├── .gitignore ├── Game ├── Assembly-CSharp-vs.csproj ├── Assembly-CSharp.csproj ├── Assets │ ├── Code.meta │ ├── Code │ │ ├── Entities.meta │ │ ├── Entities │ │ │ ├── Entity.cs │ │ │ ├── Entity.cs.meta │ │ │ ├── Mobs.meta │ │ │ ├── Mobs │ │ │ │ ├── AttackingMob.cs │ │ │ │ ├── AttackingMob.cs.meta │ │ │ │ ├── FollowerMob.cs │ │ │ │ └── FollowerMob.cs.meta │ │ │ ├── Player.meta │ │ │ ├── Player │ │ │ │ ├── Player.cs │ │ │ │ └── Player.cs.meta │ │ │ ├── Villagers.meta │ │ │ └── Villagers │ │ │ │ ├── BasicVillager.cs │ │ │ │ ├── BasicVillager.cs.meta │ │ │ │ ├── Villager.cs │ │ │ │ ├── Villager.cs.meta │ │ │ │ ├── VillagerManager.cs │ │ │ │ └── VillagerManager.cs.meta │ │ ├── HUD.meta │ │ ├── HUD │ │ │ ├── DialogueController.cs │ │ │ ├── DialogueController.cs.meta │ │ │ ├── HUDController.cs │ │ │ ├── HUDController.cs.meta │ │ │ ├── RandomDialogue.cs │ │ │ └── RandomDialogue.cs.meta │ │ ├── Houses.meta │ │ ├── Houses │ │ │ ├── Door.cs │ │ │ ├── Door.cs.meta │ │ │ ├── House.cs │ │ │ └── House.cs.meta │ │ ├── Inventories.meta │ │ ├── Inventories │ │ │ ├── GUI.meta │ │ │ ├── GUI │ │ │ │ ├── ChestGUI.cs │ │ │ │ └── ChestGUI.cs.meta │ │ │ ├── Player.meta │ │ │ └── Player │ │ │ │ ├── ChestInventory.cs │ │ │ │ ├── ChestInventory.cs.meta │ │ │ │ ├── ItemManager.cs │ │ │ │ ├── ItemManager.cs.meta │ │ │ │ ├── ItemPlayerManager.cs │ │ │ │ ├── ItemPlayerManager.cs.meta │ │ │ │ ├── WeaponManager.cs │ │ │ │ └── WeaponManager.cs.meta │ │ ├── Items.meta │ │ ├── Items │ │ │ ├── Item.cs │ │ │ └── Item.cs.meta │ │ ├── Level.meta │ │ ├── Level │ │ │ ├── Level.cs │ │ │ └── Level.cs.meta │ │ ├── Shops.meta │ │ ├── Shops │ │ │ ├── GeneralShop.cs │ │ │ ├── GeneralShop.cs.meta │ │ │ ├── Shop.cs │ │ │ ├── Shop.cs.meta │ │ │ ├── ShopManager.cs │ │ │ └── ShopManager.cs.meta │ │ ├── Weapons.meta │ │ └── Weapons │ │ │ ├── Sword.cs │ │ │ └── Sword.cs.meta │ ├── Levels.meta │ ├── Levels │ │ ├── main_level.unity │ │ └── main_level.unity.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── 0CornerTile.prefab │ │ ├── 0CornerTile.prefab.meta │ │ ├── 1CornerTile.prefab │ │ ├── 1CornerTile.prefab.meta │ │ ├── 2CornerTile.prefab │ │ ├── 2CornerTile.prefab.meta │ │ ├── 3CornerTile.prefab │ │ ├── 3CornerTile.prefab.meta │ │ ├── BerryBushTile.prefab │ │ ├── BerryBushTile.prefab.meta │ │ ├── DirtTile.prefab │ │ ├── DirtTile.prefab.meta │ │ ├── Enemy.prefab │ │ ├── Enemy.prefab.meta │ │ ├── FollowerMob.prefab │ │ ├── FollowerMob.prefab.meta │ │ ├── GrassTile.prefab │ │ ├── GrassTile.prefab.meta │ │ ├── HFenceTile.prefab │ │ ├── HFenceTile.prefab.meta │ │ ├── Outdoor Shop.prefab │ │ ├── Outdoor Shop.prefab.meta │ │ ├── Player.prefab │ │ ├── Player.prefab.meta │ │ ├── RockTile.prefab │ │ ├── RockTile.prefab.meta │ │ ├── RoseTile.prefab │ │ ├── RoseTile.prefab.meta │ │ ├── Stick.prefab │ │ ├── Stick.prefab.meta │ │ ├── StoneBricks.prefab │ │ ├── StoneBricks.prefab.meta │ │ ├── SunflowerTile.prefab │ │ ├── SunflowerTile.prefab.meta │ │ ├── VFenceTile.prefab │ │ ├── VFenceTile.prefab.meta │ │ ├── Villagers.meta │ │ ├── Villagers │ │ │ ├── BasicVillager.prefab │ │ │ └── BasicVillager.prefab.meta │ │ ├── itemRock.prefab │ │ ├── itemRock.prefab.meta │ │ ├── pot_plant.prefab │ │ └── pot_plant.prefab.meta │ ├── Resources.meta │ └── Resources │ │ ├── Homes.meta │ │ ├── Homes │ │ ├── Fillers.meta │ │ ├── Fillers │ │ │ ├── pot_plant.png │ │ │ └── pot_plant.png.meta │ │ ├── home_01.meta │ │ └── home_01 │ │ │ ├── room_01.png │ │ │ └── room_01.png.meta │ │ ├── fonts.meta │ │ ├── fonts │ │ ├── Dragonfly.ttf │ │ └── Dragonfly.ttf.meta │ │ ├── gui.meta │ │ ├── gui │ │ ├── ChestGUI.png │ │ ├── ChestGUI.png.meta │ │ ├── New GUISkin.guiskin │ │ ├── New GUISkin.guiskin.meta │ │ ├── box.png │ │ ├── box.png.meta │ │ ├── dialogue-background.png │ │ ├── dialogue-background.png.meta │ │ ├── info-box.png │ │ ├── info-box.png.meta │ │ ├── inventory-bg.png │ │ ├── inventory-bg.png.meta │ │ ├── item-box.png │ │ ├── item-box.png.meta │ │ ├── mainGUISkin.guiskin │ │ └── mainGUISkin.guiskin.meta │ │ ├── hud.meta │ │ ├── hud │ │ ├── coin-image.png │ │ ├── coin-image.png.meta │ │ ├── healthbar outer.png │ │ ├── healthbar outer.png.meta │ │ ├── healthbar.png │ │ └── healthbar.png.meta │ │ ├── levels.meta │ │ ├── levels │ │ ├── main_level.png │ │ ├── main_level.png.meta │ │ ├── main_level_top.png │ │ └── main_level_top.png.meta │ │ ├── spritesheets.meta │ │ └── spritesheets │ │ ├── humans.meta │ │ ├── humans │ │ ├── backward.png │ │ ├── backward.png.meta │ │ ├── forward.png │ │ ├── forward.png.meta │ │ ├── left.png │ │ ├── left.png.meta │ │ ├── right.png │ │ └── right.png.meta │ │ ├── items.meta │ │ ├── items │ │ ├── itemStick.png │ │ └── itemStick.png.meta │ │ ├── spritesheet-main.png │ │ └── spritesheet-main.png.meta ├── Game-csharp.sln ├── Game.sln ├── Game.userprefs └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── LICENSE └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | 5 | # Autogenerated VS/MD solution and project files 6 | /*.csproj 7 | /*.unityproj 8 | /*.sln 9 | /*.suo 10 | /*.user 11 | /*.userprefs 12 | /*.pidb 13 | /*.booproj 14 | -------------------------------------------------------------------------------- /Game/Assembly-CSharp-vs.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | {DDFBC18F-9396-3137-9CFE-DEB2CDB74636} 9 | Library 10 | Properties 11 | 12 | Assembly-CSharp 13 | v3.5 14 | 512 15 | Assets 16 | 17 | 18 | true 19 | full 20 | false 21 | Temp\bin\Debug\ 22 | DEBUG;TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_GENERICS;ENABLE_SUBSTANCE;INCLUDE_WP8SUPPORT;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;INCLUDE_METROSUPPORT;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_2D_PHYSICS;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_NAVMESH_CARVING;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_3_2;UNITY_4_3;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE 23 | prompt 24 | 4 25 | 0169 26 | 27 | 28 | pdbonly 29 | true 30 | Temp\bin\Release\ 31 | TRACE 32 | prompt 33 | 4 34 | 0169 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEngine.dll 43 | 44 | 45 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEditor.dll 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 68 | 69 | 70 | -------------------------------------------------------------------------------- /Game/Assembly-CSharp.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | {DDFBC18F-9396-3137-9CFE-DEB2CDB74636} 9 | Library 10 | Properties 11 | 12 | Assembly-CSharp 13 | v3.5 14 | 512 15 | Assets 16 | 17 | 18 | true 19 | full 20 | false 21 | Temp\bin\Debug\ 22 | DEBUG;TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_GENERICS;ENABLE_SUBSTANCE;INCLUDE_WP8SUPPORT;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;INCLUDE_METROSUPPORT;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_2D_PHYSICS;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_NAVMESH_CARVING;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_3_2;UNITY_4_3;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE 23 | prompt 24 | 4 25 | 0169 26 | 27 | 28 | pdbonly 29 | true 30 | Temp\bin\Release\ 31 | TRACE 32 | prompt 33 | 4 34 | 0169 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEngine.dll 43 | 44 | 45 | C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEditor.dll 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 68 | 69 | 70 | -------------------------------------------------------------------------------- /Game/Assets/Code.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e28cfc61af7a0a74a831c4a20845d6ba 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 273cc075a3a99ef4a916304006268a1d 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Entity.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public abstract class Entity : MonoBehaviour { 5 | 6 | public float speed; 7 | 8 | public bool isHostile; 9 | 10 | public int health; 11 | public int maxHealth; 12 | 13 | public Sprite forward; 14 | public Sprite backward; 15 | public Sprite left; 16 | public Sprite right; 17 | public SpriteRenderer spriteParent; 18 | 19 | public Color[] cArray; 20 | public Color skinColourBase; 21 | public Color hairColourBase; 22 | public Color eyeColourBase; 23 | public Color shirtColourBase; 24 | public Color shoeColourBase; 25 | public Color pantsColourBase; 26 | public Color skinColour; 27 | public Color hairColour; 28 | public Color eyeColour; 29 | public Color shirtColour; 30 | public Color shoeColour; 31 | public Color pantsColour; 32 | 33 | public Texture2D newTexture; 34 | 35 | protected int texWidth; 36 | protected int texHeight; 37 | 38 | public int direction = 0; 39 | 40 | void Start () { 41 | texWidth = 32; 42 | texHeight = 32; 43 | cArray = new Color[texWidth * texHeight]; 44 | //changeSpritesColour(); 45 | } 46 | 47 | 48 | void Update () { 49 | 50 | } 51 | 52 | public void takeHealth(int amount) 53 | { 54 | health = health - amount; 55 | } 56 | 57 | public void TPToPos(Vector2 pos) 58 | { 59 | rigidbody2D.transform.position = pos; 60 | } 61 | 62 | public void setupColours() 63 | { 64 | skinColourBase = new Color(1.0f, 1.0f, 0, 1.0f); 65 | hairColourBase = new Color(0.0f, 1.0f, 0.0f, 1.0f); 66 | eyeColourBase = new Color(0.0f, 1.0f, 1.0f, 1.0f); 67 | shirtColourBase = new Color(1.0f, 1.0f, 1.0f, 1.0f); 68 | shoeColourBase = new Color(1.0f, 0.0f, 0.0f, 1.0f); 69 | pantsColourBase = new Color(0.0f, 0.0f, 1.0f, 1.0f); 70 | } 71 | 72 | public void changeSpritesColour() 73 | { 74 | texWidth = 32; 75 | texHeight = 32; 76 | newTexture = new Texture2D(texWidth, texHeight, TextureFormat.ARGB32, false); 77 | newTexture.SetPixels(spriteParent.sprite.texture.GetPixels()); 78 | cArray = newTexture.GetPixels(); 79 | int y = 0; 80 | while(y < texHeight) 81 | { 82 | int x = 0; 83 | while(x < texWidth) 84 | { 85 | if(newTexture.GetPixel(x, y) == skinColourBase) 86 | newTexture.SetPixel(x, y, skinColour); 87 | if(newTexture.GetPixel(x, y) == hairColourBase) 88 | newTexture.SetPixel(x, y, hairColour); 89 | if(newTexture.GetPixel(x, y) == eyeColourBase) 90 | newTexture.SetPixel(x, y, eyeColour); 91 | if(newTexture.GetPixel(x, y) == shoeColourBase) 92 | newTexture.SetPixel(x, y, shoeColour); 93 | if(newTexture.GetPixel(x, y) == shirtColourBase) 94 | newTexture.SetPixel(x, y, shirtColour); 95 | if(newTexture.GetPixel(x, y) == pantsColourBase) 96 | newTexture.SetPixel(x, y, pantsColour); 97 | x++; 98 | } 99 | y++; 100 | } 101 | newTexture.wrapMode = TextureWrapMode.Clamp; 102 | newTexture.filterMode = FilterMode.Point; 103 | newTexture.Apply(); 104 | spriteParent.sprite = Sprite.Create(newTexture, new Rect(0, 0, texWidth, texHeight), new Vector2(0.5f, 0.5f), 16); 105 | } 106 | 107 | /*public void changeSpritesColour() 108 | { 109 | Texture2D newTexture = new Texture2D(texWidth, texHeight, TextureFormat.ARGB32, false); 110 | newTexture.SetPixels(spriteParent.sprite.texture.GetPixels()); 111 | cArray = newTexture.GetPixels(); 112 | int y = 0; 113 | while(y < texHeight) 114 | { 115 | int x = 0; 116 | while(x < texWidth) 117 | { 118 | if(newTexture.GetPixel(x, y) == skinColourBase) 119 | newTexture.SetPixel(x, y, skinColour); 120 | if(newTexture.GetPixel(x, y) == hairColourBase) 121 | newTexture.SetPixel(x, y, hairColour); 122 | if(newTexture.GetPixel(x, y) == eyeColourBase) 123 | newTexture.SetPixel(x, y, eyeColour); 124 | if(newTexture.GetPixel(x, y) == shoeColourBase) 125 | newTexture.SetPixel(x, y, shoeColour); 126 | if(newTexture.GetPixel(x, y) == shirtColourBase) 127 | newTexture.SetPixel(x, y, shirtColour); 128 | if(newTexture.GetPixel(x, y) == pantsColourBase) 129 | newTexture.SetPixel(x, y, pantsColour); 130 | x++; 131 | } 132 | y++; 133 | } 134 | newTexture.wrapMode = TextureWrapMode.Clamp; 135 | newTexture.filterMode = FilterMode.Point; 136 | newTexture.Apply(); 137 | spriteParent.sprite = Sprite.Create(newTexture, new Rect(0, 0, texWidth, texHeight), new Vector2(0.5f, 0.5f), 16); 138 | }*/ 139 | } 140 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Entity.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ab9f3383fb505bb49b07b25e1f8f59b2 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Mobs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07ecd5cbdea436047855518b1ed6bb5b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Mobs/AttackingMob.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class AttackingMob : Entity { 5 | 6 | public GameObject attackingg; 7 | public Entity attacking; 8 | public int distance; 9 | 10 | private bool canAttack; 11 | 12 | void Start () { 13 | canAttack = true; 14 | if(attackingg == null) 15 | { 16 | attackingg = GameObject.FindGameObjectWithTag("Player"); 17 | attacking = attackingg.GetComponent(); 18 | } 19 | } 20 | 21 | void Update () { 22 | if(attacking.rigidbody2D.transform.position.y > (rigidbody2D.transform.position.y + distance)) 23 | { 24 | rigidbody2D.transform.position += Vector3.up * speed * Time.deltaTime; 25 | } 26 | if(attacking.rigidbody2D.transform.position.y < (rigidbody2D.transform.position.y - distance)) 27 | { 28 | rigidbody2D.transform.position += Vector3.down * speed * Time.deltaTime; 29 | } 30 | if(attacking.rigidbody2D.transform.position.x > (rigidbody2D.transform.position.x + distance)) 31 | { 32 | rigidbody2D.transform.position += Vector3.right * speed * Time.deltaTime; 33 | } 34 | if(attacking.rigidbody2D.transform.position.x < (rigidbody2D.transform.position.x - distance)) 35 | { 36 | rigidbody2D.transform.position += Vector3.left * speed * Time.deltaTime; 37 | } 38 | 39 | if(Vector2.Distance(rigidbody2D.transform.position, attacking.transform.position) <= distance && canAttack) 40 | { 41 | attackEntity(); 42 | StartCoroutine(waitForAttack()); 43 | } 44 | 45 | if(health <= 0) 46 | Die(); 47 | } 48 | 49 | public void Die() 50 | { 51 | Destroy(gameObject); 52 | } 53 | 54 | public void attackEntity() 55 | { 56 | int take = Random.Range (1, 20); 57 | attacking.takeHealth(take); 58 | } 59 | 60 | IEnumerator waitForAttack() 61 | { 62 | canAttack = false; 63 | yield return new WaitForSeconds(2); 64 | canAttack = true; 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Mobs/AttackingMob.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fea682cc75fe8504db97c1470cf500f4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Mobs/FollowerMob.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FollowerMob : Entity { 5 | 6 | public Entity following; 7 | public float distance; 8 | 9 | void Start () { 10 | setupColours(); 11 | changeSpritesColour(); 12 | } 13 | 14 | void Update () 15 | { 16 | if(following.rigidbody2D.transform.position.y > (rigidbody2D.transform.position.y + distance)) 17 | { 18 | rigidbody2D.transform.position += Vector3.up * speed * Time.deltaTime; 19 | } 20 | if(following.rigidbody2D.transform.position.y < (rigidbody2D.transform.position.y - distance)) 21 | { 22 | rigidbody2D.transform.position += Vector3.down * speed * Time.deltaTime; 23 | } 24 | if(following.rigidbody2D.transform.position.x > (rigidbody2D.transform.position.x + distance)) 25 | { 26 | rigidbody2D.transform.position += Vector3.right * speed * Time.deltaTime; 27 | } 28 | if(following.rigidbody2D.transform.position.x < (rigidbody2D.transform.position.x - distance)) 29 | { 30 | rigidbody2D.transform.position += Vector3.left * speed * Time.deltaTime; 31 | } 32 | 33 | if(direction == 0) 34 | { 35 | spriteParent.sprite = forward; 36 | changeSpritesColour(); 37 | } 38 | if(direction == 1) 39 | { 40 | spriteParent.sprite = backward; 41 | changeSpritesColour(); 42 | } 43 | if(direction == 2) 44 | { 45 | spriteParent.sprite = left; 46 | changeSpritesColour(); 47 | } 48 | if(direction == 3) 49 | { 50 | spriteParent.sprite = right; 51 | changeSpritesColour(); 52 | } 53 | 54 | if(health <= 0) 55 | Die (); 56 | 57 | texWidth = 32; 58 | texHeight = 32; 59 | changeSpritesColour(); 60 | } 61 | 62 | public void Die() 63 | { 64 | 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Mobs/FollowerMob.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 761a2d26656beb04299d66e098d7eafd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Player.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 147d20549347f0a4fac8ec965bc4e7df 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Player/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Player : Entity { 5 | 6 | public ItemPlayerManager ipManager; 7 | 8 | public SpriteRenderer weaponSpriteParent; 9 | public Vector2 forwardPos, backPos, sidePos; 10 | 11 | public WeaponManager weaponManager; 12 | 13 | public int money = 500; 14 | 15 | void Start () { 16 | ipManager.addToItemInventory(0, 5); 17 | foreach(Weapons w in weaponManager.weapons) 18 | { 19 | if(w.isHolding) 20 | { 21 | weaponSpriteParent.sprite = w.weaponSprite; 22 | if(w.weaponType == WeaponType.Sword) 23 | { 24 | Sword sword = weaponSpriteParent.gameObject.AddComponent("Sword") as Sword; 25 | sword.minDamage = 15; 26 | sword.maxDamage = 25; 27 | } 28 | } 29 | } 30 | 31 | texWidth = 32; 32 | texHeight = 32; 33 | setupColours(); 34 | changeSpritesColour(); 35 | } 36 | 37 | void Update () 38 | { 39 | if(Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) 40 | { 41 | rigidbody2D.transform.position += Vector3.up * speed * Time.deltaTime; 42 | direction = 1; 43 | } 44 | if(Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) 45 | { 46 | rigidbody2D.transform.position += Vector3.down * speed * Time.deltaTime; 47 | direction = 0; 48 | } 49 | if(Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) 50 | { 51 | rigidbody2D.transform.position += Vector3.left * speed * Time.deltaTime; 52 | direction = 2; 53 | } 54 | if(Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) 55 | { 56 | rigidbody2D.transform.position += Vector3.right * speed * Time.deltaTime; 57 | direction = 3; 58 | } 59 | 60 | if(direction == 0) 61 | { 62 | spriteParent.sprite = forward; 63 | weaponSpriteParent.sortingOrder = 21; 64 | Quaternion newRot = Quaternion.Euler(0, 0, 0); 65 | weaponSpriteParent.transform.localRotation = newRot; 66 | weaponSpriteParent.transform.localPosition = forwardPos; 67 | changeSpritesColour(); 68 | } 69 | if(direction == 1) 70 | { 71 | spriteParent.sprite = backward; 72 | weaponSpriteParent.sortingOrder = 19; 73 | Quaternion newRot = Quaternion.Euler(0, 0, 90); 74 | weaponSpriteParent.transform.localRotation = newRot; 75 | weaponSpriteParent.transform.localPosition = backPos; 76 | changeSpritesColour(); 77 | } 78 | if(direction == 2) 79 | { 80 | spriteParent.sprite = left; 81 | weaponSpriteParent.sortingOrder = 19; 82 | Quaternion newRot = Quaternion.Euler(0, 0, 90); 83 | weaponSpriteParent.transform.localRotation = newRot; 84 | weaponSpriteParent.transform.localPosition = sidePos; 85 | changeSpritesColour(); 86 | } 87 | if(direction == 3) 88 | { 89 | spriteParent.sprite = right; 90 | weaponSpriteParent.sortingOrder = 21; 91 | Quaternion newRot = Quaternion.Euler(0, 0, 0); 92 | weaponSpriteParent.transform.localRotation = newRot; 93 | weaponSpriteParent.transform.localPosition = sidePos; 94 | changeSpritesColour(); 95 | } 96 | 97 | if(health <= 0) 98 | Die (); 99 | } 100 | 101 | public void Die() 102 | { 103 | print ("I've been killed"); 104 | } 105 | 106 | public void addMoney(int am) 107 | { 108 | money = money + am; 109 | } 110 | 111 | public void takeMoney(int am) 112 | { 113 | money = money - am; 114 | if(money < 0) 115 | money = 0; 116 | } 117 | } 118 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Player/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7a167a7b38c10e42b973f5cb547e611 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea988a4a25bc6194a980aacfd74ae1db 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers/BasicVillager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class BasicVillager : Villager { 6 | 7 | public Transform target; 8 | public List listOfShops = new List(); 9 | public Transform shop; 10 | 11 | public bool goToTarget = false; 12 | public bool goHome = false; 13 | public bool generateTarget = false; 14 | 15 | public int distance; 16 | 17 | void Start () { 18 | setupColours(); 19 | changeSpritesColour(); 20 | shop = GameObject.FindGameObjectWithTag("Shop").transform; 21 | } 22 | 23 | 24 | void Update () 25 | { 26 | if(direction == 0) 27 | { 28 | spriteParent.sprite = forward; 29 | changeSpritesColour(); 30 | } 31 | if(direction == 1) 32 | { 33 | spriteParent.sprite = backward; 34 | changeSpritesColour(); 35 | } 36 | if(direction == 2) 37 | { 38 | spriteParent.sprite = left; 39 | changeSpritesColour(); 40 | } 41 | if(direction == 3) 42 | { 43 | spriteParent.sprite = right; 44 | changeSpritesColour(); 45 | } 46 | 47 | if(goToTarget == true) 48 | GoToTarget(); 49 | else if(goHome == true) 50 | GoHome(); 51 | else if(generateTarget == true) 52 | StartCoroutine(GenerateTarget()); 53 | } 54 | 55 | IEnumerator GenerateTarget() 56 | { 57 | generateTarget = false; 58 | yield return new WaitForSeconds(1); 59 | int r = Random.Range(0, 100); 60 | if(r > 50) 61 | newShopTarget(); 62 | generateTarget = true; 63 | } 64 | 65 | public void newShopTarget() 66 | { 67 | int j = Random.Range(0, listOfShops.Count); 68 | target = shop; 69 | goToTarget = true; 70 | } 71 | 72 | public void GoToTarget() 73 | { 74 | if(Vector2.Distance(transform.position, target.position) < 2) 75 | { 76 | goHome = true; 77 | goToTarget = false; 78 | target = null; 79 | } 80 | 81 | if(target.transform.position.y > (rigidbody2D.transform.position.y)) 82 | { 83 | rigidbody2D.transform.position += Vector3.up * speed * Time.deltaTime; 84 | } 85 | if(target.transform.position.y < (rigidbody2D.transform.position.y)) 86 | { 87 | rigidbody2D.transform.position += Vector3.down * speed * Time.deltaTime; 88 | } 89 | if(target.transform.position.x > (rigidbody2D.transform.position.x)) 90 | { 91 | rigidbody2D.transform.position += Vector3.right * speed * Time.deltaTime; 92 | } 93 | if(target.transform.position.x < (rigidbody2D.transform.position.x)) 94 | { 95 | rigidbody2D.transform.position += Vector3.left * speed * Time.deltaTime; 96 | } 97 | } 98 | 99 | public void GoHome() 100 | { 101 | if(home.transform.position.y > (rigidbody2D.transform.position.y + distance)) 102 | { 103 | rigidbody2D.transform.position += Vector3.up * speed * Time.deltaTime; 104 | } 105 | if(home.transform.position.y < (rigidbody2D.transform.position.y - distance)) 106 | { 107 | rigidbody2D.transform.position += Vector3.down * speed * Time.deltaTime; 108 | } 109 | if(home.transform.position.x > (rigidbody2D.transform.position.x + distance)) 110 | { 111 | rigidbody2D.transform.position += Vector3.right * speed * Time.deltaTime; 112 | } 113 | if(home.transform.position.x < (rigidbody2D.transform.position.x - distance)) 114 | { 115 | rigidbody2D.transform.position += Vector3.left * speed * Time.deltaTime; 116 | } 117 | 118 | if(Vector2.Distance(home.position, target.position) < 3) 119 | { 120 | goHome = false; 121 | } 122 | } 123 | } 124 | 125 | [System.Serializable] 126 | public class ListOfShops 127 | { 128 | public string shopName; 129 | public Transform shopT; 130 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers/BasicVillager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 721ff83b39cddd24c9ef08d55439f3b4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers/Villager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Villager : Entity { 5 | 6 | public Transform home; 7 | public string firstname; 8 | public string lastname; 9 | 10 | void Start () { 11 | 12 | } 13 | 14 | void Update () { 15 | 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers/Villager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec3d6c045e412bb418b30ad02336bad3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers/VillagerManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class VillagerManager : MonoBehaviour { 6 | 7 | public List villagers = new List(); 8 | 9 | void Start () { 10 | 11 | } 12 | 13 | void Update () { 14 | 15 | } 16 | 17 | public Villager findVillagerByVillagerType(VillagerTypes vType) 18 | { 19 | Villagers v = new Villagers(); 20 | foreach(Villagers vv in villagers) 21 | { 22 | if(vv.vType == vType) 23 | v = vv; 24 | } 25 | if(v != null) 26 | return v.villager.GetComponent(); 27 | else 28 | return null; 29 | } 30 | 31 | public GameObject findVillagerGameObjectByVillagerType(VillagerTypes vType) 32 | { 33 | Villagers v = new Villagers(); 34 | foreach(Villagers vv in villagers) 35 | { 36 | if(vv.vType == vType) 37 | v = vv; 38 | } 39 | if(v != null) 40 | return v.villager; 41 | else 42 | return null; 43 | } 44 | } 45 | 46 | [System.Serializable] 47 | public class Villagers 48 | { 49 | public GameObject villager; 50 | public VillagerTypes vType; 51 | } 52 | 53 | public enum VillagerTypes 54 | { 55 | Basic, 56 | Worker, 57 | Blacksmith, 58 | Trader, 59 | ShopKeeper 60 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Entities/Villagers/VillagerManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d888eaae17a7051489e5f20e193d5004 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/HUD.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e462d119cbb76c4897298077d2d6506 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/HUD/DialogueController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class DialogueController : MonoBehaviour { 6 | 7 | public List storyTransforms = new List(); 8 | 9 | void Start () { 10 | 11 | } 12 | 13 | void Update () { 14 | 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Game/Assets/Code/HUD/DialogueController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54762736ea10c748ae0b9ff6f1a5c2b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/HUD/HUDController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class HUDController : MonoBehaviour { 6 | 7 | public Player thisplayer; 8 | 9 | public Texture healthbar; 10 | public Texture healthbarOuter; 11 | public Texture coin; 12 | 13 | public bool isInInventory = false; 14 | 15 | public float percentage; 16 | 17 | public GUISkin guiSKIN; 18 | 19 | private int currentlySelected; 20 | private int maxSelected; 21 | 22 | void Start () { 23 | currentlySelected = 1; 24 | } 25 | 26 | void Update () { 27 | percentage = Mathf.Clamp(thisplayer.health * 2.5f, 0, 250); 28 | 29 | if(Input.GetKeyDown(KeyCode.I)) 30 | isInInventory = !isInInventory; 31 | 32 | if(isInInventory) 33 | Time.timeScale = 0.0f; 34 | else 35 | Time.timeScale = 1.0f; 36 | 37 | if(Input.GetKeyDown(KeyCode.DownArrow)) 38 | { 39 | if(maxSelected > 1) 40 | { 41 | if(currentlySelected == maxSelected) 42 | { 43 | currentlySelected = 1; 44 | } 45 | else 46 | { 47 | currentlySelected++; 48 | } 49 | } 50 | } 51 | if(Input.GetKeyDown(KeyCode.UpArrow)) 52 | { 53 | if(maxSelected > 1) 54 | { 55 | if(currentlySelected == 1) 56 | { 57 | currentlySelected = maxSelected; 58 | } 59 | else 60 | { 61 | currentlySelected--; 62 | } 63 | } 64 | } 65 | } 66 | 67 | void OnGUI() 68 | { 69 | GUI.skin = guiSKIN; 70 | if(!isInInventory) 71 | { 72 | health (); 73 | money (); 74 | } 75 | 76 | if(isInInventory) 77 | Inventory(); 78 | } 79 | 80 | void health() 81 | { 82 | GUI.DrawTexture(new Rect(55, Screen.height - 100, percentage, 60), healthbar); 83 | GUI.DrawTexture(new Rect(20, Screen.height - 120, 320, 100), healthbarOuter); 84 | } 85 | 86 | void money() 87 | { 88 | GUI.DrawTexture(new Rect(20, 20, 60, 60), coin); 89 | GUI.Label(new Rect(100, 20, 200, 60), "$" + thisplayer.money); 90 | } 91 | 92 | void Inventory() 93 | { 94 | GUI.Box(new Rect(0, 0, Screen.width, Screen.height), "", "invbg"); 95 | GUI.Box (new Rect(Screen.width-((Screen.width/100f)*50f), 0, ((Screen.width/100f)*50f), ((Screen.height/100f)*75f)), "", "item-box"); 96 | GUI.Box (new Rect(0, Screen.height-((Screen.height/100f)*25f), Screen.width, ((Screen.height/100f)*25f)), "", "info-box"); 97 | 98 | List playerInv = thisplayer.ipManager.items; 99 | 100 | maxSelected = playerInv.Count; 101 | 102 | for(int i = 1; i < playerInv.Count+1; i++) 103 | { 104 | if(i == currentlySelected) 105 | { 106 | GUI.color = new Color(15.0f, 0.0f, 0.0f); 107 | GUI.Label(new Rect(Screen.width-((Screen.width/100f)*50f)+10, (i*20), 500, 30), playerInv[i-1].item.itemName + " x " + playerInv[i-1].amountOfItem); 108 | 109 | GUI.color = new Color(0.0f, 0.0f, 0.0f); 110 | GUI.Label(new Rect(20, Screen.height-((Screen.height/100f)*25f)+20, 500, 30), playerInv[i-1].item.itemDescrition); 111 | } 112 | else 113 | { 114 | GUI.color = new Color(0.0f, 0.0f, 0.0f); 115 | GUI.Label(new Rect(Screen.width-((Screen.width/100f)*50f)+10, (i*20), 500, 30), playerInv[i-1].item.itemName + " x " + playerInv[i-1].amountOfItem); 116 | } 117 | } 118 | } 119 | } 120 | -------------------------------------------------------------------------------- /Game/Assets/Code/HUD/HUDController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6da35ecc3892c1740a51571d16f06249 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/HUD/RandomDialogue.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class RandomDialogue : MonoBehaviour { 6 | 7 | private bool showingDialogue; 8 | 9 | public Level levelManager; 10 | 11 | private string dialogueMessage; 12 | public List dialogueMessages = new List(); 13 | 14 | public GUISkin skinn; 15 | 16 | void Start () 17 | { 18 | levelManager = GameObject.FindGameObjectWithTag("levelManager").GetComponent(); 19 | } 20 | 21 | void Update () 22 | { 23 | if(showingDialogue) 24 | { 25 | if(Input.GetKeyDown(KeyCode.Return)) 26 | GenerateDialogue(); 27 | } 28 | } 29 | 30 | void OnGUI() 31 | { 32 | GUI.skin = skinn; 33 | GUI.depth = 0; 34 | if(showingDialogue && !levelManager.hc.isInInventory) 35 | { 36 | GUI.Box (new Rect(10, Screen.height - 130, Screen.width - 20, 120), dialogueMessage, "Dialogue"); 37 | } 38 | } 39 | 40 | void OnTriggerEnter2D(Collider2D col) 41 | { 42 | if(col.GetComponent() != null && showingDialogue == false) 43 | { 44 | GenerateDialogue(); 45 | showingDialogue = true; 46 | } 47 | } 48 | 49 | public void GenerateDialogue() 50 | { 51 | int random = Random.Range(0, dialogueMessages.Count - 1); 52 | dialogueMessage = dialogueMessages[random].dialogue; 53 | } 54 | 55 | void OnTriggerExit2D(Collider2D col) 56 | { 57 | if(col.GetComponent() != null) 58 | { 59 | showingDialogue = false; 60 | } 61 | } 62 | } 63 | 64 | [System.Serializable] 65 | public class Dialogue 66 | { 67 | public string dialogue; 68 | } -------------------------------------------------------------------------------- /Game/Assets/Code/HUD/RandomDialogue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f17df421ef973c345b7b22750947a715 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Houses.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: affbc8d90ab14e0439950b1d73bd32df 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Houses/Door.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Door : MonoBehaviour { 5 | 6 | public bool outsideDoor; 7 | public House house; 8 | 9 | void Start () { 10 | 11 | } 12 | 13 | void Update () { 14 | 15 | } 16 | 17 | void OnTriggerEnter2D(Collider2D c) 18 | { 19 | Entity e = c.GetComponent(); 20 | if(e != null) 21 | { 22 | if(outsideDoor) 23 | house.GotoRoom(e); 24 | else 25 | house.LeaveHouse(e); 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Game/Assets/Code/Houses/Door.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4c926d6ac8a03b42bdaf9a6e481b0d5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Houses/House.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class House : MonoBehaviour { 6 | 7 | private Vector2 roomPos; 8 | public Transform roomSpawnT; 9 | private Vector2 leavePos; 10 | 11 | public VillagerManager villagerManager; 12 | 13 | public List hFamily = new List(); 14 | 15 | void Start () { 16 | Vector2 tpos = new Vector2(0, 0); 17 | tpos.x = transform.position.x; 18 | tpos.y = transform.position.y - 2; 19 | leavePos = tpos; 20 | roomPos = roomSpawnT.transform.position; 21 | 22 | SpawnFamily(); 23 | } 24 | 25 | void SpawnFamily() 26 | { 27 | foreach(HouseFamily hf in hFamily) 28 | { 29 | GameObject vil = Instantiate(villagerManager.findVillagerGameObjectByVillagerType(hf.vType), new Vector2(transform.position.x, transform.position.y - 3), Quaternion.identity) as GameObject; 30 | vil.GetComponent().home = transform; 31 | } 32 | } 33 | 34 | void Update () 35 | { 36 | 37 | } 38 | 39 | public void GotoRoom(Entity e) 40 | { 41 | e.TPToPos(roomPos); 42 | } 43 | 44 | public void LeaveHouse(Entity e) 45 | { 46 | e.TPToPos(leavePos); 47 | } 48 | } 49 | 50 | [System.Serializable] 51 | public class HouseFamily 52 | { 53 | public string firstName; 54 | public string lastName; 55 | public VillagerTypes vType; 56 | } 57 | -------------------------------------------------------------------------------- /Game/Assets/Code/Houses/House.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f58ff65b38963e44b906f117cfb68d56 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7560ff267f5bb8249b59115c3afe7aa4 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/GUI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15888c73af6abca439d9855df9d28ecb 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/GUI/ChestGUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class ChestGUI : MonoBehaviour { 6 | 7 | public GUISkin guiSkin; 8 | public Texture2D chestGUI; 9 | 10 | public List chestInv = new List(); 11 | public List slots = new List(); 12 | 13 | public bool drawInventory; 14 | 15 | void Start () { 16 | for(int i = 0; i < slots.Count; i++) 17 | { 18 | slots[i].setupSlots(); 19 | } 20 | } 21 | 22 | void Update () { 23 | 24 | } 25 | 26 | void OnGUI() 27 | { 28 | if(drawInventory) 29 | { 30 | GUI.DrawTexture(new Rect((Screen.width / 2) - 128, (Screen.height / 2) - 128, 256, 256), chestGUI); 31 | for(int i = 0; i < slots.Count; i++) 32 | { 33 | if(chestInv[i] != null) 34 | { 35 | GUI.DrawTexture(new Rect(slots[i].x, slots[i].y, 32, 32), chestInv[i].item.itemSprite.texture); 36 | } 37 | } 38 | } 39 | } 40 | 41 | public void giveIventory(List i) 42 | { 43 | this.chestInv = i; 44 | } 45 | } 46 | 47 | [System.Serializable] 48 | public class Slot 49 | { 50 | public int x, y; 51 | public bool right, bottom; 52 | 53 | public Slot(int x, int y) 54 | { 55 | if(right) 56 | this.x = (Screen.width / 2) + x - 32; 57 | else 58 | this.x = (Screen.width / 2) - x; 59 | if(bottom) 60 | this.y = (Screen.height / 2) + y - 32; 61 | else 62 | this.y = (Screen.height / 2) - y; 63 | } 64 | 65 | public void setupSlots() 66 | { 67 | if(right) 68 | x = (Screen.width / 2) + x - 32; 69 | else 70 | x = (Screen.width / 2) - x; 71 | if(bottom) 72 | y = (Screen.height / 2) + y - 32; 73 | else 74 | y = (Screen.height / 2) - y; 75 | } 76 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/GUI/ChestGUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6e7c96fdb0749849b88b1d9ed165d00 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85c9a3d4777eda2468cca97327bf5367 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/ChestInventory.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class ChestInventory : MonoBehaviour { 6 | 7 | public ItemManager iManager; 8 | 9 | public ChestGUI chestGUI; 10 | 11 | public List chestInv = new List(); 12 | 13 | public Entity checkingEntity; 14 | 15 | public bool canOpen; 16 | 17 | public bool isOpen; 18 | 19 | void Start () { 20 | 21 | } 22 | 23 | void Update () { 24 | if(Vector2.Distance(rigidbody2D.transform.position, checkingEntity.rigidbody2D.transform.position) < 3) 25 | canOpen = true; 26 | else 27 | canOpen = false; 28 | 29 | if(canOpen == true) 30 | { 31 | if(Input.GetKeyDown(KeyCode.E)) 32 | toggleChest(); 33 | } 34 | } 35 | 36 | public void addToItemInventory(int itemId, int amount) 37 | { 38 | for(int i = 0; i < iManager.items.Count; i++) 39 | { 40 | if(iManager.items[i].itemTransform.GetComponent().id == itemId) 41 | { 42 | inventory inv = new inventory(iManager.items[i].itemTransform.GetComponent(), amount); 43 | chestInv.Add (inv); 44 | } 45 | } 46 | } 47 | 48 | public void toggleChest() 49 | { 50 | if(!isOpen) 51 | { 52 | chestGUI.drawInventory = true; 53 | chestGUI.giveIventory(chestInv); 54 | } 55 | else 56 | chestGUI.drawInventory = false; 57 | isOpen = !isOpen; 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/ChestInventory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74909c3f0e1cb044589dbd652db5a675 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/ItemManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class ItemManager : MonoBehaviour { 6 | 7 | public List items = new List(); 8 | 9 | void Start () { 10 | DontDestroyOnLoad(gameObject); 11 | } 12 | 13 | void Update () { 14 | 15 | } 16 | } 17 | 18 | [System.Serializable] 19 | public class Items 20 | { 21 | public Transform itemTransform; 22 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/ItemManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4f1d4affe4d6cb4082408be51ca5faf 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/ItemPlayerManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class ItemPlayerManager : MonoBehaviour { 6 | 7 | public ItemManager iManager; 8 | 9 | public List items = new List(); 10 | 11 | void Start () { 12 | 13 | } 14 | 15 | void Update () 16 | { 17 | 18 | } 19 | 20 | public void addToItemInventory(int itemId, int amount) 21 | { 22 | for(int i = 0; i < iManager.items.Count; i++) 23 | { 24 | if(iManager.items[i].itemTransform.GetComponent().id == itemId) 25 | { 26 | bool isItemInList = false; 27 | int index = 0; 28 | for(int j = 0; j < items.Count; j++) 29 | { 30 | if(items[j].item.id == itemId) 31 | { 32 | isItemInList = true; 33 | index = j; 34 | } 35 | } 36 | 37 | if(isItemInList) 38 | { 39 | items[index].amountOfItem += amount; 40 | } 41 | else 42 | { 43 | inventory inv = new inventory(iManager.items[i].itemTransform.GetComponent(), amount); 44 | items.Add (inv); 45 | } 46 | } 47 | } 48 | } 49 | } 50 | 51 | [System.Serializable] 52 | public class inventory 53 | { 54 | public Item item; 55 | public int amountOfItem; 56 | 57 | public inventory(Item item, int amountOfItem) 58 | { 59 | this.item = item; 60 | this.amountOfItem = amountOfItem; 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/ItemPlayerManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81361d1f8e23d86469cc292057f6c402 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/WeaponManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class WeaponManager : MonoBehaviour { 6 | 7 | public List weapons; 8 | 9 | void Start () { 10 | 11 | } 12 | 13 | void Update () 14 | { 15 | 16 | } 17 | } 18 | 19 | [System.Serializable] 20 | public class Weapons 21 | { 22 | public string name; 23 | public WeaponType weaponType; 24 | public Sprite weaponSprite; 25 | 26 | public bool isHolding; 27 | } 28 | 29 | public enum WeaponType 30 | { 31 | Sword, 32 | Bow 33 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Inventories/Player/WeaponManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0735ae1827a48841b0850fadb078c2b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Items.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 587b514f2c2a40b4788076bda7b1fb82 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Items/Item.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Item : MonoBehaviour { 5 | 6 | public string itemName; 7 | public string itemDescrition; 8 | public int id; 9 | 10 | public Sprite itemSprite; 11 | 12 | void Start () { 13 | 14 | } 15 | 16 | void Update () { 17 | 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Game/Assets/Code/Items/Item.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 671bed704e39b114ea3e00c7b7605401 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Level.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 663677cef94ce7842b7fe2033b4e08a5 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Level/Level.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class Level : MonoBehaviour { 6 | 7 | private int levelWidth; 8 | private int levelHeight; 9 | 10 | public Transform enemy; 11 | public Transform parent; 12 | 13 | public HUDController hc; 14 | 15 | private Color[] tileColours; 16 | private Color[] topTileColours; 17 | public Color spawnPointColour; 18 | public Color enemyPointColour; 19 | 20 | public Texture2D levelTexture; 21 | public Texture2D topTileTexture; 22 | 23 | public Entity player; 24 | public Entity[] friendlyEntities; 25 | 26 | public List tiles = new List(); 27 | 28 | void Start () { 29 | levelWidth = levelTexture.width; 30 | levelHeight = levelTexture.height; 31 | loadLevel(); 32 | loadTopTiles(); 33 | } 34 | 35 | void Update () { 36 | 37 | } 38 | 39 | void loadLevel() 40 | { 41 | tileColours = new Color[levelWidth * levelHeight]; 42 | tileColours = levelTexture.GetPixels(); 43 | 44 | for(int y = 0; y < levelHeight; y++) 45 | { 46 | for(int x = 0; x < levelWidth; x++) 47 | { 48 | foreach(Tile t in tiles) 49 | { 50 | if(tileColours[x+y*levelWidth] == t.tileColor) 51 | { 52 | Instantiate(t.tileTransform, new Vector3(x, y), Quaternion.identity); 53 | } 54 | } 55 | if(tileColours[x+y*levelWidth] == spawnPointColour) 56 | { 57 | Instantiate(tiles[0].tileTransform, new Vector3(x, y), Quaternion.identity); 58 | Vector2 pos = new Vector2(x, y); 59 | player.transform.position = pos; 60 | for(int i = 0; i < friendlyEntities.Length; i++) 61 | { 62 | Vector2 npos = pos; 63 | npos.x += i + 1; 64 | friendlyEntities[i].transform.position = npos; 65 | } 66 | } 67 | if(tileColours[x+y*levelWidth] == enemyPointColour) 68 | { 69 | Instantiate(tiles[0].tileTransform, new Vector3(x, y), Quaternion.identity); 70 | Instantiate(enemy, new Vector3(x, y), Quaternion.identity); 71 | } 72 | } 73 | } 74 | } 75 | 76 | void loadTopTiles() 77 | { 78 | topTileColours = new Color[topTileTexture.width * topTileTexture.height]; 79 | topTileColours = topTileTexture.GetPixels(); 80 | 81 | for(int y = 0; y < levelHeight; y++) 82 | { 83 | for(int x = 0; x < levelWidth; x++) 84 | { 85 | foreach(Tile t in tiles) 86 | { 87 | if(topTileColours[x+y*levelWidth] == t.tileColor) 88 | { 89 | Instantiate(t.tileTransform, new Vector3(x, y), Quaternion.identity); 90 | } 91 | } 92 | } 93 | } 94 | } 95 | } 96 | 97 | [System.Serializable] 98 | public class Tile 99 | { 100 | public string tileName; 101 | 102 | public Color tileColor; 103 | public Transform tileTransform; 104 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Level/Level.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2aecd77ae7c9da84ca876ba5013367d7 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Shops.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84a25388ff568d6478e6ae3cdf2279b1 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Shops/GeneralShop.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class GeneralShop : Shop { 5 | 6 | void Start () { 7 | 8 | } 9 | 10 | void Update () { 11 | 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Game/Assets/Code/Shops/GeneralShop.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 26e9d89ff83af5e4fb7e7f63a04e15f4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Shops/Shop.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class Shop : MonoBehaviour { 6 | 7 | public string shopName; 8 | 9 | public List sellingItems = new List(); 10 | 11 | void Start () { 12 | 13 | } 14 | 15 | void Update () { 16 | 17 | } 18 | 19 | public void removeItemFromShop(int index) 20 | { 21 | sellingItems[index].amountOfItem = sellingItems[index].amountOfItem - 1; 22 | if(sellingItems[index].amountOfItem <= 0) 23 | sellingItems.Remove(sellingItems[index]); 24 | } 25 | 26 | public void removeItemFromShop(int index, Player pl) 27 | { 28 | pl.takeMoney(sellingItems[index].price); 29 | pl.ipManager.addToItemInventory(sellingItems[index].item.id, 1); 30 | sellingItems[index].amountOfItem = sellingItems[index].amountOfItem - 1; 31 | if(sellingItems[index].amountOfItem <= 0) 32 | sellingItems.Remove(sellingItems[index]); 33 | 34 | } 35 | } 36 | 37 | [System.Serializable] 38 | public class shopInventory 39 | { 40 | public Item item; 41 | public int amountOfItem; 42 | public int price; 43 | 44 | public shopInventory(Item item, int amountOfItem) 45 | { 46 | this.item = item; 47 | this.amountOfItem = amountOfItem; 48 | } 49 | } -------------------------------------------------------------------------------- /Game/Assets/Code/Shops/Shop.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9477d505c67b05346be6008f8f3935ae 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Shops/ShopManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ShopManager : MonoBehaviour { 5 | 6 | public bool playerInRange; 7 | public bool isShopOpen; 8 | 9 | public Player player; 10 | 11 | public Shop thisShop; 12 | 13 | public GUISkin gskin; 14 | 15 | public string warn; 16 | public bool showWarn = false; 17 | 18 | void Start () { 19 | playerInRange = false; 20 | isShopOpen = false; 21 | } 22 | 23 | void Update () 24 | { 25 | if(playerInRange) 26 | { 27 | if(Input.GetKeyDown(KeyCode.E)) 28 | isShopOpen = !isShopOpen; 29 | } 30 | } 31 | 32 | void OnTriggerEnter2D(Collider2D c) 33 | { 34 | if(c.tag == "Player" && playerInRange == false) 35 | { 36 | print ("There's a player at the shop"); 37 | playerInRange = true; 38 | player = c.GetComponent(); 39 | } 40 | } 41 | 42 | void OnTriggerExit2D(Collider2D c) 43 | { 44 | if(c.tag == "Player" && playerInRange) 45 | { 46 | playerInRange = false; 47 | player = null; 48 | isShopOpen = false; 49 | } 50 | } 51 | 52 | void OnGUI() 53 | { 54 | GUI.skin = gskin; 55 | if(playerInRange && !isShopOpen) 56 | { 57 | GUI.Label(new Rect(5, 5, 500, 100), "Press e to visit the " + thisShop.shopName); 58 | } 59 | 60 | if(isShopOpen) 61 | { 62 | GUILayout.BeginArea(new Rect((Screen.width / 2) - 250, 100, 500, Screen.height - 200), GUIContent.none, "box"); 63 | 64 | GUILayout.Label("What we're selling!"); 65 | GUILayout.BeginVertical(); 66 | GUILayout.BeginHorizontal(GUILayout.Width(500)); 67 | GUILayout.Label("Item"); 68 | GUILayout.Label("Price"); 69 | GUILayout.Label("Amount"); 70 | GUILayout.Label(""); 71 | GUILayout.Space(20); 72 | GUILayout.EndHorizontal(); 73 | foreach(shopInventory i in thisShop.sellingItems) 74 | { 75 | GUILayout.BeginHorizontal(GUILayout.Width(500)); 76 | 77 | GUILayout.Label(i.item.itemName, "Shop"); 78 | 79 | GUILayout.Label("$" + i.price.ToString(), "Shop"); 80 | 81 | GUILayout.Label(i.amountOfItem.ToString(), "Shop"); 82 | 83 | if(GUILayout.Button("Buy")) 84 | { 85 | if(player.money >= i.price) 86 | thisShop.removeItemFromShop(thisShop.sellingItems.IndexOf(i), player); 87 | else 88 | StartCoroutine(waitForWarning("Not enough money!")); 89 | 90 | } 91 | 92 | GUILayout.Space(20); 93 | 94 | GUILayout.EndHorizontal(); 95 | } 96 | GUILayout.EndVertical(); 97 | 98 | GUILayout.EndArea(); 99 | 100 | if(showWarn) 101 | { 102 | GUI.Box(new Rect(Screen.width / 2 - 250, 20, 500, 60), warn); 103 | } 104 | } 105 | } 106 | 107 | IEnumerator waitForWarning(string warning) 108 | { 109 | warn = warning; 110 | showWarn = true; 111 | yield return new WaitForSeconds(5); 112 | showWarn = false; 113 | } 114 | } 115 | -------------------------------------------------------------------------------- /Game/Assets/Code/Shops/ShopManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef24b8dabae1d6046afe46a0493f9256 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Code/Weapons.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bba573c064274f448a7760cb2372ce20 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Game/Assets/Code/Weapons/Sword.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class Sword : MonoBehaviour { 6 | 7 | public int minDamage; 8 | public int maxDamage; 9 | private int realDamage; 10 | 11 | public List enemyInRange = new List(); 12 | 13 | void Start () { 14 | 15 | } 16 | 17 | void Update () { 18 | if(Input.GetMouseButtonDown(0)) 19 | attack(); 20 | } 21 | 22 | public void attack() 23 | { 24 | realDamage = Random.Range(minDamage, maxDamage); 25 | foreach(Entity e in enemyInRange) 26 | { 27 | e.takeHealth(realDamage); 28 | } 29 | } 30 | 31 | 32 | void OnTriggerEnter2D(Collider2D other) { 33 | Entity tempEnt = other.GetComponent(); 34 | if(tempEnt != null) 35 | { 36 | if(tempEnt.isHostile) 37 | { 38 | if(enemyInRange.Contains(tempEnt)) 39 | return; 40 | enemyInRange.Add(tempEnt); 41 | } 42 | } 43 | } 44 | 45 | void OnTriggerExit2D(Collider2D other) { 46 | Entity tempEnt = other.GetComponent(); 47 | if(tempEnt != null) 48 | { 49 | int index = enemyInRange.IndexOf(tempEnt); 50 | enemyInRange.Remove(enemyInRange[index]); 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Game/Assets/Code/Weapons/Sword.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be7354e0b80201143a0e95c521410805 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Game/Assets/Levels.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02d209ce1ece8c84c8fb377c6632afde 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- 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Many people have made 220 | generous contributions to the wide range of software distributed 221 | through that system in reliance on consistent application of that 222 | system; it is up to the author/donor to decide if he or she is willing 223 | to distribute software through any other system and a licensee cannot 224 | impose that choice. 225 | 226 | This section is intended to make thoroughly clear what is believed to 227 | be a consequence of the rest of this License. 228 | 229 | 8. If the distribution and/or use of the Program is restricted in 230 | certain countries either by patents or by copyrighted interfaces, the 231 | original copyright holder who places the Program under this License 232 | may add an explicit geographical distribution limitation excluding 233 | those countries, so that distribution is permitted only in or among 234 | countries not thus excluded. In such case, this License incorporates 235 | the limitation as if written in the body of this License. 236 | 237 | 9. The Free Software Foundation may publish revised and/or new versions 238 | of the General Public License from time to time. Such new versions will 239 | be similar in spirit to the present version, but may differ in detail to 240 | address new problems or concerns. 241 | 242 | Each version is given a distinguishing version number. If the Program 243 | specifies a version number of this License which applies to it and "any 244 | later version", you have the option of following the terms and conditions 245 | either of that version or of any later version published by the Free 246 | Software Foundation. If the Program does not specify a version number of 247 | this License, you may choose any version ever published by the Free Software 248 | Foundation. 249 | 250 | 10. If you wish to incorporate parts of the Program into other free 251 | programs whose distribution conditions are different, write to the author 252 | to ask for permission. For software which is copyrighted by the Free 253 | Software Foundation, write to the Free Software Foundation; we sometimes 254 | make exceptions for this. Our decision will be guided by the two goals 255 | of preserving the free status of all derivatives of our free software and 256 | of promoting the sharing and reuse of software generally. 257 | 258 | NO WARRANTY 259 | 260 | 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY 261 | FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN 262 | OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES 263 | PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED 264 | OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 265 | MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS 266 | TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE 267 | PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, 268 | REPAIR OR CORRECTION. 269 | 270 | 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 271 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR 272 | REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, 273 | INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING 274 | OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED 275 | TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY 276 | YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER 277 | PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE 278 | POSSIBILITY OF SUCH DAMAGES. 279 | 280 | END OF TERMS AND CONDITIONS 281 | 282 | How to Apply These Terms to Your New Programs 283 | 284 | If you develop a new program, and you want it to be of the greatest 285 | possible use to the public, the best way to achieve this is to make it 286 | free software which everyone can redistribute and change under these terms. 287 | 288 | To do so, attach the following notices to the program. It is safest 289 | to attach them to the start of each source file to most effectively 290 | convey the exclusion of warranty; and each file should have at least 291 | the "copyright" line and a pointer to where the full notice is found. 292 | 293 | {description} 294 | Copyright (C) {year} {fullname} 295 | 296 | This program is free software; you can redistribute it and/or modify 297 | it under the terms of the GNU General Public License as published by 298 | the Free Software Foundation; either version 2 of the License, or 299 | (at your option) any later version. 300 | 301 | This program is distributed in the hope that it will be useful, 302 | but WITHOUT ANY WARRANTY; without even the implied warranty of 303 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 304 | GNU General Public License for more details. 305 | 306 | You should have received a copy of the GNU General Public License along 307 | with this program; if not, write to the Free Software Foundation, Inc., 308 | 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. 309 | 310 | Also add information on how to contact you by electronic and paper mail. 311 | 312 | If the program is interactive, make it output a short notice like this 313 | when it starts in an interactive mode: 314 | 315 | Gnomovision version 69, Copyright (C) year name of author 316 | Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 317 | This is free software, and you are welcome to redistribute it 318 | under certain conditions; type `show c' for details. 319 | 320 | The hypothetical commands `show w' and `show c' should show the appropriate 321 | parts of the General Public License. Of course, the commands you use may 322 | be called something other than `show w' and `show c'; they could even be 323 | mouse-clicks or menu items--whatever suits your program. 324 | 325 | You should also get your employer (if you work as a programmer) or your 326 | school, if any, to sign a "copyright disclaimer" for the program, if 327 | necessary. Here is a sample; alter the names: 328 | 329 | Yoyodyne, Inc., hereby disclaims all copyright interest in the program 330 | `Gnomovision' (which makes passes at compilers) written by James Hacker. 331 | 332 | {signature of Ty Coon}, 1 April 1989 333 | Ty Coon, President of Vice 334 | 335 | This General Public License does not permit incorporating your program into 336 | proprietary programs. If your program is a subroutine library, you may 337 | consider it more useful to permit linking proprietary applications with the 338 | library. If this is what you want to do, use the GNU Lesser General 339 | Public License instead of this License. -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Unity-Top-Down-2D-RPG-Tutorial 2 | ============================== 3 | 4 | The source files for our unity 2d top down rpg tutorial 5 | --------------------------------------------------------------------------------