├── 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
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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 |
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/Assets/Scripts/StartButton.cs:
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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 |
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2 |
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/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 | 
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 | 
16 |
17 | 
18 |
19 | 
20 |
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/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 |
--------------------------------------------------------------------------------
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/Assets/Scripts/FloorScrollParallax.cs:
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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 |
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/Assets/Scripts/SceneChanger.cs:
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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 |
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/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 |
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/Assets/Scripts/EventsManager.cs:
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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 |
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/Assets/Scripts/PlayerStatusManager.cs:
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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.
62 | ///
63 | private void SetPlayerAliveTrue()
64 | {
65 | playerAlive = true;
66 | }
67 |
68 | ///
69 | /// Sets playerAlive to false.
70 | ///
71 | private void SetPlayerAliveFalse()
72 | {
73 | playerAlive = false;
74 | }
75 | }
76 |
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/Assets/Scripts/SoundManager.cs:
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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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/Assets/Scripts/ResultsTable.cs:
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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. It raises the GameOver event and plays the Crash sound.
89 | ///
90 | private void OnCollisionEnter2D(Collision2D collision)
91 | {
92 | // Checks if the player is alive so it is only run once
93 | if (PlayerStatusManager.instance.IsPlayerAlive())
94 | {
95 | EventsManager.instance.GameOver();
96 |
97 | SoundManager.instance.PlaySound(SoundManager.SoundEffect.Crash);
98 | }
99 | }
100 |
101 | ///
102 | /// OnTriggerExit2D is called when the bird crossess a tube pair. It
103 | /// increases the score and plays the Coin sound.
104 | ///
105 | ///
106 | private void OnTriggerExit2D(Collider2D collision)
107 | {
108 | // Only detects the cross if the player is alive
109 | if (PlayerStatusManager.instance.IsPlayerAlive())
110 | {
111 | EventsManager.instance.TubesCrossed();
112 |
113 | SoundManager.instance.PlaySound(SoundManager.SoundEffect.Coin);
114 | }
115 | }
116 | }
117 |
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/Assets/Scripts/ScoreManager.cs:
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1 | using UnityEngine;
2 | using System.Runtime.Serialization.Formatters.Binary;
3 | using System.IO;
4 |
5 | ///
6 | /// This singleton class handles the score system, that is, keeps the current
7 | /// score and saves and loads the the best score.
8 | ///
9 | public class ScoreManager : MonoBehaviour
10 | {
11 | ///
12 | /// Name for the file where the best score will be saved.
13 | ///
14 | private const string FILE_NAME = "bestScore.dat";
15 |
16 | ///
17 | /// The one and only instance of the ScoreManager.
18 | ///
19 | public static ScoreManager instance;
20 |
21 | ///
22 | /// The current score.
23 | ///
24 | private int currentScore;
25 |
26 | ///
27 | /// The best score.
28 | ///
29 | private int bestScore;
30 |
31 | ///
32 | /// The previous best score and the one that is currently saved on the file.
33 | ///
34 | private int lastBestScore;
35 |
36 | ///
37 | /// The complete file path where the best score will be saved.
38 | ///
39 | private string filePath;
40 |
41 | ///
42 | /// Awake is called after all objects are initialized, before the game
43 | /// starts. 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 | }
133 | else
134 | {
135 | bestScore = 0;
136 | }
137 | }
138 |
139 | ///
140 | /// Saves the best score to the file.
141 | ///
142 | private void SaveBestScore()
143 | {
144 | if (SettingRecord())
145 | {
146 | BinaryFormatter bf = new BinaryFormatter();
147 | FileStream file = new FileStream(filePath, FileMode.Create);
148 |
149 | bf.Serialize(file, bestScore);
150 |
151 | file.Close();
152 |
153 | lastBestScore = bestScore;
154 | }
155 | }
156 |
157 | ///
158 | /// Returns true if the current score is the best score.
159 | ///
160 | public bool SettingRecord()
161 | {
162 | if (bestScore > lastBestScore)
163 | {
164 | return true;
165 | }
166 | else
167 | {
168 | return false;
169 | }
170 | }
171 | }
172 |
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/.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 |
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