├── .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 | -------------------------------------------------------------------------------- /Assets/Animations.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04ee8013f9c48424c905b391fb418b5a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f1259f3d5e511248adcc30e4c5c7bcb 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/TestingRoom.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/Triggers.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9bad38c2447db3e4284cd9a88189f18c 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 49d6258df642e64428b3315962b15af1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/AreaTrigger.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/AreaTrigger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b491fcc0a54036c47896dc7b885f555c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 225903df13d2d1646890acfc635e2173 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CharacterController2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 143e290df8864e94d94e55b4ab599a5a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 50 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CharacterData.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/CharacterData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f729d1dfa72248641971dc54f0eca573 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CharacterSoundManager.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/CharacterSoundManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e85db1d91ad68014a84b973146861ac8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CheckpointReturnTrigger.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/CheckpointReturnTrigger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6c5f78589d688843a022b0f8714cd09 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CheckpointSystem.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/CheckpointSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02b6fbf81d05e9b42bafb389b3f51825 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ChekpointArea.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/ChekpointArea.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5cd37b4b8c64cc4abf1d6ba6b766f84 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/HazardController.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/HazardController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9072a4bc41f5c0148b65599c23cdf2e7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/InteractSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73dc0aeff9ae2824e9faa233ba155261 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/InteractableObject.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/InteractableObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5e9cb6b679a33f42874fa5bf5e1af17 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/InteractableTrigger.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/InteractableTrigger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: baa7b6359ee31814eb939642c3b7b69e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/JumpPad.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/JumpPad.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53f55eec42f62f748bfc0f959e00306c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 80 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/LogicGateTrigger.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/LogicGateTrigger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7da2c6f87ab6734a8c194b2fc1ce265 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ObjectController2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4446d66d7dc0c5c47b362bcb9b3fd0a6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 40 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PhysicsConfig.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/PhysicsConfig.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4bd2a72f7e866be4c9aea17c62638a45 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PickUpObject.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/PickUpObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a331a50c1fc6a4843a5845d6c9cf209f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlatformController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3aa6e08aa00fa3c4cbb43083e207ed3c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 20 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlatformWaypoint.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlatformWaypoint.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4501fa708ec8de14a9cdca4c159f0f81 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c71da346304afd4a9e737d6355a1d98 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PowerUp.cs: -------------------------------------------------------------------------------- 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: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Assets/Scripts/TriggerObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2bef86a920596124d96eafaa6a514a5a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Triggerable.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using 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copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.cinemachine": "2.3.3", 6 | "com.unity.ide.rider": "1.1.4", 7 | "com.unity.ide.vscode": "1.2.3", 8 | "com.unity.inputsystem": "1.0.1", 9 | "com.unity.render-pipelines.core": "7.3.1", 10 | "com.unity.render-pipelines.lightweight": "7.3.1", 11 | "com.unity.shadergraph": "7.3.1", 12 | "com.unity.test-framework": "1.1.19", 13 | "com.unity.textmeshpro": "2.0.1", 14 | "com.unity.ugui": "1.0.0", 15 | "com.unity.modules.ai": "1.0.0", 16 | "com.unity.modules.androidjni": "1.0.0", 17 | "com.unity.modules.animation": "1.0.0", 18 | "com.unity.modules.assetbundle": "1.0.0", 19 | "com.unity.modules.audio": "1.0.0", 20 | "com.unity.modules.cloth": "1.0.0", 21 | "com.unity.modules.director": "1.0.0", 22 | "com.unity.modules.imageconversion": "1.0.0", 23 | "com.unity.modules.imgui": "1.0.0", 24 | "com.unity.modules.jsonserialize": "1.0.0", 25 | "com.unity.modules.particlesystem": "1.0.0", 26 | "com.unity.modules.physics": "1.0.0", 27 | "com.unity.modules.physics2d": "1.0.0", 28 | "com.unity.modules.screencapture": "1.0.0", 29 | "com.unity.modules.terrain": "1.0.0", 30 | "com.unity.modules.terrainphysics": "1.0.0", 31 | "com.unity.modules.tilemap": "1.0.0", 32 | "com.unity.modules.ui": "1.0.0", 33 | "com.unity.modules.uielements": "1.0.0", 34 | "com.unity.modules.umbra": "1.0.0", 35 | "com.unity.modules.unityanalytics": "1.0.0", 36 | "com.unity.modules.unitywebrequest": "1.0.0", 37 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 38 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 39 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 40 | "com.unity.modules.unitywebrequestwww": "1.0.0", 41 | "com.unity.modules.vehicles": "1.0.0", 42 | "com.unity.modules.video": "1.0.0", 43 | "com.unity.modules.vr": "1.0.0", 44 | "com.unity.modules.wind": "1.0.0", 45 | "com.unity.modules.xr": "1.0.0" 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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