├── .gitignore
├── .idea
└── .idea.My Little Farmer
│ └── .idea
│ ├── .gitignore
│ ├── encodings.xml
│ └── indexLayout.xml
├── .media
├── live.png
└── vscode_integration_thumb.jpg
├── .vscode
└── settings.json
├── Assets
├── Materials.meta
├── Materials
│ ├── Beets.mat
│ ├── Beets.mat.meta
│ ├── Bush.mat
│ ├── Bush.mat.meta
│ ├── Cardboard.mat
│ ├── Cardboard.mat.meta
│ ├── CardboardPurple.mat
│ ├── CardboardPurple.mat.meta
│ ├── Grass.mat
│ ├── Grass.mat.meta
│ ├── House.meta
│ ├── House
│ │ ├── Bricks.mat
│ │ ├── Bricks.mat.meta
│ │ ├── Roof.mat
│ │ ├── Roof.mat.meta
│ │ ├── WallDark.mat
│ │ ├── WallDark.mat.meta
│ │ ├── WallLight.mat
│ │ ├── WallLight.mat.meta
│ │ ├── Window.mat
│ │ └── Window.mat.meta
│ ├── Leaves.mat
│ ├── Leaves.mat.meta
│ ├── Leaves2.mat
│ ├── Leaves2.mat.meta
│ ├── Player.mat
│ ├── Player.mat.meta
│ ├── Pumpkin.mat
│ ├── Pumpkin.mat.meta
│ ├── Seed 2.mat
│ ├── Seed 2.mat.meta
│ ├── Seed.mat
│ ├── Seed.mat.meta
│ ├── Sensor.mat
│ ├── Sensor.mat.meta
│ ├── TileDry.mat
│ ├── TileDry.mat.meta
│ ├── TileWet.mat
│ ├── TileWet.mat.meta
│ ├── Trunk.mat
│ ├── Trunk.mat.meta
│ ├── Water.mat
│ ├── Water.mat.meta
│ ├── White.mat
│ ├── White.mat.meta
│ ├── Wood.mat
│ └── Wood.mat.meta
├── Prefabs.meta
├── Prefabs
│ ├── Beets.meta
│ ├── Beets
│ │ ├── Beet 1.prefab
│ │ ├── Beet 1.prefab.meta
│ │ ├── Beet 2.prefab
│ │ ├── Beet 2.prefab.meta
│ │ ├── Beet 3.prefab
│ │ ├── Beet 3.prefab.meta
│ │ ├── Beet 4.prefab
│ │ ├── Beet 4.prefab.meta
│ │ ├── Beet 5.prefab
│ │ ├── Beet 5.prefab.meta
│ │ ├── Beet Fruit.prefab
│ │ ├── Beet Fruit.prefab.meta
│ │ ├── BeetHeart.prefab
│ │ ├── BeetHeart.prefab.meta
│ │ ├── BeetLeaf.prefab
│ │ ├── BeetLeaf.prefab.meta
│ │ ├── SeedPack Beets.prefab
│ │ └── SeedPack Beets.prefab.meta
│ ├── Farmland.prefab
│ ├── Farmland.prefab.meta
│ ├── Pumpkin.meta
│ ├── Pumpkin
│ │ ├── Pumpkin 1.prefab
│ │ ├── Pumpkin 1.prefab.meta
│ │ ├── Pumpkin 2.prefab
│ │ ├── Pumpkin 2.prefab.meta
│ │ ├── Pumpkin 3.prefab
│ │ ├── Pumpkin 3.prefab.meta
│ │ ├── Pumpkin 4.prefab
│ │ ├── Pumpkin 4.prefab.meta
│ │ ├── Pumpkin 5.prefab
│ │ ├── Pumpkin 5.prefab.meta
│ │ ├── Pumpkin Fruit.prefab
│ │ ├── Pumpkin Fruit.prefab.meta
│ │ ├── PumpkinHeart.prefab
│ │ ├── PumpkinHeart.prefab.meta
│ │ ├── PumpkinLeaf.prefab
│ │ ├── PumpkinLeaf.prefab.meta
│ │ ├── SeedPack Pumpkin.prefab
│ │ └── SeedPack Pumpkin.prefab.meta
│ ├── Terrain.meta
│ ├── Terrain
│ │ ├── Bush.prefab
│ │ ├── Bush.prefab.meta
│ │ ├── Bushes.prefab
│ │ ├── Bushes.prefab.meta
│ │ ├── HalfFence.prefab
│ │ ├── HalfFence.prefab.meta
│ │ ├── Tree.prefab
│ │ └── Tree.prefab.meta
│ ├── Watering Can.prefab
│ └── Watering Can.prefab.meta
├── Readme.asset
├── Readme.asset.meta
├── Scenes.meta
├── Scenes
│ ├── Empty.unity
│ ├── Empty.unity.meta
│ ├── Farm.meta
│ ├── Farm.unity
│ ├── Farm.unity.meta
│ └── Farm
│ │ ├── Global Volume Profile.asset
│ │ └── Global Volume Profile.asset.meta
├── Scripts.meta
├── Scripts
│ ├── GameManager.cs
│ ├── GameManager.cs.meta
│ ├── PlayerScript.cs
│ ├── PlayerScript.cs.meta
│ ├── SensorScript.cs
│ ├── SensorScript.cs.meta
│ ├── SoilScript.cs
│ └── SoilScript.cs.meta
├── Settings.meta
├── Settings
│ ├── SampleSceneProfile.asset
│ ├── SampleSceneProfile.asset.meta
│ ├── URP-Balanced-Renderer.asset
│ ├── URP-Balanced-Renderer.asset.meta
│ ├── URP-Balanced.asset
│ ├── URP-Balanced.asset.meta
│ ├── URP-HighFidelity-Renderer.asset
│ ├── URP-HighFidelity-Renderer.asset.meta
│ ├── URP-HighFidelity.asset
│ ├── URP-HighFidelity.asset.meta
│ ├── URP-Performant-Renderer.asset
│ ├── URP-Performant-Renderer.asset.meta
│ ├── URP-Performant.asset
│ └── URP-Performant.asset.meta
├── Sky.meta
├── Sky
│ ├── Skybox.mat
│ └── Skybox.mat.meta
├── TutorialInfo.meta
├── TutorialInfo
│ ├── Icons.meta
│ ├── Icons
│ │ ├── URP.png
│ │ └── URP.png.meta
│ ├── Layout.wlt
│ ├── Layout.wlt.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── ReadmeEditor.cs
│ │ └── ReadmeEditor.cs.meta
│ │ ├── Readme.cs
│ │ └── Readme.cs.meta
├── UniversalRenderPipelineGlobalSettings.asset
├── UniversalRenderPipelineGlobalSettings.asset.meta
├── _Prototype.meta
└── _Prototype
│ ├── FarmlandScript.cs
│ └── FarmlandScript.cs.meta
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── RiderScriptEditorPersistedState.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # CUSTOM
2 | #
3 | # Unity WebGL Builds
4 | /WebGL Builds/
5 | connectwebgl.zip
6 | webgl_sharing
7 |
8 |
9 | # Created by https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudiocode
10 | # Edit at https://www.toptal.com/developers/gitignore?templates=unity,rider,visualstudiocode
11 |
12 | ### Rider ###
13 | # Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
14 | # Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
15 |
16 | # User-specific stuff
17 | .idea/**/workspace.xml
18 | .idea/**/tasks.xml
19 | .idea/**/usage.statistics.xml
20 | .idea/**/dictionaries
21 | .idea/**/shelf
22 |
23 | # AWS User-specific
24 | .idea/**/aws.xml
25 |
26 | # Generated files
27 | .idea/**/contentModel.xml
28 |
29 | # Sensitive or high-churn files
30 | .idea/**/dataSources/
31 | .idea/**/dataSources.ids
32 | .idea/**/dataSources.local.xml
33 | .idea/**/sqlDataSources.xml
34 | .idea/**/dynamic.xml
35 | .idea/**/uiDesigner.xml
36 | .idea/**/dbnavigator.xml
37 |
38 | # Gradle
39 | .idea/**/gradle.xml
40 | .idea/**/libraries
41 |
42 | # Gradle and Maven with auto-import
43 | # When using Gradle or Maven with auto-import, you should exclude module files,
44 | # since they will be recreated, and may cause churn. Uncomment if using
45 | # auto-import.
46 | # .idea/artifacts
47 | # .idea/compiler.xml
48 | # .idea/jarRepositories.xml
49 | # .idea/modules.xml
50 | # .idea/*.iml
51 | # .idea/modules
52 | # *.iml
53 | # *.ipr
54 |
55 | # CMake
56 | cmake-build-*/
57 |
58 | # Mongo Explorer plugin
59 | .idea/**/mongoSettings.xml
60 |
61 | # File-based project format
62 | *.iws
63 |
64 | # IntelliJ
65 | out/
66 |
67 | # mpeltonen/sbt-idea plugin
68 | .idea_modules/
69 |
70 | # JIRA plugin
71 | atlassian-ide-plugin.xml
72 |
73 | # Cursive Clojure plugin
74 | .idea/replstate.xml
75 |
76 | # SonarLint plugin
77 | .idea/sonarlint/
78 |
79 | # Crashlytics plugin (for Android Studio and IntelliJ)
80 | com_crashlytics_export_strings.xml
81 | crashlytics.properties
82 | crashlytics-build.properties
83 | fabric.properties
84 |
85 | # Editor-based Rest Client
86 | .idea/httpRequests
87 |
88 | # Android studio 3.1+ serialized cache file
89 | .idea/caches/build_file_checksums.ser
90 |
91 |
92 |
93 |
94 |
95 |
96 |
97 |
98 |
99 |
100 |
101 | ### Unity ###
102 | # This .gitignore file should be placed at the root of your Unity project directory
103 | #
104 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
105 | /[Ll]ibrary/
106 | /[Tt]emp/
107 | /[Oo]bj/
108 | /[Bb]uild/
109 | /[Bb]uilds/
110 | /[Ll]ogs/
111 | /[Uu]ser[Ss]ettings/
112 |
113 | # MemoryCaptures can get excessive in size.
114 | # They also could contain extremely sensitive data
115 | /[Mm]emoryCaptures/
116 |
117 | # Recordings can get excessive in size
118 | /[Rr]ecordings/
119 |
120 | # Uncomment this line if you wish to ignore the asset store tools plugin
121 | # /[Aa]ssets/AssetStoreTools*
122 |
123 | # Autogenerated Jetbrains Rider plugin
124 | /[Aa]ssets/Plugins/Editor/JetBrains*
125 |
126 | # Visual Studio cache directory
127 | .vs/
128 |
129 | # Gradle cache directory
130 | .gradle/
131 |
132 | # Autogenerated VS/MD/Consulo solution and project files
133 | ExportedObj/
134 | .consulo/
135 | *.csproj
136 | *.unityproj
137 | *.sln
138 | *.suo
139 | *.tmp
140 | *.user
141 | *.userprefs
142 | *.pidb
143 | *.booproj
144 | *.svd
145 | *.pdb
146 | *.mdb
147 | *.opendb
148 | *.VC.db
149 |
150 | # Unity3D generated meta files
151 | *.pidb.meta
152 | *.pdb.meta
153 | *.mdb.meta
154 |
155 | # Unity3D generated file on crash reports
156 | sysinfo.txt
157 |
158 | # Builds
159 | *.apk
160 | *.aab
161 | *.unitypackage
162 | *.app
163 |
164 | # Crashlytics generated file
165 |
166 | # Packed Addressables
167 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
168 |
169 | # Temporary auto-generated Android Assets
170 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
171 | /[Aa]ssets/[Ss]treamingAssets/aa/*
172 |
173 |
174 |
175 |
176 |
177 |
178 |
179 |
180 |
181 | ### VisualStudioCode ###
182 | .vscode/*
183 | !.vscode/settings.json
184 | !.vscode/tasks.json
185 | !.vscode/launch.json
186 | !.vscode/extensions.json
187 | !.vscode/*.code-snippets
188 |
189 | # Local History for Visual Studio Code
190 | .history/
191 |
192 | # Built Visual Studio Code Extensions
193 | *.vsix
194 |
195 | ### VisualStudioCode Patch ###
196 | # Ignore all local history of files
197 | .history
198 | .ionide
199 |
200 | # End of https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudiocode
201 |
--------------------------------------------------------------------------------
/.idea/.idea.My Little Farmer/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /modules.xml
6 | /projectSettingsUpdater.xml
7 | /.idea.My Little Farmer.iml
8 | /contentModel.xml
9 | # Editor-based HTTP Client requests
10 | /httpRequests/
11 | # Datasource local storage ignored files
12 | /dataSources/
13 | /dataSources.local.xml
14 |
--------------------------------------------------------------------------------
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1 |
2 |
3 |
4 |
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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18 | - heading: Welcome to the Universal Render Pipeline
19 | text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
20 | linkText:
21 | url:
22 | - heading: URP Documentation
23 | text:
24 | linkText: Read more about URP
25 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest
26 | - heading: Forums
27 | text:
28 | linkText: Get answers and support
29 | url: https://forum.unity.com/forums/universal-render-pipeline.383/
30 | - heading: Report bugs
31 | text:
32 | linkText: Submit a report
33 | url: https://unity3d.com/unity/qa/bug-reporting
34 | loadedLayout: 1
35 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class GameManager : MonoBehaviour {
6 |
7 | public static GameManager Instance;
8 |
9 | public int coins;
10 | public int coinsPerFruit = 5;
11 |
12 | public Transform depositBoxTransform;
13 |
14 | public List items;
15 | public List itemObjects;
16 |
17 | public List beetPrefabs;
18 | public List pumpkinPrefabs;
19 |
20 | void Awake() {
21 | Instance = this;
22 | }
23 |
24 | // Start is called before the first frame update
25 | void Start()
26 | {
27 |
28 | }
29 |
30 | // Update is called once per frame
31 | void Update()
32 | {
33 |
34 | }
35 | }
36 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlayerScript : MonoBehaviour {
6 | public float movementSpeed = 10;
7 | public int itemIndex = 0;
8 | public float itemOffset = 2;
9 |
10 | private Rigidbody thisRigidbody;
11 | private GameObject holdingObject;
12 |
13 | void Awake() {
14 | thisRigidbody = GetComponent();
15 | }
16 |
17 | // Start is called before the first frame update
18 | void Start() {
19 |
20 | }
21 |
22 | void Update() {
23 | if(holdingObject != null) {
24 | var newPosition = transform.position + new Vector3(0, itemOffset, 0);
25 | holdingObject.transform.position = newPosition;
26 | }
27 | }
28 |
29 | // Update is called once per frame
30 | void FixedUpdate() {
31 | // Create input vector
32 | bool isUp = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
33 | bool isDown = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
34 | bool isLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
35 | bool isRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
36 | float inputX = isRight ? 1 : isLeft ? -1 : 0;
37 | float inputY = isUp ? 1 : isDown ? -1 : 0;
38 | Vector2 movementVector = new Vector2(inputX, inputY);
39 |
40 | // Get forward
41 | Camera camera = Camera.main;
42 | float eulerY = camera.transform.eulerAngles.y;
43 | Quaternion forward = Quaternion.Euler(0, eulerY, 0);
44 |
45 | // Create vector
46 | Vector3 walkVector = new Vector3(movementVector.x, 0, movementVector.y);
47 | walkVector = forward * walkVector;
48 | walkVector *= movementSpeed;
49 |
50 | // Apply input to character
51 | thisRigidbody.AddForce(walkVector, ForceMode.Force);
52 | }
53 |
54 | void OnTriggerEnter(Collider other) {
55 | GameObject otherObject = other.gameObject;
56 |
57 | // Sensor
58 | if(otherObject.CompareTag("Sensor")) {
59 | var sensorScript = otherObject.GetComponent();
60 | var index = sensorScript.itemIndex;
61 | UpdateIndex(index);
62 | }
63 |
64 | // Soil
65 | if(otherObject.CompareTag("Soil")) {
66 | var soilScript = otherObject.GetComponent();
67 |
68 | // With watering can
69 | if(itemIndex == 3) {
70 | soilScript.Water();
71 | }
72 |
73 | // With seeds
74 | if(itemIndex == 1 || itemIndex == 2) {
75 | if(soilScript.IsEmpty()) {
76 | soilScript.Seed(itemIndex);
77 | }
78 | }
79 |
80 | // With air
81 | if(itemIndex == 0) {
82 | if(soilScript.IsFinished()) {
83 | var seedIndex = soilScript.seedIndex;
84 | soilScript.RemoveCrop();
85 | UpdateIndex(seedIndex + 3);
86 | }
87 | }
88 | }
89 | }
90 |
91 | void OnCollisionEnter(Collision other) {
92 | var otherObject = other.gameObject;
93 |
94 | // Sell box
95 | if(otherObject.CompareTag("SellBox")) {
96 | if(itemIndex == 4 || itemIndex == 5) {
97 |
98 | var gm = GameManager.Instance;
99 |
100 | // Teleport fruit
101 | var fruitObject = holdingObject;
102 | holdingObject = null;
103 | var offset = new Vector3(
104 | Random.Range(-1f,1f),
105 | Random.Range(-1f,1f),
106 | Random.Range(-1f,1f)
107 | );
108 | var destination = gm.depositBoxTransform.position + offset;
109 | fruitObject.transform.position = destination;
110 |
111 | // Enable gravity
112 | var fruitRigidbody = fruitObject.GetComponent();
113 | if(fruitRigidbody != null) {
114 | fruitRigidbody.useGravity = true;
115 | }
116 |
117 | // Reset index
118 | UpdateIndex(0);
119 |
120 | // Give money
121 | gm.coins += gm.coinsPerFruit;
122 | Debug.Log("Player coins: " + gm.coins);
123 | }
124 | }
125 | }
126 |
127 | private void UpdateIndex(int index) {
128 | this.itemIndex = index;
129 |
130 | // Destroy previous object
131 | if(holdingObject != null) {
132 | Destroy(holdingObject);
133 | holdingObject = null;
134 | }
135 |
136 | // Create new object
137 | GameObject newObjectPrefab = GameManager.Instance.itemObjects[index];
138 | if(newObjectPrefab != null) {
139 | var position = transform.position;
140 | var rotation = newObjectPrefab.transform.rotation;
141 | holdingObject = Instantiate(newObjectPrefab, position, rotation);
142 | }
143 | }
144 |
145 | }
146 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SensorScript : MonoBehaviour
6 | {
7 | public int itemIndex;
8 |
9 | // Start is called before the first frame update
10 | void Start()
11 | {
12 |
13 | }
14 |
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17 | {
18 |
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21 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class SoilScript : MonoBehaviour
6 | {
7 | public bool isWet;
8 | public float timeToDry = 120;
9 | public Material materialDry;
10 | public Material materialWet;
11 |
12 | public int seedIndex;
13 | private int oldCropStage;
14 | public int cropStage;
15 | public GameObject cropObject;
16 |
17 | private MeshRenderer thisMeshRenderer;
18 | private float dryCooldown = 0;
19 |
20 | private float growInterval = 1;
21 | private float growCooldown = 0;
22 | private float growChance = 0.025f;
23 |
24 | void Awake() {
25 | thisMeshRenderer = GetComponent();
26 | }
27 |
28 | // Start is called before the first frame update
29 | void Start()
30 | {
31 | dryCooldown = timeToDry;
32 | }
33 |
34 | // Update is called once per frame
35 | void Update() {
36 | // Update material
37 | thisMeshRenderer.material = isWet ? materialWet : materialDry;
38 |
39 | // Dry soil
40 | if(isWet) {
41 | dryCooldown -= Time.deltaTime;
42 | if(dryCooldown <= 0) {
43 | isWet = false;
44 | }
45 | }
46 |
47 | // Update crops
48 | if(oldCropStage != cropStage) {
49 |
50 | // Remove crops
51 | if(cropObject != null) {
52 | Destroy(cropObject);
53 | }
54 |
55 | // Plant crops
56 | if(cropStage > 0) {
57 | var gm = GameManager.Instance;
58 | var prefabs = seedIndex == 1 ? gm.beetPrefabs : gm.pumpkinPrefabs;
59 | var cropPrefab = prefabs[cropStage - 1];
60 |
61 | var position = transform.position;
62 | var rotation = cropPrefab.transform.rotation
63 | * Quaternion.Euler(Vector3.up * Random.Range(0, 360));
64 | cropObject = Instantiate(cropPrefab, position, rotation);
65 | }
66 | }
67 | oldCropStage = cropStage;
68 |
69 | // Grow crops
70 | if(!IsEmpty() && !IsFinished()) {
71 | if((growCooldown -= Time.deltaTime) <= 0) {
72 | growCooldown = growInterval;
73 | var realChance = growChance;
74 | if(isWet) {
75 | realChance *= 2f;
76 | }
77 | if(Random.Range(0f, 1f) < growChance){
78 | cropStage++;
79 | }
80 | }
81 | }
82 | }
83 |
84 | public void Water() {
85 | isWet = true;
86 | dryCooldown = timeToDry;
87 | }
88 |
89 | public bool IsEmpty() {
90 | return cropStage == 0;
91 | }
92 |
93 | public bool IsFinished() {
94 | return cropStage == 5;
95 | }
96 |
97 | public void Seed(int index) {
98 | if(!IsEmpty()) return;
99 |
100 | // Set vars
101 | seedIndex = index;
102 | cropStage = 1;
103 | }
104 |
105 | public void RemoveCrop() {
106 | cropStage = 0;
107 | }
108 | }
109 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | public class Readme : ScriptableObject
5 | {
6 | public Texture2D icon;
7 | public string title;
8 | public Section[] sections;
9 | public bool loadedLayout;
10 |
11 | [Serializable]
12 | public class Section
13 | {
14 | public string heading, text, linkText, url;
15 | }
16 | }
17 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class FarmlandScript : MonoBehaviour
6 | {
7 | public int stage = 0;
8 | public bool isWet = false;
9 | public List cropPrefabs;
10 | public Material materialDry;
11 | public Material materialWet;
12 |
13 | private GameObject crop;
14 | private int lastStage;
15 | private bool wasWet;
16 | private int maxStage;
17 |
18 | private MeshRenderer thisMeshRenderer;
19 |
20 | void Awake() {
21 | thisMeshRenderer = GetComponent();
22 | }
23 |
24 | void Start() {
25 | maxStage = cropPrefabs.Count;
26 | lastStage=stage;
27 | wasWet=isWet;
28 | }
29 |
30 | // Update is called once per frame
31 | void Update() {
32 | if(lastStage != stage) {
33 | lastStage = stage;
34 |
35 | // Update prefab
36 | Destroy(crop);
37 |
38 | // Create prefab
39 | if(stage > 0) {
40 | var prefab = cropPrefabs[stage - 1];
41 | var rotation = prefab.transform.rotation * Quaternion.Euler(Vector3.up * Random.Range(0, 360));
42 | crop = Instantiate(prefab, transform.position, rotation);
43 | }
44 | }
45 |
46 | if(wasWet != isWet) {
47 | wasWet = isWet;
48 | thisMeshRenderer.material = isWet ? materialWet : materialDry;
49 | }
50 | }
51 |
52 | public bool IsFullyGrown() {
53 | return stage > 0 && stage == maxStage;
54 | }
55 |
56 | }
57 |
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39 | "com.unity.modules.unitywebrequestwww": "1.0.0",
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41 | "com.unity.modules.video": "1.0.0",
42 | "com.unity.modules.vr": "1.0.0",
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/README.md:
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1 | # My Little Farmer
2 |
3 | Vamos criar um jogo onde o jogador administra uma pequena fazenda, cultivando diversas plantações em seu solo para assim colher seus frutos e envia-los para a cidade. Partindo de uma base pré-criada, vamos usar objetos primitivos do Unity para construir essa aventura, além de desenvolver as mecânicas principais ao vivo.
4 |
5 | 
6 |
7 | ## Atividades
8 |
9 | 1. Vamos explorar uma cena preparada especialmente para a live.
10 | 2. Vamos desenvolver a mecânica principal de plantar e colher frutos.
11 | 3. Vamos entender como podemos expandir o jogo com mais plantações.
12 |
13 | ## Pré-Requisitos
14 |
15 | - Instalar o [Unity Hub](https://unity3d.com/get-unity/download).
16 | - Instalar uma versão do Unity 2021 ou mais recente.
17 | - Instalar VSCode e configurar sua integração com o Unity:
18 | - [](https://academiapme-my.sharepoint.com/:v:/g/personal/leonardo_ropelato_dio_me/ERPO-grfuUlLgpcr0cYuQywB2xeQv3IK9aFcOxHm2BPl8g?e=UPdoKE "Integração de IDE: VSCode")
19 | - Clonar / baixar esse repositório no seu computador.
20 | - Abrir esse projeto no Unity.
21 | - Se divertir no processo! 😁
22 |
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