├── .gitattributes ├── .gitignore ├── Application ├── FireSpreadSim.exe ├── FireSpreadSim_Data │ ├── GI │ │ └── level0 │ │ │ └── 9e │ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.caw │ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.ecm │ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.iws.sse │ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.rgb │ │ │ ├── 9e0acf80f8620b1c478209ce81e8a31a.rsc.sse │ │ │ └── 9e0acf80f8620b1c478209ce81e8a31a.vis │ ├── Managed │ │ ├── Assembly-CSharp.dll │ │ ├── Mono.Security.dll │ │ ├── System.Core.dll │ │ ├── System.dll │ │ ├── UnityEngine.AIModule.dll │ │ ├── UnityEngine.AIModule.xml │ │ ├── UnityEngine.ARModule.dll │ │ ├── UnityEngine.ARModule.xml │ │ ├── UnityEngine.AccessibilityModule.dll │ │ ├── UnityEngine.AccessibilityModule.xml │ │ ├── UnityEngine.AnimationModule.dll │ │ ├── UnityEngine.AnimationModule.xml │ │ ├── UnityEngine.AssetBundleModule.dll │ │ ├── UnityEngine.AssetBundleModule.xml │ │ ├── UnityEngine.AudioModule.dll │ │ ├── UnityEngine.AudioModule.xml │ │ ├── UnityEngine.ClothModule.dll │ │ ├── UnityEngine.ClothModule.xml │ │ ├── UnityEngine.ClusterInputModule.dll │ │ ├── UnityEngine.ClusterInputModule.xml │ │ ├── UnityEngine.ClusterRendererModule.dll │ │ ├── UnityEngine.ClusterRendererModule.xml │ │ ├── UnityEngine.CoreModule.dll │ │ ├── UnityEngine.CoreModule.xml │ │ ├── UnityEngine.CrashReportingModule.dll │ │ ├── UnityEngine.CrashReportingModule.xml │ │ ├── UnityEngine.DirectorModule.dll │ │ ├── UnityEngine.DirectorModule.xml │ │ ├── UnityEngine.GameCenterModule.dll │ │ ├── UnityEngine.GameCenterModule.xml │ │ ├── UnityEngine.GridModule.dll │ │ ├── UnityEngine.GridModule.xml │ │ ├── UnityEngine.IMGUIModule.dll │ │ ├── UnityEngine.IMGUIModule.xml │ │ ├── UnityEngine.ImageConversionModule.dll │ │ ├── UnityEngine.ImageConversionModule.xml │ │ ├── UnityEngine.InputModule.dll │ │ ├── UnityEngine.InputModule.xml │ │ ├── UnityEngine.JSONSerializeModule.dll │ │ ├── UnityEngine.JSONSerializeModule.xml │ │ ├── UnityEngine.Networking.dll │ │ ├── UnityEngine.ParticleSystemModule.dll │ │ ├── UnityEngine.ParticleSystemModule.xml │ │ ├── UnityEngine.ParticlesLegacyModule.dll │ │ ├── UnityEngine.ParticlesLegacyModule.xml │ │ ├── UnityEngine.PerformanceReportingModule.dll │ │ ├── UnityEngine.PerformanceReportingModule.xml │ │ ├── UnityEngine.Physics2DModule.dll │ │ ├── UnityEngine.Physics2DModule.xml │ │ ├── UnityEngine.PhysicsModule.dll │ │ ├── UnityEngine.PhysicsModule.xml │ │ ├── UnityEngine.ScreenCaptureModule.dll │ │ ├── UnityEngine.ScreenCaptureModule.xml │ │ ├── UnityEngine.SharedInternalsModule.dll │ │ ├── UnityEngine.SharedInternalsModule.xml │ │ ├── UnityEngine.SpatialTracking.dll │ │ ├── UnityEngine.SpriteMaskModule.dll │ │ ├── UnityEngine.SpriteMaskModule.xml │ │ ├── UnityEngine.SpriteShapeModule.dll │ │ ├── UnityEngine.SpriteShapeModule.xml │ │ ├── UnityEngine.StandardEvents.dll │ │ ├── UnityEngine.StyleSheetsModule.dll │ │ ├── UnityEngine.StyleSheetsModule.xml │ │ ├── UnityEngine.TerrainModule.dll │ │ ├── UnityEngine.TerrainModule.xml │ │ ├── UnityEngine.TerrainPhysicsModule.dll │ │ ├── UnityEngine.TerrainPhysicsModule.xml │ │ ├── UnityEngine.TextRenderingModule.dll │ │ ├── UnityEngine.TextRenderingModule.xml │ │ ├── UnityEngine.TilemapModule.dll │ │ ├── UnityEngine.TilemapModule.xml │ │ ├── UnityEngine.Timeline.dll │ │ ├── UnityEngine.UI.dll │ │ ├── UnityEngine.UIElementsModule.dll │ │ ├── UnityEngine.UIElementsModule.xml │ │ ├── UnityEngine.UIModule.dll │ │ ├── UnityEngine.UIModule.xml │ │ ├── UnityEngine.UNETModule.dll │ │ ├── UnityEngine.UNETModule.xml │ │ ├── UnityEngine.UnityAnalyticsModule.dll │ │ ├── UnityEngine.UnityAnalyticsModule.xml │ │ ├── UnityEngine.UnityConnectModule.dll │ │ ├── UnityEngine.UnityConnectModule.xml │ │ ├── UnityEngine.UnityWebRequestAudioModule.dll │ │ ├── UnityEngine.UnityWebRequestAudioModule.xml │ │ ├── UnityEngine.UnityWebRequestModule.dll │ │ ├── UnityEngine.UnityWebRequestModule.xml │ │ ├── UnityEngine.UnityWebRequestTextureModule.dll │ │ ├── UnityEngine.UnityWebRequestTextureModule.xml │ │ ├── UnityEngine.UnityWebRequestWWWModule.dll │ │ ├── UnityEngine.UnityWebRequestWWWModule.xml │ │ ├── UnityEngine.VRModule.dll │ │ ├── UnityEngine.VRModule.xml │ │ ├── UnityEngine.VehiclesModule.dll │ │ ├── UnityEngine.VehiclesModule.xml │ │ ├── UnityEngine.VideoModule.dll │ │ ├── UnityEngine.VideoModule.xml │ │ ├── UnityEngine.WebModule.dll │ │ ├── UnityEngine.WebModule.xml │ │ ├── UnityEngine.WindModule.dll │ │ ├── UnityEngine.WindModule.xml │ │ ├── UnityEngine.dll │ │ └── mscorlib.dll │ ├── Mono │ │ ├── EmbedRuntime │ │ │ ├── MonoPosixHelper.dll │ │ │ └── mono.dll │ │ └── etc │ │ │ └── mono │ │ │ ├── 1.0 │ │ │ ├── DefaultWsdlHelpGenerator.aspx │ │ │ └── machine.config │ │ │ ├── 2.0 │ │ │ ├── Browsers │ │ │ │ └── Compat.browser │ │ │ ├── DefaultWsdlHelpGenerator.aspx │ │ │ ├── machine.config │ │ │ ├── settings.map │ │ │ └── web.config │ │ │ ├── browscap.ini │ │ │ ├── config │ │ │ └── mconfig │ │ │ └── config.xml │ ├── Resources │ │ ├── unity default resources │ │ └── unity_builtin_extra │ ├── app.info │ ├── boot.config │ ├── globalgamemanagers │ ├── globalgamemanagers.assets │ ├── level0 │ ├── level0.resS │ ├── sharedassets0.assets │ └── sharedassets0.assets.resS ├── UnityPlayer.dll └── web │ ├── Build │ ├── UnityLoader.js │ ├── web.asm.code.unityweb │ ├── web.asm.framework.unityweb │ ├── web.asm.memory.unityweb │ ├── web.data.unityweb │ └── web.json │ ├── TemplateData │ ├── UnityProgress.js │ ├── favicon.ico │ ├── fullscreen.png │ ├── progressEmpty.Dark.png │ ├── progressEmpty.Light.png │ ├── progressFull.Dark.png │ ├── progressFull.Light.png │ ├── progressLogo.Dark.png │ ├── progressLogo.Light.png │ ├── style.css │ └── webgl-logo.png │ ├── fireSpread.zip │ └── index.html ├── Assets ├── Materials │ ├── 152038813057588495.mat │ ├── Grass.mat │ ├── arrowTexture 1.mat │ ├── arrowTexture 2.mat │ ├── arrowTexture 3.mat │ ├── arrowTexture 4.mat │ ├── arrowTexture 5.mat │ ├── arrowTexture 6.mat │ ├── arrowTexture.mat │ └── grassTexture.mat ├── Meshes │ └── New Terrain.asset ├── Prefabs │ ├── GameManager.prefab │ ├── Plant.prefab │ └── PlantFactory.prefab ├── Scenes │ └── FireSpreadDemoScene.unity ├── Scripts │ ├── FireSpreadGameManager.cs │ ├── FireSpreadGameManager.cs.meta │ ├── InteractionMode.cs │ ├── InteractionMode.cs.meta │ ├── ModeLabelUpdater.cs │ ├── ModeLabelUpdater.cs.meta │ ├── MouseInteractionManager.cs │ ├── MouseInteractionManager.cs.meta │ ├── Plant.cs │ ├── Plant.cs.meta │ ├── PlantFactory.cs │ ├── PlantFactory.cs.meta │ ├── PlantStatus.cs │ ├── PlantStatus.cs.meta │ ├── PlayPauseButtonUpdate.cs │ ├── PlayPauseButtonUpdate.cs.meta │ ├── WindRotationScript.cs │ └── WindRotationScript.cs.meta └── Textures │ ├── arrowTexture.png │ └── grassTexture.png └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | Assets/Materials.meta 36 | 37 | Packages/manifest.json 38 | ProjectSettings/AudioManager.asset 39 | ProjectSettings/ClusterInputManager.asset 40 | ProjectSettings/DynamicsManager.asset 41 | ProjectSettings/EditorBuildSettings.asset 42 | ProjectSettings/EditorSettings.asset 43 | ProjectSettings/GraphicsSettings.asset 44 | ProjectSettings/InputManager.asset 45 | ProjectSettings/NavMeshAreas.asset 46 | ProjectSettings/NetworkManager.asset 47 | ProjectSettings/Physics2DSettings.asset 48 | ProjectSettings/PresetManager.asset 49 | ProjectSettings/ProjectSettings.asset 50 | ProjectSettings/ProjectVersion.txt 51 | ProjectSettings/QualitySettings.asset 52 | ProjectSettings/TagManager.asset 53 | ProjectSettings/TimeManager.asset 54 | ProjectSettings/UnityConnectSettings.asset 55 | .vscode/settings.json 56 | *.meta 57 | -------------------------------------------------------------------------------- /Application/FireSpreadSim.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim.exe -------------------------------------------------------------------------------- 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This will typically be used with images from the color camera for rendering the AR background on mobile devices. 10 | 11 | 12 | 13 | 14 | The Material used for AR rendering. 15 | 16 | 17 | 18 | 19 | Called when any of the public properties of this class have been changed. 20 | 21 | 22 | 23 | 24 | 25 | An optional Texture used for AR rendering. If this property is not set then the texture set in XR.ARBackgroundRenderer._backgroundMaterial as "_MainTex" is used. 26 | 27 | 28 | 29 | 30 | An optional Camera whose background rendering will be overridden by this class. If this property is not set then the main Camera in the scene is used. 31 | 32 | 33 | 34 | 35 | When set to XR.ARRenderMode.StandardBackground (default) the camera is not overridden to display the background image. Setting this property to XR.ARRenderMode.MaterialAsBackground will render the texture specified by XR.ARBackgroundRenderer._backgroundMaterial and or XR.ARBackgroundRenderer._backgroundTexture as the background. 36 | 37 | 38 | 39 | 40 | Disables AR background rendering. This method is called internally but can be overridden by users who wish to subclass XR.ARBackgroundRenderer to customize handling of AR background rendering. 41 | 42 | 43 | 44 | 45 | Enumeration describing the AR rendering mode used with XR.ARBackgroundRenderer. 46 | 47 | 48 | 49 | 50 | The material associated with XR.ARBackgroundRenderer is being rendered as the background. 51 | 52 | 53 | 54 | 55 | The standard background is rendered. (Skybox, Solid Color, etc.) 56 | 57 | 58 | 59 | 60 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.AccessibilityModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.AccessibilityModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.AccessibilityModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.AccessibilityModule 6 | 7 | 8 | 9 | A class containing methods to assist with accessibility for users with different vision capabilities. 10 | 11 | 12 | 13 | 14 | Gets a palette of colors that should be distinguishable for normal vision, deuteranopia, protanopia, and tritanopia. 15 | 16 | An array of colors to populate with a palette. 17 | Minimum allowable perceived luminance from 0 to 1. A value of 0.2 or greater is recommended for dark backgrounds. 18 | Maximum allowable perceived luminance from 0 to 1. A value of 0.8 or less is recommended for light backgrounds. 19 | 20 | The number of unambiguous colors in the palette. 21 | 22 | 23 | 24 | 25 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.AnimationModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.AnimationModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.AssetBundleModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.AssetBundleModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.AssetBundleModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.AssetBundleModule 6 | 7 | 8 | 9 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.AudioModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.AudioModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ClothModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.ClothModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ClothModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.ClothModule 6 | 7 | 8 | 9 | The Cloth class provides an interface to cloth simulation physics. 10 | 11 | 12 | 13 | 14 | Bending stiffness of the cloth. 15 | 16 | 17 | 18 | 19 | An array of CapsuleColliders which this Cloth instance should collide with. 20 | 21 | 22 | 23 | 24 | Number of cloth solver iterations per second. 25 | 26 | 27 | 28 | 29 | The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh. 30 | 31 | 32 | 33 | 34 | How much to increase mass of colliding particles. 35 | 36 | 37 | 38 | 39 | Damp cloth motion. 40 | 41 | 42 | 43 | 44 | Enable continuous collision to improve collision stability. 45 | 46 | 47 | 48 | 49 | Is this cloth enabled? 50 | 51 | 52 | 53 | 54 | A constant, external acceleration applied to the cloth. 55 | 56 | 57 | 58 | 59 | The friction of the cloth when colliding with the character. 60 | 61 | 62 | 63 | 64 | The current normals of the cloth object. 65 | 66 | 67 | 68 | 69 | A random, external acceleration applied to the cloth. 70 | 71 | 72 | 73 | 74 | Minimum distance at which two cloth particles repel each other (default: 0.0). 75 | 76 | 77 | 78 | 79 | Self-collision stiffness defines how strong the separating impulse should be for colliding particles. 80 | 81 | 82 | 83 | 84 | Cloth's sleep threshold. 85 | 86 | 87 | 88 | 89 | An array of ClothSphereColliderPairs which this Cloth instance should collide with. 90 | 91 | 92 | 93 | 94 | Sets the stiffness frequency parameter. 95 | 96 | 97 | 98 | 99 | Stretching stiffness of the cloth. 100 | 101 | 102 | 103 | 104 | Should gravity affect the cloth simulation? 105 | 106 | 107 | 108 | 109 | Use Tether Anchors. 110 | 111 | 112 | 113 | 114 | Add one virtual particle per triangle to improve collision stability. 115 | 116 | 117 | 118 | 119 | The current vertex positions of the cloth object. 120 | 121 | 122 | 123 | 124 | How much world-space acceleration of the character will affect cloth vertices. 125 | 126 | 127 | 128 | 129 | How much world-space movement of the character will affect cloth vertices. 130 | 131 | 132 | 133 | 134 | Clear the pending transform changes from affecting the cloth simulation. 135 | 136 | 137 | 138 | 139 | Get list of particles to be used for self and inter collision. 140 | 141 | List to be populated with cloth particle indices that are used for self and/or inter collision. 142 | 143 | 144 | 145 | Get list of indices to be used when generating virtual particles. 146 | 147 | List to be populated with virtual particle indices. 148 | 149 | 150 | 151 | Get weights to be used when generating virtual particles for cloth. 152 | 153 | List to populate with virtual particle weights. 154 | 155 | 156 | 157 | Fade the cloth simulation in or out. 158 | 159 | Fading enabled or not. 160 | 161 | 162 | 163 | 164 | This allows you to set the cloth indices used for self and inter collision. 165 | 166 | List of cloth particles indices to use for cloth self and/or inter collision. 167 | 168 | 169 | 170 | Set indices to use when generating virtual particles. 171 | 172 | List of cloth particle indices to use when generating virtual particles. 173 | 174 | 175 | 176 | Sets weights to be used when generating virtual particles for cloth. 177 | 178 | List of weights to be used when setting virutal particles for cloth. 179 | 180 | 181 | 182 | The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to. 183 | 184 | 185 | 186 | 187 | Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth. 188 | 189 | 190 | 191 | 192 | Distance a vertex is allowed to travel from the skinned mesh vertex position. 193 | 194 | 195 | 196 | 197 | A pair of SphereColliders used to define shapes for Cloth objects to collide against. 198 | 199 | 200 | 201 | 202 | The first SphereCollider of a ClothSphereColliderPair. 203 | 204 | 205 | 206 | 207 | The second SphereCollider of a ClothSphereColliderPair. 208 | 209 | 210 | 211 | 212 | Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. 213 | 214 | The first SphereCollider of a ClothSphereColliderPair. 215 | The second SphereCollider of a ClothSphereColliderPair. 216 | 217 | 218 | 219 | Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two. 220 | 221 | The first SphereCollider of a ClothSphereColliderPair. 222 | The second SphereCollider of a ClothSphereColliderPair. 223 | 224 | 225 | 226 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ClusterInputModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.ClusterInputModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ClusterInputModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.ClusterInputModule 6 | 7 | 8 | 9 | Interface for reading and writing inputs in a Unity Cluster. 10 | 11 | 12 | 13 | 14 | Add a new VRPN input entry. 15 | 16 | Name of the input entry. This has to be unique. 17 | Device name registered to VRPN server. 18 | URL to the vrpn server. 19 | Index of the Input entry, refer to vrpn.cfg if unsure. 20 | Type of the input. 21 | 22 | True if the operation succeed. 23 | 24 | 25 | 26 | 27 | Check the connection status of the device to the VRPN server it connected to. 28 | 29 | Name of the input entry. 30 | 31 | 32 | 33 | Edit an input entry which added via ClusterInput.AddInput. 34 | 35 | Name of the input entry. This has to be unique. 36 | Device name registered to VRPN server. 37 | URL to the vrpn server. 38 | Index of the Input entry, refer to vrpn.cfg if unsure. 39 | Type of the ClusterInputType as follow. 40 | 41 | 42 | 43 | Returns the axis value as a continous float. 44 | 45 | Name of input to poll.c. 46 | 47 | 48 | 49 | Returns the binary value of a button. 50 | 51 | Name of input to poll. 52 | 53 | 54 | 55 | Return the position of a tracker as a Vector3. 56 | 57 | Name of input to poll. 58 | 59 | 60 | 61 | Returns the rotation of a tracker as a Quaternion. 62 | 63 | Name of input to poll. 64 | 65 | 66 | 67 | Sets the axis value for this input. Only works for input typed Custom. 68 | 69 | Name of input to modify. 70 | Value to set. 71 | 72 | 73 | 74 | Sets the button value for this input. Only works for input typed Custom. 75 | 76 | Name of input to modify. 77 | Value to set. 78 | 79 | 80 | 81 | Sets the tracker position for this input. Only works for input typed Custom. 82 | 83 | Name of input to modify. 84 | Value to set. 85 | 86 | 87 | 88 | Sets the tracker rotation for this input. Only works for input typed Custom. 89 | 90 | Name of input to modify. 91 | Value to set. 92 | 93 | 94 | 95 | Values to determine the type of input value to be expect from one entry of ClusterInput. 96 | 97 | 98 | 99 | 100 | Device is an analog axis that provides continuous value represented by a float. 101 | 102 | 103 | 104 | 105 | Device that return a binary result of pressed or not pressed. 106 | 107 | 108 | 109 | 110 | A user customized input. 111 | 112 | 113 | 114 | 115 | Device that provide position and orientation values. 116 | 117 | 118 | 119 | 120 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ClusterRendererModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.ClusterRendererModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ClusterRendererModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.ClusterRendererModule 6 | 7 | 8 | 9 | A helper class that contains static method to inquire status of Unity Cluster. 10 | 11 | 12 | 13 | 14 | Check whether the current instance is disconnected from the cluster network. 15 | 16 | 17 | 18 | 19 | Check whether the current instance is a master node in the cluster network. 20 | 21 | 22 | 23 | 24 | To acquire or set the node index of the current machine from the cluster network. 25 | 26 | 27 | 28 | 29 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.CoreModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.CoreModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.CrashReportingModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.CrashReportingModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.CrashReportingModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.CrashReportingModule 6 | 7 | 8 | 9 | Engine API for CrashReporting Service. 10 | 11 | 12 | 13 | 14 | This Boolean field will cause CrashReportHandler to capture exceptions when set to true. By default enable capture exceptions is true. 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.DirectorModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.DirectorModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.DirectorModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.DirectorModule 6 | 7 | 8 | 9 | Wrap mode for Playables. 10 | 11 | 12 | 13 | 14 | Hold the last frame when the playable time reaches it's duration. 15 | 16 | 17 | 18 | 19 | Loop back to zero time and continue playing. 20 | 21 | 22 | 23 | 24 | Do not keep playing when the time reaches the duration. 25 | 26 | 27 | 28 | 29 | Instantiates a PlayableAsset and controls playback of Playable objects. 30 | 31 | 32 | 33 | 34 | The duration of the Playable in seconds. 35 | 36 | 37 | 38 | 39 | Controls how the time is incremented when it goes beyond the duration of the playable. 40 | 41 | 42 | 43 | 44 | The time at which the Playable should start when first played. 45 | 46 | 47 | 48 | 49 | The PlayableAsset that is used to instantiate a playable for playback. 50 | 51 | 52 | 53 | 54 | The PlayableGraph created by the PlayableDirector. 55 | 56 | 57 | 58 | 59 | Whether the playable asset will start playing back as soon as the component awakes. 60 | 61 | 62 | 63 | 64 | The current playing state of the component. (Read Only) 65 | 66 | 67 | 68 | 69 | The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually. 70 | 71 | 72 | 73 | 74 | Controls how time is incremented when playing back. 75 | 76 | 77 | 78 | 79 | Clears an exposed reference value. 80 | 81 | Identifier of the ExposedReference. 82 | 83 | 84 | 85 | Tells the PlayableDirector to evaluate it's PlayableGraph on the next update. 86 | 87 | 88 | 89 | 90 | Evaluates the currently playing Playable at the current time. 91 | 92 | 93 | 94 | 95 | Returns a binding to a reference object. 96 | 97 | The object that acts as a key. 98 | 99 | 100 | 101 | Retreives an ExposedReference binding. 102 | 103 | Identifier of the ExposedReference. 104 | Whether the reference was found. 105 | 106 | 107 | 108 | Pauses playback of the currently running playable. 109 | 110 | 111 | 112 | 113 | Instatiates a Playable using the provided PlayableAsset and starts playback. 114 | 115 | An asset to instantiate a playable from. 116 | What to do when the time passes the duration of the playable. 117 | 118 | 119 | 120 | Instatiates a Playable using the provided PlayableAsset and starts playback. 121 | 122 | An asset to instantiate a playable from. 123 | What to do when the time passes the duration of the playable. 124 | 125 | 126 | 127 | Instatiates a Playable using the provided PlayableAsset and starts playback. 128 | 129 | An asset to instantiate a playable from. 130 | What to do when the time passes the duration of the playable. 131 | 132 | 133 | 134 | Discards the existing PlayableGraph and creates a new instance. 135 | 136 | 137 | 138 | 139 | Resume playing a paused playable. 140 | 141 | 142 | 143 | 144 | Sets the binding of a reference object from a PlayableBinding. 145 | 146 | The source object in the PlayableBinding. 147 | The object to bind to the key. 148 | 149 | 150 | 151 | Sets an ExposedReference value. 152 | 153 | Identifier of the ExposedReference. 154 | The object to bind to set the reference value to. 155 | 156 | 157 | 158 | Stops playback of the current Playable and destroys the corresponding graph. 159 | 160 | 161 | 162 | 163 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.GameCenterModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.GameCenterModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.GridModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.GridModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.GridModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.GridModule 6 | 7 | 8 | 9 | Grid is the base class for plotting a layout of uniformly spaced points and lines. 10 | 11 | 12 | 13 | 14 | The size of the gap between each cell in the Grid. 15 | 16 | 17 | 18 | 19 | The layout of the cells in the Grid. 20 | 21 | 22 | 23 | 24 | The size of each cell in the Grid. 25 | 26 | 27 | 28 | 29 | The cell swizzle for the Grid. 30 | 31 | 32 | 33 | 34 | Get the logical center coordinate of a grid cell in local space. 35 | 36 | Grid cell position. 37 | 38 | Center of the cell transformed into local space coordinates. 39 | 40 | 41 | 42 | 43 | Get the logical center coordinate of a grid cell in world space. 44 | 45 | Grid cell position. 46 | 47 | Center of the cell transformed into world space coordinates. 48 | 49 | 50 | 51 | 52 | Does the inverse swizzle of the given position for given swizzle order. 53 | 54 | Determines the rearrangement order for the inverse swizzle. 55 | Position to inverse swizzle. 56 | 57 | The inversed swizzled position. 58 | 59 | 60 | 61 | 62 | Swizzles the given position with the given swizzle order. 63 | 64 | Determines the rearrangement order for the swizzle. 65 | Position to swizzle. 66 | 67 | The swizzled position. 68 | 69 | 70 | 71 | 72 | An abstract class that defines a grid layout. 73 | 74 | 75 | 76 | 77 | The size of the gap between each cell in the layout. 78 | 79 | 80 | 81 | 82 | The layout of the cells. 83 | 84 | 85 | 86 | 87 | The size of each cell in the layout. 88 | 89 | 90 | 91 | 92 | The cell swizzle for the layout. 93 | 94 | 95 | 96 | 97 | The layout of the GridLayout. 98 | 99 | 100 | 101 | 102 | Rectangular layout for cells in the GridLayout. 103 | 104 | 105 | 106 | 107 | Swizzles cell positions to other positions. 108 | 109 | 110 | 111 | 112 | Keeps the cell positions at XYZ. 113 | 114 | 115 | 116 | 117 | Swizzles the cell positions from XYZ to XZY. 118 | 119 | 120 | 121 | 122 | Swizzles the cell positions from XYZ to YXZ. 123 | 124 | 125 | 126 | 127 | Swizzles the cell positions from XYZ to YZX. 128 | 129 | 130 | 131 | 132 | Swizzles the cell positions from XYZ to ZXY. 133 | 134 | 135 | 136 | 137 | Swizzles the cell positions from XYZ to ZYX. 138 | 139 | 140 | 141 | 142 | Converts a cell position to local position space. 143 | 144 | Cell position to convert. 145 | 146 | Local position of the cell position. 147 | 148 | 149 | 150 | 151 | Converts an interpolated cell position in floats to local position space. 152 | 153 | Interpolated cell position to convert. 154 | 155 | Local position of the cell position. 156 | 157 | 158 | 159 | 160 | Converts a cell position to world position space. 161 | 162 | Cell position to convert. 163 | 164 | World position of the cell position. 165 | 166 | 167 | 168 | 169 | Returns the local bounds for a cell at the location. 170 | 171 | Location of the cell. 172 | 173 | 174 | Local bounds of cell at the position. 175 | 176 | 177 | 178 | 179 | Get the default center coordinate of a cell for the set layout of the Grid. 180 | 181 | 182 | Cell Center coordinate. 183 | 184 | 185 | 186 | 187 | Converts a local position to cell position. 188 | 189 | Local Position to convert. 190 | 191 | Cell position of the local position. 192 | 193 | 194 | 195 | 196 | Converts a local position to cell position. 197 | 198 | Local Position to convert. 199 | 200 | Interpolated cell position of the local position. 201 | 202 | 203 | 204 | 205 | Converts a local position to world position. 206 | 207 | Local Position to convert. 208 | 209 | World position of the local position. 210 | 211 | 212 | 213 | 214 | Converts a world position to cell position. 215 | 216 | World Position to convert. 217 | 218 | Cell position of the world position. 219 | 220 | 221 | 222 | 223 | Converts a world position to local position. 224 | 225 | World Position to convert. 226 | 227 | Local position of the world position. 228 | 229 | 230 | 231 | 232 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.IMGUIModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.IMGUIModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ImageConversionModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.ImageConversionModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ImageConversionModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.ImageConversionModule 6 | 7 | 8 | 9 | Class with utility methods and extension methods to deal with converting image data from or to PNG and JPEG formats. 10 | 11 | 12 | 13 | 14 | Encodes this texture into the EXR format. 15 | 16 | The texture to convert. 17 | Flags used to control compression and the output format. 18 | 19 | 20 | 21 | Encodes this texture into JPG format. 22 | 23 | Text texture to convert. 24 | JPG quality to encode with, 1..100 (default 75). 25 | 26 | 27 | 28 | Encodes this texture into JPG format. 29 | 30 | Text texture to convert. 31 | JPG quality to encode with, 1..100 (default 75). 32 | 33 | 34 | 35 | Encodes this texture into PNG format. 36 | 37 | The texture to convert. 38 | 39 | 40 | 41 | Loads PNG/JPG image byte array into a texture. 42 | 43 | The byte array containing the image data to load. 44 | Set to false by default, pass true to optionally mark the texture as non-readable. 45 | The texture to load the image into. 46 | 47 | Returns true if the data can be loaded, false otherwise. 48 | 49 | 50 | 51 | 52 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.InputModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.InputModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.InputModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.InputModule 6 | 7 | 8 | 9 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.JSONSerializeModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.JSONSerializeModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.JSONSerializeModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.JSONSerializeModule 6 | 7 | 8 | 9 | Utility functions for working with JSON data. 10 | 11 | 12 | 13 | 14 | Create an object from its JSON representation. 15 | 16 | The JSON representation of the object. 17 | 18 | An instance of the object. 19 | 20 | 21 | 22 | 23 | Create an object from its JSON representation. 24 | 25 | The JSON representation of the object. 26 | The type of object represented by the Json. 27 | 28 | An instance of the object. 29 | 30 | 31 | 32 | 33 | Overwrite data in an object by reading from its JSON representation. 34 | 35 | The JSON representation of the object. 36 | The object that should be overwritten. 37 | 38 | 39 | 40 | Generate a JSON representation of the public fields of an object. 41 | 42 | The object to convert to JSON form. 43 | If true, format the output for readability. If false, format the output for minimum size. Default is false. 44 | 45 | The object's data in JSON format. 46 | 47 | 48 | 49 | 50 | Generate a JSON representation of the public fields of an object. 51 | 52 | The object to convert to JSON form. 53 | If true, format the output for readability. If false, format the output for minimum size. Default is false. 54 | 55 | The object's data in JSON format. 56 | 57 | 58 | 59 | 60 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.Networking.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.Networking.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.ParticleSystemModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.ParticleSystemModule.dll 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/Application/FireSpreadSim_Data/Managed/UnityEngine.PerformanceReportingModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.PerformanceReportingModule 6 | 7 | 8 | 9 | Unity Performace provides insight into your game performace. 10 | 11 | 12 | 13 | 14 | Controls whether the Performance Reporting service is enabled at runtime. 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.Physics2DModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.Physics2DModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.PhysicsModule.dll: 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Functionality to take Screenshots. 10 | 11 | 12 | 13 | 14 | Captures a screenshot at path filename as a PNG file. 15 | 16 | Pathname to save the screenshot file to. 17 | Factor by which to increase resolution. 18 | 19 | 20 | 21 | Captures a screenshot of the game view into a Texture2D object. 22 | 23 | Factor by which to increase resolution. 24 | 25 | 26 | 27 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.SharedInternalsModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.SharedInternalsModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.SharedInternalsModule.xml: 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-------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.SpriteMaskModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.SpriteMaskModule 6 | 7 | 8 | 9 | A component for masking Sprites and Particles. 10 | 11 | 12 | 13 | 14 | The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite. 15 | 16 | 17 | 18 | 19 | Unique ID of the sorting layer defining the end of the custom range. 20 | 21 | 22 | 23 | 24 | Order within the back sorting layer defining the end of the custom range. 25 | 26 | 27 | 28 | 29 | Unique ID of the sorting layer defining the start of the custom range. 30 | 31 | 32 | 33 | 34 | Order within the front sorting layer defining the start of the custom range. 35 | 36 | 37 | 38 | 39 | Mask sprites from front to back sorting values only. 40 | 41 | 42 | 43 | 44 | The Sprite used to define the mask. 45 | 46 | 47 | 48 | 49 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.SpriteShapeModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.SpriteShapeModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.SpriteShapeModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.SpriteShapeModule 6 | 7 | 8 | 9 | Describes the information about the edge and how to tessellate it. 10 | 11 | 12 | 13 | 14 | The maximum angle to be considered within this range. 15 | 16 | 17 | 18 | 19 | The render order of the edges that belong in this range. 20 | 21 | 22 | 23 | 24 | The list of Sprites that are associated with this range. 25 | 26 | 27 | 28 | 29 | The minimum angle to be considered within this range. 30 | 31 | 32 | 33 | 34 | Data that describes the important points of the shape. 35 | 36 | 37 | 38 | 39 | The position of the left tangent in local space. 40 | 41 | 42 | 43 | 44 | The various modes of the tangent handles. They could be continuous or broken. 45 | 46 | 47 | 48 | 49 | The position of this point in the object's local space. 50 | 51 | 52 | 53 | 54 | The position of the right tangent point in the local space. 55 | 56 | 57 | 58 | 59 | Additional data about the shape's control point. This is useful during tessellation of the shape. 60 | 61 | 62 | 63 | 64 | The threshold of the angle that decides if it should be tessellated as a curve or a corner. 65 | 66 | 67 | 68 | 69 | The radius of the curve to be tessellated. 70 | 71 | 72 | 73 | 74 | True will indicate that this point should be tessellated as a corner or a continuous line otherwise. 75 | 76 | 77 | 78 | 79 | The height of the tessellated edge. 80 | 81 | 82 | 83 | 84 | The Sprite to be used for a particular edge. 85 | 86 | 87 | 88 | 89 | Input parameters for the SpriteShape tessellator. 90 | 91 | 92 | 93 | 94 | If enabled, the tessellator will adapt the size of the quads based on the height of the edge. 95 | 96 | 97 | 98 | 99 | The threshold of the angle that indicates whether it is a corner or not. 100 | 101 | 102 | 103 | 104 | The threshold of the angle that decides if it should be tessellated as a curve or a corner. 105 | 106 | 107 | 108 | 109 | The radius of the curve to be tessellated. 110 | 111 | 112 | 113 | 114 | The local displacement of the Sprite when tessellated. 115 | 116 | 117 | 118 | 119 | If true, the Shape will be tessellated as a closed form. 120 | 121 | 122 | 123 | 124 | The scale to be used to calculate the UVs of the fill texture. 125 | 126 | 127 | 128 | 129 | The texture to be used for the fill of the SpriteShape. 130 | 131 | 132 | 133 | 134 | If enabled the tessellator will consider creating corners based on the various input parameters. 135 | 136 | 137 | 138 | 139 | The tessellation quality of the input Spline that determines the complexity of the mesh. 140 | 141 | 142 | 143 | 144 | The borders to be used for calculating the uv of the edges based on the border info found in Sprites. 145 | 146 | 147 | 148 | 149 | The world space transform of the game object used for calculating the UVs of the fill texture. 150 | 151 | 152 | 153 | 154 | A static class that helps tessellate a SpriteShape mesh. 155 | 156 | 157 | 158 | 159 | Generate a mesh based on input parameters. 160 | 161 | The output mesh. 162 | Input parameters for the SpriteShape tessellator. 163 | A list of control points that describes the shape. 164 | Additional data about the shape's control point. This is useful during tessellation of the shape. 165 | The list of Sprites that could be used for the edges. 166 | The list of Sprites that could be used for the corners. 167 | A paramters that determins how to tessellate each of the edge. 168 | 169 | 170 | 171 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.StandardEvents.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.StandardEvents.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.StyleSheetsModule.dll: -------------------------------------------------------------------------------- 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Name cannot include the prefix "unity." - This is a reserved keyword. 32 | Additional parameters sent to Unity Analytics at the time the custom event was triggered. Dictionary key cannot include the prefix "unity." - This is a reserved keyword. 33 | 34 | 35 | 36 | Custom Events (optional). 37 | 38 | 39 | 40 | 41 | 42 | Custom Events (optional). 43 | 44 | 45 | 46 | 47 | 48 | 49 | Attempts to flush immediately all queued analytics events to the network and filesystem cache if possible (optional). 50 | 51 | 52 | 53 | 54 | User Demographics (optional). 55 | 56 | Birth year of user. Must be 4-digit year format, only. 57 | 58 | 59 | 60 | User Demographics (optional). 61 | 62 | Gender of user can be "Female", "Male", or "Unknown". 63 | 64 | 65 | 66 | User Demographics (optional). 67 | 68 | User id. 69 | 70 | 71 | 72 | Tracking Monetization (optional). 73 | 74 | The id of the purchased item. 75 | The price of the item. 76 | Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. 77 | Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. 78 | Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. 79 | Set to true when using UnityIAP. 80 | 81 | 82 | 83 | Tracking Monetization (optional). 84 | 85 | The id of the purchased item. 86 | The price of the item. 87 | Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. 88 | Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. 89 | Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. 90 | Set to true when using UnityIAP. 91 | 92 | 93 | 94 | Tracking Monetization (optional). 95 | 96 | The id of the purchased item. 97 | The price of the item. 98 | Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See http:en.wikipedia.orgwikiISO_4217 for a standardized list of currency abbreviations. 99 | Receipt data (iOS) receipt ID (android) for in-app purchases to verify purchases with Apple iTunes / Google Play. Use null in the absence of receipts. 100 | Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in absence of a signature. 101 | Set to true when using UnityIAP. 102 | 103 | 104 | 105 | Analytics API result. 106 | 107 | 108 | 109 | 110 | Analytics API result: Analytics is disabled. 111 | 112 | 113 | 114 | 115 | Analytics API result: Invalid argument value. 116 | 117 | 118 | 119 | 120 | Analytics API result: Analytics not initialized. 121 | 122 | 123 | 124 | 125 | Analytics API result: Success. 126 | 127 | 128 | 129 | 130 | Analytics API result: Argument size limit. 131 | 132 | 133 | 134 | 135 | Analytics API result: Too many parameters. 136 | 137 | 138 | 139 | 140 | Analytics API result: Too many requests. 141 | 142 | 143 | 144 | 145 | Analytics API result: This platform doesn't support Analytics. 146 | 147 | 148 | 149 | 150 | User Demographics: Gender of a user. 151 | 152 | 153 | 154 | 155 | User Demographics: Female Gender of a user. 156 | 157 | 158 | 159 | 160 | User Demographics: Male Gender of a user. 161 | 162 | 163 | 164 | 165 | User Demographics: Unknown Gender of a user. 166 | 167 | 168 | 169 | 170 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityConnectModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.UnityConnectModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityConnectModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.UnityConnectModule 6 | 7 | 8 | 9 | Accesses for Analytics session information (common for all game instances). 10 | 11 | 12 | 13 | 14 | Session time since the begining of player game session. 15 | 16 | 17 | 18 | 19 | Session id is used for tracking player game session. 20 | 21 | 22 | 23 | 24 | Session state. 25 | 26 | 27 | 28 | 29 | This event occurs when a Analytics session state changes. 30 | 31 | 32 | 33 | 34 | 35 | UserId is random GUID to track a player and is persisted across game session. 36 | 37 | 38 | 39 | 40 | This event occurs when a Analytics session state changes. 41 | 42 | Current session state. 43 | Current session id. 44 | Game player current session time. 45 | Set to true when sessionId has changed. 46 | 47 | 48 | 49 | Session tracking states. 50 | 51 | 52 | 53 | 54 | Session tracking has paused. 55 | 56 | 57 | 58 | 59 | Session tracking has resumed. 60 | 61 | 62 | 63 | 64 | Session tracking has started. 65 | 66 | 67 | 68 | 69 | Session tracking has stopped. 70 | 71 | 72 | 73 | 74 | Accesses remote settings (common for all game instances). 75 | 76 | 77 | 78 | 79 | Forces the game to download the newest settings from the server and update its values. 80 | 81 | 82 | 83 | 84 | Returns the value corresponding to key in the remote settings if it exists. 85 | 86 | 87 | 88 | 89 | 90 | 91 | Returns the value corresponding to key in the remote settings if it exists. 92 | 93 | 94 | 95 | 96 | 97 | 98 | Returns number of keys in remote settings. 99 | 100 | 101 | 102 | 103 | Returns the value corresponding to key in the remote settings if it exists. 104 | 105 | 106 | 107 | 108 | 109 | 110 | Returns the value corresponding to key in the remote settings if it exists. 111 | 112 | 113 | 114 | 115 | 116 | 117 | Returns the value corresponding to key in the remote settings if it exists. 118 | 119 | 120 | 121 | 122 | 123 | 124 | Returns the value corresponding to key in the remote settings if it exists. 125 | 126 | 127 | 128 | 129 | 130 | 131 | Returns all the keys in remote settings. 132 | 133 | 134 | 135 | 136 | Returns the value corresponding to key in the remote settings if it exists. 137 | 138 | 139 | 140 | 141 | 142 | 143 | Returns the value corresponding to key in the remote settings if it exists. 144 | 145 | 146 | 147 | 148 | 149 | 150 | Returns true if key exists in the remote settings. 151 | 152 | 153 | 154 | 155 | 156 | This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. 157 | 158 | 159 | 160 | 161 | 162 | This event occurs when a new RemoteSettings is fetched and successfully parsed from the server. 163 | 164 | 165 | 166 | 167 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestAudioModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestAudioModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestAudioModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.UnityWebRequestAudioModule 6 | 7 | 8 | 9 | A DownloadHandler subclass specialized for downloading audio data for use as AudioClip objects. 10 | 11 | 12 | 13 | 14 | Returns the downloaded AudioClip, or null. (Read Only) 15 | 16 | 17 | 18 | 19 | Constructor, specifies what kind of audio data is going to be downloaded. 20 | 21 | The nominal (pre-redirect) URL at which the audio clip is located. 22 | Value to set for AudioClip type. 23 | 24 | 25 | 26 | Returns the downloaded AudioClip, or null. 27 | 28 | A finished UnityWebRequest object with DownloadHandlerAudioClip attached. 29 | 30 | The same as DownloadHandlerAudioClip.audioClip 31 | 32 | 33 | 34 | 35 | Called by DownloadHandler.data. Returns a copy of the downloaded clip data as raw bytes. 36 | 37 | 38 | A copy of the downloaded data. 39 | 40 | 41 | 42 | 43 | A specialized DownloadHandler for creating MovieTexture out of downloaded bytes. 44 | 45 | 46 | 47 | 48 | A MovieTexture created out of downloaded bytes. 49 | 50 | 51 | 52 | 53 | Create new DownloadHandlerMovieTexture. 54 | 55 | 56 | 57 | 58 | A convenience (helper) method for casting DownloadHandler to DownloadHandlerMovieTexture and accessing its movieTexture property. 59 | 60 | A UnityWebRequest with attached DownloadHandlerMovieTexture. 61 | 62 | A MovieTexture created out of downloaded bytes. 63 | 64 | 65 | 66 | 67 | Raw downloaded data. 68 | 69 | 70 | Raw downloaded bytes. 71 | 72 | 73 | 74 | 75 | Helpers for downloading multimedia files using UnityWebRequest. 76 | 77 | 78 | 79 | 80 | Create a UnityWebRequest to download an audio clip via HTTP GET and create an AudioClip based on the retrieved data. 81 | 82 | The URI of the audio clip to download. 83 | The type of audio encoding for the downloaded audio clip. See AudioType. 84 | 85 | A UnityWebRequest properly configured to download an audio clip and convert it to an AudioClip. 86 | 87 | 88 | 89 | 90 | Create a UnityWebRequest intended to download a movie clip via HTTP GET and create an MovieTexture based on the retrieved data. 91 | 92 | The URI of the movie clip to download. 93 | 94 | A UnityWebRequest properly configured to download a movie clip and convert it to a MovieTexture. 95 | 96 | 97 | 98 | 99 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestTextureModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestTextureModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestTextureModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.UnityWebRequestTextureModule 6 | 7 | 8 | 9 | A DownloadHandler subclass specialized for downloading images for use as Texture objects. 10 | 11 | 12 | 13 | 14 | Returns the downloaded Texture, or null. (Read Only) 15 | 16 | 17 | 18 | 19 | Default constructor. 20 | 21 | 22 | 23 | 24 | Constructor, allows TextureImporter.isReadable property to be set. 25 | 26 | Value to set for TextureImporter.isReadable. 27 | 28 | 29 | 30 | Returns the downloaded Texture, or null. 31 | 32 | A finished UnityWebRequest object with DownloadHandlerTexture attached. 33 | 34 | The same as DownloadHandlerTexture.texture 35 | 36 | 37 | 38 | 39 | Called by DownloadHandler.data. Returns a copy of the downloaded image data as raw bytes. 40 | 41 | 42 | A copy of the downloaded data. 43 | 44 | 45 | 46 | 47 | Helpers for downloading image files into Textures using UnityWebRequest. 48 | 49 | 50 | 51 | 52 | Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. 53 | 54 | The URI of the image to download. 55 | If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. 56 | 57 | A UnityWebRequest properly configured to download an image and convert it to a Texture. 58 | 59 | 60 | 61 | 62 | Create a UnityWebRequest intended to download an image via HTTP GET and create a Texture based on the retrieved data. 63 | 64 | The URI of the image to download. 65 | If true, the texture's raw data will not be accessible to script. This can conserve memory. Default: false. 66 | 67 | A UnityWebRequest properly configured to download an image and convert it to a Texture. 68 | 69 | 70 | 71 | 72 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestWWWModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.UnityWebRequestWWWModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.VRModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.VRModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.VehiclesModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.VehiclesModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.VehiclesModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.VehiclesModule 6 | 7 | 8 | 9 | A special collider for vehicle wheels. 10 | 11 | 12 | 13 | 14 | Brake torque expressed in Newton metres. 15 | 16 | 17 | 18 | 19 | The center of the wheel, measured in the object's local space. 20 | 21 | 22 | 23 | 24 | Application point of the suspension and tire forces measured from the base of the resting wheel. 25 | 26 | 27 | 28 | 29 | Properties of tire friction in the direction the wheel is pointing in. 30 | 31 | 32 | 33 | 34 | Indicates whether the wheel currently collides with something (Read Only). 35 | 36 | 37 | 38 | 39 | The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80). 40 | 41 | 42 | 43 | 44 | Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction. 45 | 46 | 47 | 48 | 49 | The radius of the wheel, measured in local space. 50 | 51 | 52 | 53 | 54 | Current wheel axle rotation speed, in rotations per minute (Read Only). 55 | 56 | 57 | 58 | 59 | Properties of tire friction in the sideways direction. 60 | 61 | 62 | 63 | 64 | The mass supported by this WheelCollider. 65 | 66 | 67 | 68 | 69 | Steering angle in degrees, always around the local y-axis. 70 | 71 | 72 | 73 | 74 | Maximum extension distance of wheel suspension, measured in local space. 75 | 76 | 77 | 78 | 79 | The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force. 80 | 81 | 82 | 83 | 84 | The damping rate of the wheel. Must be larger than zero. 85 | 86 | 87 | 88 | 89 | Configure vehicle sub-stepping parameters. 90 | 91 | The speed threshold of the sub-stepping algorithm. 92 | Amount of simulation sub-steps when vehicle's speed is below speedThreshold. 93 | Amount of simulation sub-steps when vehicle's speed is above speedThreshold. 94 | 95 | 96 | 97 | Gets ground collision data for the wheel. 98 | 99 | 100 | 101 | 102 | 103 | Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees). 104 | 105 | Position of the wheel in world space. 106 | Rotation of the wheel in world space. 107 | 108 | 109 | 110 | Contact information for the wheel, reported by WheelCollider. 111 | 112 | 113 | 114 | 115 | The other Collider the wheel is hitting. 116 | 117 | 118 | 119 | 120 | The magnitude of the force being applied for the contact. 121 | 122 | 123 | 124 | 125 | The direction the wheel is pointing in. 126 | 127 | 128 | 129 | 130 | Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive. 131 | 132 | 133 | 134 | 135 | The normal at the point of contact. 136 | 137 | 138 | 139 | 140 | The point of contact between the wheel and the ground. 141 | 142 | 143 | 144 | 145 | The sideways direction of the wheel. 146 | 147 | 148 | 149 | 150 | Tire slip in the sideways direction. 151 | 152 | 153 | 154 | 155 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.VideoModule.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.VideoModule.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.WebModule.dll: 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-------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.WindModule.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.WindModule 6 | 7 | 8 | 9 | Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. 10 | 11 | 12 | 13 | 14 | Defines the type of wind zone to be used (Spherical or Directional). 15 | 16 | 17 | 18 | 19 | Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical). 20 | 21 | 22 | 23 | 24 | The primary wind force. 25 | 26 | 27 | 28 | 29 | Defines the frequency of the wind changes. 30 | 31 | 32 | 33 | 34 | Defines ow much the wind changes over time. 35 | 36 | 37 | 38 | 39 | The turbulence wind force. 40 | 41 | 42 | 43 | 44 | The constructor. 45 | 46 | 47 | 48 | 49 | Modes a Wind Zone can have, either Spherical or Directional. 50 | 51 | 52 | 53 | 54 | Wind zone affects the entire scene in one direction. 55 | 56 | 57 | 58 | 59 | Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. 60 | 61 | 62 | 63 | 64 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/UnityEngine.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/UnityEngine.dll -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Managed/mscorlib.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Application/FireSpreadSim_Data/Managed/mscorlib.dll 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-------------------------------------------------------------------------------- 1 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Mono/etc/mono/2.0/settings.map: -------------------------------------------------------------------------------- 1 | 2 | 3 | 6 | 7 | 10 | 11 | 20 | 23 | 24 | 25 | 26 | 29 | 30 | 33 | 34 | 43 | 46 | 47 | 48 | 49 | -------------------------------------------------------------------------------- /Application/FireSpreadSim_Data/Mono/etc/mono/2.0/web.config: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 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-------------------------------------------------------------------------------- /Application/web/Build/web.json: -------------------------------------------------------------------------------- 1 | { 2 | "companyName": "DefaultCompany", 3 | "productName": "FireSpread", 4 | "dataUrl": "web.data.unityweb", 5 | "asmCodeUrl": "web.asm.code.unityweb", 6 | "asmMemoryUrl": "web.asm.memory.unityweb", 7 | "asmFrameworkUrl": "web.asm.framework.unityweb", 8 | "TOTAL_MEMORY": 536870912, 9 | "graphicsAPI": ["WebGL 2.0", "WebGL 1.0"], 10 | "webglContextAttributes": {"preserveDrawingBuffer": false}, 11 | "splashScreenStyle": "Dark", 12 | "backgroundColor": "#231F20" 13 | } -------------------------------------------------------------------------------- /Application/web/TemplateData/UnityProgress.js: -------------------------------------------------------------------------------- 1 | function UnityProgress(gameInstance, progress) { 2 | if (!gameInstance.Module) 3 | return; 4 | if (!gameInstance.logo) 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m_EditorHideFlags: 0 51 | m_Script: {fileID: 11500000, guid: 3d43445c7a51e0c4ba3e00dc77379f47, type: 3} 52 | m_Name: 53 | m_EditorClassIdentifier: 54 | list_size: 50 55 | -------------------------------------------------------------------------------- /Assets/Scripts/FireSpreadGameManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine.UI; 4 | using UnityEngine; 5 | using System; 6 | 7 | /************************************** 8 | A general 'game manager', to control the interaction between 9 | the UI and the componenets of the simulation. 10 | 11 | I didn't want to assign this functionality to PlantFactory, because 12 | I wanted that to deal purely with making and updating the plant list, 13 | and it made more sense to pull this out in to its own oversoul type class 14 | **************************************/ 15 | 16 | public class FireSpreadGameManager : MonoBehaviour { 17 | 18 | [SerializeField] 19 | Slider fireSpreadRateSlider; 20 | [SerializeField] 21 | Slider windSpeedSlider; 22 | [SerializeField] 23 | Slider maxBurnTimeSlider; 24 | [SerializeField] 25 | Slider plantCountSlider; 26 | [SerializeField] 27 | Text windSpeedNum; 28 | [SerializeField] 29 | Text fireSpreadRateNum; 30 | [SerializeField] 31 | Text maxBurnTimeNum; 32 | [SerializeField] 33 | Text plantCountNum; 34 | [SerializeField] 35 | Button gameModeUpdater; 36 | [SerializeField] 37 | PlantFactory plantFactory; 38 | 39 | InteractionMode mode; 40 | 41 | // Use this for initialization 42 | void Start () { 43 | 44 | mode = InteractionMode.Add; 45 | 46 | //Add button listeners 47 | windSpeedSlider.onValueChanged.AddListener(delegate {plantFactory.UpdateWindSpeed(windSpeedSlider.value);}); 48 | fireSpreadRateSlider.onValueChanged.AddListener(delegate {plantFactory.UpdateFireSpreadRate(fireSpreadRateSlider.value);}); 49 | maxBurnTimeSlider.onValueChanged.AddListener(delegate {plantFactory.UpdateBurnTime(maxBurnTimeSlider.value);}); 50 | gameModeUpdater.onClick.AddListener(UpdateGameMode); 51 | //plant_count_slider.onValueChanged.AddListener(delegate {plant_factory.UpdatePlantCount(plant_count_slider.value);}); 52 | 53 | } 54 | 55 | // Update is called once per frame 56 | void Update () { 57 | 58 | windSpeedNum.text = windSpeedSlider.value.ToString("## mph"); 59 | fireSpreadRateNum.text = fireSpreadRateSlider.value.ToString("##"); 60 | maxBurnTimeNum.text = maxBurnTimeSlider.value.ToString("## secs"); 61 | //plant_count_num.text = plant_count_slider.value.ToString("0"); 62 | 63 | } 64 | 65 | void UpdateGameMode(){ 66 | 67 | InteractionMode mode = gameModeUpdater.GetComponent().UpdateLabel(); 68 | 69 | gameModeUpdater.GetComponentInChildren().text = "Mode: " + mode.ToString(); 70 | this.mode = mode; 71 | } 72 | 73 | public void QuiteGame(){ 74 | Application.Quit(); 75 | } 76 | 77 | internal InteractionMode GetMode() 78 | { 79 | return mode; 80 | } 81 | } 82 | -------------------------------------------------------------------------------- /Assets/Scripts/FireSpreadGameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b377a942dbb951a448917db8c6659cc6 3 | timeCreated: 1520220239 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/InteractionMode.cs: -------------------------------------------------------------------------------- 1 | /************************************** 2 | An enumerated type describing the interaction mode for the mouse, 3 | which will determine what clicking in certain places will do 4 | **************************************/ 5 | public enum InteractionMode { 6 | 7 | Add = 0, 8 | Remove = 1, 9 | Toggle = 2 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/InteractionMode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d7c8daed9ff9474f925b1cd8e00ae87 3 | timeCreated: 1520531590 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/ModeLabelUpdater.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /************************************** 6 | An small event handler to update the interaction mode for 7 | the game, as well as toggling the button display so that a 8 | user can tell what mode the game is in. 9 | **************************************/ 10 | public class ModeLabelUpdater : MonoBehaviour { 11 | 12 | InteractionMode[] possibleModes = (InteractionMode[])System.Enum.GetValues(typeof(InteractionMode)); 13 | InteractionMode currentMode; 14 | int modeCounter = 0; 15 | 16 | // Use this for initialization 17 | void Start () { 18 | /*I could have done this in declaration, using explicit values, but here if I want to change the 19 | default I just change the one value for mode counter*/ 20 | currentMode = possibleModes[modeCounter]; 21 | } 22 | 23 | // Update is called once per frame 24 | void Update () { 25 | 26 | } 27 | 28 | public InteractionMode UpdateLabel(){ 29 | 30 | //this is nice because it works even if more game modes are added, they just have to be added to the enum 31 | modeCounter = (modeCounter + 1) % possibleModes.Length; 32 | currentMode = possibleModes[modeCounter]; 33 | 34 | return currentMode; 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Scripts/ModeLabelUpdater.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 40d23795d780b2447b3ff478608321d2 3 | timeCreated: 1520531522 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/MouseInteractionManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /************************************** 6 | An event handler for general game level mouse events. 7 | 8 | This will handle interaction like adding plants via mouse 9 | click as well as toggling the fire or removing them. I'm 10 | trying to use this new-fangled event system in Unity 5 to do 11 | this, so its possible I'm not doing it exactly right, but I 12 | thought this was a good oppurtunity to try and learn how this 13 | system worked 14 | **************************************/ 15 | public class MouseInteractionManager : MonoBehaviour { 16 | 17 | // Use this for initialization 18 | void Start () { 19 | 20 | } 21 | 22 | // Update is called once per frame 23 | void Update () { 24 | } 25 | 26 | public void ClickEvent(){ 27 | 28 | /*I'm doing this here instead of it being a global, because this could be updated, but I don't want to fetch 29 | it everytime its updated or constantly poll it, so I'll just poll it when I want to use it, save some cycles*/ 30 | InteractionMode mode = gameObject.GetComponentInChildren().GetMode(); 31 | 32 | if(Input.GetMouseButtonDown(0)){ 33 | 34 | Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); 35 | RaycastHit hit; 36 | 37 | if(Physics.Raycast (ray, out hit)) 38 | { 39 | ProcessClickEvent(hit, mode); 40 | } 41 | } 42 | } 43 | 44 | void ProcessClickEvent(RaycastHit hit, InteractionMode mode){ 45 | 46 | Plant hitPlant; 47 | 48 | if((hitPlant = hit.collider.gameObject.GetComponentInParent()) != null){ 49 | switch(mode){ 50 | case InteractionMode.Remove: 51 | hitPlant.DestroyPlant(); 52 | break; 53 | case InteractionMode.Toggle: 54 | if(hitPlant.GetPlantStatus() == PlantStatus.Healthy){ 55 | hitPlant.LightPlant(); 56 | } 57 | else{ 58 | hitPlant.ExtinguishPlant(); 59 | } 60 | break; 61 | //I want to detect if whats hit is terrain here, because I don't want players generating plants on top of space or widgets 62 | case InteractionMode.Add: 63 | print(hit.collider.GetType()); 64 | break; 65 | default: 66 | break; 67 | } 68 | if(hitPlant.GetPlantStatus() == PlantStatus.Healthy){ 69 | 70 | } 71 | } 72 | else if((hit.collider.gameObject.GetComponentInParent()) != null){ 73 | 74 | } 75 | 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/Scripts/MouseInteractionManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4690d6db2b903c40a0e6ab33400e90f 3 | timeCreated: 1520564669 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/Plant.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | /************************************** 7 | A class representing the base functionality of a plant. 8 | 9 | Again here there are certain things delegated to the plant 10 | over the factory, in particular the spreading of fire. Because 11 | I based it off of a coroutine, it made more sense to 12 | **************************************/ 13 | public class Plant : MonoBehaviour { 14 | 15 | GameObject plantBody; 16 | PlantStatus plantStatus; 17 | float burnDuration; 18 | float windVelocity; 19 | float fireIntensity; 20 | Vector3 windDirection; 21 | 22 | // Use this for initialization 23 | void Start () { 24 | 25 | GeneratePlant(); 26 | plantStatus = PlantStatus.Healthy; 27 | } 28 | 29 | // Update is called once per frame 30 | void Update () { 31 | 32 | } 33 | 34 | /* In reality, this method will only be used once, so maybe it doesn't need to exist 35 | I'm going to leave it, in because, despite the small amount of code repition, it allows 36 | me to avoid a few branches, as well as making whats happening clear */ 37 | void GeneratePlant(){ 38 | 39 | /*I'm only using this for the innitial generation of the 40 | plants, so I'll set them to false so they don't show up 41 | before the button is pressed */ 42 | 43 | BuildPlantBody(false); 44 | SetPlantStatus(plantStatus); 45 | windDirection = Vector3.forward; 46 | gameObject.SetActive(false); 47 | } 48 | 49 | /* This will reset the existing plants, shuffle their order and end any active coroutines, 50 | as well as resetting the status to make sure a plant doesn't continue burning or spreading 51 | fire after it is reset and moved */ 52 | public void ResetPlant(){ 53 | 54 | /*Theres some repeated code, a little bit, but I'm okay with it here, only because 55 | the two methods serve different functions, and the names are good for their functions 56 | I don't want to overly fill public methods with parameters and make the name confusing*/ 57 | 58 | BuildPlantBody(true); 59 | SetPlantStatus(PlantStatus.Healthy); 60 | } 61 | 62 | /* This method is actually doing the logic to build a plant. Importantly, it looks for the terrain, 63 | or indeed anything underneet where the plant is meant to go, and drops the plant to that height (its 64 | that height at origin, so some of the plant will push through the terrain, but the player won't notice 65 | that) 66 | 67 | In the future, I'd like to set this up with a resource folder to, instead of generating a cube, generate 68 | a random shape from a given collection of possible plant shapes */ 69 | public void BuildPlantBody(bool reset){ 70 | 71 | RaycastHit hit; 72 | Vector3 plantPosition; 73 | 74 | gameObject.SetActive(true); 75 | 76 | //This will happen only if the plant already exists, and is being reset, which will be most of the time 77 | if(!reset){ 78 | plantBody = GameObject.CreatePrimitive(PrimitiveType.Cube); 79 | plantBody.transform.localScale = new Vector3(2f, 4f, 2f); 80 | plantBody.layer = 9; 81 | plantBody.transform.parent = gameObject.transform; 82 | } 83 | 84 | //I'm honestly just doing this to save some typing, since I use this value twice 85 | plantBody.transform.position = plantPosition = transform.position; 86 | 87 | //check for terrain or anything below the plant and drop it to that height, and set the x and y to random values in the play space 88 | if(Physics.Raycast(plantPosition, Vector3.down, out hit)){ 89 | plantBody.transform.position = new Vector3(UnityEngine.Random.Range(0,100), 90 | plantPosition.y - hit.distance, UnityEngine.Random.Range(0,100)); 91 | } 92 | } 93 | 94 | internal void ExtinguishPlant() 95 | { 96 | SetPlantStatus(PlantStatus.Healthy); 97 | } 98 | 99 | public void LightPlant(){ 100 | SetPlantStatus(PlantStatus.OnFire); 101 | } 102 | 103 | public void PausePlantSimulation(bool simulation){ 104 | 105 | if(simulation){ 106 | if(plantStatus == PlantStatus.OnFire){ 107 | StartCoroutine("BurnCountdown"); 108 | StartCoroutine("SpreadFire"); 109 | } 110 | } 111 | else{ 112 | StopAllCoroutines(); 113 | } 114 | } 115 | 116 | void SetPlantStatus(PlantStatus status){ 117 | 118 | Renderer renderer = plantBody.GetComponent(); 119 | 120 | switch(status){ 121 | case PlantStatus.Healthy: 122 | renderer.material.color = new Color(0.13f, 0.54f, 0.13f); 123 | StopCoroutine("BurnCountdown"); 124 | StopCoroutine("SpreadFire"); 125 | //I was going to stop all coroutines, but I think in the future a "grow" coroutine might be cool, so I'll stop them by name now 126 | break; 127 | case PlantStatus.OnFire: 128 | if(plantStatus == PlantStatus.Healthy){ 129 | renderer.material.color = new Color(0.50f, 0.0f, 0.0f); 130 | plantStatus = PlantStatus.OnFire; 131 | StartCoroutine("BurnCountdown"); 132 | StartCoroutine("SpreadFire"); 133 | } 134 | break; 135 | case PlantStatus.Burnt: 136 | renderer.material.color = new Color(0.0f, 0.0f, 0.0f); 137 | StopCoroutine("BurnCountdown"); 138 | StopCoroutine("SpreadFire"); 139 | break; 140 | default: 141 | break; 142 | } 143 | } 144 | 145 | IEnumerator BurnCountdown() 146 | { 147 | yield return new WaitForSeconds(UnityEngine.Random.Range(3, burnDuration)); 148 | plantStatus = PlantStatus.Burnt; 149 | SetPlantStatus(PlantStatus.Burnt); 150 | } 151 | 152 | /* I set this up as a coroutine instead of just doing it, because it was hard to tell if plants were lighting 153 | correctly. They were lighting instantly, and the only way I could tell it was because of windspread was from 154 | console logging. So I changed it up so that fire spreads every 5 seconds, on a plant by plant basis. Originally 155 | I had this coroutine in the PlantFactory, which worked, but it meant that a) the game was performing a lot of 156 | unneeded raycasts (because it was checking for every plant not just the burning ones) and b) I could be in a 157 | situation where if I lit a plant right before the timer ticked it would then instantly spread and it looked weird */ 158 | IEnumerator SpreadFire() 159 | { 160 | while(true){ 161 | yield return new WaitForSeconds(5f); 162 | RaycastHit hit; 163 | Plant hit_plant; 164 | 165 | if(Physics.Raycast(plantBody.transform.position, windDirection, out hit, 3 * windVelocity, 1 << 9)){ 166 | if((hit_plant = hit.collider.gameObject.GetComponentInParent()) != null){ 167 | if(hit_plant.GetPlantStatus() == PlantStatus.Healthy){ 168 | hit_plant.LightPlant(); 169 | } 170 | } 171 | } 172 | } 173 | } 174 | 175 | public PlantStatus GetPlantStatus(){ 176 | return plantStatus; 177 | } 178 | 179 | public void DestroyPlant(){ 180 | 181 | /*I opted to disable the objects instead of destroying them 182 | outright, that way I can just switch them off and on and reset 183 | their status and position. Saves a few cycles, because now the 184 | app doesn't have to regenerate the innitial plants everytime they 185 | are cleared */ 186 | 187 | //plant_body.gameObject.SetActive(false); 188 | gameObject.SetActive(false); 189 | } 190 | 191 | public void SetWindDirection(float angle){ 192 | this.windDirection = Quaternion.Euler(0, angle, 0) * windDirection; 193 | } 194 | 195 | public void SetBurnTime(float max_burn_time){ 196 | this.burnDuration = max_burn_time; 197 | } 198 | 199 | public void SetFireIntensity(float max_burn_time){ 200 | this.burnDuration = max_burn_time; 201 | } 202 | 203 | public void SetWindSpeed(float wind_velocity){ 204 | this.windVelocity = wind_velocity; 205 | } 206 | } 207 | -------------------------------------------------------------------------------- /Assets/Scripts/Plant.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8bdd78cf07e34284c9b7974b0ef7e8b0 3 | timeCreated: 1519962879 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/PlantFactory.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | /************************************** 7 | A factory for creating and doing mass manipulation of a collection of plants 8 | 9 | This class will generate the innitial collection of plants, and tell them 10 | when they should be switched on or off, as well as changing their statuses 11 | and attributes. This class contains and manipulates the list of plants 12 | **************************************/ 13 | public class PlantFactory : MonoBehaviour { 14 | 15 | [SerializeField] 16 | Plant basePlant;//this is used as a base prefab to innitialize the plants in the begining, to be manipulated later 17 | 18 | //dynamic variables for sliding 19 | public float windSpeed{get; set;} 20 | public float spreadFrequency{get; set;} 21 | public float maxBurnTime{get; set;} 22 | public float maxPlantCount{get; set;}//maybe I'm just stupid, but only floats showed up as dynamics, so this is a float even though its a whole numebr 23 | 24 | ArrayList plantList; 25 | 26 | bool playSimulation = true; 27 | // Use this for initialization 28 | void Start () { 29 | 30 | maxPlantCount = 50; 31 | plantList = new ArrayList(); 32 | /*When the app is started, I'll front load the work by generating the plants now, and just 33 | switching them off so that they don't show up until the button is pressed to generate them 34 | users won't know the difference and it should help on performance. 35 | one disadvantage is it means the ammount of plants is static, but I can get around that 36 | by only activating a random sample each time the button is pressed, or making the max plant 37 | count tunable with a slider, similar to the wind velocity*/ 38 | for(int i = 0; i < maxPlantCount; i++){ 39 | plantList.Add(Instantiate(basePlant, new Vector3(10, 100, 10), Quaternion.identity)); 40 | } 41 | } 42 | 43 | // Update is called once per frame 44 | void Update () { 45 | 46 | } 47 | 48 | /*I realize the name of this method might make the fact that its resetting, not generating confusing, 49 | but its also tied to the generate button, and I think all in all this naming makes more sense. Whats 50 | important here is that this method resets all the plants in the plant array, giving the appearance 51 | of generating new plants, but actually just shuffling them all around and resetting their burns*/ 52 | public void GeneratePlants(){ 53 | 54 | for(int i = 0; i < maxPlantCount; i++){ 55 | ((Plant)plantList[i]).ResetPlant(); 56 | } 57 | } 58 | 59 | public void ClearPlants(){ 60 | 61 | foreach(Plant p in plantList){ 62 | p.DestroyPlant(); 63 | } 64 | 65 | //Since im disabling, not deleting objects, don't reset the list 66 | //plant_list = new Plant[list_size]; 67 | } 68 | 69 | /*Select a random subset of plants, at most a third of the plants, and light them. 70 | I could also make this configurable later, but honestly the UI started to get a little 71 | crowded*/ 72 | public void LightPlants(){ 73 | 74 | //I'm using the unityEngine random becaue its a little cleaner, not sure if it will drastically impact performance but I'll check 75 | for(int i = UnityEngine.Random.Range(0, ((int)maxPlantCount / 3)); i > 0; i--){ 76 | int random_num = UnityEngine.Random.Range(0, (int)maxPlantCount - 1); 77 | if(((Plant)plantList[random_num]).GetPlantStatus() == PlantStatus.Healthy){ 78 | ((Plant)plantList[random_num]).LightPlant(); 79 | } 80 | else{ 81 | i++; 82 | } 83 | } 84 | } 85 | 86 | public void PlayPause(){ 87 | 88 | playSimulation = !playSimulation; 89 | 90 | for(int i = 0; i < maxPlantCount; i++){ 91 | if(plantList[i] != null){ 92 | ((Plant)plantList[i]).PausePlantSimulation(playSimulation); 93 | } 94 | } 95 | } 96 | 97 | public void UpdateWindSpeed(float wind_speed){ 98 | 99 | for(int i = 0; i < maxPlantCount; i++){ 100 | ((Plant)plantList[i]).SetWindSpeed(wind_speed); 101 | } 102 | } 103 | 104 | public void UpdateFireSpreadRate(float fire_spread_rate){ 105 | 106 | for(int i = 0; i < maxPlantCount; i++){ 107 | ((Plant)plantList[i]).SetFireIntensity(fire_spread_rate); 108 | } 109 | 110 | } 111 | 112 | public void UpdateBurnTime(float burn_time){ 113 | 114 | for(int i = 0; i < maxPlantCount; i++){ 115 | ((Plant)plantList[i]).SetBurnTime(burn_time); 116 | } 117 | } 118 | 119 | public void AddPlant(Vector3 point){ 120 | 121 | maxPlantCount++; 122 | plantList.Add(Instantiate(basePlant, point, Quaternion.identity)); 123 | } 124 | 125 | /*public void UpdatePlantCount(float plant_count){ 126 | 127 | }*/ 128 | 129 | public void UpdateWindDirection(float angle){ 130 | 131 | for(int i = 0; i < maxPlantCount; i++){ 132 | ((Plant)plantList[i]).SetWindDirection(angle); 133 | } 134 | } 135 | } 136 | -------------------------------------------------------------------------------- /Assets/Scripts/PlantFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d43445c7a51e0c4ba3e00dc77379f47 3 | timeCreated: 1519968603 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/PlantStatus.cs: -------------------------------------------------------------------------------- 1 | /************************************** 2 | An enumerated type describing the status of a plant, 3 | whether it is burning, burnt or healthy 4 | **************************************/ 5 | public enum PlantStatus { 6 | 7 | Healthy = 0, 8 | OnFire = 1, 9 | Burnt = 2 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/PlantStatus.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e34b7aefd1428d143b4eaddc6917ecdb 3 | timeCreated: 1520053121 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayPauseButtonUpdate.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine.UI; 4 | using UnityEngine; 5 | 6 | /************************************** 7 | An small event handler to update the play mode of the simulation, 8 | as well as toggling the button display so that a 9 | user can tell whether the simulation should be playing or not. 10 | **************************************/ 11 | public class PlayPauseButtonUpdate : MonoBehaviour { 12 | 13 | Text text; 14 | int play_pause_num = 0; 15 | // Use this for initialization 16 | void Start () { 17 | text = GetComponentInChildren(); 18 | } 19 | 20 | // Update is called once per frame 21 | void Update () { 22 | 23 | } 24 | 25 | public void UpdateButtonText(){ 26 | 27 | play_pause_num = (play_pause_num + 1) % 2; 28 | 29 | //a little more cumbersome in code, but slightly faster than an if/else 30 | switch(play_pause_num){ 31 | case 0: 32 | text.text = "Play";//little confusing in code, but the button should say the opposite of the current status 33 | break; 34 | case 1: 35 | text.text = "Play"; 36 | break; 37 | default: 38 | break; 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayPauseButtonUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 51bae0aad15920844a3e9265921bed84 3 | timeCreated: 1520555958 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Scripts/WindRotationScript.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine.UI; 4 | using UnityEngine; 5 | 6 | /************************************** 7 | A GUI element to show the wind direction 8 | 9 | it should rotate to face the mouse where its clicking on 10 | the screen. I've done this with a top down view using a 11 | LERP before, which didn't really work here because of the 12 | angle. Breaking out the tangent angle of the difference in 13 | the two vectors should work, it might also give me half of 14 | the actual angle, but as long as I've positioned the arrow 15 | correctly I should be able to tell pretty quickly if its 16 | giving me the correct angle or the half. 17 | **************************************/ 18 | public class WindRotationScript : MonoBehaviour { 19 | 20 | [SerializeField] 21 | GameObject arrowCube; 22 | [SerializeField] 23 | PlantFactory plantFactory; 24 | [SerializeField] 25 | float rotationSpeed; 26 | // Use this for initialization 27 | void Start () { 28 | 29 | } 30 | 31 | // Update is called once per frame 32 | void Update () { 33 | 34 | } 35 | 36 | public void RotateArrow(){ 37 | 38 | /*I want the position of the mouse on the screen, not in world space. I'm not actually sure about this, 39 | I've done this with a top down view before but never with this sort of hybrid front on view, but it seems right*/ 40 | Vector3 mousePosition = Camera.main.ScreenToViewportPoint(Input.mousePosition); 41 | Vector3 screenPosition = Camera.main.WorldToViewportPoint (transform.position); 42 | float angle = Mathf.Atan2(screenPosition.x - mousePosition.x, screenPosition.y - mousePosition.y) * Mathf.Rad2Deg; 43 | 44 | //Euler angle rotation only on y axis. If I've alligned the arrow correctly, this rotation should be accurate 45 | arrowCube.transform.rotation = Quaternion.Euler(0,angle,0); 46 | plantFactory.UpdateWindDirection(angle); 47 | } 48 | 49 | void OnMouseDrag(){ 50 | RotateArrow(); 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Scripts/WindRotationScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9cdcece8299cb784bb239e3c98975eb2 3 | timeCreated: 1520387846 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Textures/arrowTexture.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Assets/Textures/arrowTexture.png -------------------------------------------------------------------------------- /Assets/Textures/grassTexture.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/blakeim/Unity-Fire-Spread-Simulation/1aa50aba1c1a9542765a92c0698b6da106e30dfd/Assets/Textures/grassTexture.png -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity-Fire-Spreading-Simulation 2 | 3 | This is a fairly simple simulation of a fire spreading through a randomly generated population of plants. In its current state, buttons on the UI allow users to generate a random collection of plants, clear the screen, light a random selection of the existing plants, as well as playing and pausing the simulation. 4 | 5 | Sliders on the screen allow users to control windspeed, the maximum time for which a plant will burn before becoming "burnt" and the intensity with which fire will be spread through the population. 6 | 7 | In addition to the UI elements, there is a 3D dial that allows users to control wind direction. 8 | 9 | # TODO: 10 | Mode selection button isn't fully functional. Different modes should allow users to add, remove, or toggle plants between burning and healthy. Currently only the mode UI is functional, not the actual game logic. 11 | 12 | Rather than generating plants all as rectangles of the same size, generate plants from a pool of random shapes 13 | 14 | Implemet logic to stop plans from generating on top of one another 15 | 16 | Implement a slider to control the number of plants generated when the generate button is clicked 17 | 18 | 19 | --------------------------------------------------------------------------------