | { 20 | if (GameManagers.instance != null) 21 | { 22 | Destroy(this.gameObject); 23 | } 24 | else 25 | { 26 | GameManagers.instance = this; 27 | } 28 | 29 | // Don't let this object be destroyed when loading a different scene. 30 | DontDestroyOnLoad(this.gameObject); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/TubePairMovement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// Handles the tube pair movement and destruction. 5 | /// 6 | public class TubePairMovement : MonoBehaviour 7 | { 8 | /// 9 | /// The speed of the tube pair. 10 | /// 11 | private const float SPEED = 3f; 12 | 13 | /// 14 | /// The minimum value of x below which the tube pair will be destroyed. 15 | /// 16 | private const float MIN_X = -5.5f; 17 | 18 | /// 19 | /// Update is called once per frame. 20 | /// 21 | private void Update() 22 | { 23 | // Only moves if the player is alive 24 | if (PlayerStatusManager.instance.IsPlayerAlive()) 25 | { 26 | transform.position += Vector3.left * SPEED * Time.deltaTime; 27 | 28 | if (transform.position.x < MIN_X) 29 | { 30 | Destroy(this.gameObject); 31 | } 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 1 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Scripts/FloorScrollParallax.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// This class makes the floor scroll. 5 | /// 6 | public class FloorScrollParallax : MonoBehaviour 7 | { 8 | /// 9 | /// Scroll speed carefully chosen to match the tubes speed. 10 | /// 11 | private const float SPEED = 0.37f; 12 | 13 | /// 14 | /// Floor material. 15 | /// 16 | private Material material; 17 | 18 | /// 19 | /// Start is called just before the first frame update. 20 | /// 21 | private void Start() 22 | { 23 | material = GetComponent().material; 24 | } 25 | 26 | /// 27 | /// Update is called once per frame. 28 | /// 29 | private void Update() 30 | { 31 | // Only moves if the player is alive 32 | if (PlayerStatusManager.instance.IsPlayerAlive()) 33 | { 34 | material.mainTextureOffset += new Vector2(Time.deltaTime * SPEED, 0); 35 | } 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Scripts/VolumeScrollbar.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | /// 5 | /// Contains the volume scrollbar actions. 6 | /// 7 | public class VolumeScrollbar : MonoBehaviour 8 | { 9 | /// 10 | /// The scrollbar component. 11 | /// 12 | private Scrollbar scrollBar; 13 | 14 | /// 15 | /// Start is called just before the first frame update. 16 | /// 17 | private void Start() 18 | { 19 | scrollBar = GetComponent(); 20 | } 21 | 22 | /// 23 | /// Update is called once per frame. 24 | /// 25 | private void Update() 26 | { 27 | // Update the scrollbar value so it reflects the current volume level 28 | scrollBar.value = SoundManager.instance.GetVolumeLevel(); 29 | } 30 | 31 | /// 32 | /// Sets the volume level to the scrollbar value. 33 | /// 34 | public void SetVolumeLevel() 35 | { 36 | SoundManager.instance.SetVolumeLevel(scrollBar.value); 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Andrés Salinas Lima 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | -------------------------------------------------------------------------------- /Assets/Scripts/SceneChanger.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.SceneManagement; 3 | 4 | /// 5 | /// This singleton class helps with loading a different scene. 6 | /// 7 | public class SceneChanger : MonoBehaviour 8 | { 9 | /// 10 | /// The one and only instance of SceneChanger. 11 | /// 12 | public static SceneChanger instance; 13 | 14 | /// 15 | /// Awake is called after all objects are initialized, before the game 16 | /// starts. It sets the instance value to reference this instance or 17 | /// destroys this object in case it's already set. 18 | /// 19 | private void Awake() 20 | { 21 | if (SceneChanger.instance != null) 22 | { 23 | Destroy(this.gameObject); 24 | } 25 | else 26 | { 27 | SceneChanger.instance = this; 28 | } 29 | } 30 | 31 | /// 32 | /// Loads the InGame scene and raises the OnGameStarted event. 33 | /// 34 | public void LoadInGameScene() 35 | { 36 | SceneManager.LoadScene("InGame"); 37 | EventsManager.instance.GameStarted(); 38 | } 39 | 40 | /// 41 | /// Loads the Menu scene. 42 | /// 43 | public void LoadMenuScene() 44 | { 45 | SceneManager.LoadScene("Menu"); 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreText.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | /// 5 | /// Shows the current score in the score text field. 6 | /// 7 | public class ScoreText : MonoBehaviour 8 | { 9 | /// 10 | /// The Text object where the current score will be shown. 11 | /// 12 | private Text scoreText; 13 | 14 | /// 15 | /// Start is called just before the first frame update. 16 | /// 17 | private void Start() 18 | { 19 | EventsManager.instance.OnGameOver += HideScore; 20 | 21 | scoreText = GetComponent(); 22 | } 23 | 24 | /// 25 | /// OnDestroy is called when the game object is destroyed. 26 | /// 27 | private void OnDestroy() 28 | { 29 | EventsManager.instance.OnGameOver -= HideScore; 30 | } 31 | 32 | /// 33 | /// Update is called once per frame. 34 | /// 35 | private void Update() 36 | { 37 | scoreText.text = ScoreManager.instance.GetCurrentScore().ToString(); 38 | 39 | // When setting a new record the score text becomes bigger, red and bold 40 | if (ScoreManager.instance.SettingRecord()) 41 | { 42 | scoreText.color = Color.red; 43 | scoreText.fontStyle = FontStyle.Bold; 44 | scoreText.fontSize = 120; 45 | } 46 | } 47 | 48 | /// 49 | /// Hides the current score field. 50 | /// 51 | private void HideScore() 52 | { 53 | this.gameObject.SetActive(false); 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Scripts/EventsManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | /// 5 | /// This singleton class manages the events. 6 | /// 7 | public class EventsManager : MonoBehaviour 8 | { 9 | /// 10 | /// The one and only instance of the EventsManager. 11 | /// 12 | public static EventsManager instance; 13 | 14 | /// 15 | /// Awake is called after all objects are initialized, before the game 16 | /// starts. 17 | /// 18 | private void Awake() 19 | { 20 | if (EventsManager.instance != null) 21 | { 22 | Destroy(this.gameObject); 23 | } 24 | else 25 | { 26 | EventsManager.instance = this; 27 | } 28 | } 29 | 30 | /// 31 | /// Event used to signal when the game starts. 32 | /// 33 | public event Action OnGameStarted; 34 | 35 | /// 36 | /// Raises the OnGameStarted event. 37 | /// 38 | public void GameStarted() 39 | { 40 | OnGameStarted?.Invoke(); 41 | } 42 | 43 | /// 44 | /// Event used to signal when the bird crossess a tube pair. 45 | /// 46 | public event Action OnTubesCrossed; 47 | 48 | /// 49 | /// Raises the OnTubesCrossed event. 50 | /// 51 | public void TubesCrossed() 52 | { 53 | OnTubesCrossed?.Invoke(); 54 | } 55 | 56 | /// 57 | /// Event used to signal when the game is over. 58 | /// 59 | public event Action OnGameOver; 60 | 61 | /// 62 | /// Raises the OnGameOver event. 63 | /// 64 | public void GameOver() 65 | { 66 | OnGameOver?.Invoke(); 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerStatusManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// This singleton class keeps track of the player status, which is alive or dead. 5 | /// 6 | public class PlayerStatusManager : MonoBehaviour 7 | { 8 | /// 9 | /// The one and only instance of PlayerStatusManager. 10 | /// 11 | public static PlayerStatusManager instance; 12 | 13 | /// 14 | /// Boolean that keeps the player status. 15 | /// 16 | private bool playerAlive = false; 17 | 18 | /// 19 | /// Awake is called after all objects are initialized, before the game 20 | /// starts. 21 | /// 22 | private void Awake() 23 | { 24 | if (PlayerStatusManager.instance != null) 25 | { 26 | Destroy(this.gameObject); 27 | } 28 | else 29 | { 30 | PlayerStatusManager.instance = this; 31 | } 32 | } 33 | 34 | /// 35 | /// Start is called just before the first frame update. 36 | /// 37 | private void Start() 38 | { 39 | EventsManager.instance.OnGameStarted += SetPlayerAliveTrue; 40 | EventsManager.instance.OnGameOver += SetPlayerAliveFalse; 41 | } 42 | 43 | /// 44 | /// OnDestroy is called when the game object is destroyed. 45 | /// 46 | private void OnDestroy() 47 | { 48 | EventsManager.instance.OnGameStarted -= SetPlayerAliveTrue; 49 | EventsManager.instance.OnGameOver -= SetPlayerAliveFalse; 50 | } 51 | 52 | /// 53 | /// Returns true if the player is alive. 54 | /// 55 | public bool IsPlayerAlive() 56 | { 57 | return playerAlive; 58 | } 59 | 60 | /// 61 | /// Sets playerAlive to true. 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assetBundleVariant: 104 | -------------------------------------------------------------------------------- /Assets/Scripts/SoundManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | # pragma warning disable 649 // To disable SerializeField warnings 5 | 6 | /// 7 | /// This singleton class 8 | /// 9 | public class SoundManager : MonoBehaviour 10 | { 11 | /// 12 | /// The one and only instance of SoundManager. 13 | /// 14 | public static SoundManager instance; 15 | 16 | /// 17 | /// List with the audio clips that will be played. 18 | /// 19 | [SerializeField] List audioClips; 20 | 21 | /// 22 | /// An enumeration with the names of the sound effects available in the 23 | /// audioClips list. 24 | /// 25 | public enum SoundEffect 26 | { 27 | Flap, 28 | Coin, 29 | Crash, 30 | } 31 | 32 | /// 33 | /// The AudioSource. 34 | /// 35 | private AudioSource audioSource; 36 | 37 | /// 38 | /// Awake is called after all objects are initialized, before the game 39 | /// starts. 40 | private void Awake() 41 | { 42 | if(SoundManager.instance != null) 43 | { 44 | Destroy(this.gameObject); 45 | } 46 | else 47 | { 48 | SoundManager.instance = this; 49 | } 50 | } 51 | 52 | /// 53 | /// Start is called just before the first frame update. 54 | /// 55 | private void Start() 56 | { 57 | audioSource = GetComponent(); 58 | } 59 | 60 | /// 61 | /// Plays the audio clip with the specified soundEffect. 62 | /// 63 | /// The SoundEffect that will be played. 64 | public void PlaySound(SoundEffect soundEffect) 65 | { 66 | audioSource.PlayOneShot(GetAudioClip(soundEffect)); 67 | } 68 | 69 | /// 70 | /// Returns the audio clip with the specified soundEffect. 71 | /// 72 | /// The SoundEffect that will be returned. 73 | private AudioClip GetAudioClip(SoundEffect soundEffect) 74 | { 75 | foreach (AudioClip i in audioClips) 76 | { 77 | if(i.name == soundEffect.ToString()) 78 | { 79 | return i; 80 | } 81 | } 82 | 83 | return null; 84 | } 85 | 86 | /// 87 | /// Sets the volume level. 88 | /// 89 | /// The volume level (from 0 to 1). 90 | public void SetVolumeLevel(float volumeLevel) 91 | { 92 | audioSource.volume = volumeLevel; 93 | } 94 | 95 | /// 96 | /// Returns the current volume level. 97 | /// 98 | public float GetVolumeLevel() 99 | { 100 | return audioSource.volume; 101 | } 102 | } 103 | -------------------------------------------------------------------------------- /Assets/Scripts/TubePairSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | # pragma warning disable 649 // To disable SerializeField warnings 5 | 6 | /// 7 | /// This class handles the spawn of new tube pairs. 8 | /// 9 | public class TubePairSpawner : MonoBehaviour 10 | { 11 | /// 12 | /// Minimum value for the random y initial position of the tube pair. 13 | /// 14 | private const float MIN_INIT_Y = -1.5f; 15 | 16 | /// 17 | /// Maximum value for the random y initial position of the tube pair. 18 | /// 19 | private const float MAX_INIT_Y = 2.5f; 20 | 21 | /// 22 | /// Initial x position for the tube pair. 23 | /// 24 | private const float INIT_X = 6; 25 | 26 | /// 27 | /// Initial z position for the tube pair. 28 | /// 29 | private const float INIT_Z = 0; 30 | 31 | /// 32 | /// Time (in seconds) to wait before spawning a new tube pair. 33 | /// 34 | private const float TIME_GAP = 1.7f; 35 | 36 | /// 37 | /// Time (in seconds) it takes for the first tube pair to be spawned. 38 | /// 39 | private const float FIRST_TUBE_DELAY = 0.1f; 40 | 41 | /// 42 | /// The TubePair object. 43 | /// 44 | [SerializeField] GameObject tubePair; 45 | 46 | /// 47 | /// Start is called just before the first frame update. 48 | /// 49 | private void Start() 50 | { 51 | EventsManager.instance.OnGameStarted += StartSpawning; 52 | EventsManager.instance.OnGameOver += StopSpawning; 53 | } 54 | 55 | /// 56 | /// OnDestroy is called when the game object is destroyed. 57 | /// 58 | private void OnDestroy() 59 | { 60 | EventsManager.instance.OnGameStarted -= StartSpawning; 61 | EventsManager.instance.OnGameOver -= StopSpawning; 62 | } 63 | 64 | /// 65 | /// Starts the Spawn coroutine. 66 | /// 67 | private void StartSpawning() 68 | { 69 | StartCoroutine("Spawn"); 70 | } 71 | 72 | /// 73 | /// Stops the Spawn coroutine. 74 | /// 75 | private void StopSpawning() 76 | { 77 | StopAllCoroutines(); 78 | } 79 | 80 | /// 81 | /// Spawns a new TubePair every TIME_GAP seconds. 82 | /// 83 | /// 84 | IEnumerator Spawn() 85 | { 86 | yield return new WaitForSeconds(FIRST_TUBE_DELAY); 87 | 88 | while (true) 89 | { 90 | float init_y = Random.Range(MIN_INIT_Y, MAX_INIT_Y); 91 | 92 | Instantiate( 93 | tubePair, 94 | new Vector3(INIT_X, init_y, INIT_Z), 95 | Quaternion.identity); 96 | 97 | yield return new WaitForSeconds(TIME_GAP); 98 | 99 | yield return null; 100 | } 101 | } 102 | } 103 | 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resizeAlgorithm: 0 89 | textureFormat: -1 90 | textureCompression: 0 91 | compressionQuality: 50 92 | crunchedCompression: 0 93 | allowsAlphaSplitting: 0 94 | overridden: 0 95 | androidETC2FallbackOverride: 0 96 | forceMaximumCompressionQuality_BC6H_BC7: 0 97 | spriteSheet: 98 | serializedVersion: 2 99 | sprites: [] 100 | outline: [] 101 | physicsShape: [] 102 | bones: [] 103 | spriteID: 5e97eb03825dee720800000000000000 104 | internalID: 0 105 | vertices: [] 106 | indices: 107 | edges: [] 108 | weights: [] 109 | secondaryTextures: [] 110 | spritePackingTag: 111 | pSDRemoveMatte: 0 112 | pSDShowRemoveMatteOption: 0 113 | userData: 114 | assetBundleName: 115 | assetBundleVariant: 116 | -------------------------------------------------------------------------------- /Assets/Scripts/ResultsTable.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | # pragma warning disable 649 // To disable SerializeField warnings 5 | 6 | /// 7 | /// This class is in charge of showing the results table and all the elements 8 | /// inside of it. 9 | /// 10 | public class ResultsTable : MonoBehaviour 11 | { 12 | /// 13 | /// Minimum score to get the bronze coin. 14 | /// 15 | private const int BRONZE_MIN_SCORE = 5; 16 | 17 | /// 18 | /// Minimum score to get the silver coin. 19 | /// 20 | private const int SILVER_MIN_SCORE = 15; 21 | 22 | /// 23 | /// Minimum score to get the gold coin. 24 | /// 25 | private const int GOLD_MIN_SCORE = 30; 26 | 27 | /// 28 | /// Bronze coin sprite. 29 | /// 30 | [SerializeField] Sprite coinBronze; 31 | 32 | /// 33 | /// Silver coin sprite. 34 | /// 35 | [SerializeField] Sprite coinSilver; 36 | 37 | /// 38 | /// Gold coin sprite. 39 | /// 40 | [SerializeField] Sprite coinGold; 41 | 42 | /// 43 | /// Image where the coin sprite will be loaded. 44 | /// 45 | [SerializeField] Image coinImage; 46 | 47 | /// 48 | /// Text field to show the final score. 49 | /// 50 | [SerializeField] Text finalScoreText; 51 | 52 | /// 53 | /// Text field to show the best score. 54 | /// 55 | [SerializeField] Text bestScoreText; 56 | 57 | /// 58 | /// Start is called just before the first frame update. 59 | /// 60 | private void Start() 61 | { 62 | EventsManager.instance.OnGameOver += LoadResultsTable; 63 | 64 | // In case this object wasn't started when the OnGameOver event was 65 | // raised (the parent can be disabled before their childs are started) 66 | LoadResultsTable(); 67 | } 68 | 69 | /// 70 | /// OnDestroy is called when the game object is destroyed. 71 | /// 72 | private void OnDestroy() 73 | { 74 | EventsManager.instance.OnGameOver -= LoadResultsTable; 75 | } 76 | 77 | /// 78 | /// Loads all the elements inside the results table. 79 | /// 80 | private void LoadResultsTable() 81 | { 82 | // Get the final and best scores 83 | int finalScore = ScoreManager.instance.GetCurrentScore(); 84 | int bestScore = ScoreManager.instance.GetBestScore(); 85 | 86 | // Hide the coin image until it's time to show it. 87 | coinImage.enabled = false; 88 | 89 | // Set the corresponding coin and shows the image (in case the player 90 | // deserves one) 91 | if (finalScore >= BRONZE_MIN_SCORE && finalScore < SILVER_MIN_SCORE) 92 | { 93 | coinImage.sprite = coinBronze; 94 | coinImage.enabled = true; 95 | } 96 | else if (finalScore >= SILVER_MIN_SCORE && finalScore < GOLD_MIN_SCORE) 97 | { 98 | coinImage.sprite = coinSilver; 99 | coinImage.enabled = true; 100 | } 101 | else if (finalScore >= GOLD_MIN_SCORE) 102 | { 103 | coinImage.sprite = coinGold; 104 | coinImage.enabled = true; 105 | } 106 | 107 | // Set the finalScoreText and the bestScoreText 108 | finalScoreText.text = finalScore.ToString(); 109 | bestScoreText.text = bestScore.ToString(); 110 | } 111 | } 112 | -------------------------------------------------------------------------------- /Assets/Scripts/FlappyBirdMovement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// This class handles the bird movement and everything that comes with it 5 | /// (playing the sound effects, detecting when the bird crosses a tube pair or 6 | /// crashes and raising the corresponding events). 7 | /// 8 | public class FlappyBirdMovement : MonoBehaviour 9 | { 10 | /// 11 | /// Flap force. 12 | /// 13 | private const float FLAP_FORCE = 250; 14 | 15 | /// 16 | /// Rotation force (rotation is proportional to the speed on the y axis). 17 | /// 18 | private const float ROTATION_FORCE = 10; 19 | 20 | /// 21 | /// Bird's Rigidbody2D component (for movement and collisions). 22 | /// 23 | private Rigidbody2D rigidBody; 24 | 25 | /// 26 | /// Start is called just before the first frame update. 27 | /// 28 | private void Start() 29 | { 30 | rigidBody = GetComponent(); 31 | } 32 | 33 | /// 34 | /// Update is called once per frame. 35 | /// 36 | private void Update() 37 | { 38 | // If the player is alive, allow the user to make the bird flap 39 | if (PlayerStatusManager.instance.IsPlayerAlive()) 40 | { 41 | #if UNITY_EDITOR || UNITY_STANDALONE 42 | // CODE FOR UNITY EDITOR & STANDALONE APPS (keyboard input) 43 | if (Input.GetKeyDown(KeyCode.Space)) 44 | { 45 | BirdFlap(); 46 | } 47 | #elif UNITY_ANDROID || UNITY_IOS 48 | // CODE FOR ANDROID & iOS APPS (touchscreen input) 49 | if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Began) 50 | { 51 | BirdFlap(); 52 | } 53 | #endif 54 | } 55 | 56 | BirdRotate(); 57 | } 58 | 59 | /// 60 | /// Makes the bird flap and plays the flap sound. 61 | /// 62 | private void BirdFlap() 63 | { 64 | rigidBody.velocity = Vector3.zero; 65 | rigidBody.AddForce(Vector3.up * FLAP_FORCE); 66 | 67 | SoundManager.instance.PlaySound(SoundManager.SoundEffect.Flap); 68 | } 69 | 70 | /// 71 | /// Makes the bird rotate as it moves so it looks more natural. 72 | /// 73 | private void BirdRotate() 74 | { 75 | // Limit the rotation when in free fall so the bird doesn't turn upside down 76 | if (transform.eulerAngles.z >= 0 && transform.eulerAngles.z < 90 || 77 | transform.eulerAngles.z > 270 && transform.eulerAngles.z < 360 || 78 | rigidBody.velocity.y > 1) 79 | { 80 | // Rotation is proportional to the speed on the y axis 81 | float rotationAux = rigidBody.velocity.y * ROTATION_FORCE; 82 | transform.rotation = Quaternion.Euler(0, 0, rotationAux); 83 | } 84 | } 85 | 86 | /// 87 | /// OnCollisionEnter2D is called when the bird collides with a tube or the 88 | /// floor. 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It sets the instance value to reference this instance or 44 | /// destroys this object in case it's already set. 45 | /// 46 | private void Awake() 47 | { 48 | if (ScoreManager.instance != null) 49 | { 50 | Destroy(this.gameObject); 51 | } 52 | else 53 | { 54 | ScoreManager.instance = this; 55 | } 56 | } 57 | 58 | /// 59 | /// Start is called just before the first frame update. 60 | /// 61 | private void Start() 62 | { 63 | EventsManager.instance.OnGameStarted += ResetScore; 64 | EventsManager.instance.OnTubesCrossed += IncreaseScore; 65 | EventsManager.instance.OnGameOver += SaveBestScore; 66 | 67 | filePath = Application.persistentDataPath + "/" + FILE_NAME; 68 | 69 | LoadBestScore(); 70 | } 71 | 72 | /// 73 | /// OnDestroy is called when the game object is destroyed. 74 | /// 75 | private void OnDestroy() 76 | { 77 | EventsManager.instance.OnGameStarted -= ResetScore; 78 | EventsManager.instance.OnTubesCrossed -= IncreaseScore; 79 | EventsManager.instance.OnGameOver -= SaveBestScore; 80 | } 81 | 82 | /// 83 | /// Returns the current score. 84 | /// 85 | public int GetCurrentScore() 86 | { 87 | return currentScore; 88 | } 89 | 90 | /// 91 | /// Returns the best score. 92 | /// 93 | public int GetBestScore() 94 | { 95 | return bestScore; 96 | } 97 | 98 | /// 99 | /// Increases the current score. 100 | /// 101 | private void IncreaseScore() 102 | { 103 | currentScore++; 104 | 105 | if (currentScore > bestScore) 106 | { 107 | bestScore = currentScore; 108 | } 109 | } 110 | 111 | /// 112 | /// Resets the current score. 113 | /// 114 | private void ResetScore() 115 | { 116 | currentScore = 0; 117 | } 118 | 119 | /// 120 | /// Loads the best score from the file. 121 | /// 122 | private void LoadBestScore() 123 | { 124 | if (File.Exists(filePath)) 125 | { 126 | BinaryFormatter bf = new BinaryFormatter(); 127 | FileStream file = File.Open(filePath, FileMode.Open); 128 | 129 | bestScore = lastBestScore = (int)bf.Deserialize(file); 130 | 131 | file.Close(); 132 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altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Created by https://www.gitignore.io/api/unity,macos,visualstudio 2 | # Edit at https://www.gitignore.io/?templates=unity,macos,visualstudio 3 | 4 | ### macOS ### 5 | # General 6 | .DS_Store 7 | .AppleDouble 8 | .LSOverride 9 | 10 | # Icon must end with two \r 11 | Icon 12 | 13 | # Thumbnails 14 | ._* 15 | 16 | # Files that might appear in the root of a volume 17 | .DocumentRevisions-V100 18 | .fseventsd 19 | .Spotlight-V100 20 | .TemporaryItems 21 | .Trashes 22 | .VolumeIcon.icns 23 | .com.apple.timemachine.donotpresent 24 | 25 | # Directories potentially created on remote AFP share 26 | .AppleDB 27 | .AppleDesktop 28 | Network Trash Folder 29 | Temporary Items 30 | .apdisk 31 | 32 | ### Unity ### 33 | # This .gitignore file should be placed at the root of your Unity project directory 34 | # 35 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 36 | /[Ll]ibrary/ 37 | /[Tt]emp/ 38 | /[Oo]bj/ 39 | /[Bb]uild/ 40 | /[Bb]uilds/ 41 | /[Ll]ogs/ 42 | /[Mm]emoryCaptures/ 43 | 44 | # Never ignore Asset meta data 45 | !/[Aa]ssets/**/*.meta 46 | 47 | # Uncomment this line if you wish to ignore the asset store tools plugin 48 | # /[Aa]ssets/AssetStoreTools* 49 | 50 | # TextMesh Pro files 51 | [Aa]ssets/TextMesh*Pro/ 52 | 53 | # Autogenerated Jetbrains Rider plugin 54 | [Aa]ssets/Plugins/Editor/JetBrains* 55 | 56 | # Visual Studio cache directory 57 | .vs/ 58 | 59 | # Gradle cache directory 60 | .gradle/ 61 | 62 | # Autogenerated VS/MD/Consulo solution and project files 63 | ExportedObj/ 64 | .consulo/ 65 | *.csproj 66 | *.unityproj 67 | *.sln 68 | *.suo 69 | *.tmp 70 | *.user 71 | *.userprefs 72 | *.pidb 73 | *.booproj 74 | *.svd 75 | *.pdb 76 | *.mdb 77 | *.opendb 78 | *.VC.db 79 | 80 | # Unity3D generated meta files 81 | *.pidb.meta 82 | *.pdb.meta 83 | *.mdb.meta 84 | 85 | # Unity3D generated file on crash reports 86 | sysinfo.txt 87 | 88 | # Builds 89 | *.apk 90 | *.unitypackage 91 | *.symbols.zip 92 | 93 | # Crashlytics generated file 94 | crashlytics-build.properties 95 | 96 | 97 | ### VisualStudio ### 98 | ## Ignore Visual Studio temporary files, build results, and 99 | ## files generated by popular Visual Studio add-ons. 100 | ## 101 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 102 | 103 | # User-specific files 104 | *.rsuser 105 | *.userosscache 106 | *.sln.docstates 107 | 108 | # User-specific files (MonoDevelop/Xamarin Studio) 109 | 110 | # Mono auto generated files 111 | mono_crash.* 112 | 113 | # Build results 114 | [Dd]ebug/ 115 | [Dd]ebugPublic/ 116 | [Rr]elease/ 117 | [Rr]eleases/ 118 | x64/ 119 | x86/ 120 | [Aa][Rr][Mm]/ 121 | [Aa][Rr][Mm]64/ 122 | bld/ 123 | [Bb]in/ 124 | [Oo]bj/ 125 | [Ll]og/ 126 | 127 | # Visual Studio 2015/2017 cache/options directory 128 | # Uncomment if you have tasks that create the project's static files in wwwroot 129 | #wwwroot/ 130 | 131 | # Visual Studio 2017 auto generated files 132 | Generated\ Files/ 133 | 134 | # MSTest test Results 135 | [Tt]est[Rr]esult*/ 136 | [Bb]uild[Ll]og.* 137 | 138 | # NUnit 139 | *.VisualState.xml 140 | TestResult.xml 141 | nunit-*.xml 142 | 143 | # Build Results of an ATL Project 144 | [Dd]ebugPS/ 145 | [Rr]eleasePS/ 146 | dlldata.c 147 | 148 | # Benchmark Results 149 | BenchmarkDotNet.Artifacts/ 150 | 151 | # .NET Core 152 | project.lock.json 153 | project.fragment.lock.json 154 | artifacts/ 155 | 156 | # StyleCop 157 | StyleCopReport.xml 158 | 159 | # Files built by Visual Studio 160 | *_i.c 161 | *_p.c 162 | *_h.h 163 | *.ilk 164 | *.obj 165 | *.iobj 166 | *.pch 167 | *.ipdb 168 | *.pgc 169 | *.pgd 170 | *.rsp 171 | *.sbr 172 | *.tlb 173 | *.tli 174 | *.tlh 175 | *.tmp_proj 176 | *_wpftmp.csproj 177 | *.log 178 | *.vspscc 179 | *.vssscc 180 | .builds 181 | *.svclog 182 | *.scc 183 | 184 | # Chutzpah Test files 185 | _Chutzpah* 186 | 187 | # Visual C++ cache files 188 | ipch/ 189 | *.aps 190 | *.ncb 191 | *.opensdf 192 | *.sdf 193 | *.cachefile 194 | *.VC.VC.opendb 195 | 196 | # Visual Studio profiler 197 | *.psess 198 | *.vsp 199 | *.vspx 200 | *.sap 201 | 202 | # Visual Studio Trace Files 203 | *.e2e 204 | 205 | # TFS 2012 Local Workspace 206 | $tf/ 207 | 208 | # Guidance Automation Toolkit 209 | *.gpState 210 | 211 | # ReSharper is a .NET coding add-in 212 | _ReSharper*/ 213 | *.[Rr]e[Ss]harper 214 | *.DotSettings.user 215 | 216 | # JustCode is a .NET coding add-in 217 | .JustCode 218 | 219 | # TeamCity is a build add-in 220 | _TeamCity* 221 | 222 | # DotCover is a Code Coverage Tool 223 | *.dotCover 224 | 225 | # AxoCover is a Code Coverage Tool 226 | .axoCover/* 227 | !.axoCover/settings.json 228 | 229 | # Visual Studio code coverage results 230 | *.coverage 231 | *.coveragexml 232 | 233 | # NCrunch 234 | _NCrunch_* 235 | .*crunch*.local.xml 236 | nCrunchTemp_* 237 | 238 | # MightyMoose 239 | *.mm.* 240 | AutoTest.Net/ 241 | 242 | # Web workbench (sass) 243 | .sass-cache/ 244 | 245 | # Installshield output folder 246 | [Ee]xpress/ 247 | 248 | # DocProject is a documentation generator add-in 249 | DocProject/buildhelp/ 250 | DocProject/Help/*.HxT 251 | DocProject/Help/*.HxC 252 | DocProject/Help/*.hhc 253 | DocProject/Help/*.hhk 254 | DocProject/Help/*.hhp 255 | DocProject/Help/Html2 256 | DocProject/Help/html 257 | 258 | # Click-Once directory 259 | publish/ 260 | 261 | # Publish Web Output 262 | *.[Pp]ublish.xml 263 | *.azurePubxml 264 | # Note: Comment the next line if you want to checkin your web deploy settings, 265 | # but database connection strings (with potential passwords) will be unencrypted 266 | *.pubxml 267 | *.publishproj 268 | 269 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 270 | # checkin your Azure Web App publish settings, but sensitive information contained 271 | # in these scripts will be unencrypted 272 | PublishScripts/ 273 | 274 | # NuGet Packages 275 | *.nupkg 276 | # NuGet Symbol Packages 277 | *.snupkg 278 | # The packages folder can be ignored because of Package Restore 279 | **/[Pp]ackages/* 280 | # except build/, which is used as an MSBuild target. 281 | !**/[Pp]ackages/build/ 282 | # Uncomment if necessary however generally it will be regenerated when needed 283 | #!**/[Pp]ackages/repositories.config 284 | # NuGet v3's project.json files produces more ignorable files 285 | *.nuget.props 286 | *.nuget.targets 287 | 288 | # Microsoft Azure Build Output 289 | csx/ 290 | *.build.csdef 291 | 292 | # Microsoft Azure Emulator 293 | ecf/ 294 | rcf/ 295 | 296 | # Windows Store app package directories and files 297 | AppPackages/ 298 | BundleArtifacts/ 299 | Package.StoreAssociation.xml 300 | _pkginfo.txt 301 | *.appx 302 | *.appxbundle 303 | *.appxupload 304 | 305 | # Visual Studio cache files 306 | # files ending in .cache can be ignored 307 | *.[Cc]ache 308 | # but keep track of directories ending in .cache 309 | !?*.[Cc]ache/ 310 | 311 | # Others 312 | ClientBin/ 313 | ~$* 314 | *~ 315 | *.dbmdl 316 | *.dbproj.schemaview 317 | *.jfm 318 | *.pfx 319 | *.publishsettings 320 | orleans.codegen.cs 321 | 322 | # Including strong name files can present a security risk 323 | # (https://github.com/github/gitignore/pull/2483#issue-259490424) 324 | #*.snk 325 | 326 | # Since there are multiple workflows, uncomment next line to ignore bower_components 327 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 328 | #bower_components/ 329 | 330 | # RIA/Silverlight projects 331 | Generated_Code/ 332 | 333 | # Backup & report files from converting an old project file 334 | # to a newer Visual Studio version. Backup files are not needed, 335 | # because we have git ;-) 336 | _UpgradeReport_Files/ 337 | Backup*/ 338 | UpgradeLog*.XML 339 | UpgradeLog*.htm 340 | ServiceFabricBackup/ 341 | *.rptproj.bak 342 | 343 | # SQL Server files 344 | *.mdf 345 | *.ldf 346 | *.ndf 347 | 348 | # Business Intelligence projects 349 | *.rdl.data 350 | *.bim.layout 351 | *.bim_*.settings 352 | *.rptproj.rsuser 353 | *- [Bb]ackup.rdl 354 | *- [Bb]ackup ([0-9]).rdl 355 | *- [Bb]ackup ([0-9][0-9]).rdl 356 | 357 | # Microsoft Fakes 358 | FakesAssemblies/ 359 | 360 | # GhostDoc plugin setting file 361 | *.GhostDoc.xml 362 | 363 | # Node.js Tools for Visual Studio 364 | .ntvs_analysis.dat 365 | node_modules/ 366 | 367 | # Visual Studio 6 build log 368 | *.plg 369 | 370 | # Visual Studio 6 workspace options file 371 | *.opt 372 | 373 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 374 | *.vbw 375 | 376 | # Visual Studio LightSwitch build output 377 | **/*.HTMLClient/GeneratedArtifacts 378 | **/*.DesktopClient/GeneratedArtifacts 379 | **/*.DesktopClient/ModelManifest.xml 380 | **/*.Server/GeneratedArtifacts 381 | **/*.Server/ModelManifest.xml 382 | _Pvt_Extensions 383 | 384 | # Paket dependency manager 385 | .paket/paket.exe 386 | paket-files/ 387 | 388 | # FAKE - F# Make 389 | .fake/ 390 | 391 | # CodeRush personal settings 392 | .cr/personal 393 | 394 | # Python Tools for Visual Studio (PTVS) 395 | __pycache__/ 396 | *.pyc 397 | 398 | # Cake - Uncomment if you are using it 399 | # tools/** 400 | # !tools/packages.config 401 | 402 | # Tabs Studio 403 | *.tss 404 | 405 | # Telerik's JustMock configuration file 406 | *.jmconfig 407 | 408 | # BizTalk build output 409 | *.btp.cs 410 | *.btm.cs 411 | *.odx.cs 412 | *.xsd.cs 413 | 414 | # OpenCover UI analysis results 415 | OpenCover/ 416 | 417 | # Azure Stream Analytics local run output 418 | ASALocalRun/ 419 | 420 | # MSBuild Binary and Structured Log 421 | *.binlog 422 | 423 | # NVidia Nsight GPU debugger configuration file 424 | *.nvuser 425 | 426 | # MFractors (Xamarin productivity tool) working folder 427 | .mfractor/ 428 | 429 | # Local History for Visual Studio 430 | .localhistory/ 431 | 432 | # BeatPulse healthcheck temp database 433 | healthchecksdb 434 | 435 | # Backup folder for Package Reference Convert tool in Visual Studio 2017 436 | MigrationBackup/ 437 | 438 | # End of https://www.gitignore.io/api/unity,macos,visualstudio 439 | -------------------------------------------------------------------------------- /Assets/Prefabs/GameManagers.prefab: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1 &351025298 4 | GameObject: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | serializedVersion: 6 10 | m_Component: 11 | - 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