├── .gitignore
├── Assets
├── Animations.meta
├── Animations
│ ├── Camera.controller
│ ├── Camera.controller.meta
│ ├── Crumbling Platform.controller
│ ├── Crumbling Platform.controller.meta
│ ├── Door.overrideController
│ ├── Door.overrideController.meta
│ ├── Jump Pad.controller
│ ├── Jump Pad.controller.meta
│ ├── PowerUp.controller
│ ├── PowerUp.controller.meta
│ ├── Pressure Plate.overrideController
│ ├── Pressure Plate.overrideController.meta
│ ├── Triggerable.controller
│ ├── Triggerable.controller.meta
│ ├── doorClose.anim
│ ├── doorClose.anim.meta
│ ├── doorClosed.anim
│ ├── doorClosed.anim.meta
│ ├── doorOpen.anim
│ ├── doorOpen.anim.meta
│ ├── doorOpened.anim
│ ├── doorOpened.anim.meta
│ ├── invulnerable.anim
│ ├── invulnerable.anim.meta
│ ├── jumpPad.anim
│ ├── jumpPad.anim.meta
│ ├── leverOff.anim
│ ├── leverOff.anim.meta
│ ├── leverOn.anim
│ ├── leverOn.anim.meta
│ ├── leverTurnOff.anim
│ ├── leverTurnOff.anim.meta
│ ├── leverTurnOn.anim
│ ├── leverTurnOn.anim.meta
│ ├── platformCrumble.anim
│ ├── platformCrumble.anim.meta
│ ├── platformCrumbled.anim
│ ├── platformCrumbled.anim.meta
│ ├── platformCrumbling.anim
│ ├── platformCrumbling.anim.meta
│ ├── platformIdle.anim
│ ├── platformIdle.anim.meta
│ ├── platformRestore.anim
│ ├── platformRestore.anim.meta
│ ├── player.meta
│ ├── player
│ │ ├── ActorAnimation.controller
│ │ ├── ActorAnimation.controller.meta
│ │ ├── playerAirJump.anim
│ │ ├── playerAirJump.anim.meta
│ │ ├── playerDash.anim
│ │ ├── playerDash.anim.meta
│ │ ├── playerFalling.anim
│ │ ├── playerFalling.anim.meta
│ │ ├── playerIdle.anim
│ │ ├── playerIdle.anim.meta
│ │ ├── playerJump.anim
│ │ ├── playerJump.anim.meta
│ │ ├── playerJumpíng.anim
│ │ ├── playerJumpíng.anim.meta
│ │ ├── playerLadder.anim
│ │ ├── playerLadder.anim.meta
│ │ ├── playerLand.anim
│ │ ├── playerLand.anim.meta
│ │ ├── playerWalk.anim
│ │ ├── playerWalk.anim.meta
│ │ ├── playerWall.anim
│ │ └── playerWall.anim.meta
│ ├── powerUpBounce.anim
│ ├── powerUpBounce.anim.meta
│ ├── powerUpGet.anim
│ ├── powerUpGet.anim.meta
│ ├── powerUpGot.anim
│ ├── powerUpGot.anim.meta
│ ├── pressurePlateOff.anim
│ ├── pressurePlateOff.anim.meta
│ ├── pressurePlateOn.anim
│ ├── pressurePlateOn.anim.meta
│ ├── pressurePlateTurnOff.anim
│ ├── pressurePlateTurnOff.anim.meta
│ ├── pressurePlateTurnOn.anim
│ ├── pressurePlateTurnOn.anim.meta
│ ├── screenBlack.anim
│ ├── screenBlack.anim.meta
│ ├── screenFadeIn.anim
│ ├── screenFadeIn.anim.meta
│ ├── screenFadeOut.anim
│ ├── screenFadeOut.anim.meta
│ ├── screenNormal.anim
│ ├── screenNormal.anim.meta
│ ├── spriteGlow.anim
│ └── spriteGlow.anim.meta
├── ForwardRenderer.asset
├── ForwardRenderer.asset.meta
├── Gizmos.meta
├── Gizmos
│ ├── Cinemachine.meta
│ └── Cinemachine
│ │ ├── cm_logo_lg.png
│ │ └── cm_logo_lg.png.meta
├── Input.meta
├── Input
│ ├── 2D Platformer Controller.inputsettings.asset
│ ├── 2D Platformer Controller.inputsettings.asset.meta
│ ├── InputMaster.cs
│ ├── InputMaster.cs.meta
│ ├── InputMaster.inputactions
│ └── InputMaster.inputactions.meta
├── LWRP.asset
├── LWRP.asset.meta
├── Materials.meta
├── Materials
│ ├── Flare.mat
│ ├── Flare.mat.meta
│ ├── Point.mat
│ ├── Point.mat.meta
│ ├── Ribbon.mat
│ ├── Ribbon.mat.meta
│ ├── Sprite Glow.mat
│ └── Sprite Glow.mat.meta
├── Prefabs.meta
├── Prefabs
│ ├── Box.prefab
│ ├── Box.prefab.meta
│ ├── Camera.prefab
│ ├── Camera.prefab.meta
│ ├── CheckpointArea.prefab
│ ├── CheckpointArea.prefab.meta
│ ├── Crumbling Platform.prefab
│ ├── Crumbling Platform.prefab.meta
│ ├── Door.prefab
│ ├── Door.prefab.meta
│ ├── Jump Pad.prefab
│ ├── Jump Pad.prefab.meta
│ ├── Ladder.prefab
│ ├── Ladder.prefab.meta
│ ├── Lever.prefab
│ ├── Lever.prefab.meta
│ ├── Moving Platform System.prefab
│ ├── Moving Platform System.prefab.meta
│ ├── Moving Trap Variant.prefab
│ ├── Moving Trap Variant.prefab.meta
│ ├── Physics Config.prefab
│ ├── Physics Config.prefab.meta
│ ├── Player.prefab
│ ├── Player.prefab.meta
│ ├── PowerUp.prefab
│ ├── PowerUp.prefab.meta
│ ├── Pressure Plate.prefab
│ ├── Pressure Plate.prefab.meta
│ ├── Spike Hazard.prefab
│ └── Spike Hazard.prefab.meta
├── SFX.meta
├── SFX
│ ├── damage.wav
│ ├── damage.wav.meta
│ ├── jump.wav
│ ├── jump.wav.meta
│ ├── jumpPad.wav
│ ├── jumpPad.wav.meta
│ ├── powerUp.wav
│ └── powerUp.wav.meta
├── Scenes.meta
├── Scenes
│ ├── DemoScene.unity
│ ├── DemoScene.unity.meta
│ ├── Moving platform.unity
│ ├── Moving platform.unity.meta
│ ├── TestingRoom.unity
│ ├── TestingRoom.unity.meta
│ ├── Triggers.unity
│ └── Triggers.unity.meta
├── Scripts.meta
├── Scripts
│ ├── AreaTrigger.cs
│ ├── AreaTrigger.cs.meta
│ ├── CameraController.cs
│ ├── CameraController.cs.meta
│ ├── CharacterController2D.cs
│ ├── CharacterController2D.cs.meta
│ ├── CharacterData.cs
│ ├── CharacterData.cs.meta
│ ├── CharacterSoundManager.cs
│ ├── CharacterSoundManager.cs.meta
│ ├── CheckpointReturnTrigger.cs
│ ├── CheckpointReturnTrigger.cs.meta
│ ├── CheckpointSystem.cs
│ ├── CheckpointSystem.cs.meta
│ ├── ChekpointArea.cs
│ ├── ChekpointArea.cs.meta
│ ├── HazardController.cs
│ ├── HazardController.cs.meta
│ ├── InteractSystem.cs
│ ├── InteractSystem.cs.meta
│ ├── InteractableObject.cs
│ ├── InteractableObject.cs.meta
│ ├── InteractableTrigger.cs
│ ├── InteractableTrigger.cs.meta
│ ├── JumpPad.cs
│ ├── JumpPad.cs.meta
│ ├── LogicGateTrigger.cs
│ ├── LogicGateTrigger.cs.meta
│ ├── ObjectController2D.cs
│ ├── ObjectController2D.cs.meta
│ ├── PhysicsConfig.cs
│ ├── PhysicsConfig.cs.meta
│ ├── PickUpObject.cs
│ ├── PickUpObject.cs.meta
│ ├── PlatformController.cs
│ ├── PlatformController.cs.meta
│ ├── PlatformWaypoint.cs
│ ├── PlatformWaypoint.cs.meta
│ ├── PlayerController.cs
│ ├── PlayerController.cs.meta
│ ├── PowerUp.cs
│ ├── PowerUp.cs.meta
│ ├── StandOnObjectController2D.cs
│ ├── StandOnObjectController2D.cs.meta
│ ├── TriggerObject.cs
│ ├── TriggerObject.cs.meta
│ ├── Triggerable.cs
│ └── Triggerable.cs.meta
├── Shaders.meta
├── Shaders
│ ├── Particle.ShaderGraph
│ ├── Particle.ShaderGraph.meta
│ ├── Sprite Glow.shadergraph
│ └── Sprite Glow.shadergraph.meta
├── Sprites.meta
├── Sprites
│ ├── Keyboard_Black_E.png
│ ├── Keyboard_Black_E.png.meta
│ ├── PS4_Triangle.png
│ ├── PS4_Triangle.png.meta
│ ├── XboxOne_Y.png
│ ├── XboxOne_Y.png.meta
│ ├── adventurer-v1.5-Sheet.png
│ ├── adventurer-v1.5-Sheet.png.meta
│ ├── half_circle.png
│ ├── half_circle.png.meta
│ ├── particles_0001_Ribbon.png
│ ├── particles_0001_Ribbon.png.meta
│ ├── particles_0006_Glow-Point.png
│ ├── particles_0006_Glow-Point.png.meta
│ ├── particles_0008_Flare.png
│ ├── particles_0008_Flare.png.meta
│ ├── slopes.png
│ ├── slopes.png.meta
│ ├── spikes.png
│ ├── spikes.png.meta
│ ├── white_square.png
│ ├── white_square.png.meta
│ ├── white_square_object.png
│ └── white_square_object.png.meta
├── Tiles.meta
└── Tiles
│ ├── Basic Pallete.prefab
│ ├── Basic Pallete.prefab.meta
│ ├── ground.asset
│ ├── ground.asset.meta
│ ├── platform.asset
│ ├── platform.asset.meta
│ ├── slopes_0.asset
│ ├── slopes_0.asset.meta
│ ├── slopes_1.asset
│ ├── slopes_1.asset.meta
│ ├── slopes_2.asset
│ └── slopes_2.asset.meta
├── Gifs
├── and gate.gif
├── box.gif
├── checkpoint.gif
├── crumbling.gif
├── dashes.gif
├── demo.gif
├── demo2.gif
├── hazard.gif
├── hazard2.gif
├── jump pad.gif
├── ladders.gif
├── moving.gif
├── one way.gif
├── pressure plate.gif
├── slopes.gif
├── trigger.gif
└── wall jump.gif
├── LICENSE.md
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 |
6 | # Autogenerated VS/MD solution and project files
7 | *.csproj
8 | *.unityproj
9 | *.sln
10 | *.suo
11 | *.tmp
12 | *.user
13 | *.userprefs
14 | *.pidb
15 | *.booproj
16 |
17 | # Unity3D generated meta files
18 | *.pidb.meta
19 |
20 | # Unity3D Generated File On Crash Reports
21 | sysinfo.txt
22 |
23 | \.vscode/
24 |
25 | Builds/
26 |
27 | Logs/
28 |
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/Assets/Scripts/AreaTrigger.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Collider2D))]
6 | public class AreaTrigger : TriggerObject {
7 |
8 | [Tooltip("Which layers' objects can trigger this")]
9 | public LayerMask triggerMask;
10 | [Tooltip("If enabled, will only trigger if a player enters the area")]
11 | public bool playerOnly;
12 |
13 | ///
14 | /// Returns true if there's a valid object inside the area
15 | ///
16 | public override bool Active { get { return objCount > 0; } }
17 |
18 | private int objCount;
19 |
20 | ///
21 | /// Sent when another object enters a trigger collider attached to this
22 | /// object (2D physics only).
23 | ///
24 | /// The other Collider2D involved in this collision.
25 | void OnTriggerEnter2D(Collider2D other) {
26 | if (oneShot && objCount > 0) {
27 | return;
28 | }
29 | if (triggerMask == (triggerMask | (1 << other.gameObject.layer)) &&
30 | (!playerOnly || other.tag == "Player")) {
31 | objCount++;
32 | animator.SetBool(ANIMATION_ACTIVE, Active);
33 | }
34 | }
35 |
36 | ///
37 | /// Sent when another object leaves a trigger collider attached to
38 | /// this object (2D physics only).
39 | ///
40 | /// The other Collider2D involved in this collision.
41 | void OnTriggerExit2D(Collider2D other) {
42 | if (oneShot && objCount > 0) {
43 | return;
44 | }
45 | if (triggerMask == (triggerMask | (1 << other.gameObject.layer)) &&
46 | (!playerOnly || other.tag == "Player")) {
47 | objCount--;
48 | animator.SetBool(ANIMATION_ACTIVE, Active);
49 | }
50 | }
51 | }
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/Assets/Scripts/CameraController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Animator))]
6 | public class CameraController : MonoBehaviour {
7 |
8 | public float fadeOutDuration = 0.5f;
9 | public float fadeInDuration = 0.5f;
10 |
11 | private Animator animator;
12 | private static readonly string ANIMATION_BLACK = "black";
13 | private static readonly string ANIMATION_IN_SPEED = "fadeInSpeed";
14 | private static readonly string ANIMATION_OUT_SPEED = "fadeOutSpeed";
15 |
16 | // Start is called before the first frame update
17 | void Start() {
18 | animator = GetComponent();
19 | }
20 |
21 | ///
22 | /// Fades the screen from black to visible
23 | ///
24 | public void FadeIn() {
25 | animator.SetBool(ANIMATION_BLACK, false);
26 | float speed = fadeInDuration > 0f ? 1f / fadeInDuration : 1f;
27 | animator.SetFloat(ANIMATION_IN_SPEED, speed);
28 | }
29 |
30 | ///
31 | /// Fades the screen from visible to black
32 | ///
33 | public void FadeOut() {
34 | animator.SetBool(ANIMATION_BLACK, true);
35 | float speed = fadeOutDuration > 0f ? 1f / fadeOutDuration : 1f;
36 | animator.SetFloat(ANIMATION_OUT_SPEED, speed);
37 | }
38 | }
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/Assets/Scripts/CharacterData.cs:
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1 | using System.Collections.Generic;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Animator))]
6 | [RequireComponent(typeof(CharacterController2D))]
7 | ///
8 | /// Used to store an character's attributes
9 | ///
10 | public class CharacterData : MonoBehaviour {
11 |
12 | // Character's attibrutes
13 | [Header("Movement")]
14 | public float maxSpeed;
15 | public float accelerationTime;
16 | public float decelerationTime;
17 | public bool canUseSlopes;
18 | [Header("Jumping")]
19 | public int maxExtraJumps;
20 | public float maxJumpHeight;
21 | public float minJumpHeight;
22 | public bool advancedAirControl;
23 | public float airAccelerationTime;
24 | public float airDecelerationTime;
25 | [Header("Wall Sliding/Jumping")]
26 | public bool canWallSlide;
27 | public float wallSlideSpeed;
28 | public bool canWallJump;
29 | public float wallJumpSpeed;
30 | [Header("Dashing")]
31 | public bool canDash;
32 | public bool omnidirectionalDash;
33 | public bool dashDownSlopes;
34 | public bool canJumpDuringDash;
35 | public bool jumpCancelStagger;
36 | public float dashDistance;
37 | public float dashSpeed;
38 | public float dashStagger;
39 | public float maxDashCooldown;
40 | public int maxAirDashes;
41 | [Header("Ladders")]
42 | public float ladderSpeed;
43 | public float ladderAccelerationTime;
44 | public float ladderDecelerationTime;
45 | public float ladderJumpHeight;
46 | public float ladderJumpSpeed;
47 | }
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/Assets/Scripts/CharacterSoundManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(AudioSource))]
6 | public class CharacterSoundManager : MonoBehaviour {
7 |
8 | public AudioClip jumpSound;
9 |
10 | private AudioSource source;
11 |
12 | ///
13 | /// Start is called on the frame when a script is enabled just before
14 | /// any of the Update methods is called the first time.
15 | ///
16 | void Start() {
17 | source = GetComponent();
18 | }
19 |
20 | public void PlayJumpSound(float volume = 1f) {
21 | source.PlayOneShot(jumpSound);
22 | }
23 | }
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/Assets/Scripts/CheckpointReturnTrigger.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Collider2D))]
6 | ///
7 | /// Returns the player to it's last checkpoint if it touches this object's collider,
8 | /// useful when going out of bounds
9 | ///
10 | public class CheckpointReturnTrigger : MonoBehaviour {
11 |
12 | public bool hardCheckpoint;
13 |
14 | ///
15 | /// Sent when another object enters a trigger collider attached to this
16 | /// object (2D physics only).
17 | ///
18 | /// The other Collider2D involved in this collision.
19 | void OnTriggerEnter2D(Collider2D other) {
20 | PlayerController pc = other.GetComponent();
21 | if (pc) {
22 | if (hardCheckpoint) { } else {
23 | pc.SoftRespawn();
24 | }
25 | }
26 | }
27 | }
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/Assets/Scripts/CheckpointSystem.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Stores checkpoints so the player can return to them. Soft checkpoints should be common and serve as
7 | /// quick return points for when the player is hurt or goes out of bounds. Hard checkpoints should be used as
8 | /// save points and where the player returns if they die
9 | ///
10 | public class CheckpointSystem : MonoBehaviour {
11 |
12 | public Vector3 softCheckpoint;
13 | public Vector3 hardCheckpoint;
14 |
15 | ///
16 | /// Returns to the last soft checkpoint touched
17 | ///
18 | public void ReturnToSoftCheckpoint() {
19 | transform.position = softCheckpoint;
20 | }
21 |
22 | ///
23 | /// Returns to the last hard checkpoint touched
24 | ///
25 | public void ReturnToHardCheckpoint() {
26 | transform.position = softCheckpoint;
27 | }
28 |
29 | }
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/Assets/Scripts/ChekpointArea.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Area that saves the checkpoint if a character enters it
7 | ///
8 | [RequireComponent(typeof(Collider2D))]
9 | public class ChekpointArea : MonoBehaviour {
10 |
11 | public Transform checkpoint;
12 |
13 | private PhysicsConfig pConfig;
14 |
15 | // Start is called before the first frame update
16 | void Start() {
17 | pConfig = GameObject.FindObjectOfType();
18 | if (!pConfig) {
19 | pConfig = (PhysicsConfig) new GameObject().AddComponent(typeof(PhysicsConfig));
20 | pConfig.gameObject.name = "Physics Config";
21 | Debug.LogWarning("PhysicsConfig not found on the scene! Using default config.");
22 | }
23 | }
24 |
25 | ///
26 | /// Sent when another object enters a trigger collider attached to this
27 | /// object (2D physics only).
28 | ///
29 | /// The other Collider2D involved in this collision.
30 | void OnTriggerEnter2D(Collider2D other) {
31 | CheckpointSystem cs = other.GetComponent();
32 | if (cs) {
33 | cs.softCheckpoint = checkpoint.position;
34 | }
35 | }
36 | }
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/Assets/Scripts/HazardController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Used for environmental hazards that cause harm to characters
7 | ///
8 | public class HazardController : MonoBehaviour {
9 |
10 | public float damage;
11 | public float knockbackForce;
12 | public float stunDuration;
13 | public float invulnerableDuration;
14 | public bool airStagger;
15 | public bool playerOnly;
16 | public bool softRespawn;
17 | public bool instantKill;
18 |
19 | private PhysicsConfig pConfig;
20 |
21 | ///
22 | /// Start is called on the frame when a script is enabled just before
23 | /// any of the Update methods is called the first time.
24 | ///
25 | void Start() {
26 | pConfig = GameObject.FindObjectOfType();
27 | if (!pConfig) {
28 | pConfig = (PhysicsConfig) new GameObject().AddComponent(typeof(PhysicsConfig));
29 | pConfig.gameObject.name = "Physics Config";
30 | Debug.LogWarning("PhysicsConfig not found on the scene! Using default config.");
31 | }
32 | }
33 |
34 | ///
35 | /// Sent when another object enters a trigger collider attached to this
36 | /// object (2D physics only).
37 | ///
38 | /// The other Collider2D involved in this collision.
39 | void OnTriggerEnter2D(Collider2D other) {
40 | if (playerOnly && pConfig.characterMask != LayerMask.GetMask(LayerMask.LayerToName(other.gameObject.layer))) {
41 | return;
42 | }
43 | CharacterController2D character = other.GetComponent();
44 | if (character && !character.Invulnerable) {
45 | if (knockbackForce > 0) {
46 | Vector2 force = character.TotalSpeed.normalized * -1 * knockbackForce;
47 | character.Knockback(force, stunDuration);
48 | }
49 | if (invulnerableDuration > 0) {
50 | character.setInvunerable(invulnerableDuration);
51 | }
52 | if (airStagger) {
53 | character.SetAirStagger(stunDuration);
54 | }
55 | PlayerController player = other.GetComponent();
56 | if (softRespawn && player) {
57 | player.SoftRespawn();
58 | }
59 | }
60 | }
61 | }
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/Assets/Scripts/InteractableObject.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Abstract class for interactable objects, which should have different interact implementations
7 | /// depending on their function
8 | ///
9 | public abstract class InteractableObject : MonoBehaviour {
10 | public bool interactable = true;
11 | protected InteractSystem system;
12 | public abstract void Interact(InteractSystem _system);
13 | }
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/Assets/Scripts/InteractableTrigger.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Trigger that can be interacted with by a character
7 | ///
8 | [RequireComponent(typeof(TriggerObject))]
9 | public class InteractableTrigger : InteractableObject {
10 | private TriggerObject trigger;
11 |
12 | ///
13 | /// Start is called on the frame when a script is enabled just before
14 | /// any of the Update methods is called the first time.
15 | ///
16 | void Start() {
17 | trigger = GetComponent();
18 | }
19 |
20 | ///
21 | /// When a character interacts with this object, toggle the trigger
22 | ///
23 | ///
24 | public override void Interact(InteractSystem _system) {
25 | trigger.Trigger();
26 | // if it's an one shot trigger, disables the interaction
27 | if (trigger.oneShot) {
28 | interactable = !trigger.Active;
29 | }
30 | }
31 | }
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/Assets/Scripts/JumpPad.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class JumpPad : MonoBehaviour {
6 | public Vector2 force;
7 |
8 | private Animator animator;
9 | private AudioSource audioSource;
10 | private string jumpAnimation = "jump";
11 |
12 | ///
13 | /// Start is called on the frame when a script is enabled just before
14 | /// any of the Update methods is called the first time.
15 | ///
16 | void Start() {
17 | animator = GetComponent();
18 | audioSource = GetComponent();
19 | }
20 |
21 | ///
22 | /// Sent when another object enters a trigger collider attached to this
23 | /// object (2D physics only).
24 | ///
25 | /// The other Collider2D involved in this collision.
26 | void OnTriggerEnter2D(Collider2D other) {
27 | ObjectController2D obj = other.GetComponent();
28 | if (obj) {
29 | obj.SetForce(force);
30 | obj.IgnoreFriction = true;
31 | CharacterController2D character = obj.GetComponent();
32 | if (character) {
33 | character.ResetJumpsAndDashes();
34 | }
35 | animator.SetTrigger(jumpAnimation);
36 | if (audioSource) {
37 | audioSource.Play();
38 | }
39 | }
40 | }
41 | }
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/Assets/Scripts/LogicGateTrigger.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Provides logic gates that act as a trigger and take two other triggers as inputs, or only one input if
7 | /// the gate has the Not type
8 | ///
9 | public class LogicGateTrigger : TriggerObject {
10 |
11 | [Tooltip("The type of this logic gate")]
12 | public LogicGateType type;
13 | [Tooltip("The first input trigger")]
14 | public TriggerObject inputA;
15 | [Tooltip("The second input trigger")]
16 | public TriggerObject inputB;
17 |
18 | ///
19 | /// Returns the result of running the inputs through the logic gate
20 | ///
21 | /// The result of the logic gate
22 | public override bool Active {
23 | get {
24 | if (!inputA || (!inputB && type != LogicGateType.Not))
25 | return false;
26 | switch (type) {
27 | case LogicGateType.Not:
28 | return !inputA.Active;
29 | case LogicGateType.And:
30 | return inputA.Active && inputB.Active;
31 | case LogicGateType.Or:
32 | return inputA.Active || inputB.Active;
33 | case LogicGateType.Xor:
34 | return inputA.Active != inputB.Active;
35 | case LogicGateType.Nand:
36 | return !(inputA.Active && inputB.Active);
37 | case LogicGateType.Nor:
38 | return !(inputA.Active || inputB.Active);
39 | default:
40 | return false;
41 | }
42 | }
43 | }
44 |
45 | ///
46 | /// Callback to draw gizmos that are pickable and always drawn.
47 | ///
48 | void OnDrawGizmos() {
49 | Gizmos.color = Active? Color.green : Color.red;
50 | Gizmos.DrawWireSphere(transform.position, 0.5f);
51 | }
52 |
53 | ///
54 | /// Types of logic gates
55 | ///
56 | public enum LogicGateType {
57 | Not,
58 | And,
59 | Or,
60 | Xor,
61 | Nand,
62 | Nor
63 | }
64 | }
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/Assets/Scripts/PhysicsConfig.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PhysicsConfig : MonoBehaviour {
6 | [Tooltip("Which layers are considered ground")]
7 | public LayerMask groundMask;
8 | [Tooltip("Which layers are considered one way platforms")]
9 | public LayerMask owPlatformMask;
10 | [Tooltip("Which layers are considered ladders")]
11 | public LayerMask ladderMask;
12 | [Tooltip("Which layers are considered characters")]
13 | public LayerMask characterMask;
14 | [Tooltip("Which layers characters can collide with")]
15 | public LayerMask characterCollisionMask;
16 | [Tooltip("Which layers stand-on objects will move")]
17 | public LayerMask standOnCollisionMask;
18 | [Tooltip("Which layers are considered interactable objects")]
19 | public LayerMask interactableMask;
20 | public float gravity = -30f;
21 | public float airFriction = 15f;
22 | public float groundFriction = 30f;
23 | public float staggerSpeedFalloff = 50f;
24 |
25 | ///
26 | /// Start is called on the frame when a script is enabled just before
27 | /// any of the Update methods is called the first time.
28 | ///
29 | void Start() {
30 | if (groundMask == 0) {
31 | groundMask = LayerMask.GetMask("Ground");
32 | }
33 | if (owPlatformMask == 0) {
34 | owPlatformMask = LayerMask.GetMask("OWPlatform");
35 | }
36 | if (characterCollisionMask == 0) {
37 | characterCollisionMask = LayerMask.GetMask("Ground");
38 | }
39 | if (ladderMask == 0) {
40 | ladderMask = LayerMask.GetMask("Ladder");
41 | }
42 | if (characterMask == 0) {
43 | characterMask = LayerMask.GetMask("Character");
44 | }
45 | if (standOnCollisionMask == 0) {
46 | standOnCollisionMask = LayerMask.GetMask("Character", "Box");
47 | }
48 | if (interactableMask == 0) {
49 | interactableMask = LayerMask.GetMask("Box");
50 | }
51 | }
52 | }
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/Assets/Scripts/PickUpObject.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Implementation of an interactable object that can be picked up and thrown
7 | ///
8 | [RequireComponent(typeof(ObjectController2D))]
9 | public class PickUpObject : InteractableObject {
10 |
11 | public ObjectController2D Controller { get { return GetComponent(); } }
12 |
13 | private Transform oldParent;
14 |
15 | ///
16 | /// When interacted with, the object will attach itself to the character and disable its collisions
17 | ///
18 | /// The character that interacted with this object
19 | public override void Interact(InteractSystem _system) {
20 | system = _system;
21 | system.PickedUpObject = this;
22 | transform.position = system.transform.position + (Vector3) system.pickupPositionOffset;
23 | oldParent = transform.parent;
24 | transform.parent = system.transform;
25 | Controller.enabled = false;
26 | GetComponent().enabled = false;
27 | }
28 |
29 | ///
30 | /// Releases the object from the character, enables its collisions and applies the specified force
31 | ///
32 | /// Force to be applied
33 | public void Throw(Vector2 force) {
34 | Controller.enabled = true;
35 | GetComponent().enabled = true;
36 | CharacterController2D character = system.GetComponent();
37 | Controller.ApplyForce(new Vector2(force.x * (character.FacingRight ? 1 : -1), force.y) +
38 | character.TotalSpeed);
39 | transform.parent = oldParent;
40 | system.PickedUpObject = null;
41 | }
42 | }
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/Assets/Scripts/PlatformWaypoint.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlatformWaypoint : MonoBehaviour {
6 |
7 | public PlatformWaypoint nextWaipoint;
8 |
9 | ///
10 | /// Callback to draw gizmos that are pickable and always drawn.
11 | ///
12 | void OnDrawGizmosSelected() {
13 | if (nextWaipoint) {
14 | Gizmos.color = Color.cyan * new Color(1, 1, 1, 0.5f);
15 | Gizmos.DrawLine(transform.position, nextWaipoint.transform.position);
16 | }
17 | Gizmos.color = Color.blue * new Color(1, 1, 1, 0.5f);
18 | Gizmos.DrawWireSphere(transform.position, 0.25f);
19 | }
20 | }
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/Assets/Scripts/PowerUp.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | [RequireComponent(typeof(Collider2D))]
6 | [RequireComponent(typeof(Animator))]
7 | [RequireComponent(typeof(AudioSource))]
8 | public class PowerUp : MonoBehaviour {
9 |
10 | public static readonly string ANIMATION_PICKUP = "pickup";
11 |
12 | public PowerUpType type;
13 | public float value;
14 | public bool playerOnly = true;
15 | public ParticleSystem powerUpParticles;
16 | public Vector2 powerUpOffset;
17 | public float destroyDelay;
18 | public Color color;
19 |
20 | private Animator animator;
21 |
22 | ///
23 | /// Start is called on the frame when a script is enabled just before
24 | /// any of the Update methods is called the first time.
25 | ///
26 | void Start() {
27 | animator = GetComponent();
28 | foreach (var p in GetComponentsInChildren()) {
29 | ParticleSystem.MainModule main = p.main;
30 | main.startColor = color;
31 | }
32 | }
33 |
34 | ///
35 | /// Sent when another object enters a trigger collider attached to this
36 | /// object (2D physics only).
37 | ///
38 | /// The other Collider2D involved in this collision.
39 | void OnTriggerEnter2D(Collider2D other) {
40 | if (playerOnly && !other.GetComponent()) {
41 | return;
42 | }
43 | CharacterData character = other.GetComponent();
44 | if (character) {
45 | switch (type) {
46 | case PowerUpType.MoveSpeed:
47 | character.maxSpeed += value;
48 | break;
49 | case PowerUpType.ExtraJump:
50 | character.maxExtraJumps = Mathf.RoundToInt(value);
51 | break;
52 | case PowerUpType.Dash:
53 | character.canDash = true;
54 | break;
55 | case PowerUpType.AirDash:
56 | character.canDash = true;
57 | character.maxAirDashes += Mathf.RoundToInt(value);
58 | break;
59 | case PowerUpType.WallJump:
60 | character.canWallSlide = true;
61 | character.canWallJump = true;
62 | break;
63 | default:
64 | break;
65 | }
66 | }
67 | animator.SetTrigger(ANIMATION_PICKUP);
68 | other.GetComponent().SetTrigger(ANIMATION_PICKUP);
69 | powerUpParticles.transform.position = other.transform.position + (Vector3) powerUpOffset;
70 | powerUpParticles.transform.SetParent(other.transform);
71 | ParticleSystem.MainModule main = powerUpParticles.main;
72 | main.startColor = color;
73 | powerUpParticles.Play();
74 | other.GetComponentInChildren().material.SetColor("_GlowColor", color);
75 | GetComponent().Play();
76 | Destroy(powerUpParticles.gameObject, destroyDelay);
77 | Destroy(gameObject, destroyDelay);
78 | }
79 |
80 | public enum PowerUpType {
81 | MoveSpeed,
82 | ExtraJump,
83 | Dash,
84 | AirDash,
85 | WallJump
86 | }
87 | }
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/Assets/Scripts/TriggerObject.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Basic object that can be active or inactive and affect triggerable objects
7 | ///
8 | public class TriggerObject : MonoBehaviour {
9 |
10 | public static readonly string ANIMATION_ACTIVE = "active";
11 |
12 | [Tooltip("If enabled, the trigger will stay active after triggered")]
13 | public bool oneShot;
14 |
15 | protected Animator animator;
16 |
17 | ///
18 | /// Whether or not the trigger is active
19 | ///
20 | public virtual bool Active { get; protected set; }
21 |
22 | ///
23 | /// Start is called on the frame when a script is enabled just before
24 | /// any of the Update methods is called the first time.
25 | ///
26 | void Start() {
27 | animator = GetComponent();
28 | }
29 |
30 | ///
31 | /// Toggles the trigger between active and inactive
32 | ///
33 | public virtual void Trigger() {
34 | if (!oneShot || !Active) {
35 | Active = !Active;
36 | if (animator) {
37 | animator.SetBool(ANIMATION_ACTIVE, Active);
38 | }
39 | }
40 | }
41 | }
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/Assets/Scripts/Triggerable.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Triggerable : MonoBehaviour {
6 |
7 | public static readonly string ANIMATION_ACTIVE = "active";
8 |
9 | public TriggerObject trigger;
10 |
11 | private Animator animator;
12 |
13 | // Start is called before the first frame update
14 | void Start() {
15 | animator = GetComponent();
16 | }
17 |
18 | // Update is called once per frame
19 | void Update() {
20 | if (animator && trigger) {
21 | animator.SetBool(ANIMATION_ACTIVE, trigger.Active);
22 | }
23 | }
24 | }
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1 | MIT License
2 |
3 | Copyright (c) 2018 Akashenen Nin
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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