├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── CrossPlatformInput.meta │ └── CrossPlatformInput │ │ ├── CrossPlatformInputInitialize.cs │ │ └── CrossPlatformInputInitialize.cs.meta ├── Fonts.meta ├── Fonts │ ├── VCR_OSD_MONO_1.001.ttf │ └── VCR_OSD_MONO_1.001.ttf.meta ├── Prefabs.meta ├── Prefabs │ ├── GroundTiles.meta │ ├── GroundTiles │ │ ├── Grass_1.prefab │ │ ├── Grass_1.prefab.meta │ │ ├── Long_Grass.prefab │ │ ├── Long_Grass.prefab.meta │ │ ├── Tracks.meta │ │ └── Tracks │ │ │ ├── Dirt.meta │ │ │ └── Dirt │ │ │ ├── DirtTrack_1.prefab │ │ │ ├── DirtTrack_1.prefab.meta │ │ │ ├── DirtTrack_10.prefab │ │ │ ├── DirtTrack_10.prefab.meta │ │ │ ├── DirtTrack_11.prefab │ │ │ ├── DirtTrack_11.prefab.meta │ │ │ ├── DirtTrack_12.prefab │ │ │ ├── DirtTrack_12.prefab.meta │ │ │ ├── DirtTrack_13.prefab │ │ │ ├── DirtTrack_13.prefab.meta │ │ │ ├── DirtTrack_2.prefab │ │ │ ├── DirtTrack_2.prefab.meta │ │ │ ├── DirtTrack_3.prefab │ │ │ ├── DirtTrack_3.prefab.meta │ │ │ ├── DirtTrack_4.prefab │ │ │ ├── DirtTrack_4.prefab.meta │ │ │ ├── DirtTrack_5.prefab │ │ │ ├── DirtTrack_5.prefab.meta │ │ │ ├── DirtTrack_6.prefab │ │ │ ├── DirtTrack_6.prefab.meta │ │ │ ├── DirtTrack_7.prefab │ │ │ ├── DirtTrack_7.prefab.meta │ │ │ ├── DirtTrack_8.prefab │ │ │ ├── DirtTrack_8.prefab.meta │ │ │ ├── DirtTrack_9.prefab │ │ │ └── DirtTrack_9.prefab.meta │ ├── Pokemon.meta │ └── Pokemon │ │ ├── Balm Tree.prefab │ │ ├── Balm Tree.prefab.meta │ │ ├── EmptyPokemon.prefab │ │ ├── EmptyPokemon.prefab.meta │ │ ├── Flame.prefab │ │ ├── Flame.prefab.meta │ │ ├── Storm.prefab │ │ ├── Storm.prefab.meta │ │ ├── Waterfall.prefab │ │ ├── Waterfall.prefab.meta │ │ ├── Zaur.prefab │ │ └── Zaur.prefab.meta ├── Scenes.meta ├── Scenes │ ├── World.unity │ └── World.unity.meta ├── Scripts.meta ├── Scripts │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Map.meta │ ├── Map │ │ ├── LongGrass.cs │ │ ├── LongGrass.cs.meta │ │ ├── Regions.cs │ │ └── Regions.cs.meta │ ├── Player.meta │ ├── Player │ │ ├── Player.cs │ │ ├── Player.cs.meta │ │ ├── PlayerMovement.cs │ │ └── PlayerMovement.cs.meta │ ├── Pokemon.meta │ └── Pokemon │ │ ├── BasePokemon.cs │ │ └── BasePokemon.cs.meta ├── Spritesheets.meta ├── Spritesheets │ ├── Character.meta │ ├── Character │ │ ├── Char.png │ │ └── Char.png.meta │ ├── Inside.meta │ ├── Inside │ │ ├── indoor.png │ │ └── indoor.png.meta │ ├── Outside.meta │ ├── Outside │ │ ├── General.png │ │ └── General.png.meta │ ├── Pokemon.meta │ └── Pokemon │ │ ├── Sheet1.png │ │ └── Sheet1.png.meta ├── Standard Assets.meta ├── Standard Assets │ ├── 2D.meta │ ├── 2D │ │ ├── Animations.meta │ │ ├── Animations │ │ │ ├── RobotBoyCrouch.anim │ │ │ ├── RobotBoyCrouch.anim.meta │ │ │ ├── RobotBoyCrouchingWalk.anim │ │ │ ├── RobotBoyCrouchingWalk.anim.meta │ │ │ ├── RobotBoyFalling.anim │ │ │ ├── RobotBoyFalling.anim.meta │ │ │ ├── RobotBoyIdle.anim │ │ │ ├── RobotBoyIdle.anim.meta │ │ │ ├── RobotBoyJump01.anim │ │ │ ├── RobotBoyJump01.anim.meta │ │ │ ├── RobotBoyJump02.anim │ │ │ ├── RobotBoyJump02.anim.meta │ │ │ ├── RobotBoyJump03.anim │ │ │ ├── RobotBoyJump03.anim.meta │ │ │ ├── RobotBoyJump04.anim │ │ │ ├── RobotBoyJump04.anim.meta │ │ │ ├── RobotBoyJump05.anim │ │ │ ├── RobotBoyJump05.anim.meta │ │ │ ├── RobotBoyJump06.anim │ │ │ ├── RobotBoyJump06.anim.meta │ │ │ ├── RobotBoyJump07.anim │ │ │ ├── RobotBoyJump07.anim.meta │ │ │ ├── RobotBoyJump08.anim │ │ │ ├── RobotBoyJump08.anim.meta │ │ │ ├── RobotBoyJump09.anim │ │ │ ├── RobotBoyJump09.anim.meta │ │ │ ├── RobotBoyJump10.anim │ │ │ ├── RobotBoyJump10.anim.meta │ │ │ ├── RobotBoyJump11.anim │ │ │ ├── RobotBoyJump11.anim.meta │ │ │ ├── RobotBoyRun.anim │ │ │ ├── RobotBoyRun.anim.meta │ │ │ ├── RobotBoyWalk.anim │ │ │ └── RobotBoyWalk.anim.meta │ │ ├── Animator.meta │ │ ├── Animator │ │ │ ├── 2dCharacterAnimator.controller │ │ │ └── 2dCharacterAnimator.controller.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── SpriteLit.mat │ │ │ └── SpriteLit.mat.meta │ │ ├── PhysicsMaterials.meta │ │ ├── PhysicsMaterials │ │ │ ├── BouncyBox.physicsMaterial2D │ │ │ ├── BouncyBox.physicsMaterial2D.meta │ │ │ ├── Slippery.physicsMaterial2D │ │ │ ├── Slippery.physicsMaterial2D.meta │ │ │ ├── Sticky.physicsMaterial2D │ │ │ └── Sticky.physicsMaterial2D.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── CharacterRobotBoy.prefab │ │ │ ├── CharacterRobotBoy.prefab.meta │ │ │ ├── CollisionSlider.prefab │ │ │ ├── CollisionSlider.prefab.meta │ │ │ ├── CratePink.prefab │ │ │ ├── CratePink.prefab.meta │ │ │ ├── ExtentsLeft.prefab │ │ │ ├── ExtentsLeft.prefab.meta │ │ │ ├── ExtentsRight.prefab │ │ │ ├── ExtentsRight.prefab.meta │ │ │ ├── Killzone.prefab │ │ │ ├── Killzone.prefab.meta │ │ │ ├── Platform04x01.prefab │ │ │ ├── Platform04x01.prefab.meta │ │ │ ├── Platform08x01.prefab │ │ │ ├── Platform08x01.prefab.meta │ │ │ ├── Platform12x01.prefab │ │ │ ├── Platform12x01.prefab.meta │ │ │ ├── Platform16x01.prefab │ │ │ ├── Platform16x01.prefab.meta │ │ │ ├── Platform36x01.prefab │ │ │ ├── Platform36x01.prefab.meta │ │ │ ├── PlatformRamp.prefab │ │ │ └── PlatformRamp.prefab.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── Camera2DFollow.cs │ │ │ ├── Camera2DFollow.cs.meta │ │ │ ├── CameraFollow.cs │ │ │ ├── CameraFollow.cs.meta │ │ │ ├── Platformer2DUserControl.cs │ │ │ ├── Platformer2DUserControl.cs.meta │ │ │ ├── PlatformerCharacter2D.cs │ │ │ ├── PlatformerCharacter2D.cs.meta │ │ │ ├── Restarter.cs │ │ │ └── Restarter.cs.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ │ ├── BackgroundGreyGridSprite.png │ │ │ ├── BackgroundGreyGridSprite.png.meta │ │ │ ├── BackgroundNavyGridSprite.png │ │ │ ├── BackgroundNavyGridSprite.png.meta │ │ │ ├── CratePinkGridSprite.png │ │ │ ├── CratePinkGridSprite.png.meta │ │ │ ├── PlatformWhiteSprite.png │ │ │ ├── PlatformWhiteSprite.png.meta │ │ │ ├── RobotBoyCrouchSprite.png │ │ │ ├── RobotBoyCrouchSprite.png.meta │ │ │ ├── RobotBoyDeathSprite.png │ │ │ ├── RobotBoyDeathSprite.png.meta │ │ │ ├── RobotBoyIdleSprite.png │ │ │ ├── RobotBoyIdleSprite.png.meta │ │ │ ├── RobotBoyJumpSprite.png │ │ │ ├── RobotBoyJumpSprite.png.meta │ │ │ ├── RobotBoyRollSprite.png │ │ │ ├── RobotBoyRollSprite.png.meta │ │ │ ├── RobotBoyRunSprite.png │ │ │ ├── RobotBoyRunSprite.png.meta │ │ │ ├── RobotBoyWalkSprite.png │ │ │ └── RobotBoyWalkSprite.png.meta │ ├── CrossPlatformInput.meta │ ├── CrossPlatformInput │ │ ├── CrossPlatformInputGuidelines.txt │ │ ├── CrossPlatformInputGuidelines.txt.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── CarTiltControls.prefab │ │ │ ├── CarTiltControls.prefab.meta │ │ │ ├── DualTouchControls.prefab │ │ │ ├── DualTouchControls.prefab.meta │ │ │ ├── MobileAircraftControls.prefab │ │ │ ├── MobileAircraftControls.prefab.meta │ │ │ ├── MobileSingleStickControl.prefab │ │ │ ├── MobileSingleStickControl.prefab.meta │ │ │ ├── MobileTiltControlRig.prefab │ │ │ └── MobileTiltControlRig.prefab.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── AxisTouchButton.cs │ │ │ ├── AxisTouchButton.cs.meta │ │ │ ├── ButtonHandler.cs │ │ │ ├── ButtonHandler.cs.meta │ │ │ ├── CrossPlatformInputManager.cs │ │ │ ├── CrossPlatformInputManager.cs.meta │ │ │ ├── InputAxisScrollbar.cs │ │ │ ├── InputAxisScrollbar.cs.meta │ │ │ ├── Joystick.cs │ │ │ ├── Joystick.cs.meta │ │ │ ├── MobileControlRig.cs │ │ │ ├── MobileControlRig.cs.meta │ │ │ ├── PlatformSpecific.meta │ │ │ ├── PlatformSpecific │ │ │ │ ├── MobileInput.cs │ │ │ │ ├── MobileInput.cs.meta │ │ │ │ ├── StandaloneInput.cs │ │ │ │ └── StandaloneInput.cs.meta │ │ │ ├── TiltInput.cs │ │ │ ├── TiltInput.cs.meta │ │ │ ├── TouchPad.cs │ │ │ ├── TouchPad.cs.meta │ │ │ ├── VirtualInput.cs │ │ │ └── VirtualInput.cs.meta │ │ ├── Sprites.meta │ │ └── Sprites │ │ │ ├── ButtonAcceleratorOverSprite.png │ │ │ ├── ButtonAcceleratorOverSprite.png.meta │ │ │ ├── ButtonAcceleratorUpSprite.png │ │ │ ├── ButtonAcceleratorUpSprite.png.meta │ │ │ ├── ButtonArrowOverSprite.png │ │ │ ├── ButtonArrowOverSprite.png.meta │ │ │ ├── ButtonArrowUpSprite.png │ │ │ ├── ButtonArrowUpSprite.png.meta │ │ │ ├── ButtonBrakeOverSprite.png │ │ │ ├── ButtonBrakeOverSprite.png.meta │ │ │ ├── ButtonBrakeUpSprite.png │ │ │ ├── ButtonBrakeUpSprite.png.meta │ │ │ ├── ButtonCameraCycleUpSprite.png │ │ │ ├── ButtonCameraCycleUpSprite.png.meta │ │ │ ├── ButtonResetSprite.png │ │ │ ├── ButtonResetSprite.png.meta │ │ │ ├── ButtonSpacebarSprite.png │ │ │ ├── ButtonSpacebarSprite.png.meta │ │ │ ├── ButtonThumbstickOverSprite.png │ │ │ ├── ButtonThumbstickOverSprite.png.meta │ │ │ ├── ButtonThumbstickUpSprite.png │ │ │ ├── ButtonThumbstickUpSprite.png.meta │ │ │ ├── ButtonTimescaleFullUpSprite.png │ │ │ ├── ButtonTimescaleFullUpSprite.png.meta │ │ │ ├── ButtonTimescaleSlowUpSprite.png │ │ │ ├── ButtonTimescaleSlowUpSprite.png.meta │ │ │ ├── SliderBackgroundSprite.png │ │ │ ├── SliderBackgroundSprite.png.meta │ │ │ ├── SliderHandleSprite.png │ │ │ ├── SliderHandleSprite.png.meta │ │ │ ├── TouchpadSprite.png │ │ │ └── TouchpadSprite.png.meta │ ├── Utility.meta │ └── Utility │ │ ├── ActivateTrigger.cs │ │ ├── ActivateTrigger.cs.meta │ │ ├── AutoMobileShaderSwitch.cs │ │ ├── AutoMobileShaderSwitch.cs.meta │ │ ├── AutoMoveAndRotate.cs │ │ ├── AutoMoveAndRotate.cs.meta │ │ ├── CameraRefocus.cs │ │ ├── CameraRefocus.cs.meta │ │ ├── CurveControlledBob.cs │ │ ├── CurveControlledBob.cs.meta │ │ ├── DragRigidbody.cs │ │ ├── DragRigidbody.cs.meta │ │ ├── DynamicShadowSettings.cs │ │ ├── DynamicShadowSettings.cs.meta │ │ ├── EventSystemChecker.cs │ │ ├── EventSystemChecker.cs.meta │ │ ├── FOVKick.cs │ │ ├── FOVKick.cs.meta │ │ ├── FPSCounter.cs │ │ ├── FPSCounter.cs.meta │ │ ├── FollowTarget.cs │ │ ├── FollowTarget.cs.meta │ │ ├── ForcedReset.cs │ │ ├── ForcedReset.cs.meta │ │ ├── LerpControlledBob.cs │ │ ├── LerpControlledBob.cs.meta │ │ ├── ObjectResetter.cs │ │ ├── ObjectResetter.cs.meta │ │ ├── ParticleSystemDestroyer.cs │ │ ├── ParticleSystemDestroyer.cs.meta │ │ ├── PlatformSpecificContent.cs │ │ ├── PlatformSpecificContent.cs.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ ├── FramerateCounter.prefab │ │ └── FramerateCounter.prefab.meta │ │ ├── SimpleActivatorMenu.cs │ │ ├── SimpleActivatorMenu.cs.meta │ │ ├── SimpleMouseRotator.cs │ │ ├── SimpleMouseRotator.cs.meta │ │ ├── SmoothFollow.cs │ │ ├── SmoothFollow.cs.meta │ │ ├── TimedObjectActivator.cs │ │ ├── TimedObjectActivator.cs.meta │ │ ├── TimedObjectDestructor.cs │ │ ├── TimedObjectDestructor.cs.meta │ │ ├── WaypointCircuit.cs │ │ ├── WaypointCircuit.cs.meta │ │ ├── WaypointProgressTracker.cs │ │ └── WaypointProgressTracker.cs.meta ├── UI.meta └── UI │ ├── Background-UI.png │ ├── Background-UI.png.meta │ ├── Battle.png │ ├── Battle.png.meta │ ├── Health.png │ └── Health.png.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4c919a1a4d800746b607c3e6b0b199f 3 | folderAsset: yes 4 | timeCreated: 1460358085 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scenes/World.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/StormBurpee/Unity_Pokemon/2080f252f7d616694782a4069927343a750de539/Assets/Scenes/World.unity -------------------------------------------------------------------------------- /Assets/Scenes/World.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e956952541beef64bb276201d18f68fe 3 | timeCreated: 1460358085 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7bfc16af64a03b43b88abdd45802b11 3 | folderAsset: yes 4 | timeCreated: 1460354314 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class GameManager : MonoBehaviour { 6 | 7 | public GameObject playerCamera; 8 | public GameObject battleCamera; 9 | 10 | public GameObject player; 11 | 12 | public List allPokemon = new List(); 13 | public List allMoves = new List(); 14 | 15 | public Transform defencePodium; 16 | public Transform attackPodium; 17 | public GameObject emptyPoke; 18 | 19 | void Start () { 20 | playerCamera.SetActive(true); 21 | battleCamera.SetActive(false); 22 | } 23 | 24 | void Update () { 25 | 26 | } 27 | 28 | public void EnterBattle(Rarity rarity) 29 | { 30 | playerCamera.SetActive(false); 31 | battleCamera.SetActive(true); 32 | 33 | BasePokemon battlePokemon = GetRandomPokemonFromList(GetPokemonByRarity(rarity)); 34 | 35 | Debug.Log(battlePokemon.name); 36 | 37 | player.GetComponent().isAllowedToMove = false; 38 | 39 | GameObject dPoke = Instantiate(emptyPoke, defencePodium.transform.position, Quaternion.identity) as GameObject; 40 | 41 | dPoke.transform.parent = defencePodium; 42 | 43 | BasePokemon tempPoke = dPoke.AddComponent() as BasePokemon; 44 | tempPoke.AddMember(battlePokemon); 45 | 46 | dPoke.GetComponent().sprite = battlePokemon.image; 47 | 48 | } 49 | 50 | public List GetPokemonByRarity(Rarity rarity) 51 | { 52 | List returnPokemon = new List(); 53 | foreach (BasePokemon Pokemon in allPokemon) 54 | { 55 | if (Pokemon.rarity == rarity) 56 | returnPokemon.Add(Pokemon); 57 | } 58 | 59 | return returnPokemon; 60 | } 61 | 62 | public BasePokemon GetRandomPokemonFromList(List pokeList) 63 | { 64 | BasePokemon poke = new BasePokemon(); 65 | int pokeIndex = Random.Range(0, pokeList.Count - 1); 66 | poke = pokeList[pokeIndex]; 67 | return poke; 68 | } 69 | } 70 | 71 | [System.Serializable] 72 | public class PokemonMoves 73 | { 74 | string Name; 75 | public MoveType category; 76 | public Stat moveStat; 77 | public PokemonType moveType; 78 | public int PP; 79 | public float power; 80 | public float accuracy; 81 | } 82 | 83 | [System.Serializable] 84 | public class Stat 85 | { 86 | public float minimum; 87 | public float maximum; 88 | } 89 | 90 | public enum MoveType 91 | { 92 | Physical, 93 | Special, 94 | Status 95 | } -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97f58e148fa1b9b4680710899c4f1fe8 3 | timeCreated: 1460431889 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Map.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: faa81f4b743f9a340a8b5b56478783af 3 | folderAsset: yes 4 | timeCreated: 1460423306 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Map/LongGrass.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class LongGrass : MonoBehaviour { 5 | 6 | public BiomeList grassType; 7 | 8 | private GameManager gm; 9 | 10 | void Start () { 11 | gm = GameObject.FindGameObjectWithTag("GameManager").GetComponent(); 12 | } 13 | 14 | void Update () { 15 | 16 | } 17 | 18 | void OnTriggerEnter2D(Collider2D col) 19 | { 20 | if(col.GetComponent()) 21 | { 22 | //P = x / 187.5 23 | //VC = 10, C = 8.5, Semi-Are = 6.75, Rare = 3.33, VR = 1.25 24 | float vc = 10 / 187.5f; 25 | float c = 8.5f / 187.5f; 26 | float sr = 6.75f / 187.5f; 27 | float r = 3.33f / 187.5f; 28 | float vr = 1.25f / 187.5f; 29 | 30 | float p = Random.Range(0.0f, 100.0f); 31 | 32 | if(p < vr*100) 33 | { 34 | if (gm != null) 35 | gm.EnterBattle(Rarity.VeryRare); 36 | } 37 | else if(p < r*100) 38 | { 39 | if (gm != null) 40 | gm.EnterBattle(Rarity.Rare); 41 | } 42 | else if(p < sr*100) 43 | { 44 | if (gm != null) 45 | gm.EnterBattle(Rarity.SemiRare); 46 | } 47 | else if(p < c*100) 48 | { 49 | if (gm != null) 50 | gm.EnterBattle(Rarity.Common); 51 | } 52 | else if(p < vc*100) 53 | { 54 | if (gm != null) 55 | gm.EnterBattle(Rarity.VeryCommon); 56 | } 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /Assets/Scripts/Map/LongGrass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0095d98cb2dab264d94eb1cca2d7d0a6 3 | timeCreated: 1460431250 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Map/Regions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Regions : MonoBehaviour { 5 | 6 | // Use this for initialization 7 | void Start () { 8 | 9 | } 10 | 11 | // Update is called once per frame 12 | void Update () { 13 | 14 | } 15 | } 16 | 17 | public enum BiomeList 18 | { 19 | Grass, 20 | Sand, 21 | Water, 22 | Ice 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/Map/Regions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a7c7a8fdac0b2343848014fb4bd5959 3 | timeCreated: 1460423316 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1712cd65813b6d842a37106b1a95f76b 3 | folderAsset: yes 4 | timeCreated: 1460382220 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class Player : MonoBehaviour { 6 | 7 | public List ownedPokemon = new List(); 8 | 9 | void Start () { 10 | 11 | } 12 | 13 | void Update () { 14 | 15 | } 16 | } 17 | 18 | [System.Serializable] 19 | public class OwnedPokemon 20 | { 21 | public string NickName; 22 | public BasePokemon pokemon; 23 | public int level; 24 | public List moves = new List(); 25 | } -------------------------------------------------------------------------------- /Assets/Scripts/Player/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a35df597ffeb29348a8d89a128263ccb 3 | timeCreated: 1460459131 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerMovement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PlayerMovement : MonoBehaviour { 5 | 6 | Direction currentDir; 7 | Vector2 input; 8 | bool isMoving = false; 9 | Vector3 startPos; 10 | Vector3 endPos; 11 | float t; 12 | 13 | public Sprite northSprite; 14 | public Sprite eastSprite; 15 | public Sprite southSprite; 16 | public Sprite westSprite; 17 | 18 | public float walkSpeed = 3f; 19 | 20 | public bool isAllowedToMove = true; 21 | 22 | void Start() 23 | { 24 | isAllowedToMove = true; 25 | } 26 | 27 | void Update () { 28 | 29 | if(!isMoving && isAllowedToMove) 30 | { 31 | input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); 32 | if (Mathf.Abs(input.x) > Mathf.Abs(input.y)) 33 | input.y = 0; 34 | else 35 | input.x = 0; 36 | 37 | if(input != Vector2.zero) 38 | { 39 | 40 | if(input.x < 0) 41 | { 42 | currentDir = Direction.West; 43 | } 44 | if(input.x > 0) 45 | { 46 | currentDir = Direction.East; 47 | } 48 | if(input.y < 0) 49 | { 50 | currentDir = Direction.South; 51 | } 52 | if (input.y > 0) 53 | { 54 | currentDir = Direction.North; 55 | } 56 | 57 | switch(currentDir) 58 | { 59 | case Direction.North: 60 | gameObject.GetComponent().sprite = northSprite; 61 | break; 62 | case Direction.East: 63 | gameObject.GetComponent().sprite = eastSprite; 64 | break; 65 | case Direction.South: 66 | gameObject.GetComponent().sprite = southSprite; 67 | break; 68 | case Direction.West: 69 | gameObject.GetComponent().sprite = westSprite; 70 | break; 71 | } 72 | 73 | StartCoroutine(Move(transform)); 74 | } 75 | 76 | } 77 | 78 | } 79 | 80 | public IEnumerator Move(Transform entity) 81 | { 82 | isMoving = true; 83 | startPos = entity.position; 84 | t = 0; 85 | 86 | endPos = new Vector3(startPos.x + System.Math.Sign(input.x), startPos.y + System.Math.Sign(input.y), startPos.z); 87 | 88 | while (t < 1f) 89 | { 90 | t += Time.deltaTime * walkSpeed; 91 | entity.position = Vector3.Lerp(startPos, endPos, t); 92 | yield return null; 93 | } 94 | 95 | isMoving = false; 96 | yield return 0; 97 | } 98 | } 99 | 100 | enum Direction 101 | { 102 | North, 103 | East, 104 | South, 105 | West 106 | } 107 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c9f6336be2285e4da4e0c02af95689a 3 | timeCreated: 1460382226 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Pokemon.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dfd004f59703e414e99bbff29d4fb5a8 3 | folderAsset: yes 4 | timeCreated: 1460423141 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Pokemon/BasePokemon.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public class BasePokemon : MonoBehaviour { 6 | 7 | public string PName; 8 | public Sprite image; 9 | public BiomeList biomeFound; 10 | public PokemonType type; 11 | public Rarity rarity; 12 | public int HP; 13 | private int maxHP; 14 | public Stat AttackStat; 15 | public Stat DefenceStat; 16 | 17 | public PokemonStats pokemonStats; 18 | 19 | public bool canEvolve; 20 | public PokemonEvolution evolveTo; 21 | 22 | private int level; 23 | 24 | void Start () { 25 | maxHP = HP; 26 | } 27 | void Update () { 28 | 29 | } 30 | 31 | public void AddMember(BasePokemon bp) 32 | { 33 | this.PName = bp.PName; 34 | this.image = bp.image; 35 | this.biomeFound = bp.biomeFound; 36 | this.type = bp.type; 37 | this.rarity = bp.rarity; 38 | this.HP = bp.HP; 39 | this.maxHP = bp.maxHP; 40 | this.AttackStat = bp.AttackStat; 41 | this.DefenceStat = bp.DefenceStat; 42 | this.pokemonStats = bp.pokemonStats; 43 | this.canEvolve = bp.canEvolve; 44 | this.evolveTo = bp.evolveTo; 45 | this.level = bp.level; 46 | } 47 | } 48 | 49 | public enum Rarity 50 | { 51 | VeryCommon, 52 | Common, 53 | SemiRare, 54 | Rare, 55 | VeryRare 56 | } 57 | 58 | public enum PokemonType 59 | { 60 | Flying, 61 | Ground, 62 | Rock, 63 | Steel, 64 | Fire, 65 | Water, 66 | Grass, 67 | Ice, 68 | Electric, 69 | Psychic, 70 | Dark, 71 | Dragon, 72 | Fighting, 73 | Normal 74 | } 75 | 76 | [System.Serializable] 77 | public class PokemonEvolution 78 | { 79 | public BasePokemon nextEvolution; 80 | public int levelUpLevel; 81 | } 82 | 83 | [System.Serializable] 84 | public class PokemonStats 85 | { 86 | public int AttackStat; 87 | public int DefenceStat; 88 | public int SpeedStat; 89 | public int SpAttackStat; 90 | public int SpDefenceStat; 91 | public int EvasionStat; 92 | } -------------------------------------------------------------------------------- /Assets/Scripts/Pokemon/BasePokemon.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7ea8fc43b73528e4493677f75d16c9b2 3 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47d3e747b2e87de4c8358aaa436365ea 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b656cca21e797074a84563027a508ce1 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets._2D 5 | { 6 | public class Camera2DFollow : MonoBehaviour 7 | { 8 | public Transform target; 9 | public float damping = 1; 10 | public float lookAheadFactor = 3; 11 | public float lookAheadReturnSpeed = 0.5f; 12 | public float lookAheadMoveThreshold = 0.1f; 13 | 14 | private float m_OffsetZ; 15 | private Vector3 m_LastTargetPosition; 16 | private Vector3 m_CurrentVelocity; 17 | private Vector3 m_LookAheadPos; 18 | 19 | // Use this for initialization 20 | private void Start() 21 | { 22 | m_LastTargetPosition = target.position; 23 | m_OffsetZ = (transform.position - target.position).z; 24 | transform.parent = null; 25 | } 26 | 27 | 28 | // Update is called once per frame 29 | private void Update() 30 | { 31 | // only update lookahead pos if accelerating or changed direction 32 | float xMoveDelta = (target.position - m_LastTargetPosition).x; 33 | 34 | bool updateLookAheadTarget = Mathf.Abs(xMoveDelta) > lookAheadMoveThreshold; 35 | 36 | if (updateLookAheadTarget) 37 | { 38 | m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta); 39 | } 40 | else 41 | { 42 | m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed); 43 | } 44 | 45 | Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ; 46 | Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping); 47 | 48 | transform.position = newPos; 49 | 50 | m_LastTargetPosition = target.position; 51 | } 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d8238cc53530b64fbb7828c3d3bb591 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/CameraFollow.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | namespace UnityStandardAssets._2D 6 | { 7 | public class CameraFollow : MonoBehaviour 8 | { 9 | public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows. 10 | public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows. 11 | public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis. 12 | public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis. 13 | public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have. 14 | public Vector2 minXAndY; // The minimum x and y coordinates the camera can have. 15 | 16 | private Transform m_Player; // Reference to the player's transform. 17 | 18 | 19 | private void Awake() 20 | { 21 | // Setting up the reference. 22 | m_Player = GameObject.FindGameObjectWithTag("Player").transform; 23 | } 24 | 25 | 26 | private bool CheckXMargin() 27 | { 28 | // Returns true if the distance between the camera and the player in the x axis is greater than the x margin. 29 | return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin; 30 | } 31 | 32 | 33 | private bool CheckYMargin() 34 | { 35 | // Returns true if the distance between the camera and the player in the y axis is greater than the y margin. 36 | return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin; 37 | } 38 | 39 | 40 | private void Update() 41 | { 42 | TrackPlayer(); 43 | } 44 | 45 | 46 | private void TrackPlayer() 47 | { 48 | // By default the target x and y coordinates of the camera are it's current x and y coordinates. 49 | float targetX = transform.position.x; 50 | float targetY = transform.position.y; 51 | 52 | // If the player has moved beyond the x margin... 53 | if (CheckXMargin()) 54 | { 55 | // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position. 56 | targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime); 57 | } 58 | 59 | // If the player has moved beyond the y margin... 60 | if (CheckYMargin()) 61 | { 62 | // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position. 63 | targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime); 64 | } 65 | 66 | // The target x and y coordinates should not be larger than the maximum or smaller than the minimum. 67 | targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x); 68 | targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y); 69 | 70 | // Set the camera's position to the target position with the same z component. 71 | transform.position = new Vector3(targetX, targetY, transform.position.z); 72 | } 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9dfad760b6e9455593192a6d869f7ed 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityStandardAssets.CrossPlatformInput; 4 | 5 | namespace UnityStandardAssets._2D 6 | { 7 | [RequireComponent(typeof (PlatformerCharacter2D))] 8 | public class Platformer2DUserControl : MonoBehaviour 9 | { 10 | private PlatformerCharacter2D m_Character; 11 | private bool m_Jump; 12 | 13 | 14 | private void Awake() 15 | { 16 | m_Character = GetComponent(); 17 | } 18 | 19 | 20 | private void Update() 21 | { 22 | if (!m_Jump) 23 | { 24 | // Read the jump input in Update so button presses aren't missed. 25 | m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); 26 | } 27 | } 28 | 29 | 30 | private void FixedUpdate() 31 | { 32 | // Read the inputs. 33 | bool crouch = Input.GetKey(KeyCode.LeftControl); 34 | float h = CrossPlatformInputManager.GetAxis("Horizontal"); 35 | // Pass all parameters to the character control script. 36 | m_Character.Move(h, crouch, m_Jump); 37 | m_Jump = false; 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3d7b34a3bb2d4e4b926e7e729d3d410 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d08f91df3bd212f429df17f53ce2f364 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/Restarter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.SceneManagement; 4 | 5 | namespace UnityStandardAssets._2D 6 | { 7 | public class Restarter : MonoBehaviour 8 | { 9 | private void OnTriggerEnter2D(Collider2D other) 10 | { 11 | if (other.tag == "Player") 12 | { 13 | SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); 14 | } 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Scripts/Restarter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e053b0a94752146e79954ce4df1b5565 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 018119012bd4d014daf775b5c28fdc9b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | 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/Assets/Standard Assets/2D/Sprites/RobotBoyRunSprite.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/StormBurpee/Unity_Pokemon/2080f252f7d616694782a4069927343a750de539/Assets/Standard Assets/2D/Sprites/RobotBoyRunSprite.png -------------------------------------------------------------------------------- /Assets/Standard Assets/2D/Sprites/RobotBoyWalkSprite.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/StormBurpee/Unity_Pokemon/2080f252f7d616694782a4069927343a750de539/Assets/Standard Assets/2D/Sprites/RobotBoyWalkSprite.png -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb6d0d11aa24844488ea026462c8b6aa 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt: -------------------------------------------------------------------------------- 1 | 2 | Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. 3 | 4 | The CrossPlatformInput sample assets contains two main sections. 5 | 6 | 1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. 7 | 8 | 2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. 9 | 10 | 11 | 12 | For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. 13 | 14 | Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. 15 | 16 | The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. 17 | 18 | To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. 19 | 20 | When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. 21 | 22 | The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: 23 | GetAxis, GetAxisRaw 24 | GetButton, GetButtonDown, GetButtonUp 25 | 26 | Notes for coders: 27 | This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. 28 | 29 | Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package. 30 | 31 | The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode. 32 | 33 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3b997593a4f12c4c991490593f3b513 3 | TextScriptImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f030ca9293dfc164c8bc07b982e19f38 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Prefabs/CarTiltControls.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 174090ae7f9eff84abe76f0ff062efac 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Prefabs/DualTouchControls.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2169821f0567671499a5c10104c69c24 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Prefabs/MobileAircraftControls.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3369231b1ed7ad34e84d9240a571db81 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Prefabs/MobileSingleStickControl.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9529ecc3d479da5499993355e6c2cb4f 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Prefabs/MobileTiltControlRig.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 999388b68bb99b44099461bfbed94358 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d88a0b7dd92c5524aaf2d65e569a6213 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 8 | { 9 | // designed to work in a pair with another axis touch button 10 | // (typically with one having -1 and one having 1 axisValues) 11 | public string axisName = "Horizontal"; // The name of the axis 12 | public float axisValue = 1; // The axis that the value has 13 | public float responseSpeed = 3; // The speed at which the axis touch button responds 14 | public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre 15 | 16 | AxisTouchButton m_PairedWith; // Which button this one is paired with 17 | CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input 18 | 19 | void OnEnable() 20 | { 21 | if (!CrossPlatformInputManager.AxisExists(axisName)) 22 | { 23 | // if the axis doesnt exist create a new one in cross platform input 24 | m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); 25 | CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); 26 | } 27 | else 28 | { 29 | m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); 30 | } 31 | FindPairedButton(); 32 | } 33 | 34 | void FindPairedButton() 35 | { 36 | // find the other button witch which this button should be paired 37 | // (it should have the same axisName) 38 | var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; 39 | 40 | if (otherAxisButtons != null) 41 | { 42 | for (int i = 0; i < otherAxisButtons.Length; i++) 43 | { 44 | if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) 45 | { 46 | m_PairedWith = otherAxisButtons[i]; 47 | } 48 | } 49 | } 50 | } 51 | 52 | void OnDisable() 53 | { 54 | // The object is disabled so remove it from the cross platform input system 55 | m_Axis.Remove(); 56 | } 57 | 58 | 59 | public void OnPointerDown(PointerEventData data) 60 | { 61 | if (m_PairedWith == null) 62 | { 63 | FindPairedButton(); 64 | } 65 | // update the axis and record that the button has been pressed this frame 66 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); 67 | } 68 | 69 | 70 | public void OnPointerUp(PointerEventData data) 71 | { 72 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ab98b66288df7b4fa182075f2f12bd6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class ButtonHandler : MonoBehaviour 7 | { 8 | 9 | public string Name; 10 | 11 | void OnEnable() 12 | { 13 | 14 | } 15 | 16 | public void SetDownState() 17 | { 18 | CrossPlatformInputManager.SetButtonDown(Name); 19 | } 20 | 21 | 22 | public void SetUpState() 23 | { 24 | CrossPlatformInputManager.SetButtonUp(Name); 25 | } 26 | 27 | 28 | public void SetAxisPositiveState() 29 | { 30 | CrossPlatformInputManager.SetAxisPositive(Name); 31 | } 32 | 33 | 34 | public void SetAxisNeutralState() 35 | { 36 | CrossPlatformInputManager.SetAxisZero(Name); 37 | } 38 | 39 | 40 | public void SetAxisNegativeState() 41 | { 42 | CrossPlatformInputManager.SetAxisNegative(Name); 43 | } 44 | 45 | public void Update() 46 | { 47 | 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85bf3be603548374ca46f521a3aa7fda 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c 3 | labels: 4 | - Done 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: -1010 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class InputAxisScrollbar : MonoBehaviour 7 | { 8 | public string axis; 9 | 10 | void Update() { } 11 | 12 | public void HandleInput(float value) 13 | { 14 | CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d3269566d48b8447bb48d2259e28f8b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler 8 | { 9 | public enum AxisOption 10 | { 11 | // Options for which axes to use 12 | Both, // Use both 13 | OnlyHorizontal, // Only horizontal 14 | OnlyVertical // Only vertical 15 | } 16 | 17 | public int MovementRange = 100; 18 | public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use 19 | public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input 20 | public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input 21 | 22 | Vector3 m_StartPos; 23 | bool m_UseX; // Toggle for using the x axis 24 | bool m_UseY; // Toggle for using the Y axis 25 | CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input 26 | CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input 27 | 28 | void OnEnable() 29 | { 30 | CreateVirtualAxes(); 31 | } 32 | 33 | void Start() 34 | { 35 | m_StartPos = transform.position; 36 | } 37 | 38 | void UpdateVirtualAxes(Vector3 value) 39 | { 40 | var delta = m_StartPos - value; 41 | delta.y = -delta.y; 42 | delta /= MovementRange; 43 | if (m_UseX) 44 | { 45 | m_HorizontalVirtualAxis.Update(-delta.x); 46 | } 47 | 48 | if (m_UseY) 49 | { 50 | m_VerticalVirtualAxis.Update(delta.y); 51 | } 52 | } 53 | 54 | void CreateVirtualAxes() 55 | { 56 | // set axes to use 57 | m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); 58 | m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); 59 | 60 | // create new axes based on axes to use 61 | if (m_UseX) 62 | { 63 | m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); 64 | CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); 65 | } 66 | if (m_UseY) 67 | { 68 | m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); 69 | CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); 70 | } 71 | } 72 | 73 | 74 | public void OnDrag(PointerEventData data) 75 | { 76 | Vector3 newPos = Vector3.zero; 77 | 78 | if (m_UseX) 79 | { 80 | int delta = (int)(data.position.x - m_StartPos.x); 81 | delta = Mathf.Clamp(delta, - MovementRange, MovementRange); 82 | newPos.x = delta; 83 | } 84 | 85 | if (m_UseY) 86 | { 87 | int delta = (int)(data.position.y - m_StartPos.y); 88 | delta = Mathf.Clamp(delta, -MovementRange, MovementRange); 89 | newPos.y = delta; 90 | } 91 | transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); 92 | UpdateVirtualAxes(transform.position); 93 | } 94 | 95 | 96 | public void OnPointerUp(PointerEventData data) 97 | { 98 | transform.position = m_StartPos; 99 | UpdateVirtualAxes(m_StartPos); 100 | } 101 | 102 | 103 | public void OnPointerDown(PointerEventData data) { } 104 | 105 | void OnDisable() 106 | { 107 | // remove the joysticks from the cross platform input 108 | if (m_UseX) 109 | { 110 | m_HorizontalVirtualAxis.Remove(); 111 | } 112 | if (m_UseY) 113 | { 114 | m_VerticalVirtualAxis.Remove(); 115 | } 116 | } 117 | } 118 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00c3c865782347f41b6358d9fba14b48 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | #if UNITY_EDITOR 3 | using UnityEditor; 4 | #endif 5 | using UnityEngine; 6 | 7 | 8 | namespace UnityStandardAssets.CrossPlatformInput 9 | { 10 | [ExecuteInEditMode] 11 | public class MobileControlRig : MonoBehaviour 12 | { 13 | // this script enables or disables the child objects of a control rig 14 | // depending on whether the USE_MOBILE_INPUT define is declared. 15 | 16 | // This define is set or unset by a menu item that is included with 17 | // the Cross Platform Input package. 18 | 19 | #if !UNITY_EDITOR 20 | void OnEnable() 21 | { 22 | CheckEnableControlRig(); 23 | } 24 | #endif 25 | 26 | private void Start() 27 | { 28 | #if UNITY_EDITOR 29 | if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play 30 | #endif 31 | { 32 | UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); 33 | 34 | if (system == null) 35 | {//the scene have no event system, spawn one 36 | GameObject o = new GameObject("EventSystem"); 37 | 38 | o.AddComponent(); 39 | o.AddComponent(); 40 | } 41 | } 42 | } 43 | 44 | #if UNITY_EDITOR 45 | 46 | private void OnEnable() 47 | { 48 | EditorUserBuildSettings.activeBuildTargetChanged += Update; 49 | EditorApplication.update += Update; 50 | } 51 | 52 | 53 | private void OnDisable() 54 | { 55 | EditorUserBuildSettings.activeBuildTargetChanged -= Update; 56 | EditorApplication.update -= Update; 57 | } 58 | 59 | 60 | private void Update() 61 | { 62 | CheckEnableControlRig(); 63 | } 64 | #endif 65 | 66 | 67 | private void CheckEnableControlRig() 68 | { 69 | #if MOBILE_INPUT 70 | EnableControlRig(true); 71 | #else 72 | EnableControlRig(false); 73 | #endif 74 | } 75 | 76 | 77 | private void EnableControlRig(bool enabled) 78 | { 79 | foreach (Transform t in transform) 80 | { 81 | t.gameObject.SetActive(enabled); 82 | } 83 | } 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71398ce7fbc3a5b4fa50b50bd54317a7 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3f33f034733d9f4f9d439d80e26bdce 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific 5 | { 6 | public class MobileInput : VirtualInput 7 | { 8 | private void AddButton(string name) 9 | { 10 | // we have not registered this button yet so add it, happens in the constructor 11 | CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); 12 | } 13 | 14 | 15 | private void AddAxes(string name) 16 | { 17 | // we have not registered this button yet so add it, happens in the constructor 18 | CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); 19 | } 20 | 21 | 22 | public override float GetAxis(string name, bool raw) 23 | { 24 | if (!m_VirtualAxes.ContainsKey(name)) 25 | { 26 | AddAxes(name); 27 | } 28 | return m_VirtualAxes[name].GetValue; 29 | } 30 | 31 | 32 | public override void SetButtonDown(string name) 33 | { 34 | if (!m_VirtualButtons.ContainsKey(name)) 35 | { 36 | AddButton(name); 37 | } 38 | m_VirtualButtons[name].Pressed(); 39 | } 40 | 41 | 42 | public override void SetButtonUp(string name) 43 | { 44 | if (!m_VirtualButtons.ContainsKey(name)) 45 | { 46 | AddButton(name); 47 | } 48 | m_VirtualButtons[name].Released(); 49 | } 50 | 51 | 52 | public override void SetAxisPositive(string name) 53 | { 54 | if (!m_VirtualAxes.ContainsKey(name)) 55 | { 56 | AddAxes(name); 57 | } 58 | m_VirtualAxes[name].Update(1f); 59 | } 60 | 61 | 62 | public override void SetAxisNegative(string name) 63 | { 64 | if (!m_VirtualAxes.ContainsKey(name)) 65 | { 66 | AddAxes(name); 67 | } 68 | m_VirtualAxes[name].Update(-1f); 69 | } 70 | 71 | 72 | public override void SetAxisZero(string name) 73 | { 74 | if (!m_VirtualAxes.ContainsKey(name)) 75 | { 76 | AddAxes(name); 77 | } 78 | m_VirtualAxes[name].Update(0f); 79 | } 80 | 81 | 82 | public override void SetAxis(string name, float value) 83 | { 84 | if (!m_VirtualAxes.ContainsKey(name)) 85 | { 86 | AddAxes(name); 87 | } 88 | m_VirtualAxes[name].Update(value); 89 | } 90 | 91 | 92 | public override bool GetButtonDown(string name) 93 | { 94 | if (m_VirtualButtons.ContainsKey(name)) 95 | { 96 | return m_VirtualButtons[name].GetButtonDown; 97 | } 98 | 99 | AddButton(name); 100 | return m_VirtualButtons[name].GetButtonDown; 101 | } 102 | 103 | 104 | public override bool GetButtonUp(string name) 105 | { 106 | if (m_VirtualButtons.ContainsKey(name)) 107 | { 108 | return m_VirtualButtons[name].GetButtonUp; 109 | } 110 | 111 | AddButton(name); 112 | return m_VirtualButtons[name].GetButtonUp; 113 | } 114 | 115 | 116 | public override bool GetButton(string name) 117 | { 118 | if (m_VirtualButtons.ContainsKey(name)) 119 | { 120 | return m_VirtualButtons[name].GetButton; 121 | } 122 | 123 | AddButton(name); 124 | return m_VirtualButtons[name].GetButton; 125 | } 126 | 127 | 128 | public override Vector3 MousePosition() 129 | { 130 | return virtualMousePosition; 131 | } 132 | } 133 | } 134 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9703d53e47195aa4190acd11369ccd1b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific 5 | { 6 | public class StandaloneInput : VirtualInput 7 | { 8 | public override float GetAxis(string name, bool raw) 9 | { 10 | return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); 11 | } 12 | 13 | 14 | public override bool GetButton(string name) 15 | { 16 | return Input.GetButton(name); 17 | } 18 | 19 | 20 | public override bool GetButtonDown(string name) 21 | { 22 | return Input.GetButtonDown(name); 23 | } 24 | 25 | 26 | public override bool GetButtonUp(string name) 27 | { 28 | return Input.GetButtonUp(name); 29 | } 30 | 31 | 32 | public override void SetButtonDown(string name) 33 | { 34 | throw new Exception( 35 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 36 | } 37 | 38 | 39 | public override void SetButtonUp(string name) 40 | { 41 | throw new Exception( 42 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 43 | } 44 | 45 | 46 | public override void SetAxisPositive(string name) 47 | { 48 | throw new Exception( 49 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 50 | } 51 | 52 | 53 | public override void SetAxisNegative(string name) 54 | { 55 | throw new Exception( 56 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 57 | } 58 | 59 | 60 | public override void SetAxisZero(string name) 61 | { 62 | throw new Exception( 63 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 64 | } 65 | 66 | 67 | public override void SetAxis(string name, float value) 68 | { 69 | throw new Exception( 70 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 71 | } 72 | 73 | 74 | public override Vector3 MousePosition() 75 | { 76 | return Input.mousePosition; 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9961032f4f02c4f41997c3ea399d2f22 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5c2d84226fbbaf94e9c1451f1c39b06a 3 | labels: 4 | - Not 5 | - Fully 6 | 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Assets/Utility/ActivateTrigger.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using Object = UnityEngine.Object; 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | public class ActivateTrigger : MonoBehaviour 8 | { 9 | // A multi-purpose script which causes an action to occur when 10 | // a trigger collider is entered. 11 | public enum Mode 12 | { 13 | Trigger = 0, // Just broadcast the action on to the target 14 | Replace = 1, // replace target with source 15 | Activate = 2, // Activate the target GameObject 16 | Enable = 3, // Enable a component 17 | Animate = 4, // Start animation on target 18 | Deactivate = 5 // Decativate target GameObject 19 | } 20 | 21 | public Mode action = Mode.Activate; // The action to accomplish 22 | public Object target; // The game object to affect. If none, the trigger work on this game object 23 | public GameObject source; 24 | public int triggerCount = 1; 25 | public bool repeatTrigger = false; 26 | 27 | 28 | private void DoActivateTrigger() 29 | { 30 | triggerCount--; 31 | 32 | if (triggerCount == 0 || repeatTrigger) 33 | { 34 | Object currentTarget = target ?? gameObject; 35 | Behaviour targetBehaviour = currentTarget as Behaviour; 36 | GameObject targetGameObject = currentTarget as GameObject; 37 | if (targetBehaviour != null) 38 | { 39 | targetGameObject = targetBehaviour.gameObject; 40 | } 41 | 42 | switch (action) 43 | { 44 | case Mode.Trigger: 45 | if (targetGameObject != null) 46 | { 47 | targetGameObject.BroadcastMessage("DoActivateTrigger"); 48 | } 49 | break; 50 | case Mode.Replace: 51 | if (source != null) 52 | { 53 | if (targetGameObject != null) 54 | { 55 | Instantiate(source, targetGameObject.transform.position, 56 | targetGameObject.transform.rotation); 57 | DestroyObject(targetGameObject); 58 | } 59 | } 60 | break; 61 | case Mode.Activate: 62 | if (targetGameObject != null) 63 | { 64 | targetGameObject.SetActive(true); 65 | } 66 | break; 67 | case Mode.Enable: 68 | if (targetBehaviour != null) 69 | { 70 | targetBehaviour.enabled = true; 71 | } 72 | break; 73 | case Mode.Animate: 74 | if (targetGameObject != null) 75 | { 76 | targetGameObject.GetComponent().Play(); 77 | } 78 | break; 79 | case Mode.Deactivate: 80 | if (targetGameObject != null) 81 | { 82 | targetGameObject.SetActive(false); 83 | } 84 | break; 85 | } 86 | } 87 | } 88 | 89 | 90 | private void OnTriggerEnter(Collider other) 91 | { 92 | DoActivateTrigger(); 93 | } 94 | } 95 | } 96 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ActivateTrigger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8634e062924929664361c08745211fb 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c4978ff6447f9040b84acc89b0bbdc8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/AutoMoveAndRotate.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Utility 5 | { 6 | public class AutoMoveAndRotate : MonoBehaviour 7 | { 8 | public Vector3andSpace moveUnitsPerSecond; 9 | public Vector3andSpace rotateDegreesPerSecond; 10 | public bool ignoreTimescale; 11 | private float m_LastRealTime; 12 | 13 | 14 | private void Start() 15 | { 16 | m_LastRealTime = Time.realtimeSinceStartup; 17 | } 18 | 19 | 20 | // Update is called once per frame 21 | private void Update() 22 | { 23 | float deltaTime = Time.deltaTime; 24 | if (ignoreTimescale) 25 | { 26 | deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); 27 | m_LastRealTime = Time.realtimeSinceStartup; 28 | } 29 | transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); 30 | transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); 31 | } 32 | 33 | 34 | [Serializable] 35 | public class Vector3andSpace 36 | { 37 | public Vector3 value; 38 | public Space space = Space.Self; 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a1347817507220a4384f3ff6f7c24546 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/CameraRefocus.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Utility 5 | { 6 | public class CameraRefocus 7 | { 8 | public Camera Camera; 9 | public Vector3 Lookatpoint; 10 | public Transform Parent; 11 | 12 | private Vector3 m_OrigCameraPos; 13 | private bool m_Refocus; 14 | 15 | 16 | public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) 17 | { 18 | m_OrigCameraPos = origCameraPos; 19 | Camera = camera; 20 | Parent = parent; 21 | } 22 | 23 | 24 | public void ChangeCamera(Camera camera) 25 | { 26 | Camera = camera; 27 | } 28 | 29 | 30 | public void ChangeParent(Transform parent) 31 | { 32 | Parent = parent; 33 | } 34 | 35 | 36 | public void GetFocusPoint() 37 | { 38 | RaycastHit hitInfo; 39 | if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, 40 | 100f)) 41 | { 42 | Lookatpoint = hitInfo.point; 43 | m_Refocus = true; 44 | return; 45 | } 46 | m_Refocus = false; 47 | } 48 | 49 | 50 | public void SetFocusPoint() 51 | { 52 | if (m_Refocus) 53 | { 54 | Camera.transform.LookAt(Lookatpoint); 55 | } 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/CameraRefocus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1e2e7a54dcc8694ab1eca46d072f264 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/CurveControlledBob.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | [Serializable] 8 | public class CurveControlledBob 9 | { 10 | public float HorizontalBobRange = 0.33f; 11 | public float VerticalBobRange = 0.33f; 12 | public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), 13 | new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), 14 | new Keyframe(2f, 0f)); // sin curve for head bob 15 | public float VerticaltoHorizontalRatio = 1f; 16 | 17 | private float m_CyclePositionX; 18 | private float m_CyclePositionY; 19 | private float m_BobBaseInterval; 20 | private Vector3 m_OriginalCameraPosition; 21 | private float m_Time; 22 | 23 | 24 | public void Setup(Camera camera, float bobBaseInterval) 25 | { 26 | m_BobBaseInterval = bobBaseInterval; 27 | m_OriginalCameraPosition = camera.transform.localPosition; 28 | 29 | // get the length of the curve in time 30 | m_Time = Bobcurve[Bobcurve.length - 1].time; 31 | } 32 | 33 | 34 | public Vector3 DoHeadBob(float speed) 35 | { 36 | float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); 37 | float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); 38 | 39 | m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; 40 | m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; 41 | 42 | if (m_CyclePositionX > m_Time) 43 | { 44 | m_CyclePositionX = m_CyclePositionX - m_Time; 45 | } 46 | if (m_CyclePositionY > m_Time) 47 | { 48 | m_CyclePositionY = m_CyclePositionY - m_Time; 49 | } 50 | 51 | return new Vector3(xPos, yPos, 0f); 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/CurveControlledBob.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 492f54f4accf00440828ffcb9e4fcc19 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/DragRigidbody.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | public class DragRigidbody : MonoBehaviour 8 | { 9 | const float k_Spring = 50.0f; 10 | const float k_Damper = 5.0f; 11 | const float k_Drag = 10.0f; 12 | const float k_AngularDrag = 5.0f; 13 | const float k_Distance = 0.2f; 14 | const bool k_AttachToCenterOfMass = false; 15 | 16 | private SpringJoint m_SpringJoint; 17 | 18 | 19 | private void Update() 20 | { 21 | // Make sure the user pressed the mouse down 22 | if (!Input.GetMouseButtonDown(0)) 23 | { 24 | return; 25 | } 26 | 27 | var mainCamera = FindCamera(); 28 | 29 | // We need to actually hit an object 30 | RaycastHit hit = new RaycastHit(); 31 | if ( 32 | !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, 33 | mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, 34 | Physics.DefaultRaycastLayers)) 35 | { 36 | return; 37 | } 38 | // We need to hit a rigidbody that is not kinematic 39 | if (!hit.rigidbody || hit.rigidbody.isKinematic) 40 | { 41 | return; 42 | } 43 | 44 | if (!m_SpringJoint) 45 | { 46 | var go = new GameObject("Rigidbody dragger"); 47 | Rigidbody body = go.AddComponent(); 48 | m_SpringJoint = go.AddComponent(); 49 | body.isKinematic = true; 50 | } 51 | 52 | m_SpringJoint.transform.position = hit.point; 53 | m_SpringJoint.anchor = Vector3.zero; 54 | 55 | m_SpringJoint.spring = k_Spring; 56 | m_SpringJoint.damper = k_Damper; 57 | m_SpringJoint.maxDistance = k_Distance; 58 | m_SpringJoint.connectedBody = hit.rigidbody; 59 | 60 | StartCoroutine("DragObject", hit.distance); 61 | } 62 | 63 | 64 | private IEnumerator DragObject(float distance) 65 | { 66 | var oldDrag = m_SpringJoint.connectedBody.drag; 67 | var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; 68 | m_SpringJoint.connectedBody.drag = k_Drag; 69 | m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; 70 | var mainCamera = FindCamera(); 71 | while (Input.GetMouseButton(0)) 72 | { 73 | var ray = mainCamera.ScreenPointToRay(Input.mousePosition); 74 | m_SpringJoint.transform.position = ray.GetPoint(distance); 75 | yield return null; 76 | } 77 | if (m_SpringJoint.connectedBody) 78 | { 79 | m_SpringJoint.connectedBody.drag = oldDrag; 80 | m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; 81 | m_SpringJoint.connectedBody = null; 82 | } 83 | } 84 | 85 | 86 | private Camera FindCamera() 87 | { 88 | if (GetComponent()) 89 | { 90 | return GetComponent(); 91 | } 92 | 93 | return Camera.main; 94 | } 95 | } 96 | } 97 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/DragRigidbody.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58650e15a2607e44daa0f150e0061d89 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/DynamicShadowSettings.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Utility 5 | { 6 | public class DynamicShadowSettings : MonoBehaviour 7 | { 8 | public Light sunLight; 9 | public float minHeight = 10; 10 | public float minShadowDistance = 80; 11 | public float minShadowBias = 1; 12 | public float maxHeight = 1000; 13 | public float maxShadowDistance = 10000; 14 | public float maxShadowBias = 0.1f; 15 | public float adaptTime = 1; 16 | 17 | private float m_SmoothHeight; 18 | private float m_ChangeSpeed; 19 | private float m_OriginalStrength = 1; 20 | 21 | 22 | private void Start() 23 | { 24 | m_OriginalStrength = sunLight.shadowStrength; 25 | } 26 | 27 | 28 | // Update is called once per frame 29 | private void Update() 30 | { 31 | Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); 32 | RaycastHit hit; 33 | float height = transform.position.y; 34 | if (Physics.Raycast(ray, out hit)) 35 | { 36 | height = hit.distance; 37 | } 38 | 39 | if (Mathf.Abs(height - m_SmoothHeight) > 1) 40 | { 41 | m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); 42 | } 43 | 44 | float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); 45 | 46 | QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); 47 | sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); 48 | sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/EventSystemChecker.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | using UnityEngine.EventSystems; 5 | 6 | public class EventSystemChecker : MonoBehaviour 7 | { 8 | //public GameObject eventSystem; 9 | 10 | // Use this for initialization 11 | void Awake () 12 | { 13 | if(!FindObjectOfType()) 14 | { 15 | //Instantiate(eventSystem); 16 | GameObject obj = new GameObject("EventSystem"); 17 | obj.AddComponent(); 18 | obj.AddComponent().forceModuleActive = true; 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/EventSystemChecker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c0578910bbe00d43919a92c7b9893fe 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FOVKick.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | [Serializable] 8 | public class FOVKick 9 | { 10 | public Camera Camera; // optional camera setup, if null the main camera will be used 11 | [HideInInspector] public float originalFov; // the original fov 12 | public float FOVIncrease = 3f; // the amount the field of view increases when going into a run 13 | public float TimeToIncrease = 1f; // the amount of time the field of view will increase over 14 | public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size 15 | public AnimationCurve IncreaseCurve; 16 | 17 | 18 | public void Setup(Camera camera) 19 | { 20 | CheckStatus(camera); 21 | 22 | Camera = camera; 23 | originalFov = camera.fieldOfView; 24 | } 25 | 26 | 27 | private void CheckStatus(Camera camera) 28 | { 29 | if (camera == null) 30 | { 31 | throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); 32 | } 33 | 34 | if (IncreaseCurve == null) 35 | { 36 | throw new Exception( 37 | "FOVKick Increase curve is null, please define the curve for the field of view kicks"); 38 | } 39 | } 40 | 41 | 42 | public void ChangeCamera(Camera camera) 43 | { 44 | Camera = camera; 45 | } 46 | 47 | 48 | public IEnumerator FOVKickUp() 49 | { 50 | float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); 51 | while (t < TimeToIncrease) 52 | { 53 | Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); 54 | t += Time.deltaTime; 55 | yield return new WaitForEndOfFrame(); 56 | } 57 | } 58 | 59 | 60 | public IEnumerator FOVKickDown() 61 | { 62 | float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); 63 | while (t > 0) 64 | { 65 | Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); 66 | t -= Time.deltaTime; 67 | yield return new WaitForEndOfFrame(); 68 | } 69 | //make sure that fov returns to the original size 70 | Camera.fieldOfView = originalFov; 71 | } 72 | } 73 | } 74 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FOVKick.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6045a93fb05b9c74884821030da2c46c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FPSCounter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | [RequireComponent(typeof (Text))] 8 | public class FPSCounter : MonoBehaviour 9 | { 10 | const float fpsMeasurePeriod = 0.5f; 11 | private int m_FpsAccumulator = 0; 12 | private float m_FpsNextPeriod = 0; 13 | private int m_CurrentFps; 14 | const string display = "{0} FPS"; 15 | private Text m_Text; 16 | 17 | 18 | private void Start() 19 | { 20 | m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; 21 | m_Text = GetComponent(); 22 | } 23 | 24 | 25 | private void Update() 26 | { 27 | // measure average frames per second 28 | m_FpsAccumulator++; 29 | if (Time.realtimeSinceStartup > m_FpsNextPeriod) 30 | { 31 | m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); 32 | m_FpsAccumulator = 0; 33 | m_FpsNextPeriod += fpsMeasurePeriod; 34 | m_Text.text = string.Format(display, m_CurrentFps); 35 | } 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FPSCounter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22bbf57ec543cee42a5aa0ec2dd9e457 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FollowTarget.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | public class FollowTarget : MonoBehaviour 8 | { 9 | public Transform target; 10 | public Vector3 offset = new Vector3(0f, 7.5f, 0f); 11 | 12 | 13 | private void LateUpdate() 14 | { 15 | transform.position = target.position + offset; 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/FollowTarget.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 246cc59c7a84ea44f87f6b70acfe30c5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ForcedReset.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.SceneManagement; 4 | using UnityStandardAssets.CrossPlatformInput; 5 | 6 | [RequireComponent(typeof (GUITexture))] 7 | public class ForcedReset : MonoBehaviour 8 | { 9 | private void Update() 10 | { 11 | // if we have forced a reset ... 12 | if (CrossPlatformInputManager.GetButtonDown("ResetObject")) 13 | { 14 | //... reload the scene 15 | SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ForcedReset.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b886447cba80f74e820adb3c9e70c76 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/LerpControlledBob.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.Utility 6 | { 7 | [Serializable] 8 | public class LerpControlledBob 9 | { 10 | public float BobDuration; 11 | public float BobAmount; 12 | 13 | private float m_Offset = 0f; 14 | 15 | 16 | // provides the offset that can be used 17 | public float Offset() 18 | { 19 | return m_Offset; 20 | } 21 | 22 | 23 | public IEnumerator DoBobCycle() 24 | { 25 | // make the camera move down slightly 26 | float t = 0f; 27 | while (t < BobDuration) 28 | { 29 | m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); 30 | t += Time.deltaTime; 31 | yield return new WaitForFixedUpdate(); 32 | } 33 | 34 | // make it move back to neutral 35 | t = 0f; 36 | while (t < BobDuration) 37 | { 38 | m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); 39 | t += Time.deltaTime; 40 | yield return new WaitForFixedUpdate(); 41 | } 42 | m_Offset = 0f; 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/LerpControlledBob.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1bbfafbde15c854681023b9e01e12dd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ObjectResetter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | namespace UnityStandardAssets.Utility 7 | { 8 | public class ObjectResetter : MonoBehaviour 9 | { 10 | private Vector3 originalPosition; 11 | private Quaternion originalRotation; 12 | private List originalStructure; 13 | 14 | private Rigidbody Rigidbody; 15 | 16 | // Use this for initialization 17 | private void Start() 18 | { 19 | originalStructure = new List(GetComponentsInChildren()); 20 | originalPosition = transform.position; 21 | originalRotation = transform.rotation; 22 | 23 | Rigidbody = GetComponent(); 24 | } 25 | 26 | 27 | public void DelayedReset(float delay) 28 | { 29 | StartCoroutine(ResetCoroutine(delay)); 30 | } 31 | 32 | 33 | public IEnumerator ResetCoroutine(float delay) 34 | { 35 | yield return new WaitForSeconds(delay); 36 | 37 | // remove any gameobjects added (fire, skid trails, etc) 38 | foreach (var t in GetComponentsInChildren()) 39 | { 40 | if (!originalStructure.Contains(t)) 41 | { 42 | t.parent = null; 43 | } 44 | } 45 | 46 | transform.position = originalPosition; 47 | transform.rotation = originalRotation; 48 | if (Rigidbody) 49 | { 50 | Rigidbody.velocity = Vector3.zero; 51 | Rigidbody.angularVelocity = Vector3.zero; 52 | } 53 | 54 | SendMessage("Reset"); 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ObjectResetter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 643c971818f68d3439e84b5d8bdafe07 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using UnityEngine; 4 | using Random = UnityEngine.Random; 5 | 6 | namespace UnityStandardAssets.Utility 7 | { 8 | public class ParticleSystemDestroyer : MonoBehaviour 9 | { 10 | // allows a particle system to exist for a specified duration, 11 | // then shuts off emission, and waits for all particles to expire 12 | // before destroying the gameObject 13 | 14 | public float minDuration = 8; 15 | public float maxDuration = 10; 16 | 17 | private float m_MaxLifetime; 18 | private bool m_EarlyStop; 19 | 20 | 21 | private IEnumerator Start() 22 | { 23 | var systems = GetComponentsInChildren(); 24 | 25 | // find out the maximum lifetime of any particles in this effect 26 | foreach (var system in systems) 27 | { 28 | m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); 29 | } 30 | 31 | // wait for random duration 32 | 33 | float stopTime = Time.time + Random.Range(minDuration, maxDuration); 34 | 35 | while (Time.time < stopTime || m_EarlyStop) 36 | { 37 | yield return null; 38 | } 39 | Debug.Log("stopping " + name); 40 | 41 | // turn off emission 42 | foreach (var system in systems) 43 | { 44 | var emission = system.emission; 45 | emission.enabled = false; 46 | } 47 | BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); 48 | 49 | // wait for any remaining particles to expire 50 | yield return new WaitForSeconds(m_MaxLifetime); 51 | 52 | Destroy(gameObject); 53 | } 54 | 55 | 56 | public void Stop() 57 | { 58 | // stops the particle system early 59 | m_EarlyStop = true; 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 29014cd42b6d273408e0ceefd336c0b3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/PlatformSpecificContent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | #if UNITY_EDITOR 4 | using UnityEditor; 5 | #endif 6 | 7 | namespace UnityStandardAssets.Utility 8 | { 9 | #if UNITY_EDITOR 10 | 11 | [ExecuteInEditMode] 12 | #endif 13 | public class PlatformSpecificContent : MonoBehaviour 14 | { 15 | private enum BuildTargetGroup 16 | { 17 | Standalone, 18 | Mobile 19 | } 20 | 21 | [SerializeField] private BuildTargetGroup m_BuildTargetGroup; 22 | [SerializeField] private GameObject[] m_Content = new GameObject[0]; 23 | [SerializeField] private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; 24 | [SerializeField] private bool m_ChildrenOfThisObject; 25 | 26 | #if !UNITY_EDITOR 27 | void OnEnable() 28 | { 29 | CheckEnableContent(); 30 | } 31 | #endif 32 | 33 | #if UNITY_EDITOR 34 | 35 | private void OnEnable() 36 | { 37 | EditorUserBuildSettings.activeBuildTargetChanged += Update; 38 | EditorApplication.update += Update; 39 | } 40 | 41 | 42 | private void OnDisable() 43 | { 44 | EditorUserBuildSettings.activeBuildTargetChanged -= Update; 45 | EditorApplication.update -= Update; 46 | } 47 | 48 | 49 | private void Update() 50 | { 51 | CheckEnableContent(); 52 | } 53 | #endif 54 | 55 | 56 | private void CheckEnableContent() 57 | { 58 | #if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) 59 | if (m_BuildTargetGroup == BuildTargetGroup.Mobile) 60 | { 61 | EnableContent(true); 62 | } else { 63 | EnableContent(false); 64 | } 65 | #endif 66 | 67 | #if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) 68 | if (m_BuildTargetGroup == BuildTargetGroup.Mobile) 69 | { 70 | EnableContent(false); 71 | } 72 | else 73 | { 74 | EnableContent(true); 75 | } 76 | #endif 77 | } 78 | 79 | 80 | private void EnableContent(bool enabled) 81 | { 82 | if (m_Content.Length > 0) 83 | { 84 | foreach (var g in m_Content) 85 | { 86 | if (g != null) 87 | { 88 | g.SetActive(enabled); 89 | } 90 | } 91 | } 92 | if (m_ChildrenOfThisObject) 93 | { 94 | foreach (Transform t in transform) 95 | { 96 | t.gameObject.SetActive(enabled); 97 | } 98 | } 99 | if (m_MonoBehaviours.Length > 0) 100 | { 101 | foreach (var monoBehaviour in m_MonoBehaviours) 102 | { 103 | monoBehaviour.enabled = enabled; 104 | } 105 | } 106 | } 107 | } 108 | } 109 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/PlatformSpecificContent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b27507c5d0efbbd47ac8c1de9a1a0a35 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b43a4ef15621158419a2b639f7a98245 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/Prefabs/FramerateCounter.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 81154777d5417884981849c5243f6c01 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/SimpleActivatorMenu.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Utility 5 | { 6 | public class SimpleActivatorMenu : MonoBehaviour 7 | { 8 | // An incredibly simple menu which, when given references 9 | // to gameobjects in the scene 10 | public GUIText camSwitchButton; 11 | public GameObject[] objects; 12 | 13 | 14 | private int m_CurrentActiveObject; 15 | 16 | 17 | private void OnEnable() 18 | { 19 | // active object starts from first in array 20 | m_CurrentActiveObject = 0; 21 | camSwitchButton.text = objects[m_CurrentActiveObject].name; 22 | } 23 | 24 | 25 | public void NextCamera() 26 | { 27 | int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; 28 | 29 | for (int i = 0; i < objects.Length; i++) 30 | { 31 | objects[i].SetActive(i == nextactiveobject); 32 | } 33 | 34 | m_CurrentActiveObject = nextactiveobject; 35 | camSwitchButton.text = objects[m_CurrentActiveObject].name; 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69b69a5b0e0a85b4aa97a7edc40c37d1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cadd54e4832aeef4b9359f44cbe335cd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/SmoothFollow.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace UnityStandardAssets.Utility 4 | { 5 | public class SmoothFollow : MonoBehaviour 6 | { 7 | 8 | // The target we are following 9 | [SerializeField] 10 | private Transform target; 11 | // The distance in the x-z plane to the target 12 | [SerializeField] 13 | private float distance = 10.0f; 14 | // the height we want the camera to be above the target 15 | [SerializeField] 16 | private float height = 5.0f; 17 | 18 | [SerializeField] 19 | private float rotationDamping; 20 | [SerializeField] 21 | private float heightDamping; 22 | 23 | // Use this for initialization 24 | void Start() { } 25 | 26 | // Update is called once per frame 27 | void LateUpdate() 28 | { 29 | // Early out if we don't have a target 30 | if (!target) 31 | return; 32 | 33 | // Calculate the current rotation angles 34 | var wantedRotationAngle = target.eulerAngles.y; 35 | var wantedHeight = target.position.y + height; 36 | 37 | var currentRotationAngle = transform.eulerAngles.y; 38 | var currentHeight = transform.position.y; 39 | 40 | // Damp the rotation around the y-axis 41 | currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); 42 | 43 | // Damp the height 44 | currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); 45 | 46 | // Convert the angle into a rotation 47 | var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); 48 | 49 | // Set the position of the camera on the x-z plane to: 50 | // distance meters behind the target 51 | transform.position = target.position; 52 | transform.position -= currentRotation * Vector3.forward * distance; 53 | 54 | // Set the height of the camera 55 | transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); 56 | 57 | // Always look at the target 58 | transform.LookAt(target); 59 | } 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/SmoothFollow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f76806479d916a64aa03f8e3eba7912f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3a7cedf246fca744f90cbdc9dbe41166 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/TimedObjectDestructor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.Utility 5 | { 6 | public class TimedObjectDestructor : MonoBehaviour 7 | { 8 | [SerializeField] private float m_TimeOut = 1.0f; 9 | [SerializeField] private bool m_DetachChildren = false; 10 | 11 | 12 | private void Awake() 13 | { 14 | Invoke("DestroyNow", m_TimeOut); 15 | } 16 | 17 | 18 | private void DestroyNow() 19 | { 20 | if (m_DetachChildren) 21 | { 22 | transform.DetachChildren(); 23 | } 24 | DestroyObject(gameObject); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37fac21d1f093d344816942d1abce94e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/WaypointCircuit.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70852dc981465ea48bb527b9e33a87fd 3 | MonoImporter: 4 | 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/ProjectSettings/ProjectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/StormBurpee/Unity_Pokemon/2080f252f7d616694782a4069927343a750de539/ProjectSettings/ProjectSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.3.0f4 2 | m_StandardAssetsVersion: 0 3 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/StormBurpee/Unity_Pokemon/2080f252f7d616694782a4069927343a750de539/ProjectSettings/QualitySettings.asset -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: 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/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/StormBurpee/Unity_Pokemon/2080f252f7d616694782a4069927343a750de539/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity_Pokemon 2 | 3 | Unity tutorial covering a basic version of how you can make Pokemon. 4 | Can be accessed on youtube at https://www.youtube.com/user/BrainStormGames13 5 | --------------------------------------------------------------------------------