├── .gitignore ├── Assets ├── Animation.meta ├── Animation │ ├── CameraShake.anim │ ├── CameraShake.anim.meta │ ├── FadeInGameOver.anim │ ├── FadeInGameOver.anim.meta │ ├── GameOverDownAnimation.anim │ ├── GameOverDownAnimation.anim.meta │ ├── GameOverUpAnimation.anim │ ├── GameOverUpAnimation.anim.meta │ ├── PlayerAnimationEnter.anim │ └── PlayerAnimationEnter.anim.meta ├── Animator │ ├── CameraAnimator.controller │ ├── CameraAnimator.controller.meta │ ├── GameOverDialog.controller │ ├── GameOverDialog.controller.meta │ ├── Player.controller │ ├── Player.controller.meta │ ├── ReplayButtonAnimationController.controller │ └── ReplayButtonAnimationController.controller.meta ├── Prefabs.meta ├── Prefabs │ ├── ParticleSystems.meta │ ├── ParticleSystems │ │ ├── BoxExplosion.prefab │ │ ├── BoxExplosion.prefab.meta │ │ ├── Explosion.prefab │ │ ├── Explosion.prefab.meta │ │ ├── SparkBottom.prefab │ │ ├── SparkBottom.prefab.meta │ │ ├── SparkTop.prefab │ │ └── SparkTop.prefab.meta │ ├── Player.meta │ ├── Player │ │ ├── PlayerPiece.prefab │ │ └── PlayerPiece.prefab.meta │ ├── Spikes.meta │ ├── Spikes │ │ ├── Blocks.prefab │ │ ├── Blocks.prefab.meta │ │ ├── SpikeBoth.prefab │ │ ├── SpikeBoth.prefab.meta │ │ ├── SpikeCenter.prefab │ │ ├── SpikeCenter.prefab.meta │ │ ├── SpikeLeft.prefab │ │ ├── SpikeLeft.prefab.meta │ │ ├── SpikeRight.prefab │ │ └── SpikeRight.prefab.meta │ └── UI │ │ ├── GameName Panel.prefab │ │ ├── GameName Panel.prefab.meta │ │ ├── SettingsPanel.prefab │ │ ├── SettingsPanel.prefab.meta │ │ ├── SideBar.prefab │ │ └── SideBar.prefab.meta ├── Raw.meta ├── Raw │ ├── Fonts │ │ ├── Hippie Movement.ttf │ │ ├── Hippie Movement.ttf.meta │ │ ├── quadrangle.ttf │ │ └── quadrangle.ttf.meta │ ├── Materials.meta │ ├── Materials │ │ ├── BackgroundParticle.mat │ │ ├── BackgroundParticle.mat.meta │ │ ├── ParticleTrail.mat │ │ ├── ParticleTrail.mat.meta │ │ ├── SmallBox.mat │ │ ├── SmallBox.mat.meta │ │ ├── SpriteDiffuse.mat │ │ └── SpriteDiffuse.mat.meta │ ├── PhysicsMaterials.meta │ ├── PhysicsMaterials │ │ ├── BouncyBox.physicsMaterial2D │ │ ├── BouncyBox.physicsMaterial2D.meta │ │ ├── Slippery.physicsMaterial2D │ │ ├── Slippery.physicsMaterial2D.meta │ │ ├── Sticky.physicsMaterial2D │ │ └── Sticky.physicsMaterial2D.meta │ ├── Sounds │ │ ├── explosion_sound.wav │ │ ├── explosion_sound.wav.meta │ │ ├── flame.wav │ │ ├── flame.wav.meta │ │ ├── hint.wav │ │ ├── hint.wav.meta │ │ ├── rings-of-saturn-music-loop.wav │ │ ├── rings-of-saturn-music-loop.wav.meta │ │ ├── saw_sound.mp3 │ │ └── saw_sound.mp3.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── BackgroundNavyGridSprite.png │ │ ├── BackgroundNavyGridSprite.png.meta │ │ ├── play_button.png │ │ ├── play_button.png.meta │ │ ├── player.png │ │ ├── player.png.meta │ │ ├── spike_big.png │ │ ├── spike_big.png.meta │ │ ├── spike_center.png │ │ └── spike_center.png.meta ├── Scenes.meta ├── Scenes │ ├── MainScene.unity │ ├── MainScene.unity.meta │ ├── StartScene.unity │ └── StartScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── Controllers │ │ ├── BlockController.cs │ │ ├── BlockController.cs.meta │ │ ├── ButtonSoundController.cs │ │ ├── ButtonSoundController.cs.meta │ │ ├── CameraController.cs │ │ ├── CameraController.cs.meta │ │ ├── HighScoreController.cs │ │ ├── HighScoreController.cs.meta │ │ ├── SettingsButtonController.cs │ │ ├── SettingsButtonController.cs.meta │ │ ├── SettingsController.cs │ │ ├── SettingsController.cs.meta │ │ ├── SpeedController.cs │ │ ├── SpeedController.cs.meta │ │ ├── SpikeSpeedController.cs │ │ ├── SpikeSpeedController.cs.meta │ │ ├── ToggleInitialStateController.cs │ │ ├── ToggleInitialStateController.cs.meta │ │ ├── TutorialController.cs │ │ └── TutorialController.cs.meta │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── MusicPlayer.cs │ ├── MusicPlayer.cs.meta │ ├── Player.meta │ ├── Player │ │ ├── InputManager.cs │ │ ├── InputManager.cs.meta │ │ ├── PlayerController.cs │ │ ├── PlayerController.cs.meta │ │ ├── PlayerManager.cs │ │ ├── PlayerManager.cs.meta │ │ ├── PlayerScript.cs │ │ └── PlayerScript.cs.meta │ ├── Spikes │ │ ├── DestroySpikes.cs │ │ ├── DestroySpikes.cs.meta │ │ ├── ObstacleGenerator.cs │ │ ├── ObstacleGenerator.cs.meta │ │ ├── SpikeController.cs │ │ └── SpikeController.cs.meta │ ├── UIManager.cs │ ├── UIManager.cs.meta │ ├── Utils.meta │ └── Utils │ │ ├── Events.cs │ │ ├── Events.cs.meta │ │ ├── FPSCounter.cs │ │ ├── FPSCounter.cs.meta │ │ ├── ObjectPooler.cs │ │ ├── ObjectPooler.cs.meta │ │ ├── Pair.cs │ │ ├── Pair.cs.meta │ │ ├── SceneLoader.cs │ │ └── SceneLoader.cs.meta ├── Standard Assets.meta └── Standard Assets │ ├── ParticleSystems.meta │ ├── ParticleSystems │ ├── Materials.meta │ ├── Materials │ │ ├── ParticleFireball.mat │ │ ├── ParticleFireball.mat.meta │ │ ├── ParticleFirework.mat │ │ ├── ParticleFirework.mat.meta │ │ ├── ParticleGlow.mat │ │ ├── ParticleGlow.mat.meta │ │ ├── ParticleSmokeBlack.mat │ │ ├── ParticleSmokeBlack.mat.meta │ │ ├── ParticleSmokeMobile.mat │ │ ├── ParticleSmokeMobile.mat.meta │ │ ├── ParticleSmokeWhite.mat │ │ ├── ParticleSmokeWhite.mat.meta │ │ ├── ParticleSpark.mat │ │ ├── ParticleSpark.mat.meta │ │ ├── ParticleSteamMobile.mat │ │ └── ParticleSteamMobile.mat.meta │ ├── ParticleSystemsGuidelines.txt │ ├── ParticleSystemsGuidelines.txt.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── ExplosionMobile.prefab │ │ ├── ExplosionMobile.prefab.meta │ │ ├── Fireworks.prefab │ │ ├── Fireworks.prefab.meta │ │ ├── FlareMobile.prefab │ │ ├── FlareMobile.prefab.meta │ │ ├── Smoke.prefab │ │ ├── Smoke.prefab.meta │ │ ├── SteamMobile.prefab │ │ └── SteamMobile.prefab.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── ExplosionFireAndDebris.cs │ │ ├── ExplosionFireAndDebris.cs.meta │ │ ├── ExplosionPhysicsForce.cs │ │ ├── ExplosionPhysicsForce.cs.meta │ │ ├── Explosive.cs │ │ ├── Explosive.cs.meta │ │ ├── ExtinguishableParticleSystem.cs │ │ ├── ExtinguishableParticleSystem.cs.meta │ │ ├── FireLight.cs │ │ ├── FireLight.cs.meta │ │ ├── ParticleSystemMultiplier.cs │ │ ├── ParticleSystemMultiplier.cs.meta │ │ ├── SmokeParticles.cs │ │ └── SmokeParticles.cs.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── PriorityParticleAdd.shader │ │ ├── PriorityParticleAdd.shader.meta │ │ ├── PriorityParticleAddSoft.shader │ │ ├── PriorityParticleAddSoft.shader.meta │ │ ├── PriorityParticleAlpha.shader │ │ └── PriorityParticleAlpha.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── ParticleCloudBlack.png │ │ ├── ParticleCloudBlack.png.meta │ │ ├── ParticleCloudWhite.png │ │ ├── ParticleCloudWhite.png.meta │ │ ├── ParticleFlamesSheet.png │ │ ├── ParticleFlamesSheet.png.meta │ │ ├── ParticleFlare.png │ │ ├── ParticleFlare.png.meta │ │ ├── Spark.png │ │ └── Spark.png.meta │ ├── Sparks.meta │ ├── Sparks │ ├── Materials.meta │ ├── Materials │ │ ├── Spark.mat │ │ ├── Spark.mat.meta │ │ ├── Sparks.mat │ │ ├── Sparks.mat.meta │ │ ├── Sparks.prefab │ │ └── Sparks.prefab.meta │ ├── Textures.meta │ └── Textures │ │ ├── Flares.meta │ │ └── Flares │ │ ├── Full Colour.meta │ │ └── Full Colour │ │ ├── Spark 1.png │ │ ├── Spark 1.png.meta │ │ ├── Spark Line.png │ │ └── Spark Line.png.meta │ ├── Utility.meta │ └── Utility │ ├── ObjectResetter.cs │ └── ObjectResetter.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset ├── README.md ├── Splitter.sublime-project └── builds └── splitter-0.2.apk /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Obj/ 6 | UnityGenerated/ 7 | Library/ 8 | Assets/AssetStoreTools* 9 | 10 | #Ignore folder meta files 11 | *.meta 12 | !*.*.meta 13 | 14 | # ===================================== # 15 | # Visual Studio / MonoDevelop generated # 16 | # ===================================== # 17 | ExportedObj/ 18 | *.svd 19 | *.userprefs 20 | *.csproj 21 | *.pidb 22 | *.suo 23 | *.sln 24 | *.user 25 | *.unityproj 26 | *.booproj 27 | 28 | # ============ # 29 | # OS generated # 30 | # ============ # 31 | .DS_Store 32 | .DS_Store? 33 | ._* 34 | .Spotlight-V100 35 | .Trashes 36 | Icon? 37 | ehthumbs.db 38 | Thumbs.db 39 | 40 | #SublimeText 41 | *.sublime-workspace -------------------------------------------------------------------------------- /Assets/Animation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34cbd5c79c09f4ac49e079c3acbbeebb 3 | folderAsset: yes 4 | timeCreated: 1483554278 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | 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timeCreated: 1474708448 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/BlockController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class BlockController : MonoBehaviour { 5 | 6 | private float theta; 7 | private Transform leftTransform; 8 | private Transform rightTransform; 9 | private float meanX; 10 | private float radius; 11 | 12 | // Use this for initialization 13 | void Start () { 14 | leftTransform = gameObject.GetComponentsInChildren () [0]; 15 | rightTransform = gameObject.GetComponentsInChildren () [1]; 16 | meanX = (leftTransform.position.x + rightTransform.position.x ) / 2; 17 | radius = (rightTransform.position.x - leftTransform.position.x) / 2; 18 | } 19 | 20 | void OnEnable() { 21 | theta = Random.Range (0, 3.14f); 22 | } 23 | 24 | // Update is called once per frame 25 | void FixedUpdate () { 26 | theta += Time.deltaTime * 0.7f; 27 | leftTransform.position = new Vector3 (meanX - radius * Mathf.Cos(theta), leftTransform.position.y, 0); 28 | rightTransform.position = new Vector3 (meanX + radius * Mathf.Cos (theta), rightTransform.position.y, 0); 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/BlockController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 112a4c73876644c2ea9bb5871103b854 3 | timeCreated: 1483118723 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/ButtonSoundController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ButtonSoundController : MonoBehaviour { 5 | 6 | public void PlaySound() { 7 | if (PlayerPrefs.GetInt ("Sound", 1) == 1) { 8 | GetComponent ().Play (); 9 | } 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/ButtonSoundController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa9082276847c4fcca311c2da15fa454 3 | timeCreated: 1484501323 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/CameraController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CameraController : MonoBehaviour { 4 | 5 | public GameObject player; 6 | private Vector3 playerPosition; 7 | private Vector3 initialCameraPosition; 8 | private bool isGameOver; 9 | 10 | // Use this for initialization 11 | void Start () { 12 | initialCameraPosition = transform.position; 13 | playerPosition = new Vector3(); 14 | Events.GameOverEvent += OnGameOver; 15 | } 16 | 17 | void OnDisable() { 18 | Events.GameOverEvent -= OnGameOver; 19 | } 20 | 21 | // Update is called once per frame 22 | void Update () { 23 | 24 | if (!isGameOver) { 25 | //the player position is the mean of positions of left and right childs 26 | playerPosition.Set((player.transform.GetChild (0).position.x + player.transform.GetChild (1).position.x) / 2, 27 | 0, 28 | 0); 29 | transform.position = initialCameraPosition + playerPosition / 10; 30 | } 31 | } 32 | 33 | void OnGameOver() { 34 | isGameOver = true; 35 | transform.GetChild(0).GetComponent().SetTrigger ("GameOver"); 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6bd52fa56ce14fb680a18b86adc3ab1 3 | timeCreated: 1482069288 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/HighScoreController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public class HighScoreController : MonoBehaviour { 6 | 7 | Text highscore; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | highscore = GetComponent (); 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | highscore.text = PlayerPrefs.GetInt ("highscore").ToString(); 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/HighScoreController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba6e55ffd56a5414e85f724c05449b99 3 | timeCreated: 1483618383 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SettingsButtonController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SettingsButtonController : MonoBehaviour { 5 | 6 | public GameObject settingsPanel; 7 | public GameObject scorePanel; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | 17 | } 18 | 19 | public void OpenSettings() { 20 | settingsPanel.SetActive (true); 21 | scorePanel.SetActive (false); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SettingsButtonController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 46c30decd0b1a4f0cbbd312d2cc18c21 3 | timeCreated: 1484484640 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SettingsController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class SettingsController : MonoBehaviour { 4 | 5 | public void OnMusicToggled(bool newValue) { 6 | if (newValue) { 7 | PlayerPrefs.SetInt ("Music", 1); 8 | } else { 9 | PlayerPrefs.SetInt ("Music", 0); 10 | } 11 | } 12 | 13 | public void OnTutorialToggled (bool newValue) { 14 | if (newValue) { 15 | PlayerPrefs.SetInt ("tutorial", 1); 16 | } else { 17 | PlayerPrefs.SetInt ("tutorial", 0); 18 | } 19 | } 20 | 21 | public void OnSoundToggled (bool newValue) { 22 | if (newValue) { 23 | PlayerPrefs.SetInt ("Sound", 1); 24 | } else { 25 | PlayerPrefs.SetInt ("Sound", 0); 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SettingsController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4a5fc4ff036fc49e5a0db2935b229c7c 3 | timeCreated: 1500162938 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SpeedController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SpeedController : MonoBehaviour { 5 | 6 | public static float Speed = 6.5f; 7 | 8 | // Update is called once per frame 9 | void FixedUpdate () { 10 | Speed += Time.deltaTime / 7; 11 | } 12 | 13 | void OnEnable() { 14 | Events.GameOverEvent += OnGameOver; 15 | } 16 | 17 | public void OnGameOver(){ 18 | Speed = 6.5f; 19 | } 20 | 21 | void OnDisable() { 22 | Events.GameOverEvent -= OnGameOver; 23 | } 24 | 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SpeedController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c72472a2ba995499ab072effb7f0a706 3 | timeCreated: 1483427206 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SpikeSpeedController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SpikeSpeedController : MonoBehaviour { 5 | 6 | private float Speed = 6.5f; 7 | private Rigidbody2D rigidBody; 8 | private bool isMoving = true; 9 | 10 | void Start(){ 11 | rigidBody = transform.GetComponent(); 12 | } 13 | 14 | void FixedUpdate() { 15 | if (isMoving) { 16 | Speed = SpeedController.Speed; 17 | if (rigidBody == null) { 18 | rigidBody = transform.GetComponent (); 19 | } 20 | rigidBody.velocity = Vector2.down * (Speed); 21 | } else { 22 | rigidBody.velocity = Vector2.zero; 23 | } 24 | } 25 | 26 | void OnEnable() { 27 | Events.GameOverEvent += Stop; 28 | } 29 | 30 | //stop the spikes 31 | public void Stop(){ 32 | isMoving = false; 33 | } 34 | 35 | void OnDisable() { 36 | Events.GameOverEvent -= Stop; 37 | } 38 | 39 | } 40 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/SpikeSpeedController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9d168472eae34fc2a9d4403d12911ec 3 | timeCreated: 1483448645 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/ToggleInitialStateController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class ToggleInitialStateController : MonoBehaviour { 5 | 6 | public bool isMusic; 7 | 8 | void Start () { 9 | 10 | int value = isMusic ? PlayerPrefs.GetInt ("Music", 1) : PlayerPrefs.GetInt ("Sound", 1); 11 | 12 | GetComponent ().isOn = (value == 1); 13 | } 14 | 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/ToggleInitialStateController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c6f3841e9e0f4be3b9f236966a00e5d 3 | timeCreated: 1484501822 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/TutorialController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public class TutorialController : MonoBehaviour { 6 | 7 | public GameObject gamePlayManager; 8 | public GameObject scoreCounter; 9 | 10 | private static bool isRunning; 11 | private GameObject tutorialText; 12 | private enum Level { 13 | left, right, both, none 14 | }; 15 | private InputManager input; 16 | private Level currentLevel; 17 | private float touchTime = 0;//Time for which screen is pressed currently in a state 18 | private float holdTime = 1f;//Time for which screen is to be pressed to move to next state 19 | 20 | void OnEnable () { 21 | isRunning = true; 22 | currentLevel = Level.left; 23 | tutorialText = gameObject; 24 | input = gamePlayManager.GetComponent (); 25 | 26 | if (PlayerPrefs.GetInt ("tutorial", 1) == 0) { 27 | isRunning = false; 28 | } 29 | } 30 | 31 | void Update () { 32 | if (isRunning) { 33 | if (currentLevel == Level.left) { 34 | scoreCounter.SetActive (false); 35 | tutorialText.GetComponent ().text = "Tap and hold left side of screen to move left"; 36 | if (input.MappedInput == InputManager.InputType.Left) { 37 | touchTime += Time.deltaTime; 38 | if (touchTime > holdTime) { 39 | currentLevel = Level.right; 40 | touchTime = 0; 41 | } 42 | } else { 43 | touchTime = 0; 44 | } 45 | } else if (currentLevel == Level.right) { 46 | tutorialText.GetComponent ().text = "Tap and hold right side of screen to move right"; 47 | if (input.MappedInput == InputManager.InputType.Right) { 48 | touchTime += Time.deltaTime; 49 | if (touchTime > holdTime) { 50 | currentLevel = Level.both; 51 | touchTime = 0; 52 | } 53 | } else { 54 | touchTime = 0; 55 | } 56 | } else if (currentLevel == Level.both) { 57 | tutorialText.GetComponent ().text = "Tap and hold both sides of screen to split"; 58 | if (input.MappedInput == InputManager.InputType.Both) { 59 | touchTime += Time.deltaTime; 60 | if (touchTime > holdTime) { 61 | currentLevel = Level.none; 62 | touchTime = 0; 63 | } 64 | } else { 65 | touchTime = 0; 66 | } 67 | } else if (currentLevel == Level.none && isRunning == true) { 68 | tutorialText.GetComponent ().text = ""; 69 | isRunning = false; 70 | scoreCounter.SetActive (true); 71 | PlayerPrefs.SetInt ("tutorial", 0); 72 | } 73 | } 74 | } 75 | 76 | public static bool isTutorialRunning () { 77 | return isRunning; 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Assets/Scripts/Controllers/TutorialController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 342d4efadf9644f4eabda25397b966a0 3 | timeCreated: 1484459405 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GameManager : MonoBehaviour { 4 | 5 | public int Score{get {return (int)score;}} 6 | public bool gameStart = true; 7 | 8 | private float score; 9 | public bool gameOver; 10 | 11 | void Start () { 12 | Events.GameOverEvent += GameOver; 13 | } 14 | 15 | private void GameOver(){ 16 | gameOver = true; 17 | } 18 | 19 | void OnDisable(){ 20 | Events.GameOverEvent -= GameOver; 21 | } 22 | 23 | void OnTriggerExit2D(Collider2D other){ 24 | if(other.tag.Equals("SpikeBoth")) { 25 | score += 0.5f; 26 | } else if(other.tag.Equals("SpikeOther")){ 27 | score++; 28 | } 29 | if (score > PlayerPrefs.GetInt ("highscore")) { 30 | PlayerPrefs.SetInt ("highscore", (int)score); 31 | } 32 | } 33 | 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 078399370cc32cd49b54af607b93788c 3 | timeCreated: 1474961696 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class MusicPlayer : MonoBehaviour { 4 | 5 | //Whether it's a sound or a music 6 | public bool isMusic = true; 7 | public AudioClip clip; 8 | public bool loop = true; 9 | public float volume = 0.5f; 10 | 11 | private AudioSource source; 12 | 13 | // Use this for initialization 14 | void Start () { 15 | int value = isMusic ? PlayerPrefs.GetInt ("Music", 1) : PlayerPrefs.GetInt ("Sound", 1); 16 | 17 | if (value == 1) { 18 | source = GetComponent (); 19 | source.loop = loop; 20 | source.clip = clip; 21 | source.volume = 0.5f; 22 | source.Play (); 23 | } 24 | } 25 | 26 | } 27 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3684632b377da4f289ec12390243558a 3 | timeCreated: 1484499500 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d17b35b8abb47746af40307f61ae120 3 | folderAsset: yes 4 | timeCreated: 1474961228 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/InputManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class InputManager : MonoBehaviour { 4 | 5 | public enum InputType{ 6 | Left, 7 | Right, 8 | Both, 9 | None 10 | } 11 | 12 | private float halfScreenWidth; 13 | private float [] touchX; 14 | public InputType MappedInput {get; private set;} 15 | 16 | 17 | void Start(){ 18 | 19 | halfScreenWidth = Screen.width/2; 20 | touchX = new float[2]; 21 | touchX[0]= touchX[1] = -1f; 22 | 23 | MappedInput = InputType.None; 24 | } 25 | 26 | 27 | void FixedUpdate () { 28 | 29 | if (Application.isMobilePlatform) { 30 | MapMobileInput (); 31 | } else { 32 | MapKeyBoardInput (); 33 | } 34 | } 35 | 36 | private void MapMobileInput(){ 37 | 38 | for(int i=0;i< Input.touchCount && i<2;i++){ 39 | touchX[i] = Input.GetTouch(i).position.x; 40 | } 41 | 42 | if(touchX[0] > -1f){ 43 | if(touchX[0] halfScreenWidth) ? InputType.Both : InputType.Left; 45 | }else{ 46 | if(touchX[1] > 0 && touchX[1]< halfScreenWidth){ 47 | MappedInput = InputType.Both; 48 | }else MappedInput = InputType.Right; 49 | } 50 | 51 | }else{ 52 | MappedInput = InputType.None; 53 | } 54 | 55 | touchX[0] = touchX[1] = -1f; 56 | 57 | } 58 | 59 | private void MapKeyBoardInput(){ 60 | float h = Input.GetAxisRaw("Horizontal"); 61 | 62 | if(h>0){ 63 | MappedInput = InputType.Right; 64 | }else if(h<0){ 65 | MappedInput = InputType.Left; 66 | }else{ 67 | MappedInput = InputType.None; 68 | } 69 | 70 | if(Input.GetButton("Jump")){ 71 | MappedInput = InputType.Both; 72 | } 73 | 74 | 75 | } 76 | } 77 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/InputManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ba8e4c96499a224697579261665c8ad 3 | timeCreated: 1474797147 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerController.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * This script contains functions for movement of playerTransform and taking appropriate actions on collison detection. 3 | * Will also generate playerTransform according to the theme, sets the glow etc. 4 | */ 5 | using UnityEngine; 6 | 7 | public class PlayerController : MonoBehaviour{ 8 | 9 | public GameObject explosionPrefab; 10 | public AudioClip explosionClip; 11 | 12 | private float Speed = 0; 13 | private float Speed1 = 0; 14 | private Pair playerTransform; 15 | 16 | private Transform connector; 17 | private Pair scale; 18 | 19 | private Pair currentX; 20 | private Pair targetX; 21 | private float timeToMove; 22 | private AudioSource source; 23 | 24 | void Start(){ 25 | playerTransform = new Pair(transform.GetChild(0), transform.GetChild(1)); 26 | connector = transform.GetChild(2); 27 | scale = new Pair(0,1); 28 | targetX = new Pair (0, 0); 29 | currentX = new Pair (0, 0); 30 | timeToMove = 0.1f * SpeedController.Speed / 6.5f; 31 | source = GetComponent (); 32 | } 33 | 34 | public void Move(InputManager.InputType input){ 35 | 36 | switch(input){ 37 | case InputManager.InputType.Left: 38 | 39 | targetX.Left = -3.2f; 40 | targetX.Right = -2.18f; 41 | 42 | break; 43 | 44 | case InputManager.InputType.Right: 45 | 46 | targetX.Left = 2.18f; 47 | targetX.Right = 3.2f; 48 | 49 | break; 50 | 51 | case InputManager.InputType.Both: 52 | 53 | targetX.Left = -3.2f; 54 | targetX.Right = 3.2f; 55 | 56 | break; 57 | 58 | case InputManager.InputType.None: 59 | 60 | targetX.Left = -0.48f; 61 | targetX.Right = 0.48f; 62 | 63 | break; 64 | } 65 | 66 | AdjustConnector(); 67 | 68 | currentX.Left = Mathf.SmoothDamp (currentX.Left, targetX.Left, ref Speed, timeToMove); 69 | currentX.Right = Mathf.SmoothDamp (currentX.Right, targetX.Right, ref Speed1, timeToMove); 70 | 71 | } 72 | 73 | void FixedUpdate() { 74 | 75 | if (playerTransform.Left != null) { 76 | playerTransform.Left.position = new Vector3 (currentX.Left, playerTransform.Left.position.y); 77 | } 78 | if (playerTransform.Right != null) { 79 | playerTransform.Right.position = new Vector3 (currentX.Right, playerTransform.Right.position.y); 80 | } 81 | 82 | } 83 | 84 | private void AdjustConnector(){ 85 | float distance = playerTransform.Right.position.x - playerTransform.Left.position.x; 86 | scale.Left = 1.13f * (distance - 0.9f); 87 | scale.Right = 1f - (0.081f * distance); 88 | connector.localScale = new Vector2(scale.Left, scale.Right); 89 | connector.position = new Vector2((playerTransform.Right.position.x + playerTransform.Left.position.x)/2, playerTransform.Left.position.y); 90 | } 91 | 92 | public void Dead(int index){ 93 | Events.CallGameOver(); 94 | Destroy(playerTransform.Left.gameObject); 95 | Destroy (playerTransform.Right.gameObject); 96 | Instantiate(explosionPrefab, playerTransform.Left.position, Quaternion.identity); 97 | 98 | if (PlayerPrefs.GetInt ("Sound", 1) == 1) { 99 | source.PlayOneShot (explosionClip, 1f); 100 | } 101 | 102 | if(connector!=null){ 103 | Destroy(connector.gameObject); 104 | connector = null; 105 | } 106 | } 107 | 108 | } 109 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1d38a477d35ebe4caaff71b9ca7fa3c 3 | timeCreated: 1474797879 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerManager.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Act as top level manager for player. Gets Data from various other Managers and uses to build and control player in the game. 3 | * Like takes input from InputManager and passes to PlayerController, etc. 4 | */ 5 | 6 | using UnityEngine; 7 | 8 | [RequireComponent(typeof (InputManager))] 9 | public class PlayerManager : MonoBehaviour { 10 | 11 | private InputManager input; 12 | private bool gameOver = false; 13 | 14 | public PlayerController player; 15 | 16 | void Start () { 17 | input = GetComponent(); 18 | Events.GameOverEvent += PlayerHit; 19 | } 20 | 21 | void Update () { 22 | if(!gameOver && player!=null){ 23 | player.Move(input.MappedInput); 24 | } 25 | } 26 | 27 | void OnDisable(){ 28 | Events.GameOverEvent -= PlayerHit; 29 | } 30 | 31 | private void PlayerHit(){ 32 | gameOver = true; 33 | } 34 | 35 | 36 | } 37 | 38 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5f29fc71efb985499aa6e8c9744f227 3 | timeCreated: 1474799406 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class PlayerScript : MonoBehaviour { 4 | 5 | public ParticleSystem sparksTop; 6 | public ParticleSystem sparksBottom; 7 | public AudioClip sawClip; 8 | 9 | private bool isPlaying = false; 10 | private AudioSource source; 11 | 12 | void OnEnable() { 13 | Events.GameOverEvent += OnGameOver; 14 | source = GetComponent (); 15 | source.loop = true; 16 | } 17 | 18 | void OnDisable() { 19 | Events.GameOverEvent -= OnGameOver; 20 | } 21 | 22 | void OnCollisionEnter2D(Collision2D other) { 23 | if(other.transform.tag.Equals("Wall")){ 24 | sparksTop.Play(); 25 | sparksBottom.Play(); 26 | isPlaying = true; 27 | 28 | //Play the saw clip 29 | if (PlayerPrefs.GetInt ("Sound", 1) == 1) { 30 | source.PlayOneShot (sawClip, 0.3f); 31 | } 32 | } 33 | } 34 | 35 | void OnCollisionExit2D(Collision2D other){ 36 | if(isPlaying && other.transform.tag.Equals("Wall")){ 37 | sparksTop.Stop(); 38 | sparksBottom.Stop(); 39 | isPlaying = false; 40 | 41 | source.Stop (); 42 | } 43 | } 44 | 45 | void OnGameOver() { 46 | if (isPlaying) { 47 | sparksTop.Stop (); 48 | sparksBottom.Stop (); 49 | isPlaying = false; 50 | } 51 | } 52 | 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Scripts/Player/PlayerScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccfc29fa6ff319c4e8bcbd5274e324ac 3 | timeCreated: 1475404340 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Spikes/DestroySpikes.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class DestroySpikes : MonoBehaviour { 4 | 5 | void OnTriggerExit2D(Collider2D other){ 6 | 7 | if(other.tag.Equals("SpikeBoth")){ 8 | other.gameObject.transform.parent.gameObject.SetActive(false); 9 | }else{ 10 | other.gameObject.SetActive(false); 11 | } 12 | 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/Scripts/Spikes/DestroySpikes.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f6cadec7e36ea9469683e67af1a87ff 3 | timeCreated: 1474961464 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Spikes/ObstacleGenerator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | public class ObstacleGenerator : MonoBehaviour { 6 | 7 | [System.Serializable] 8 | public class Obstacles{ 9 | public GameObject spikeLeft; 10 | public GameObject spikeRight; 11 | public GameObject spikeBoth; 12 | public GameObject spikeCenter; 13 | public GameObject blocks; 14 | } 15 | 16 | private enum State { 17 | tutorial, playing 18 | }; 19 | private State state; 20 | private int isTutShown;//This stores whether tutorial has been shown once or not 21 | 22 | public Obstacles obstacles; 23 | 24 | private Dictionary objectPoolers; 25 | private int spikeId = 0; 26 | private bool isGameOver = false; 27 | private bool tutorialEnded = false; 28 | /* 29 | * This condition is applied so that the moving obstacles appear 30 | * after certain score, not initially 31 | */ 32 | private int maxObstacleId = 5; 33 | //Counts the no. of spikes generated from start 34 | private int spikesGenerated = 0; 35 | //This is the no. of spikes after which the moving obstacles start appearing 36 | public int threshold = 40; 37 | 38 | void Start () { 39 | Events.GameOverEvent += GameOver; 40 | isTutShown = PlayerPrefs.GetInt ("tutorial", 1); 41 | if (isTutShown == 0) { 42 | state = State.playing; 43 | } else { 44 | state = State.tutorial; 45 | } 46 | } 47 | 48 | void OnDisable (){ 49 | Events.GameOverEvent -= GameOver; 50 | } 51 | 52 | void Update () { 53 | if (state == State.tutorial) { 54 | if (!TutorialController.isTutorialRunning ()) { 55 | state = State.playing; 56 | } 57 | } else if (state == State.playing && !tutorialEnded) { 58 | StartCoroutine (GenerateObstacle ()); 59 | tutorialEnded = true; 60 | } 61 | } 62 | 63 | private IEnumerator GenerateObstacle (){ 64 | 65 | objectPoolers = new Dictionary (5); 66 | InitObjectPools (); 67 | 68 | //make queue for storing previous values which will help in generating next spike. 69 | SpecialQueue queue = new SpecialQueue (); 70 | spikeId = GetspikeId (queue); 71 | 72 | yield return new WaitForSeconds (1.8f); 73 | spikesGenerated = 1; 74 | 75 | float waitTime = 1.8f / SpeedController.Speed * 6.5f; 76 | 77 | while (!isGameOver) { 78 | Spawn (objectPoolers [spikeId].GetPooledObject ()); 79 | 80 | //Generate the next spike id and decide its generation rate. 81 | spikeId = GetspikeId (queue); 82 | 83 | if (queue.IsCenterSpike ()) 84 | waitTime = 1.3f / SpeedController.Speed * 6.5f; 85 | else 86 | waitTime = 1.1f / SpeedController.Speed * 6.5f; 87 | 88 | yield return new WaitForSeconds (waitTime); 89 | spikesGenerated++; 90 | 91 | //This increases the maxObstacleId to allow moving obstacles to fall 92 | if (spikesGenerated > threshold) { 93 | if (maxObstacleId == 5) { 94 | maxObstacleId = 6; 95 | } 96 | } 97 | } 98 | 99 | } 100 | 101 | private void InitObjectPools(){ 102 | objectPoolers[1] = new ObjectPooler(obstacles.spikeLeft, 3); 103 | objectPoolers[2] = new ObjectPooler(obstacles.spikeRight, 3); 104 | objectPoolers[3] = new ObjectPooler(obstacles.spikeBoth, 3); 105 | objectPoolers[4] = new ObjectPooler(obstacles.spikeCenter, 2); 106 | objectPoolers[5] = new ObjectPooler (obstacles.blocks, 3); 107 | } 108 | 109 | // Generates the new spike id that is to be instatiated. 110 | private int GetspikeId(SpecialQueue queue){ 111 | int x = Random.Range(1, maxObstacleId); 112 | while(queue.IsAlert(x)){ 113 | x = Random.Range (1, maxObstacleId); 114 | } 115 | queue.Push(x); 116 | 117 | return x; 118 | } 119 | 120 | private GameObject Spawn(GameObject obj){ 121 | Transform transForm = obj.transform; 122 | transForm.position = new Vector2(transForm.position.x, 12f); 123 | transForm.rotation = Quaternion.identity; 124 | 125 | //reset Y position of its each children 126 | for(int i=0; i(); 14 | oldScore = 0; 15 | } 16 | 17 | // Update is called once per frame 18 | void Update () { 19 | newScore = gameManager.Score; 20 | if(oldScore!= newScore){ 21 | scoreText.text = newScore.ToString(); 22 | oldScore = newScore; 23 | } 24 | 25 | if(gameManager.gameOver && !isDialogShown){ 26 | // hide current scoreboard 27 | scoreText.gameObject.SetActive(false); 28 | 29 | //activate gameOver Dialog 30 | GameObject gameOverDialog = transform.GetChild(1).gameObject; 31 | gameOverDialog.SetActive(true); 32 | gameOverDialog.GetComponentInChildren().text = string.Format("{0}", gameManager.Score); 33 | isDialogShown = true; 34 | } 35 | } 36 | 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Scripts/UIManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: efda1dd80efe6274ca14671cec855933 3 | timeCreated: 1475715226 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f7ec6f65f83ea847bbef53f567101c6 3 | folderAsset: yes 4 | timeCreated: 1475243422 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/Events.cs: -------------------------------------------------------------------------------- 1 |  2 | public class Events{ 3 | 4 | public delegate void Call(); 5 | public static event Call GameOverEvent; 6 | 7 | public static void CallGameOver(){ 8 | if(GameOverEvent != null) 9 | GameOverEvent(); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/Events.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c790d10da69ff84599a0394334b3d05 3 | timeCreated: 1475367096 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/FPSCounter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | 5 | [RequireComponent(typeof (Text))] 6 | public class FPSCounter : MonoBehaviour{ 7 | 8 | const float fpsMeasurePeriod = 0.5f; 9 | private int m_FpsAccumulator = 0; 10 | private float m_FpsNextPeriod = 0; 11 | private int m_CurrentFps; 12 | const string display = "{0} FPS"; 13 | private Text m_Text; 14 | 15 | 16 | private void Start(){ 17 | m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; 18 | m_Text = GetComponent(); 19 | } 20 | 21 | 22 | private void Update(){ 23 | // measure average frames per second 24 | m_FpsAccumulator++; 25 | if (Time.realtimeSinceStartup > m_FpsNextPeriod){ 26 | m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); 27 | m_FpsAccumulator = 0; 28 | m_FpsNextPeriod += fpsMeasurePeriod; 29 | m_Text.text = string.Format(display, m_CurrentFps); 30 | } 31 | } 32 | } 33 | 34 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/FPSCounter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22bbf57ec543cee42a5aa0ec2dd9e457 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/ObjectPooler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | public class ObjectPooler{ 5 | 6 | public int PoolSize {get { return pooledObjects.Count; }} 7 | public bool WillGrow {get; set;} 8 | 9 | private GameObject pooledObject; 10 | private List pooledObjects; 11 | 12 | public ObjectPooler(){ 13 | WillGrow = true; 14 | } 15 | 16 | public ObjectPooler(GameObject pooledObject, int amount) : this(pooledObject,amount, true){} 17 | 18 | public ObjectPooler(GameObject pooledObject, int amount, bool willGrow){ 19 | WillGrow = willGrow; 20 | Init(pooledObject,amount); 21 | } 22 | 23 | public void Init(GameObject pooledObject, int amount){ 24 | 25 | if(pooledObjects != null || pooledObject == null || amount <1){ 26 | return; 27 | } 28 | 29 | this.pooledObject = pooledObject; 30 | 31 | pooledObjects = new List(amount); 32 | 33 | for(int i=0; i{ 3 | 4 | public Pair(){} 5 | 6 | public Pair(T left, T right){ 7 | this.Left = left; 8 | this.Right = right; 9 | } 10 | 11 | public T Left{get; set;} 12 | public T Right{get; set;} 13 | 14 | public void Set(T left, T right){ 15 | Left = left; 16 | Right = right; 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/Pair.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13be46b4cae309b468393ef3fa076ce9 3 | timeCreated: 1474832495 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/SceneLoader.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | using UnityEngine.SceneManagement; 4 | 5 | public class SceneLoader : MonoBehaviour { 6 | 7 | public void LoadScene (int level){ 8 | SceneManager.LoadScene(level); 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Utils/SceneLoader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt: -------------------------------------------------------------------------------- 1 | Particle System Sample Assets. 2 | 3 | We've selected a few sample effects to show a variety of ways our particle system technology can be used. Some use the particle system component alone, and some are augmented using other components. We've provided a sandbox demo scene which allows you to spawn particles and interact with the scene. Here are notes about each system included in the demo scene. 4 | 5 | Explosion. 6 | A powerful effect which uses sub emitters to leave streaks of smoke arcing out from the central effect. Also makes use of a script which applies physics force to objects within a radius. 7 | 8 | FireComplex 9 | Uses a combination of many particles, including spritesheet animation, sparks and smoke. This effect also has a Light GameObject, whose position is animated by a script so that the lighting in the scene appears to flicker around as the effect plays. 10 | 11 | FireMobile 12 | Designed for fast performance on mobile, this effect is a minimal version of the previous Fire effect. 13 | 14 | Duststorm 15 | This effect demonstrates how to cover a wide area with a single particle effect. The emmission zone is a large box that covers the area, and a single particle effect generates rolling clouds across the scene. This effect is not interactive, in our demo scene. 16 | 17 | Steam 18 | Another single-system effect, which generates rushing steam emitting from the surface on which it is placed. In our demo scene, this effect is aligned with the surface normal of the object on which it is placed, so you can see the effect of the rising steam when it is emitted from different angles. 19 | 20 | Hose 21 | The water hose particle system demonstrates a number of things including particle stretching (in the direction of the water travel), flow rate controlled by a script, and particles interacting with physics objects using the particle collision callback feature. In this effect, for optimisation, we used a low-rate emitter emitting invisible particles (by switching off the renderer) for the particles which actually interact with the scene and apply forces, and higher-rate emitters for the visual effects. 22 | 23 | Fireworks 24 | This is a demonstration of chaining together many sub-emitters to create a complex visual effect. 25 | 26 | Flare 27 | This effect shows off the world collision feature available to particles, resulting in hundreds of bouncing sparks showering across the floor. 28 | 29 | WildFire 30 | This effect is an example of using sub emitters to create hundreds of simple particle systems around a scene which are all processed as a single system, which enables Unity to process hundreds of particle systems at the same time. 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| m_DeprecatedTransformComplete: 1 1109 | m_ParentPrefab: {fileID: 0} 1110 | m_RootGameObject: {fileID: 100000} 1111 | m_IsPrefabParent: 1 1112 | m_IsExploded: 1 1113 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Prefabs/SteamMobile.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6fecef6c92b67147b638a07ef91195b 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9721ab373e27146389ae58af7f9ce3cb 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | using Random = UnityEngine.Random; 4 | 5 | namespace UnityStandardAssets.Effects 6 | { 7 | public class ExplosionFireAndDebris : MonoBehaviour 8 | { 9 | public Transform[] debrisPrefabs; 10 | public Transform firePrefab; 11 | public int numDebrisPieces; 12 | public int numFires; 13 | 14 | 15 | private IEnumerator Start() 16 | { 17 | float multiplier = GetComponent().multiplier; 18 | 19 | for (int n = 0; n < numDebrisPieces*multiplier; ++n) 20 | { 21 | var prefab = debrisPrefabs[Random.Range(0, debrisPrefabs.Length)]; 22 | Vector3 pos = transform.position + Random.insideUnitSphere*3*multiplier; 23 | Quaternion rot = Random.rotation; 24 | Instantiate(prefab, pos, rot); 25 | } 26 | 27 | // wait one frame so these new objects can be picked up in the overlapsphere function 28 | yield return null; 29 | 30 | float r = 10*multiplier; 31 | var cols = Physics.OverlapSphere(transform.position, r); 32 | foreach (var col in cols) 33 | { 34 | if (numFires > 0) 35 | { 36 | RaycastHit fireHit; 37 | var fireRay = new Ray(transform.position, col.transform.position - transform.position); 38 | if (col.Raycast(fireRay, out fireHit, r)) 39 | { 40 | AddFire(col.transform, fireHit.point, fireHit.normal); 41 | numFires--; 42 | } 43 | } 44 | } 45 | 46 | float testR = 0; 47 | while (numFires > 0 && testR < r) 48 | { 49 | RaycastHit fireHit; 50 | var fireRay = new Ray(transform.position + Vector3.up, Random.onUnitSphere); 51 | if (Physics.Raycast(fireRay, out fireHit, testR)) 52 | { 53 | AddFire(null, fireHit.point, fireHit.normal); 54 | numFires--; 55 | } 56 | testR += r*.1f; 57 | } 58 | } 59 | 60 | 61 | private void AddFire(Transform t, Vector3 pos, Vector3 normal) 62 | { 63 | pos += normal*0.5f; 64 | Transform fire = Instantiate(firePrefab, pos, Quaternion.identity); 65 | fire.parent = t; 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 009fbf49e77db344db366a646868e02d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | 7 | public class ExplosionPhysicsForce : MonoBehaviour{ 8 | public float explosionForce = 4; 9 | 10 | 11 | private IEnumerator Start(){ 12 | // wait one frame because some explosions instantiate debris which should then 13 | // be pushed by physics force 14 | yield return null; 15 | 16 | float multiplier = GetComponent().multiplier; 17 | 18 | float r = 10*multiplier; 19 | var cols = Physics.OverlapSphere(transform.position, r); 20 | var rigidbodies = new List(); 21 | foreach (var col in cols){ 22 | 23 | if (col.attachedRigidbody != null && !rigidbodies.Contains(col.attachedRigidbody)){ 24 | rigidbodies.Add(col.attachedRigidbody); 25 | } 26 | } 27 | 28 | foreach (var rb in rigidbodies){ 29 | rb.AddExplosionForce(explosionForce*multiplier, transform.position, r, 1*multiplier, ForceMode.Impulse); 30 | } 31 | } 32 | } 33 | 34 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ac1691131a8c844dafe8b6ace6a172a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | using UnityStandardAssets.Utility; 4 | 5 | namespace UnityStandardAssets.Effects 6 | { 7 | public class Explosive : MonoBehaviour 8 | { 9 | public Transform explosionPrefab; 10 | public float detonationImpactVelocity = 10; 11 | public float sizeMultiplier = 1; 12 | public bool reset = true; 13 | public float resetTimeDelay = 10; 14 | 15 | private bool m_Exploded; 16 | private ObjectResetter m_ObjectResetter; 17 | 18 | 19 | // implementing one method from monobehviour to ensure that the enable/disable tickbox appears in the inspector 20 | private void Start() 21 | { 22 | m_ObjectResetter = GetComponent(); 23 | } 24 | 25 | 26 | private IEnumerator OnCollisionEnter(Collision col) 27 | { 28 | if (enabled) 29 | { 30 | if (col.contacts.Length > 0) 31 | { 32 | // compare relative velocity to collision normal - so we don't explode from a fast but gentle glancing collision 33 | float velocityAlongCollisionNormal = 34 | Vector3.Project(col.relativeVelocity, col.contacts[0].normal).magnitude; 35 | 36 | if (velocityAlongCollisionNormal > detonationImpactVelocity || m_Exploded) 37 | { 38 | if (!m_Exploded) 39 | { 40 | Instantiate(explosionPrefab, col.contacts[0].point, 41 | Quaternion.LookRotation(col.contacts[0].normal)); 42 | m_Exploded = true; 43 | 44 | SendMessage("Immobilize"); 45 | 46 | if (reset) 47 | { 48 | m_ObjectResetter.DelayedReset(resetTimeDelay); 49 | } 50 | } 51 | } 52 | } 53 | } 54 | 55 | yield return null; 56 | } 57 | 58 | 59 | public void Reset() 60 | { 61 | m_Exploded = false; 62 | } 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 433e9c8d0293ac4429eaf19bff2b58cf 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | 5 | namespace UnityStandardAssets.Effects 6 | { 7 | public class ExtinguishableParticleSystem : MonoBehaviour 8 | { 9 | public float multiplier = 1; 10 | 11 | private ParticleSystem[] m_Systems; 12 | 13 | 14 | private void Start() 15 | { 16 | m_Systems = GetComponentsInChildren(); 17 | } 18 | 19 | 20 | public void Extinguish() 21 | { 22 | foreach (var system in m_Systems) 23 | { 24 | var emission = system.emission; 25 | emission.enabled = false; 26 | } 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13e3e45088e68834999c82ca6f025949 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using Random = UnityEngine.Random; 4 | 5 | namespace UnityStandardAssets.Effects 6 | { 7 | public class FireLight : MonoBehaviour 8 | { 9 | private float m_Rnd; 10 | private bool m_Burning = true; 11 | private Light m_Light; 12 | 13 | 14 | private void Start() 15 | { 16 | m_Rnd = Random.value*100; 17 | m_Light = GetComponent(); 18 | } 19 | 20 | 21 | private void Update() 22 | { 23 | if (m_Burning) 24 | { 25 | m_Light.intensity = 2*Mathf.PerlinNoise(m_Rnd + Time.time, m_Rnd + 1 + Time.time*1); 26 | float x = Mathf.PerlinNoise(m_Rnd + 0 + Time.time*2, m_Rnd + 1 + Time.time*2) - 0.5f; 27 | float y = Mathf.PerlinNoise(m_Rnd + 2 + Time.time*2, m_Rnd + 3 + Time.time*2) - 0.5f; 28 | float z = Mathf.PerlinNoise(m_Rnd + 4 + Time.time*2, m_Rnd + 5 + Time.time*2) - 0.5f; 29 | transform.localPosition = Vector3.up + new Vector3(x, y, z)*1; 30 | } 31 | } 32 | 33 | 34 | public void Extinguish() 35 | { 36 | m_Burning = false; 37 | m_Light.enabled = false; 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 723274b822865ed4d9ed2a504c0ca79d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class ParticleSystemMultiplier : MonoBehaviour{ 4 | // a simple script to scale the size, speed and lifetime of a particle system 5 | 6 | public float multiplier = 1; 7 | 8 | 9 | private void Start(){ 10 | 11 | var systems = GetComponentsInChildren(); 12 | foreach (ParticleSystem system in systems){ 13 | ParticleSystem.MainModule main = system.main; 14 | 15 | main.startSizeMultiplier = multiplier; 16 | main.startSpeedMultiplier = multiplier; 17 | main.startLifetimeMultiplier = Mathf.Lerp(multiplier, 1, 0.5f); 18 | 19 | system.Clear(); 20 | system.Play(); 21 | } 22 | } 23 | } 24 | 25 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 039587c051912eb4ead9e58344c5f3ce 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using Random = UnityEngine.Random; 4 | 5 | namespace UnityStandardAssets.Effects 6 | { 7 | public class SmokeParticles : MonoBehaviour 8 | { 9 | public AudioClip[] extinguishSounds; 10 | 11 | 12 | private void Start() 13 | { 14 | GetComponent().clip = extinguishSounds[Random.Range(0, extinguishSounds.Length)]; 15 | GetComponent().Play(); 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4414ab7cd3d674b449d233db0d583605 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5bbfe17fd61a7f45ad1932a5dd14b56 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Particles/Priority Additive" { 4 | Properties { 5 | _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) 6 | _MainTex ("Particle Texture", 2D) = "white" {} 7 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 8 | } 9 | 10 | Category { 11 | Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 12 | Blend SrcAlpha One 13 | AlphaTest Greater .01 14 | ColorMask RGB 15 | Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } 16 | BindChannels { 17 | Bind "Color", color 18 | Bind "Vertex", vertex 19 | Bind "TexCoord", texcoord 20 | } 21 | 22 | // ---- Fragment program cards 23 | SubShader { 24 | Pass { 25 | 26 | CGPROGRAM 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | #pragma fragmentoption ARB_precision_hint_fastest 30 | #pragma multi_compile_particles 31 | 32 | #include "UnityCG.cginc" 33 | 34 | sampler2D _MainTex; 35 | fixed4 _TintColor; 36 | 37 | struct appdata_t { 38 | float4 vertex : POSITION; 39 | fixed4 color : COLOR; 40 | float2 texcoord : TEXCOORD0; 41 | }; 42 | 43 | struct v2f { 44 | float4 vertex : POSITION; 45 | fixed4 color : COLOR; 46 | float2 texcoord : TEXCOORD0; 47 | #ifdef SOFTPARTICLES_ON 48 | float4 projPos : TEXCOORD1; 49 | #endif 50 | }; 51 | 52 | float4 _MainTex_ST; 53 | 54 | v2f vert (appdata_t v) 55 | { 56 | v2f o; 57 | o.vertex = UnityObjectToClipPos(v.vertex); 58 | #ifdef SOFTPARTICLES_ON 59 | o.projPos = ComputeScreenPos (o.vertex); 60 | COMPUTE_EYEDEPTH(o.projPos.z); 61 | #endif 62 | o.color = v.color; 63 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 64 | return o; 65 | } 66 | 67 | sampler2D _CameraDepthTexture; 68 | float _InvFade; 69 | 70 | fixed4 frag (v2f i) : COLOR 71 | { 72 | #ifdef SOFTPARTICLES_ON 73 | float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); 74 | float partZ = i.projPos.z; 75 | float fade = saturate (_InvFade * (sceneZ-partZ)); 76 | i.color.a *= fade; 77 | #endif 78 | 79 | return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); 80 | } 81 | ENDCG 82 | } 83 | } 84 | 85 | // ---- Dual texture cards 86 | SubShader { 87 | Pass { 88 | SetTexture [_MainTex] { 89 | constantColor [_TintColor] 90 | combine constant * primary 91 | } 92 | SetTexture [_MainTex] { 93 | combine texture * previous DOUBLE 94 | } 95 | } 96 | } 97 | 98 | // ---- Single texture cards (does not do color tint) 99 | SubShader { 100 | Pass { 101 | SetTexture [_MainTex] { 102 | combine texture * primary 103 | } 104 | } 105 | } 106 | } 107 | } 108 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cd052ce7ea5a2f438f599e02de6a390 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Particles/Priority Additive (Soft)" { 4 | Properties { 5 | _MainTex ("Particle Texture", 2D) = "white" {} 6 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 7 | } 8 | 9 | Category { 10 | Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 11 | Blend One OneMinusSrcColor 12 | ColorMask RGB 13 | Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } 14 | BindChannels { 15 | Bind "Color", color 16 | Bind "Vertex", vertex 17 | Bind "TexCoord", texcoord 18 | } 19 | 20 | // ---- Fragment program cards 21 | SubShader { 22 | Pass { 23 | 24 | CGPROGRAM 25 | #pragma vertex vert 26 | #pragma fragment frag 27 | #pragma fragmentoption ARB_precision_hint_fastest 28 | #pragma multi_compile_particles 29 | 30 | #include "UnityCG.cginc" 31 | 32 | sampler2D _MainTex; 33 | fixed4 _TintColor; 34 | 35 | struct appdata_t { 36 | float4 vertex : POSITION; 37 | fixed4 color : COLOR; 38 | float2 texcoord : TEXCOORD0; 39 | }; 40 | 41 | struct v2f { 42 | float4 vertex : POSITION; 43 | fixed4 color : COLOR; 44 | float2 texcoord : TEXCOORD0; 45 | #ifdef SOFTPARTICLES_ON 46 | float4 projPos : TEXCOORD1; 47 | #endif 48 | }; 49 | 50 | float4 _MainTex_ST; 51 | 52 | v2f vert (appdata_t v) 53 | { 54 | v2f o; 55 | o.vertex = UnityObjectToClipPos(v.vertex); 56 | #ifdef SOFTPARTICLES_ON 57 | o.projPos = ComputeScreenPos (o.vertex); 58 | COMPUTE_EYEDEPTH(o.projPos.z); 59 | #endif 60 | o.color = v.color; 61 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 62 | return o; 63 | } 64 | 65 | sampler2D _CameraDepthTexture; 66 | float _InvFade; 67 | 68 | fixed4 frag (v2f i) : COLOR 69 | { 70 | #ifdef SOFTPARTICLES_ON 71 | float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); 72 | float partZ = i.projPos.z; 73 | float fade = saturate (_InvFade * (sceneZ-partZ)); 74 | i.color.a *= fade; 75 | #endif 76 | 77 | half4 prev = i.color * tex2D(_MainTex, i.texcoord); 78 | prev.rgb *= prev.a; 79 | return prev; 80 | } 81 | ENDCG 82 | } 83 | } 84 | 85 | // ---- Dual texture cards 86 | SubShader { 87 | Pass { 88 | SetTexture [_MainTex] { 89 | combine texture * primary 90 | } 91 | SetTexture [_MainTex] { 92 | combine previous * previous alpha, previous 93 | } 94 | } 95 | } 96 | 97 | // ---- Single texture cards (does not do particle colors) 98 | SubShader { 99 | Pass { 100 | SetTexture [_MainTex] { 101 | combine texture * texture alpha, texture 102 | } 103 | } 104 | } 105 | } 106 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 694eef9939f180440a9d0891272eddba 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Particles/Priority Alpha Blended" { 4 | Properties { 5 | _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) 6 | _MainTex ("Particle Texture", 2D) = "white" {} 7 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 8 | } 9 | 10 | Category { 11 | Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 12 | Blend SrcAlpha OneMinusSrcAlpha 13 | AlphaTest Greater .01 14 | ColorMask RGB 15 | Cull Off Lighting Off ZWrite Off 16 | BindChannels { 17 | Bind "Color", color 18 | Bind "Vertex", vertex 19 | Bind "TexCoord", texcoord 20 | } 21 | 22 | // ---- Fragment program cards 23 | SubShader { 24 | Pass { 25 | 26 | CGPROGRAM 27 | #pragma vertex vert 28 | #pragma fragment frag 29 | #pragma fragmentoption ARB_precision_hint_fastest 30 | #pragma multi_compile_particles 31 | 32 | #include "UnityCG.cginc" 33 | 34 | sampler2D _MainTex; 35 | fixed4 _TintColor; 36 | 37 | struct appdata_t { 38 | float4 vertex : POSITION; 39 | fixed4 color : COLOR; 40 | float2 texcoord : TEXCOORD0; 41 | }; 42 | 43 | struct v2f { 44 | float4 vertex : POSITION; 45 | fixed4 color : COLOR; 46 | float2 texcoord : TEXCOORD0; 47 | #ifdef SOFTPARTICLES_ON 48 | float4 projPos : TEXCOORD1; 49 | #endif 50 | }; 51 | 52 | float4 _MainTex_ST; 53 | 54 | v2f vert (appdata_t v) 55 | { 56 | v2f o; 57 | o.vertex = UnityObjectToClipPos(v.vertex); 58 | #ifdef SOFTPARTICLES_ON 59 | o.projPos = ComputeScreenPos (o.vertex); 60 | COMPUTE_EYEDEPTH(o.projPos.z); 61 | #endif 62 | o.color = v.color; 63 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 64 | return o; 65 | } 66 | 67 | sampler2D _CameraDepthTexture; 68 | float _InvFade; 69 | 70 | fixed4 frag (v2f i) : COLOR 71 | { 72 | #ifdef SOFTPARTICLES_ON 73 | float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); 74 | float partZ = i.projPos.z; 75 | float fade = saturate (_InvFade * (sceneZ-partZ)); 76 | i.color.a *= fade; 77 | #endif 78 | 79 | return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); 80 | } 81 | ENDCG 82 | } 83 | } 84 | 85 | // ---- Dual texture cards 86 | SubShader { 87 | Pass { 88 | SetTexture [_MainTex] { 89 | constantColor [_TintColor] 90 | combine constant * primary 91 | } 92 | SetTexture [_MainTex] { 93 | combine texture * previous DOUBLE 94 | } 95 | } 96 | } 97 | 98 | // ---- Single texture cards (does not do color tint) 99 | SubShader { 100 | Pass { 101 | SetTexture [_MainTex] { 102 | combine texture * primary 103 | } 104 | } 105 | } 106 | } 107 | } 108 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta: 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100 46 | alphaIsTransparency: 0 47 | textureType: -1 48 | buildTargetSettings: [] 49 | spriteSheet: 50 | sprites: [] 51 | outline: [] 52 | spritePackingTag: 53 | userData: 54 | assetBundleName: 55 | assetBundleVariant: 56 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4539eb30e895bbb41b5eae6df2dde978 3 | folderAsset: yes 4 | timeCreated: 1500284109 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ObjectResetter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | namespace UnityStandardAssets.Utility 7 | { 8 | public class ObjectResetter : MonoBehaviour 9 | { 10 | private Vector3 originalPosition; 11 | private Quaternion originalRotation; 12 | private List originalStructure; 13 | 14 | private Rigidbody Rigidbody; 15 | 16 | // Use this for initialization 17 | private void Start() 18 | { 19 | originalStructure = new List(GetComponentsInChildren()); 20 | originalPosition = transform.position; 21 | originalRotation = transform.rotation; 22 | 23 | Rigidbody = GetComponent(); 24 | } 25 | 26 | 27 | public void DelayedReset(float delay) 28 | { 29 | StartCoroutine(ResetCoroutine(delay)); 30 | } 31 | 32 | 33 | public IEnumerator ResetCoroutine(float delay) 34 | { 35 | yield return new WaitForSeconds(delay); 36 | 37 | // remove any gameobjects added (fire, skid trails, etc) 38 | foreach (var t in GetComponentsInChildren()) 39 | { 40 | if (!originalStructure.Contains(t)) 41 | { 42 | t.parent = null; 43 | } 44 | } 45 | 46 | transform.position = originalPosition; 47 | transform.rotation = originalRotation; 48 | if (Rigidbody) 49 | { 50 | Rigidbody.velocity = Vector3.zero; 51 | Rigidbody.angularVelocity = Vector3.zero; 52 | } 53 | 54 | SendMessage("Reset"); 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Utility/ObjectResetter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 643c971818f68d3439e84b5d8bdafe07 3 | timeCreated: 1500284109 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 Deepankar Agrawal 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/deep110/Splitter/39130522a4457901d8aeb32923ee54cffe8b970f/ProjectSettings/AudioManager.asset -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/deep110/Splitter/39130522a4457901d8aeb32923ee54cffe8b970f/ProjectSettings/ClusterInputManager.asset 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https://raw.githubusercontent.com/deep110/Splitter/39130522a4457901d8aeb32923ee54cffe8b970f/ProjectSettings/ProjectSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.6.2xf1Linux 2 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/deep110/Splitter/39130522a4457901d8aeb32923ee54cffe8b970f/ProjectSettings/QualitySettings.asset -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 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https://raw.githubusercontent.com/deep110/Splitter/39130522a4457901d8aeb32923ee54cffe8b970f/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## Splitter 2 | It is a simple mobile platform (currently only Android) 2D game, where aim is to just avoid the spikes and climb higher to reach out of tunnel. It is going to be available on playstore soon. 3 | 4 | ### How To Play 5 | * Basically the screen is divided into parts left and right. 6 | * Click on left side to go left and right side to go right. 7 | * Click on both the sides to split the player and avoid center spikes. 8 | * Also builtin tutorial is added in the game. 9 | 10 | ### Install Instructions 11 | * Clone this repository and import it in Unity3D. Prefer the latest version. 12 | * GoTo **File** > **Build Settings** 13 | * Select Android Platform and select all the scenes and finally build the apk. 14 | 15 | ### Contributing 16 | Please fork this repository and contribute back using [pull requests](https://github.com/deep110/Splitter/pulls). 17 | 18 | ### License 19 | 20 | * [Apache Version 2.0](http://www.apache.org/licenses/LICENSE-2.0.html) 21 | 22 | ``` 23 | Copyright 2017 Deepankar Agrawal 24 | 25 | Licensed under the Apache License, Version 2.0 (the "License"); 26 | you may not use this file except in compliance with the License. 27 | You may obtain a copy of the License at 28 | 29 | http://www.apache.org/licenses/LICENSE-2.0 30 | 31 | Unless required by applicable law or agreed to in writing, software 32 | distributed under the License is distributed on an "AS IS" BASIS, 33 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 34 | See the License for the specific language governing permissions and 35 | limitations under the License. 36 | ``` 37 | -------------------------------------------------------------------------------- /Splitter.sublime-project: -------------------------------------------------------------------------------- 1 | { 2 | "folders": 3 | [ 4 | { 5 | "follow_symlinks": true, 6 | "path": ".", 7 | "file_exclude_patterns": [ 8 | "*.meta", 9 | "*.csproj", 10 | "*.booproj", 11 | "*.unityproj" 12 | ], 13 | "folder_include_patterns": [ 14 | "Assets", 15 | "Assets/*" 16 | ] 17 | } 18 | ], 19 | "solution_file": "Splitter.sln" 20 | } -------------------------------------------------------------------------------- /builds/splitter-0.2.apk: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/deep110/Splitter/39130522a4457901d8aeb32923ee54cffe8b970f/builds/splitter-0.2.apk --------------------------------------------------------------------------------