├── .DS_Store
├── .github
└── FUNDING.yml
├── .gitignore
├── Assets
├── .DS_Store
├── Demigiant.meta
├── Demigiant
│ ├── DOTween.meta
│ └── DOTween
│ │ ├── DOTween.XML
│ │ ├── DOTween.XML.meta
│ │ ├── DOTween.dll
│ │ ├── DOTween.dll.mdb
│ │ ├── DOTween.dll.mdb.meta
│ │ ├── DOTween.dll.meta
│ │ ├── DOTween43.dll
│ │ ├── DOTween43.dll.mdb
│ │ ├── DOTween43.dll.mdb.meta
│ │ ├── DOTween43.dll.meta
│ │ ├── DOTween43.xml
│ │ ├── DOTween43.xml.meta
│ │ ├── DOTween46.dll
│ │ ├── DOTween46.dll.mdb
│ │ ├── DOTween46.dll.mdb.meta
│ │ ├── DOTween46.dll.meta
│ │ ├── DOTween46.xml
│ │ ├── DOTween46.xml.meta
│ │ ├── DOTween50.dll
│ │ ├── DOTween50.dll.mdb
│ │ ├── DOTween50.dll.mdb.meta
│ │ ├── DOTween50.dll.meta
│ │ ├── DOTween50.xml
│ │ ├── DOTween50.xml.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── DOTweenEditor.XML
│ │ ├── DOTweenEditor.XML.meta
│ │ ├── DOTweenEditor.dll
│ │ ├── DOTweenEditor.dll.mdb
│ │ ├── DOTweenEditor.dll.mdb.meta
│ │ ├── DOTweenEditor.dll.meta
│ │ ├── Imgs.meta
│ │ └── Imgs
│ │ │ ├── DOTweenIcon.png
│ │ │ ├── DOTweenIcon.png.meta
│ │ │ ├── Footer.png
│ │ │ ├── Footer.png.meta
│ │ │ ├── Footer_dark.png
│ │ │ ├── Footer_dark.png.meta
│ │ │ ├── Header.jpg
│ │ │ └── Header.jpg.meta
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ ├── Basics.cs
│ │ ├── Basics.cs.meta
│ │ ├── Basics.unity
│ │ ├── Basics.unity.meta
│ │ ├── Sequences.cs
│ │ ├── Sequences.cs.meta
│ │ ├── Sequences.unity
│ │ └── Sequences.unity.meta
│ │ ├── readme.txt
│ │ └── readme.txt.meta
├── Images.meta
├── Images
│ ├── balls.meta
│ └── balls
│ │ ├── blue.png
│ │ ├── blue.png.meta
│ │ ├── green.png
│ │ ├── green.png.meta
│ │ ├── orange.png
│ │ ├── orange.png.meta
│ │ ├── purple.png
│ │ ├── purple.png.meta
│ │ ├── red.png
│ │ └── red.png.meta
├── Resources.meta
├── Resources
│ ├── DOTweenSettings.asset
│ ├── DOTweenSettings.asset.meta
│ ├── Prefabs.meta
│ └── Prefabs
│ │ ├── SampleObject.prefab
│ │ └── SampleObject.prefab.meta
├── Scenes.meta
├── Scenes
│ ├── Main.unity
│ └── Main.unity.meta
├── Scripts.meta
└── Scripts
│ ├── MatchManager.cs
│ ├── MatchManager.cs.meta
│ ├── MatchPiece.cs
│ ├── MatchPiece.cs.meta
│ ├── MatchPieceType.cs
│ ├── MatchPieceType.cs.meta
│ ├── MatchesType.cs
│ ├── MatchesType.cs.meta
│ ├── SwapDirection.cs
│ └── SwapDirection.cs.meta
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
├── UnityPackageManager
└── manifest.json
└── readmeassets
└── match3.gif
/.DS_Store:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Mukarillo/UnityMatch3/3ab5f55e21215ba53f4f1f6758ddf80917e9382f/.DS_Store
--------------------------------------------------------------------------------
/.github/FUNDING.yml:
--------------------------------------------------------------------------------
1 | # These are supported funding model platforms
2 |
3 | github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
4 | patreon: # Replace with a single Patreon username
5 | open_collective: # Replace with a single Open Collective username
6 | ko_fi: mukarillo
7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
9 | liberapay: mukarillo
10 | issuehunt: # Replace with a single IssueHunt username
11 | otechie: # Replace with a single Otechie username
12 | custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
13 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio 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 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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1 |
2 |
3 |
4 | DOTween43
5 |
6 |
7 |
8 |
9 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
10 | These, as all DOTween43 methods, require Unity 4.3 or later.
11 |
12 |
13 |
14 | Tweens a Material's color using the given gradient
15 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
16 | Also stores the image as the tween's target so it can be used for filtered operations
17 | The gradient to useThe duration of the tween
18 |
19 |
20 | Tweens a Material's named color property using the given gradient
21 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
22 | Also stores the image as the tween's target so it can be used for filtered operations
23 | The gradient to use
24 | The name of the material property to tween (like _Tint or _SpecColor)
25 | The duration of the tween
26 |
27 |
28 | Tweens a SpriteRenderer's color to the given value.
29 | Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
30 | The end value to reachThe duration of the tween
31 |
32 |
33 | Tweens a Material's alpha color to the given value.
34 | Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
35 | The end value to reachThe duration of the tween
36 |
37 |
38 | Tweens a SpriteRenderer's color using the given gradient
39 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
40 | Also stores the image as the tween's target so it can be used for filtered operations
41 | The gradient to useThe duration of the tween
42 |
43 |
44 | Tweens a Rigidbody2D's position to the given value.
45 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
46 | The end value to reachThe duration of the tween
47 | If TRUE the tween will smoothly snap all values to integers
48 |
49 |
50 | Tweens a Rigidbody2D's X position to the given value.
51 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
52 | The end value to reachThe duration of the tween
53 | If TRUE the tween will smoothly snap all values to integers
54 |
55 |
56 | Tweens a Rigidbody2D's Y position to the given value.
57 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
58 | The end value to reachThe duration of the tween
59 | If TRUE the tween will smoothly snap all values to integers
60 |
61 |
62 | Tweens a Rigidbody2D's rotation to the given value.
63 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
64 | The end value to reachThe duration of the tween
65 |
66 |
67 | Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
68 | Returns a Sequence instead of a Tweener.
69 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
70 | IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position
71 | The end value to reach
72 | Power of the jump (the max height of the jump is represented by this plus the final Y offset)
73 | Total number of jumps
74 | The duration of the tween
75 | If TRUE the tween will smoothly snap all values to integers
76 |
77 |
78 | Tweens a SpriteRenderer's color to the given value,
79 | in a way that allows other DOBlendableColor tweens to work together on the same target,
80 | instead than fight each other as multiple DOColor would do.
81 | Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations
82 | The value to tween toThe duration of the tween
83 |
84 |
85 |
86 |
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1 |
2 |
3 |
4 | DOTween46
5 |
6 |
7 |
8 |
9 | Various utils that require Unity 4.6 or later
10 |
11 |
12 |
13 |
14 | Converts the anchoredPosition of the first RectTransform to the second RectTransform,
15 | taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
16 |
17 |
18 |
19 |
20 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
21 | These, as all DOTween46 methods, require Unity 4.6 or later.
22 |
23 |
24 |
25 | Tweens a CanvasGroup's alpha color to the given value.
26 | Also stores the canvasGroup as the tween's target so it can be used for filtered operations
27 | The end value to reachThe duration of the tween
28 |
29 |
30 | Tweens an Graphic's color to the given value.
31 | Also stores the image as the tween's target so it can be used for filtered operations
32 | The end value to reachThe duration of the tween
33 |
34 |
35 | Tweens an Graphic's alpha color to the given value.
36 | Also stores the image as the tween's target so it can be used for filtered operations
37 | The end value to reachThe duration of the tween
38 |
39 |
40 | Tweens an Image's color to the given value.
41 | Also stores the image as the tween's target so it can be used for filtered operations
42 | The end value to reachThe duration of the tween
43 |
44 |
45 | Tweens an Image's alpha color to the given value.
46 | Also stores the image as the tween's target so it can be used for filtered operations
47 | The end value to reachThe duration of the tween
48 |
49 |
50 | Tweens an Image's fillAmount to the given value.
51 | Also stores the image as the tween's target so it can be used for filtered operations
52 | The end value to reach (0 to 1)The duration of the tween
53 |
54 |
55 | Tweens an Image's colors using the given gradient
56 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
57 | Also stores the image as the tween's target so it can be used for filtered operations
58 | The gradient to useThe duration of the tween
59 |
60 |
61 | Tweens an LayoutElement's flexibleWidth/Height to the given value.
62 | Also stores the LayoutElement as the tween's target so it can be used for filtered operations
63 | The end value to reachThe duration of the tween
64 | If TRUE the tween will smoothly snap all values to integers
65 |
66 |
67 | Tweens an LayoutElement's minWidth/Height to the given value.
68 | Also stores the LayoutElement as the tween's target so it can be used for filtered operations
69 | The end value to reachThe duration of the tween
70 | If TRUE the tween will smoothly snap all values to integers
71 |
72 |
73 | Tweens an LayoutElement's preferredWidth/Height to the given value.
74 | Also stores the LayoutElement as the tween's target so it can be used for filtered operations
75 | The end value to reachThe duration of the tween
76 | If TRUE the tween will smoothly snap all values to integers
77 |
78 |
79 | Tweens a Outline's effectColor to the given value.
80 | Also stores the Outline as the tween's target so it can be used for filtered operations
81 | The end value to reachThe duration of the tween
82 |
83 |
84 | Tweens a Outline's effectColor alpha to the given value.
85 | Also stores the Outline as the tween's target so it can be used for filtered operations
86 | The end value to reachThe duration of the tween
87 |
88 |
89 | Tweens a Outline's effectDistance to the given value.
90 | Also stores the Outline as the tween's target so it can be used for filtered operations
91 | The end value to reachThe duration of the tween
92 |
93 |
94 | Tweens a RectTransform's anchoredPosition to the given value.
95 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
96 | The end value to reachThe duration of the tween
97 | If TRUE the tween will smoothly snap all values to integers
98 |
99 |
100 | Tweens a RectTransform's anchoredPosition X to the given value.
101 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
102 | The end value to reachThe duration of the tween
103 | If TRUE the tween will smoothly snap all values to integers
104 |
105 |
106 | Tweens a RectTransform's anchoredPosition Y to the given value.
107 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
108 | The end value to reachThe duration of the tween
109 | If TRUE the tween will smoothly snap all values to integers
110 |
111 |
112 | Tweens a RectTransform's anchoredPosition3D to the given value.
113 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
114 | The end value to reachThe duration of the tween
115 | If TRUE the tween will smoothly snap all values to integers
116 |
117 |
118 | Tweens a RectTransform's anchorMax to the given value.
119 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
120 | The end value to reachThe duration of the tween
121 | If TRUE the tween will smoothly snap all values to integers
122 |
123 |
124 | Tweens a RectTransform's anchorMin to the given value.
125 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
126 | The end value to reachThe duration of the tween
127 | If TRUE the tween will smoothly snap all values to integers
128 |
129 |
130 | Tweens a RectTransform's pivot to the given value.
131 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
132 | The end value to reachThe duration of the tween
133 |
134 |
135 | Tweens a RectTransform's pivot X to the given value.
136 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
137 | The end value to reachThe duration of the tween
138 |
139 |
140 | Tweens a RectTransform's pivot Y to the given value.
141 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
142 | The end value to reachThe duration of the tween
143 |
144 |
145 | Tweens a RectTransform's sizeDelta to the given value.
146 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
147 | The end value to reachThe duration of the tween
148 | If TRUE the tween will smoothly snap all values to integers
149 |
150 |
151 | Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
152 | as if it was connected to the starting position via an elastic.
153 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
154 | The direction and strength of the punch (added to the RectTransform's current position)
155 | The duration of the tween
156 | Indicates how much will the punch vibrate
157 | Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
158 | 1 creates a full oscillation between the punch direction and the opposite direction,
159 | while 0 oscillates only between the punch and the start position
160 | If TRUE the tween will smoothly snap all values to integers
161 |
162 |
163 | Shakes a RectTransform's anchoredPosition with the given values.
164 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
165 | The duration of the tween
166 | The shake strength
167 | Indicates how much will the shake vibrate
168 | Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
169 | Setting it to 0 will shake along a single direction.
170 | If TRUE the tween will smoothly snap all values to integers
171 | If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
172 |
173 |
174 | Shakes a RectTransform's anchoredPosition with the given values.
175 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
176 | The duration of the tween
177 | The shake strength on each axis
178 | Indicates how much will the shake vibrate
179 | Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
180 | Setting it to 0 will shake along a single direction.
181 | If TRUE the tween will smoothly snap all values to integers
182 | If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
183 |
184 |
185 | Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
186 | Returns a Sequence instead of a Tweener.
187 | Also stores the RectTransform as the tween's target so it can be used for filtered operations
188 | The end value to reach
189 | Power of the jump (the max height of the jump is represented by this plus the final Y offset)
190 | Total number of jumps
191 | The duration of the tween
192 | If TRUE the tween will smoothly snap all values to integers
193 |
194 |
195 | Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
196 | Also stores the ScrollRect as the tween's target so it can be used for filtered operations
197 | The end value to reachThe duration of the tween
198 | If TRUE the tween will smoothly snap all values to integers
199 |
200 |
201 | Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
202 | Also stores the ScrollRect as the tween's target so it can be used for filtered operations
203 | The end value to reachThe duration of the tween
204 | If TRUE the tween will smoothly snap all values to integers
205 |
206 |
207 | Tweens a ScrollRect's verticalNormalizedPosition to the given value.
208 | Also stores the ScrollRect as the tween's target so it can be used for filtered operations
209 | The end value to reachThe duration of the tween
210 | If TRUE the tween will smoothly snap all values to integers
211 |
212 |
213 | Tweens a Slider's value to the given value.
214 | Also stores the Slider as the tween's target so it can be used for filtered operations
215 | The end value to reachThe duration of the tween
216 | If TRUE the tween will smoothly snap all values to integers
217 |
218 |
219 | Tweens a Text's color to the given value.
220 | Also stores the Text as the tween's target so it can be used for filtered operations
221 | The end value to reachThe duration of the tween
222 |
223 |
224 | Tweens a Text's alpha color to the given value.
225 | Also stores the Text as the tween's target so it can be used for filtered operations
226 | The end value to reachThe duration of the tween
227 |
228 |
229 | Tweens a Text's text to the given value.
230 | Also stores the Text as the tween's target so it can be used for filtered operations
231 | The end string to tween toThe duration of the tween
232 | If TRUE (default), rich text will be interpreted correctly while animated,
233 | otherwise all tags will be considered as normal text
234 | The type of scramble mode to use, if any
235 | A string containing the characters to use for scrambling.
236 | Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
237 | Leave it to NULL (default) to use default ones
238 |
239 |
240 | Tweens a Graphic's color to the given value,
241 | in a way that allows other DOBlendableColor tweens to work together on the same target,
242 | instead than fight each other as multiple DOColor would do.
243 | Also stores the Graphic as the tween's target so it can be used for filtered operations
244 | The value to tween toThe duration of the tween
245 |
246 |
247 | Tweens a Image's color to the given value,
248 | in a way that allows other DOBlendableColor tweens to work together on the same target,
249 | instead than fight each other as multiple DOColor would do.
250 | Also stores the Image as the tween's target so it can be used for filtered operations
251 | The value to tween toThe duration of the tween
252 |
253 |
254 | Tweens a Text's color BY the given value,
255 | in a way that allows other DOBlendableColor tweens to work together on the same target,
256 | instead than fight each other as multiple DOColor would do.
257 | Also stores the Text as the tween's target so it can be used for filtered operations
258 | The value to tween toThe duration of the tween
259 |
260 |
261 |
262 |
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1 |
2 |
3 |
4 | DOTween50
5 |
6 |
7 |
8 |
9 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
10 | These, as all DOTween50 methods, require Unity 5.0 or later.
11 |
12 |
13 |
14 | Tweens an AudioMixer's exposed float to the given value.
15 | Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
16 | Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.
17 | Name given to the exposed float to set
18 | The end value to reachThe duration of the tween
19 |
20 |
21 |
22 | Completes all tweens that have this target as a reference
23 | (meaning tweens that were started from this target, or that had this target added as an Id)
24 | and returns the total number of tweens completed
25 | (meaning the tweens that don't have infinite loops and were not already complete)
26 |
27 | For Sequences only: if TRUE also internal Sequence callbacks will be fired,
28 | otherwise they will be ignored
29 |
30 |
31 |
32 | Kills all tweens that have this target as a reference
33 | (meaning tweens that were started from this target, or that had this target added as an Id)
34 | and returns the total number of tweens killed.
35 |
36 | If TRUE completes the tween before killing it
37 |
38 |
39 |
40 | Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
41 | (meaning tweens that were started from this target, or that had this target added as an Id)
42 | and returns the total number of tweens flipped.
43 |
44 |
45 |
46 |
47 | Sends to the given position all tweens that have this target as a reference
48 | (meaning tweens that were started from this target, or that had this target added as an Id)
49 | and returns the total number of tweens involved.
50 |
51 | Time position to reach
52 | (if higher than the whole tween duration the tween will simply reach its end)
53 | If TRUE will play the tween after reaching the given position, otherwise it will pause it
54 |
55 |
56 |
57 | Pauses all tweens that have this target as a reference
58 | (meaning tweens that were started from this target, or that had this target added as an Id)
59 | and returns the total number of tweens paused.
60 |
61 |
62 |
63 |
64 | Plays all tweens that have this target as a reference
65 | (meaning tweens that were started from this target, or that had this target added as an Id)
66 | and returns the total number of tweens played.
67 |
68 |
69 |
70 |
71 | Plays backwards all tweens that have this target as a reference
72 | (meaning tweens that were started from this target, or that had this target added as an Id)
73 | and returns the total number of tweens played.
74 |
75 |
76 |
77 |
78 | Plays forward all tweens that have this target as a reference
79 | (meaning tweens that were started from this target, or that had this target added as an Id)
80 | and returns the total number of tweens played.
81 |
82 |
83 |
84 |
85 | Restarts all tweens that have this target as a reference
86 | (meaning tweens that were started from this target, or that had this target added as an Id)
87 | and returns the total number of tweens restarted.
88 |
89 |
90 |
91 |
92 | Rewinds all tweens that have this target as a reference
93 | (meaning tweens that were started from this target, or that had this target added as an Id)
94 | and returns the total number of tweens rewinded.
95 |
96 |
97 |
98 |
99 | Smoothly rewinds all tweens that have this target as a reference
100 | (meaning tweens that were started from this target, or that had this target added as an Id)
101 | and returns the total number of tweens rewinded.
102 |
103 |
104 |
105 |
106 | Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
107 | (meaning tweens that were started from this target, or that had this target added as an Id)
108 | and returns the total number of tweens involved.
109 |
110 |
111 |
112 |
113 |
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1 |
2 |
3 |
4 | DOTweenEditor
5 |
6 |
7 |
8 |
9 | Checks that the given editor texture use the correct import settings,
10 | and applies them if they're incorrect.
11 |
12 |
13 |
14 |
15 | Returns TRUE if addons setup is required.
16 |
17 |
18 |
19 |
20 | Returns TRUE if the file/directory at the given path exists.
21 |
22 | Path, relative to Unity's project folder
23 |
24 |
25 |
26 |
27 | Converts the given project-relative path to a full path,
28 | with backward (\) slashes).
29 |
30 |
31 |
32 |
33 | Converts the given full path to a path usable with AssetDatabase methods
34 | (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
35 |
36 |
37 |
38 |
39 | Connects to a asset.
40 | If the asset already exists at the given path, loads it and returns it.
41 | Otherwise, either returns NULL or automatically creates it before loading and returning it
42 | (depending on the given parameters).
43 |
44 | Asset type
45 | File path (relative to Unity's project folder)
46 | If TRUE and the requested asset doesn't exist, forces its creation
47 |
48 |
49 |
50 | Full path for the given loaded assembly, assembly file included
51 |
52 |
53 |
54 |
55 | Not used as menu item anymore, but as a utiity function
56 |
57 |
58 |
59 |
60 | Setups DOTween
61 |
62 | If TRUE, no warning window appears in case there is no need for setup
63 |
64 |
65 |
66 |
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/Assets/Demigiant/DOTween/Examples/Basics.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using DG.Tweening;
4 |
5 | public class Basics : MonoBehaviour
6 | {
7 | public Transform cubeA, cubeB;
8 |
9 | void Start()
10 | {
11 | // Initialize DOTween (needs to be done only once).
12 | // If you don't initialize DOTween yourself,
13 | // it will be automatically initialized with default values.
14 | DOTween.Init(false, true, LogBehaviour.ErrorsOnly);
15 |
16 | // Create two identical infinitely looping tweens,
17 | // one with the shortcuts way and the other with the generic way.
18 | // Both will be set to "relative" so the given movement will be calculated
19 | // relative to each target's position.
20 |
21 | // cubeA > SHORTCUTS WAY
22 | cubeA.DOMove(new Vector3(-2, 2, 0), 1).SetRelative().SetLoops(-1, LoopType.Yoyo);
23 |
24 | // cubeB > GENERIC WAY
25 | DOTween.To(()=> cubeB.position, x=> cubeB.position = x, new Vector3(-2, 2, 0), 1).SetRelative().SetLoops(-1, LoopType.Yoyo);
26 |
27 | // Voilà.
28 | // To see all available shortcuts check out DOTween's online documentation.
29 | }
30 | }
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/Assets/Demigiant/DOTween/Examples/Sequences.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using DG.Tweening;
4 |
5 | public class Sequences : MonoBehaviour
6 | {
7 | public Transform target;
8 |
9 | void Start()
10 | {
11 | // FIRST OF ALL, note this!
12 | // Sequences contain and animate other tweens,
13 | // but they DON'T need to be one after each other:
14 | // you can overlap them how you want :)
15 |
16 | // Let's create a Sequence which will first rotate AND move the target's Y at the same time,
17 | // then when the move + rotation is finished it will scale it.
18 | // Also, during all the tween, we will make sure that the target also moves on the X axis.
19 |
20 | // Create new Sequence object
21 | Sequence mySequence = DOTween.Sequence();
22 | // Add a 1 second move tween only on the Y axis
23 | mySequence.Append(target.DOMoveY(2, 1));
24 | // Add a 1 second rotation tween, using Join so it will start when the previous one starts
25 | mySequence.Join(target.DORotate(new Vector3(0, 135, 0), 1));
26 | // Add a 1 second scale Y tween, using Append so it will start after the previously added tweens end
27 | mySequence.Append(target.DOScaleY(0.2f, 1));
28 | // Add an X axis relative move tween that will start from the beginning of the Sequence
29 | // and last for the whole Sequence duration
30 | mySequence.Insert(0, target.DOMoveX(4, mySequence.Duration()).SetRelative());
31 |
32 | // Oh, and let's also make the whole Sequence loop backward and forward 4 times
33 | mySequence.SetLoops(4, LoopType.Yoyo);
34 | }
35 | }
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1 | DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
2 |
3 | // GET STARTED //////////////////////////////////////////////
4 |
5 | - After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
6 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween.
7 | - You're ready to tween. Check out the links below for full documentation and license info.
8 |
9 |
10 | // LINKS ///////////////////////////////////////////////////////
11 |
12 | DOTween website (documentation, examples, etc): http://dotween.demigiant.com
13 | DOTween license: http://dotween.demigiant.com/license.php
14 | DOTween repository (Google Code): https://code.google.com/p/dotween/
15 |
16 | // NOTES //////////////////////////////////////////////////////
17 |
18 | - DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
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/Assets/Scripts/MatchManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using DG.Tweening;
5 |
6 | namespace Match3
7 | {
8 | public class MatchManager : MonoBehaviour
9 | {
10 | public const float TIME_TO_EXPLODE = 0.3f;
11 | public const float TIME_TO_SWAP_DRAG_MODE = 0.2f;
12 | public const float TIME_TO_SWAP = 0.3f;
13 |
14 | public float timeToSwap
15 | {
16 | get
17 | {
18 | return dragMode ? TIME_TO_SWAP_DRAG_MODE : TIME_TO_SWAP;
19 | }
20 | }
21 |
22 | public static MatchManager instance;
23 |
24 | public bool dragMode;
25 | public bool swapBack;
26 | public bool diagonalMatches;
27 | public float dragThreshold = 1.2f;
28 |
29 | public int rows, columns;
30 | [SerializeField]
31 | public List pieceTypes = new List();
32 |
33 | public bool canMove { get; set; }
34 | public bool needCheckMatches { get; set; }
35 | public bool gameIsOver { get; set; }
36 |
37 | private MatchPiece[][] board;
38 | private GameObject matchPieceObject;
39 | private MatchPiece currentPiece;
40 | private SwapDirection currentDirection;
41 |
42 | public void Start()
43 | {
44 | instance = this;
45 |
46 | matchPieceObject = (GameObject) Instantiate(Resources.Load("Prefabs/SampleObject"));
47 | Vector2 offset = matchPieceObject.GetComponent().bounds.size;
48 | CreateBoard(offset.x, offset.y);
49 |
50 | canMove = true;
51 | gameIsOver = false;
52 | }
53 |
54 | private void CreateBoard(float xOffset, float yOffset)
55 | {
56 | float startX = transform.position.x;
57 | float startY = transform.position.y;
58 |
59 | MatchPieceType[] previousLeft = new MatchPieceType[columns];
60 | MatchPieceType previousBelow = null;
61 |
62 | board = new MatchPiece[rows][];
63 | for (int x = 0; x < rows; x++)
64 | {
65 | board[x] = new MatchPiece[columns];
66 | for (int y = 0; y < columns; y++)
67 | {
68 | var tile = Instantiate(
69 | matchPieceObject,
70 | new Vector3(startX + (xOffset * x),
71 | startY + (yOffset * y),
72 | 2),
73 | matchPieceObject.transform.rotation).AddComponent();
74 |
75 | List possibletypes = new List();
76 | possibletypes.AddRange(pieceTypes);
77 |
78 | possibletypes.Remove(previousLeft[y]);
79 | possibletypes.Remove(previousBelow);
80 |
81 | MatchPieceType type = possibletypes[Random.Range(0, possibletypes.Count)];
82 |
83 | tile.SetupPiece(y, x, type, TIME_TO_EXPLODE);
84 |
85 | previousLeft[y] = type;
86 | previousBelow = type;
87 |
88 | board[x][y] = tile;
89 | }
90 | }
91 | }
92 |
93 | public void SwapPieces(MatchPiece piece, SwapDirection direction, bool checkMatches = true)
94 | {
95 | currentPiece = piece;
96 | currentDirection = direction;
97 |
98 | bool validMove = CheckForValidMove(piece, direction);
99 |
100 | if (!validMove)
101 | {
102 | if (!dragMode)
103 | piece.gameObject.transform.DOShakePosition(0.5f, 0.3f);
104 | return;
105 | }
106 |
107 | canMove = false;
108 |
109 | MatchPiece otherPiece = GetPieceByDirection(piece, direction);
110 |
111 | var piecePosition = piece.transform.position;
112 | var otherPiecePosition = otherPiece.transform.position;
113 |
114 | piece.ChangeSortingLayer("ballFront");
115 | otherPiece.ChangeSortingLayer("ballBack");
116 |
117 | DOTween.Sequence()
118 | .Append(piece.transform.DOMove(otherPiecePosition, timeToSwap))
119 | .Join(otherPiece.transform.DOMove(piecePosition, timeToSwap))
120 | .SetEase(Ease.OutCirc)
121 | .OnComplete(() =>
122 | {
123 | SwapPieces(piece, otherPiece, checkMatches);
124 | });
125 | }
126 |
127 | private void SwapPieces(MatchPiece piece, MatchPiece otherPiece, bool checkMatches = true)
128 | {
129 | var pieceRow = piece.row;
130 | var pieceColumn = piece.column;
131 |
132 | piece.row = otherPiece.row;
133 | piece.column = otherPiece.column;
134 |
135 | otherPiece.row = pieceRow;
136 | otherPiece.column = pieceColumn;
137 |
138 | board[piece.column][piece.row] = piece;
139 | board[otherPiece.column][otherPiece.row] = otherPiece;
140 |
141 | canMove = true;
142 |
143 | if (needCheckMatches || !dragMode && checkMatches)
144 | {
145 | needCheckMatches = false;
146 | StartCoroutine(CheckForMatches());
147 | }
148 | }
149 |
150 | public IEnumerator CheckForMatches(bool needSwapBack = true)
151 | {
152 | bool hasMatches = false;
153 |
154 | if (gameIsOver) yield break;
155 |
156 | for (int x = 0; x < rows; x++)
157 | {
158 | for (int y = 0; y < columns; y++)
159 | {
160 | var horizontal = CheckMatches(x, y, MatchesType.HORIZONTAL);
161 | var vertical = CheckMatches(x, y, MatchesType.VERTICAL);
162 | var dright = diagonalMatches && CheckMatches(x, y, MatchesType.DIAGONAL_RIGHT);
163 | var dleft = diagonalMatches && CheckMatches(x, y, MatchesType.DIAGONAL_LEFT);
164 |
165 | if (!hasMatches)
166 | hasMatches = horizontal || vertical || dright || dleft;
167 | }
168 | }
169 |
170 | if (!hasMatches && swapBack && !dragMode && needSwapBack)
171 | {
172 | SwapPieces(currentPiece, OppositeDirection(currentDirection), false);
173 | canMove = true;
174 | }
175 |
176 | yield return new WaitForSeconds(TIME_TO_EXPLODE);
177 |
178 | if (hasMatches)
179 | StartCoroutine(ShiftDownPieces());
180 | }
181 |
182 | private bool CheckMatches(int x, int y, MatchesType type)
183 | {
184 | var addX = (type == MatchesType.DIAGONAL_LEFT ? -1 : type == MatchesType.VERTICAL ? 0 : 1);
185 | var addY = (type == MatchesType.HORIZONTAL ? 0 : 1);
186 | var pX = x + addX;
187 | var pY = y + addY;
188 | var hasMatches = false;
189 |
190 | List pieceList = new List(){
191 | board[x][y]
192 | };
193 | var currentType = board[x][y].type;
194 |
195 | while (InBounds(pX, pY)
196 | && currentType.CompareTo(board[pX][pY].type) == 0
197 | && !board[pX][pY].HasMatch(type))
198 | {
199 | pieceList.Add(board[pX][pY]);
200 | pX = pX + addX;
201 | pY = pY + addY;
202 | }
203 |
204 | if (pieceList.Count > 2)
205 | {
206 | pieceList.ForEach(p => p.SetMatch(type));
207 | ExplodePieces(pieceList);
208 | hasMatches = true;
209 | }
210 |
211 | return hasMatches;
212 | }
213 |
214 | private IEnumerator ShiftDownPieces()
215 | {
216 | float offset = matchPieceObject.GetComponent().bounds.size.y;
217 | for (int x = 0; x < rows; x++)
218 | {
219 | int shifts = 0;
220 | for (int y = 0; y < columns; y++)
221 | {
222 | if (!board[x][y].inUse)
223 | {
224 | shifts++;
225 | continue;
226 | }
227 |
228 | if (shifts == 0) continue;
229 |
230 | board[x][y].transform.DOMoveY(board[x][y].transform.position.y - (offset * shifts), TIME_TO_EXPLODE)
231 | .SetEase(Ease.InExpo);
232 | var holder = board[x][y - shifts];
233 |
234 | board[x][y - shifts] = board[x][y];
235 | board[x][y - shifts].row = y - shifts;
236 |
237 | board[x][y] = holder;
238 | board[x][y].transform.position = board[x][y - shifts].transform.position;
239 | }
240 | }
241 |
242 | yield return new WaitForSeconds(TIME_TO_EXPLODE);
243 |
244 | for (int x = 0; x < rows; x++)
245 | {
246 | for (int y = 0; y < columns; y++)
247 | {
248 | if (board[x][y].inUse) continue;
249 | board[x][y].SetupPiece(y, x, pieceTypes[Random.Range(0, pieceTypes.Count)], TIME_TO_EXPLODE);
250 | }
251 | }
252 |
253 | yield return new WaitForSeconds(TIME_TO_EXPLODE);
254 |
255 | StartCoroutine(CheckForMatches(false));
256 | }
257 |
258 | private void ExplodePieces(List pieceList)
259 | {
260 | pieceList.ForEach(x => x.Explode(TIME_TO_EXPLODE));
261 | }
262 |
263 | private bool InBounds(int x, int y)
264 | {
265 | return x >= 0 && x < columns && y >= 0 && y < rows;
266 | }
267 |
268 | private MatchPiece GetPieceByDirection(MatchPiece piece, SwapDirection direction)
269 | {
270 | var c = piece.column + (direction == SwapDirection.LEFT ? (-1) : direction == SwapDirection.RIGHT ? 1 : 0);
271 | var r = piece.row + (direction == SwapDirection.DOWN ? (-1) : direction == SwapDirection.UP ? 1 : 0);
272 |
273 | return board[c][r];
274 | }
275 |
276 | private bool CheckForValidMove(MatchPiece piece, SwapDirection direction)
277 | {
278 | return !(direction == SwapDirection.LEFT && piece.column == 0 ||
279 | direction == SwapDirection.RIGHT && piece.column == columns - 1 ||
280 | direction == SwapDirection.UP && piece.row == rows - 1 ||
281 | direction == SwapDirection.DOWN && piece.row == 0);
282 | }
283 |
284 | private SwapDirection OppositeDirection(SwapDirection dir)
285 | {
286 | switch (dir)
287 | {
288 | case SwapDirection.DOWN:
289 | return SwapDirection.UP;
290 | case SwapDirection.UP:
291 | return SwapDirection.DOWN;
292 | case SwapDirection.LEFT:
293 | return SwapDirection.RIGHT;
294 | case SwapDirection.RIGHT:
295 | return SwapDirection.LEFT;
296 | }
297 |
298 | return SwapDirection.NULL;
299 | }
300 | }
301 | }
302 |
--------------------------------------------------------------------------------
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/Assets/Scripts/MatchPiece.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using DG.Tweening;
6 |
7 | namespace Match3
8 | {
9 | public class MatchPiece : MonoBehaviour
10 | {
11 | public int row, column;
12 | public MatchPieceType type;
13 | public bool inUse;
14 |
15 | public bool horizontalMatch;
16 | public bool verticalMatch;
17 | public bool diagonalMatchRight;
18 | public bool diagonalMatchLeft;
19 |
20 | private SpriteRenderer mBallColorRender;
21 |
22 | private bool mIsDragging;
23 |
24 | public void Awake()
25 | {
26 | mBallColorRender = GetComponent();
27 |
28 | Explode(0);
29 | }
30 |
31 | public void SetupPiece(int row, int column, MatchPieceType type, float time)
32 | {
33 | this.row = row;
34 | this.column = column;
35 | this.type = type;
36 |
37 | inUse = true;
38 |
39 | horizontalMatch = false;
40 | verticalMatch = false;
41 | diagonalMatchRight = false;
42 | diagonalMatchLeft = false;
43 |
44 | mBallColorRender.sprite = type.sprite;
45 |
46 | DOTween.Sequence()
47 | .Append(transform.DOScale(1f, time))
48 | .Join(mBallColorRender.DOFade(1f, time));
49 | }
50 |
51 | public void ChangeSortingLayer(string layer)
52 | {
53 | mBallColorRender.sortingLayerName = layer;
54 | }
55 |
56 | public void Explode(float time)
57 | {
58 | inUse = false;
59 | DOTween.Sequence()
60 | .Append(transform.DOScale(0.2f, time))
61 | .Join(mBallColorRender.DOFade(0f, time));
62 | }
63 |
64 | public bool HasMatch(MatchesType type)
65 | {
66 | switch (type)
67 | {
68 | case MatchesType.DIAGONAL_LEFT:
69 | return diagonalMatchLeft;
70 | case MatchesType.DIAGONAL_RIGHT:
71 | return diagonalMatchRight;
72 | case MatchesType.HORIZONTAL:
73 | return horizontalMatch;
74 | case MatchesType.VERTICAL:
75 | return verticalMatch;
76 | }
77 | return false;
78 | }
79 |
80 | public void SetMatch(MatchesType type, bool value = true)
81 | {
82 | switch (type)
83 | {
84 | case MatchesType.DIAGONAL_LEFT:
85 | diagonalMatchLeft = value;
86 | break;
87 | case MatchesType.DIAGONAL_RIGHT:
88 | diagonalMatchRight = value;
89 | break;
90 | case MatchesType.HORIZONTAL:
91 | horizontalMatch = value;
92 | break;
93 | case MatchesType.VERTICAL:
94 | verticalMatch = value;
95 | break;
96 | }
97 | }
98 |
99 | private void Update()
100 | {
101 | if (MatchManager.instance.dragMode)
102 | {
103 | if (mIsDragging)
104 | {
105 | CheckDrag(Input.mousePosition);
106 | }
107 | }
108 | }
109 |
110 | private void OnMouseDown()
111 | {
112 | mIsDragging = true;
113 | }
114 |
115 | private void OnMouseUp()
116 | {
117 | if (!MatchManager.instance.dragMode)
118 | {
119 | CheckDrag(Input.mousePosition);
120 | }
121 | else
122 | {
123 | if (MatchManager.instance.canMove)
124 | StartCoroutine(MatchManager.instance.CheckForMatches());
125 | else
126 | MatchManager.instance.needCheckMatches = true;
127 | }
128 |
129 | mIsDragging = false;
130 | }
131 |
132 | private void CheckDrag(Vector2 position)
133 | {
134 | if (!mIsDragging || !MatchManager.instance.canMove) return;
135 |
136 | position = Camera.main.ScreenToWorldPoint(position);
137 |
138 | var x = transform.position.x;
139 | var y = transform.position.y;
140 |
141 | var bSize = MatchManager.instance.dragThreshold;
142 |
143 | var diffX = Mathf.Abs(x - position.x);
144 | var diffY = Mathf.Abs(y - position.y);
145 |
146 | var right = position.x > x + bSize;
147 | var left = position.x < x - bSize;
148 | var up = position.y > y + bSize;
149 | var down = position.y < y - bSize;
150 |
151 | if (up && (right || left))
152 | {
153 | up = diffY >= diffX;
154 | if (up) right = left = false;
155 | }
156 | if (down && (right || left))
157 | {
158 | down = diffY >= diffX;
159 | if (down) right = left = false;
160 | }
161 |
162 | SwapDirection dir = SwapDirection.NULL;
163 | if (up) dir = SwapDirection.UP;
164 | if (down) dir = SwapDirection.DOWN;
165 | if (left) dir = SwapDirection.LEFT;
166 | if (right) dir = SwapDirection.RIGHT;
167 |
168 | if (dir != SwapDirection.NULL)
169 | MatchManager.instance.SwapPieces(this, dir);
170 | }
171 |
172 | private void SetAlpha(float alpha)
173 | {
174 | SpriteRenderer[] children = GetComponentsInChildren();
175 | Color newColor;
176 | foreach (SpriteRenderer child in children)
177 | {
178 | newColor = child.color;
179 | newColor.a = alpha;
180 | child.color = newColor;
181 | }
182 | }
183 | }
184 | }
185 |
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/Assets/Scripts/MatchPieceType.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Match3
5 | {
6 | [Serializable]
7 | public class MatchPieceType : IComparable
8 | {
9 | public string name;
10 | public Sprite sprite;
11 |
12 | public int CompareTo(object obj)
13 | {
14 | if (obj == null) return 1;
15 |
16 | MatchPieceType otherPiece = obj as MatchPieceType;
17 | if (otherPiece != null)
18 | return string.Compare(this.name, otherPiece.name, StringComparison.CurrentCulture);
19 | else
20 | throw new ArgumentException("Object is not a MatcPieceType");
21 | }
22 | }
23 | }
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/Assets/Scripts/MatchesType.cs:
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1 | namespace Match3
2 | {
3 | public enum MatchesType
4 | {
5 | HORIZONTAL,
6 | VERTICAL,
7 | DIAGONAL_RIGHT,
8 | DIAGONAL_LEFT
9 | }
10 | }
11 |
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/Assets/Scripts/SwapDirection.cs:
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1 | namespace Match3
2 | {
3 | public enum SwapDirection
4 | {
5 | LEFT,
6 | RIGHT,
7 | UP,
8 | DOWN,
9 | NULL
10 | }
11 | }
12 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2018 Murillo Pugliesi Lopes
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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18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
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39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 | - name: ballBack
45 | uniqueID: 3518060285
46 | locked: 0
47 | - name: ballFront
48 | uniqueID: 587446909
49 | locked: 0
50 |
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/ProjectSettings/TimeManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: 0.0167
7 | Maximum Allowed Timestep: 0.1
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
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/ProjectSettings/UnityConnectSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | m_TestInitMode: 0
11 | CrashReportingSettings:
12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate
14 | m_Enabled: 0
15 | m_CaptureEditorExceptions: 1
16 | UnityPurchasingSettings:
17 | m_Enabled: 0
18 | m_TestMode: 0
19 | UnityAnalyticsSettings:
20 | m_Enabled: 1
21 | m_InitializeOnStartup: 1
22 | m_TestMode: 0
23 | m_TestEventUrl:
24 | m_TestConfigUrl:
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 |
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/README.md:
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1 | # UnityMatch3
2 | Fully functional match3 game written in c# and rendered in Unity.
3 |
4 |
5 |
6 |
7 |
8 | ## External tools
9 | - DoTween => http://dotween.demigiant.com/
10 |
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/UnityPackageManager/manifest.json:
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1 | {
2 | "dependencies": {
3 | }
4 | }
5 |
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/readmeassets/match3.gif:
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https://raw.githubusercontent.com/Mukarillo/UnityMatch3/3ab5f55e21215ba53f4f1f6758ddf80917e9382f/readmeassets/match3.gif
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