├── .gitignore ├── Assets ├── Game.unity ├── Game.unity.meta ├── Hacker.cs ├── Hacker.cs.meta ├── WM2000.meta └── WM2000 │ ├── Display.meta │ ├── Display │ ├── CONSOLA.TTF │ ├── CONSOLA.TTF.meta │ ├── Display.cs │ ├── Display.cs.meta │ ├── Old CRT v.1.11 Screen Reflection Medium.png │ ├── Old CRT v.1.11 Screen Reflection Medium.png.meta │ ├── Old CRT v.1.11 Screen Reflection Weak.png │ ├── Old CRT v.1.11 Screen Reflection Weak.png.meta │ ├── Old CRT v.1.11 Screen.png │ ├── Old CRT v.1.11 Screen.png.meta │ ├── Old CRT v.1.11.png │ └── Old CRT v.1.11.png.meta │ ├── Keyboard.meta │ ├── Keyboard │ ├── Keyboard.cs │ ├── Keyboard.cs.meta │ ├── Typing_01.ogg │ ├── Typing_01.ogg.meta │ ├── Typing_02.ogg │ ├── Typing_02.ogg.meta │ ├── Typing_03.ogg │ ├── Typing_03.ogg.meta │ ├── Typing_04.ogg │ ├── Typing_04.ogg.meta │ ├── Typing_05.ogg │ └── Typing_05.ogg.meta │ ├── Terminal.meta │ ├── Terminal │ ├── Digital Hum.wav │ ├── Digital Hum.wav.meta │ ├── DisplayBuffer.cs │ ├── DisplayBuffer.cs.meta │ ├── InputBuffer.cs │ ├── InputBuffer.cs.meta │ ├── Terminal.cs │ ├── Terminal.cs.meta │ ├── alarm_beep_warning_01.wav │ └── alarm_beep_warning_01.wav.meta │ ├── Utility.cs │ ├── Utility.cs.meta │ ├── WM2000.prefab │ └── WM2000.prefab.meta ├── Docs ├── Terminal.ClearScreen.md ├── Terminal.OnUserInput.md └── Terminal.WriteLine.md ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── editorsettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | manifest.json 36 | -------------------------------------------------------------------------------- /Assets/Game.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | OcclusionCullingSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_OcclusionBakeSettings: 8 | smallestOccluder: 5 9 | smallestHole: 0.25 10 | backfaceThreshold: 100 11 | m_SceneGUID: 00000000000000000000000000000000 12 | m_OcclusionCullingData: 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/Assets/Game.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18a70edf2581248d6b15d3128487b598 3 | timeCreated: 1507370998 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Hacker.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Hacker : MonoBehaviour { 4 | 5 | // Game configuration data 6 | const string menuHint = "You may type menu at any time."; 7 | string[] level1Passwords = { "books", "aisle", "shelf", "password", "font", "borrow" }; 8 | string[] level2Passwords = { "prisoner", "handcuffs", "holster", "uniform", "arrest" }; 9 | string[] level3Passwords = { "starfield", "telescope", "environment", "exploration", "astronauts" }; 10 | 11 | // Game state 12 | int level; 13 | enum Screen { MainMenu, Password, Win }; 14 | Screen currentScreen; 15 | string password; 16 | 17 | // Use this for initialization 18 | void Start () 19 | { 20 | ShowMainMenu (); 21 | } 22 | 23 | void ShowMainMenu () 24 | { 25 | currentScreen = Screen.MainMenu; 26 | Terminal.ClearScreen(); 27 | Terminal.WriteLine("What would you like to hack into?"); 28 | Terminal.WriteLine("Press 1 for the local library"); 29 | Terminal.WriteLine("Press 2 for the police station"); 30 | Terminal.WriteLine("Press 3 for NASA!"); 31 | Terminal.WriteLine("Enter your selection:"); 32 | } 33 | 34 | void OnUserInput(string input) 35 | { 36 | if (input == "menu") // we can always go direct to main menu 37 | { 38 | ShowMainMenu(); 39 | } 40 | else if (input == "quit" || input == "close" || input == "exit") 41 | { 42 | Terminal.WriteLine("If on the web close the tab."); 43 | Application.Quit(); 44 | } 45 | else if (currentScreen == Screen.MainMenu) 46 | { 47 | RunMainMenu(input); 48 | } 49 | else if (currentScreen == Screen.Password) 50 | { 51 | CheckPassword(input); 52 | } 53 | } 54 | 55 | void RunMainMenu(string input) 56 | { 57 | bool isValidLevelNumber = (input == "1" || input == "2" || input == "3"); 58 | if (isValidLevelNumber) 59 | { 60 | level = int.Parse(input); 61 | AskForPassword(); 62 | } 63 | else if (input == "007") // easter egg 64 | { 65 | Terminal.WriteLine("Please select a level Mr Bond!"); 66 | } 67 | else 68 | { 69 | Terminal.WriteLine("Please choose a valid level"); 70 | Terminal.WriteLine(menuHint); 71 | } 72 | } 73 | 74 | void AskForPassword() 75 | { 76 | currentScreen = Screen.Password; 77 | Terminal.ClearScreen(); 78 | SetRandomPassword(); 79 | Terminal.WriteLine("Enter your password, hint: " + password.Anagram()); 80 | Terminal.WriteLine(menuHint); 81 | } 82 | 83 | void SetRandomPassword() 84 | { 85 | switch (level) 86 | { 87 | case 1: 88 | password = level1Passwords[Random.Range(0, level1Passwords.Length)]; 89 | break; 90 | case 2: 91 | password = level2Passwords[Random.Range(0, level2Passwords.Length)]; 92 | break; 93 | case 3: 94 | password = level3Passwords[Random.Range(0, level3Passwords.Length)]; 95 | break; 96 | default: 97 | Debug.LogError("Invalid level number"); 98 | break; 99 | } 100 | } 101 | 102 | void CheckPassword(string input) 103 | { 104 | if (input == password) 105 | { 106 | DisplayWinScreen(); 107 | } 108 | else 109 | { 110 | AskForPassword(); 111 | } 112 | } 113 | 114 | void DisplayWinScreen() 115 | { 116 | currentScreen = Screen.Win; 117 | Terminal.ClearScreen(); 118 | ShowLevelReward(); 119 | Terminal.WriteLine(menuHint); 120 | } 121 | 122 | void ShowLevelReward() 123 | { 124 | switch (level) 125 | { 126 | case 1: 127 | Terminal.WriteLine("Have a book..."); 128 | Terminal.WriteLine(@" 129 | _______ 130 | / // 131 | / // 132 | /_____ // 133 | (______(/ 134 | " 135 | ); 136 | break; 137 | case 2: 138 | Terminal.WriteLine("You got the prison key!"); 139 | Terminal.WriteLine("Play again for a greater challenge."); 140 | Terminal.WriteLine(@" 141 | __ 142 | /0 \_______ 143 | \__/-=' = ' 144 | " 145 | ); 146 | break; 147 | case 3: 148 | Terminal.WriteLine(@" 149 | _ __ __ _ ___ __ _ 150 | | '_ \ / _` / __|/ _` | 151 | | | | | (_| \__ \ (_| | 152 | |_| |_|\__,_|___)\__,_| 153 | " 154 | ); 155 | Terminal.WriteLine("Welcome to NASA's internal system!"); 156 | break; 157 | default: 158 | Debug.LogError("Invalid level reached"); 159 | break; 160 | } 161 | } 162 | } 163 | -------------------------------------------------------------------------------- /Assets/Hacker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 684b421c702fe4176a0ded88f75557a2 3 | timeCreated: 1507374580 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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-------------------------------------------------------------------------------- /Assets/WM2000/Display/Display.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class Display : MonoBehaviour 5 | { 6 | [SerializeField] Terminal connectedToTerminal; 7 | 8 | // TODO calculate these two if possible 9 | [SerializeField] int charactersWide = 40; 10 | [SerializeField] int charactersHigh = 14; 11 | 12 | Text screenText; 13 | 14 | private void Start() 15 | { 16 | screenText = GetComponentInChildren(); 17 | WarnIfTerminalNotConneced(); 18 | } 19 | 20 | private void WarnIfTerminalNotConneced() 21 | { 22 | if (!connectedToTerminal) 23 | { 24 | Debug.LogWarning("Display not connected to a terminal"); 25 | } 26 | } 27 | 28 | // Akin to monitor refresh 29 | private void Update() 30 | { 31 | if (connectedToTerminal) 32 | { 33 | screenText.text = connectedToTerminal.GetDisplayBuffer(charactersWide, 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d4b7c3835e0fa7459bb6df2c6f3120e 3 | folderAsset: yes 4 | timeCreated: 1493377537 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Keyboard.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Assertions; 4 | 5 | public class Keyboard : MonoBehaviour 6 | { 7 | [SerializeField] AudioClip[] keyStrokeSounds; 8 | [SerializeField] Terminal connectedToTerminal; 9 | 10 | AudioSource audioSource; 11 | 12 | private void Start() 13 | { 14 | audioSource = GetComponent(); 15 | QualitySettings.vSyncCount = 0; // No V-Sync so Update() not held back by render 16 | Application.targetFrameRate = 1000; // To minimise delay playing key sounds 17 | WarnIfTerminalNotConneced(); 18 | } 19 | 20 | private void WarnIfTerminalNotConneced() 21 | { 22 | if (!connectedToTerminal) 23 | { 24 | Debug.LogWarning("Keyboard not connected to a terminal"); 25 | } 26 | } 27 | 28 | private void Update() 29 | { 30 | bool isValidKey = Input.inputString.Length > 0; 31 | if (isValidKey) 32 | { 33 | PlayRandomSound(); 34 | } 35 | if (connectedToTerminal) 36 | { 37 | if(Input.anyKeyDown) 38 | { 39 | connectedToTerminal.ReceiveFrameInput(Input.inputString); 40 | } 41 | } 42 | } 43 | 44 | private void PlayRandomSound() 45 | { 46 | int randomIndex = UnityEngine.Random.Range(0, keyStrokeSounds.Length); 47 | audioSource.clip = keyStrokeSounds[randomIndex]; 48 | audioSource.Play(); 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Keyboard.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa44ad174ff2e7644bc8e25f6d2f3079 3 | timeCreated: 1493377551 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_01.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Keyboard/Typing_01.ogg -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_01.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc3a01637d47b64438910728b6fb6fed 3 | timeCreated: 1493626530 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 1 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_02.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Keyboard/Typing_02.ogg -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_02.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e761763480b09d4bad0e18d22ab7ed2 3 | timeCreated: 1493626530 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 1 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_03.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Keyboard/Typing_03.ogg -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_03.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b7e14641be3a6546b7c1930a2f19a93 3 | timeCreated: 1493626530 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 1 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_04.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Keyboard/Typing_04.ogg -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_04.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7ef82362aa81324f8fe23d9b3c3340c 3 | timeCreated: 1493626530 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 1 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_05.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Keyboard/Typing_05.ogg -------------------------------------------------------------------------------- /Assets/WM2000/Keyboard/Typing_05.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e93c06ebae48134cb25070948e4f34b 3 | timeCreated: 1493626530 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 1 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df790bb9a1b83a74bb1cac9f72b63eef 3 | folderAsset: yes 4 | timeCreated: 1493378451 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/Digital Hum.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Terminal/Digital Hum.wav -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/Digital Hum.wav.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fafdc170b7d1cec458baeca21caf91e7 3 | timeCreated: 1493392496 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 0 19 | 3D: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/DisplayBuffer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | 4 | public class DisplayBuffer 5 | { 6 | List logLines = new List(); 7 | 8 | InputBuffer inputBuffer; 9 | const float FLASH_INTERVAL = .5f; 10 | 11 | public DisplayBuffer(InputBuffer inputBuffer) 12 | { 13 | this.inputBuffer = inputBuffer; 14 | inputBuffer.onCommandSent += OnCommand; 15 | } 16 | 17 | public void WriteLine(string line) 18 | { 19 | logLines.Add(line); 20 | } 21 | 22 | public void Clear() 23 | { 24 | logLines = new List(); 25 | } 26 | 27 | public string GetDisplayBuffer(float time, int width, int height) 28 | { 29 | var lines = GetAllDisplayLines(time); 30 | var wrappedLines = Wrap(width, lines); 31 | var viewportLines = CutViewport(height, wrappedLines); 32 | return viewportLines; 33 | } 34 | 35 | private string GetAllDisplayLines(float time) 36 | { 37 | string output = ""; 38 | foreach (string line in logLines) 39 | { 40 | output += line + '\n'; 41 | } 42 | output += inputBuffer.GetCurrentInputLine(); 43 | output += GetFlashingCursor(time); 44 | return output; 45 | } 46 | 47 | private string Wrap(int width, string str) 48 | { 49 | string output = ""; 50 | int column = 1; 51 | foreach (char c in str) 52 | { 53 | if (column == width) 54 | { 55 | output += '\n'; 56 | output += c; 57 | column = 1; 58 | } 59 | else if (c == '\n') 60 | { 61 | output += '\n'; 62 | column = 1; 63 | } 64 | else 65 | { 66 | output += c; 67 | column++; 68 | } 69 | } 70 | return output; 71 | } 72 | 73 | private string CutViewport(int height, string lines) 74 | { 75 | string output = ""; 76 | int rowCount = 1; 77 | for (int i = lines.Length - 1; i >= 0; i--) 78 | { 79 | if (rowCount > height) 80 | { 81 | return output; 82 | } 83 | if (lines[i] == '\n') 84 | { 85 | rowCount++; 86 | } 87 | output = lines[i] + output; 88 | } 89 | return output; 90 | } 91 | 92 | private char GetFlashingCursor(float time) 93 | { 94 | if (time % (2 * FLASH_INTERVAL) <= FLASH_INTERVAL) 95 | { 96 | return '_'; 97 | } 98 | else 99 | { 100 | return ' '; 101 | } 102 | } 103 | 104 | void OnCommand(string command) 105 | { 106 | logLines.Add(command); 107 | } 108 | } -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/DisplayBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25d4a0d8ac771ae4b9b82f2be55a4a4e 3 | timeCreated: 1493388646 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/InputBuffer.cs: -------------------------------------------------------------------------------- 1 | public class InputBuffer 2 | { 3 | string currentInputLine; // todo private 4 | 5 | public delegate void OnCommandSentHandler(string command); 6 | public event OnCommandSentHandler onCommandSent; 7 | 8 | public void ReceiveFrameInput(string input) 9 | { 10 | foreach (char c in input) 11 | { 12 | UpdateCurrentInputLine(c); 13 | } 14 | } 15 | 16 | public string GetCurrentInputLine() 17 | { 18 | return currentInputLine; 19 | // unless password 20 | } 21 | 22 | private void UpdateCurrentInputLine(char c) 23 | { 24 | if (c == '\b') 25 | { 26 | DeleteCharacters(); 27 | } 28 | else if (c == '\n' || c == '\r') 29 | { 30 | SendCommand(currentInputLine); 31 | } 32 | else 33 | { 34 | currentInputLine += c; 35 | } 36 | } 37 | 38 | private void DeleteCharacters() 39 | { 40 | if (currentInputLine.Length > 0) 41 | { 42 | currentInputLine = currentInputLine.Remove(currentInputLine.Length - 1); 43 | } 44 | else 45 | { 46 | // do nothing on delete at start of line 47 | } 48 | } 49 | 50 | private void SendCommand(string command) 51 | { 52 | onCommandSent(command); 53 | currentInputLine = ""; 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/InputBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b42c51fc130a1a4ea9fc7bc070080d5 3 | timeCreated: 1493378459 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/Terminal.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Reflection; 3 | 4 | public class Terminal : MonoBehaviour 5 | { 6 | DisplayBuffer displayBuffer; 7 | InputBuffer inputBuffer; 8 | 9 | static Terminal primaryTerminal; 10 | 11 | private void Awake() 12 | { 13 | if (primaryTerminal == null) { primaryTerminal = this; } // Be the one 14 | inputBuffer = new InputBuffer(); 15 | displayBuffer = new DisplayBuffer(inputBuffer); 16 | inputBuffer.onCommandSent += NotifyCommandHandlers; 17 | } 18 | 19 | public string GetDisplayBuffer(int width, int height) 20 | { 21 | return displayBuffer.GetDisplayBuffer(Time.time, width, height); 22 | } 23 | 24 | public void ReceiveFrameInput(string input) 25 | { 26 | inputBuffer.ReceiveFrameInput(input); 27 | } 28 | 29 | public static void ClearScreen() 30 | { 31 | primaryTerminal.displayBuffer.Clear(); 32 | } 33 | 34 | public static void WriteLine(string line) 35 | { 36 | primaryTerminal.displayBuffer.WriteLine(line); 37 | } 38 | 39 | public void NotifyCommandHandlers(string input) 40 | { 41 | var allGameObjects = FindObjectsOfType(); 42 | foreach (MonoBehaviour mb in allGameObjects) 43 | { 44 | var flags = BindingFlags.NonPublic | BindingFlags.Instance; 45 | var targetMethod = mb.GetType().GetMethod("OnUserInput", flags); 46 | if (targetMethod != null) 47 | { 48 | object[] parameters = new object[1]; 49 | parameters[0] = input; 50 | targetMethod.Invoke(mb, parameters); 51 | } 52 | } 53 | } 54 | } -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/Terminal.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd2a59f5ce36bce4d9b6c707148530fc 3 | timeCreated: 1493388908 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/alarm_beep_warning_01.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/2_Terminal_Hacker/53863047c6e83be62c35417d4611fa5650dd5b69/Assets/WM2000/Terminal/alarm_beep_warning_01.wav -------------------------------------------------------------------------------- /Assets/WM2000/Terminal/alarm_beep_warning_01.wav.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e8092f6294c3414791f5dd77260f0fd 3 | timeCreated: 1493712251 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 44100 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | normalize: 1 17 | preloadAudioData: 1 18 | loadInBackground: 0 19 | ambisonic: 0 20 | 3D: 1 21 | userData: 22 | assetBundleName: 23 | assetBundleVariant: 24 | -------------------------------------------------------------------------------- /Assets/WM2000/Utility.cs: -------------------------------------------------------------------------------- 1 | public static class StringExtension 2 | { 3 | public static string Anagram(this string str) // Note use of this 4 | { 5 | string attempt = Shuffle(str); 6 | while (attempt == str) 7 | { 8 | attempt = Shuffle(str); 9 | } 10 | return attempt; 11 | } 12 | 13 | // Based on something we got from the web, not re-written for clarity 14 | private static string Shuffle(string str) 15 | { 16 | char[] characters = str.ToCharArray(); 17 | System.Random randomRange = new System.Random(); 18 | int numberOfCharacters = characters.Length; 19 | while (numberOfCharacters > 1) 20 | { 21 | numberOfCharacters--; 22 | int index = randomRange.Next(numberOfCharacters + 1); 23 | var value = characters[index]; 24 | characters[index] = characters[numberOfCharacters]; 25 | characters[numberOfCharacters] = value; 26 | } 27 | return new string(characters); 28 | } 29 | } -------------------------------------------------------------------------------- /Assets/WM2000/Utility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6fcba769af7266429a1ee5f47246622 3 | timeCreated: 1493624654 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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Will automatically wrap at the edge of the screen, and a new-line will be started with each new issue of the command. 6 | 7 | ## Example Code 8 | 9 | using UnityEngine; 10 | using System.Collections; 11 | 12 | public class ExampleClass : MonoBehaviour 13 | { 14 | void Start() 15 | { 16 | Terminal.WriteLine("Hello World"); 17 | } 18 | } 19 | 20 | Part of the [Complete Unity Developer 2.0](https://www.udemy.com/unitycourse2) online tutorial series. 21 | 22 | GameDev.tv by Ben Tristem 23 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 EmbraceIT Ltd. trading as GameDev.tv 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. 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Complete Unity Developer 2.0 - Section 2 - Terminal Hacker. 2 | 3 | This is the [Complete Unity C# Developer 3D](http://gdev.tv/cu2github), the long-awaited sequel to the [Complete Unity C# Developer 2D](http://gdev.tv/cudgithub) - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects, our latest teaching techniques,. You will benefit from the fact we have already taught over 350,000 students game development, many shipping commercial games as a result. 4 | 5 | You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: [Complete Unity C# Developer 3D](http://gdev.tv/cu2github) 6 | 7 | ## By In This Section 8 | C# functions, refactoring, enumerations, basic state machines. Arguments, parameters, strings, conditionals, variables. Whitespace management, bug fixes and basic game design. (Ref: TH_CU2) 9 | 10 | ## How To Build / Compile 11 | This is a Unity project. If you're familiar with source control, then "clone this repo". Otherwise download the contents, and navigate to `Assets > Levels` then open any `.unity` file. 12 | 13 | This branch is the course branch, each commit corresponds to a lecture in the course. The current state is our latest progress. 14 | 15 | ## Lecture List 16 | Here are the lectures of the course for this section... 17 | 18 | ### 1 Welcome To Section 2 ### 19 | 1. About the provided terminal asset. 20 | 2. You will learn foundational C# skills. 21 | 3. Experienced developers should skim this section. 22 | 23 | ### 2 Terminal Hacker Game Design ### 24 | 1. Identify our game design intention for the Terminal Hacker game. 25 | 2. Game flow and screens required for this game. 26 | 3. Creating our library of anagrams. 27 | 28 | ### 3 Import WM2000 Terminal Asset ### 29 | 1. Download the asset from lecture resources. 30 | 2. Import your first asset pack. 31 | 3. How to rename a Unity project. 32 | 33 | ### 4 Using Our Terminal.WriteLine() ### 34 | 1. Introducing our `Terminal.WriteLine()` command. 35 | 2. Your firs look at our Docs. 36 | 3. Write and share your game menu screen. 37 | 38 | ### 5 Your First Function ### 39 | 1. How C# is organised into functions, classes, etc. 40 | 2. The format of a C# function (without parameters). 41 | 3. About naming and encapsulating. 42 | 43 | ### 6 Introducing Variables ### 44 | 1. Why we are introducing variables at this stage. 45 | 2. What a variable is and how to use one. 46 | 3. Using our first variable. 47 | 48 | ### 7 Functions With Variable Parameters ### 49 | 1. Where we are in our journey towards messages. 50 | 2. How go DECLARE, DEFINE & CALL functions with parameters. 51 | 3. How to PASS variable parameters to a function. 52 | 53 | ### 8 Messages Are Special Functions ### 54 | 1. Messages vs. Functions in C#. 55 | 2. An analogy to help you understand messages. 56 | 3. Using our `OnUserInput(string input)` message. 57 | 58 | ### 9 C# Operators & Expressions ### 59 | 1. Operators are like special functions that do things. 60 | 2. Syntax is the rules about the way code is written. 61 | 3. Expressions evaluate to something, e.g. `1 == 2` is `false` 62 | 4. Using an pure expression to detect if the user typed 1. 63 | 64 | ### 10 Conditional Program Flow Using if ### 65 | 1. How important being able to "branch" is. 66 | 2. The syntax (structure) of an `if` statement. 67 | 3. Giving our player control over the menu system. 68 | 69 | ### 10b Instructor Hangout 2.1 ### 70 | 1. A brief explanation of supplied function. 71 | 2. How to download previous versions of Unity. 72 | 3. A little more about the `void` keyword. 73 | 4. About our "spiral syllabus" approach. 74 | 5. A quick overview of our optoinal forum. 75 | 76 | ### 11 We’re About To Pick-Up Pace ### 77 | 1. Well done getting this far. 78 | 2. You've learned ALL the programming basics now. 79 | 3. I'd love your comments against this lecture. 80 | 4. What are we doing well? What could we do better? 81 | 5. We're about to pick up pace and code much faster. 82 | 83 | ### 12 Member Variables To Hold State ### 84 | 1. What member variables are. 85 | 2. Why they are useful. 86 | 2. Use member variables sparingly to hold state. 87 | 88 | ### 13 Enumerating Our Game States ### 89 | 1. Introducing a finite state machine. 90 | 2. How 'enum'erations are helpful here. 91 | 3. Declaring and using our first 'enum' 92 | 93 | ### 14 Refactoring Our Code ### 94 | 1. Getting an eye for when code it too complex. 95 | 2. Using the "extract" tool of your IDE. 96 | 3. A function should only do one thing. 97 | 4. Moving our game forward. 98 | 99 | ### 15 Your First Solo ### 100 | 1. Don't be afraid to fail. 101 | 2. A solid challenge for you. 102 | 3. Getting basic password working. 103 | 104 | ### 16 Arrays Of Variables ### 105 | 1. What an array is. 106 | 2. Why we would use one. 107 | 3. How to create an array in C#. 108 | 4. Using arrays to store our passwords. 109 | 110 | ### 17 switch vs if ### 111 | 1. A trick with using `bool` and `if`. 112 | 2. Introducing `switch` 113 | 3. When to use `switch` vs `if` 114 | 115 | ### 18 Introducing Random Behaviour ### 116 | 1. How namespaces can "clash" with `Random`. 117 | 2. Using Unity's `Random.Range()`. 118 | 3. How random numbers benefit your game. 119 | 4. How to avoid "caching" information. 120 | 121 | ### 19 Creating A Win Screen ### 122 | 1. Introducing ASCII art. 123 | 2. How to engage your player's emotions. 124 | 3. An opportunity to get creative. 125 | 126 | ### 20 Section 2 Integration Challenge ### 127 | 1. Adding a third difficulty level. 128 | 2. Introducing `const` for constants. 129 | 3. Correcting typos! 130 | 131 | ### 20b Instructor Hangout 2.2 ### 132 | 1. Refactoring & extra steps on PC (thanks Daniel). 133 | 2. Playback speed, closed caption and self-pacing. 134 | 3. Comments on switch vs if (thanks Jeepty). 135 | 4. How to use our spiffy course repo on GitHub. 136 | 5. About deleting your Library folder (ShadeWolf). 137 | 6. Keep sharing screenshots, video clips next. 138 | 7. We’d love a review :-) 139 | 140 | ### 21 Share Online & Play Test ### 141 | 1. How to create a WebGL build. 142 | 2. Using ShareMyGame.com. 143 | 3. Share your game for feedback. 144 | 4. Our first play testing session. 145 | 146 | ### 22 Feedback & Bug Fixes ### 147 | 1. How to take feedback. 148 | 2. Bug fixes. 149 | 150 | ### 23 Section 2 Wrap-Up ### 151 | 1. Congratulations. 152 | 2. A recap of what you learned. 153 | 3. Some notable C# you didn't learn. 154 | 4. Some further challenge ideas. 155 | 5. Start the next section right away. 156 | --------------------------------------------------------------------------------