├── ProjectSettings ├── boot.config ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── EditorSettings.asset ├── PackageManagerSettings.asset ├── MemorySettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ └── LiberationSans SDF - Fallback.asset.meta │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ └── Default Style Sheet.asset.meta │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ └── EmojiOne.json.meta │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ └── LiberationSans.ttf.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Shaders.meta │ ├── Sprites.meta │ ├── Documentation.meta │ └── Shaders │ │ ├── TMP_SDF.shader.meta │ │ ├── TMPro.cginc.meta │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Surface.cginc.meta │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro_Properties.cginc │ │ └── TMP_Sprite.shader ├── Scripts │ ├── FarmState.cs │ ├── vehicle.meta │ ├── BoostProfile.cs.meta │ ├── CameraFollow.cs.meta │ ├── KeyValueStore.cs.meta │ ├── PlayerMovement.cs.meta │ ├── inventory │ │ ├── QuickSlot.cs.meta │ │ ├── EquippableItem.cs.meta │ │ ├── QuickSlotPanel.cs.meta │ │ ├── IItemContainer.cs │ │ ├── Item.cs.meta │ │ ├── Inventory.cs.meta │ │ ├── ItemSlot.cs.meta │ │ ├── ShopPanel.cs.meta │ │ ├── ShopSlot.cs.meta │ │ ├── BaseItemSlot.cs.meta │ │ ├── IItemContainer.cs.meta │ │ ├── ItemContainer.cs.meta │ │ ├── UIEffectManager.cs.meta │ │ ├── ShopSlot.cs │ │ ├── QuickSlot.cs │ │ ├── Item.cs │ │ ├── ShopPanel.cs │ │ ├── UIEffectManager.cs │ │ ├── ItemSlot.cs │ │ ├── EquippableItem.cs │ │ ├── ItemContainer.cs │ │ └── Inventory.cs │ ├── profile │ │ ├── SeedProfile.cs.meta │ │ ├── SeedStageProfile.cs.meta │ │ ├── SeedPreRequirementProfile.cs.meta │ │ ├── Seeds.meta │ │ ├── Seeds │ │ │ ├── Carrot.meta │ │ │ ├── TimeBoost.asset.meta │ │ │ ├── Carrot │ │ │ │ ├── Carrot.asset.meta │ │ │ │ ├── S_Carrot_0.asset.meta │ │ │ │ ├── S_Carrot_1.asset.meta │ │ │ │ ├── S_Carrot_2.asset.meta │ │ │ │ ├── CarrotWaterRequirement.asset.meta │ │ │ │ ├── CarrotWaterRequirement.asset │ │ │ │ ├── S_Carrot_0.asset │ │ │ │ ├── S_Carrot_1.asset │ │ │ │ ├── S_Carrot_2.asset │ │ │ │ └── Carrot.asset │ │ │ └── TimeBoost.asset │ │ ├── Profile.cs.meta │ │ ├── PlantAreaProfile.cs.meta │ │ ├── SeedStageProfile.cs │ │ ├── SeedProfile.cs │ │ ├── PlantAreaProfile.cs │ │ └── SeedPreRequirementProfile.cs │ ├── ICollectable.cs │ ├── vehicle │ │ ├── HarvestingVehicleController.cs.meta │ │ ├── CarController.cs.meta │ │ └── HarvestingVehicleController.cs │ ├── IEntity.cs │ ├── DayCycle │ │ ├── MoonLight.prefab.meta │ │ ├── TimeController.cs.meta │ │ └── MoonLight.prefab │ ├── Npc.meta │ ├── Animation.meta │ ├── DayCycle.meta │ ├── concrete.meta │ ├── inventory.meta │ ├── process.meta │ ├── profile.meta │ ├── concrete │ │ ├── plants.meta │ │ └── plants │ │ │ └── PlantProcessor.cs.meta │ ├── Goods.cs │ ├── Animation │ │ ├── PlayerController.controller.meta │ │ ├── PlayerIdle.cs.meta │ │ ├── PlayerRun.cs.meta │ │ ├── CharacterStateBase.cs.meta │ │ ├── PlayerAnimationManager.cs.meta │ │ ├── PlayerAnimationManager.cs │ │ ├── CharacterStateBase.cs │ │ ├── PlayerRun.cs │ │ └── PlayerIdle.cs │ ├── Goods.cs.meta │ ├── Seed.cs.meta │ ├── FarmState.cs.meta │ ├── GameManager.cs.meta │ ├── IEntity.cs.meta │ ├── ItemTooltip.cs.meta │ ├── Npc │ │ ├── Chicken.cs.meta │ │ ├── Patrol.cs.meta │ │ ├── RandomIdleAnimBehaviour.cs.meta │ │ ├── Chicken.cs │ │ ├── RandomIdleAnimBehaviour.cs │ │ └── Patrol.cs │ ├── PlayerTool.cs.meta │ ├── PlayerWalk.cs.meta │ ├── Product.cs.meta │ ├── ShopManager.cs.meta │ ├── Singleton.cs.meta │ ├── UIManager.cs.meta │ ├── AssetManager.cs.meta │ ├── ICollectable.cs.meta │ ├── ParticleManager.cs.meta │ ├── PlantActions.cs.meta │ ├── PlayerHarvesting.cs.meta │ ├── PlayerManager.cs.meta │ ├── PlayerWatering.cs.meta │ ├── UpgradeManager.cs.meta │ ├── process │ │ ├── BaseProcessor.cs.meta │ │ ├── IProcessor.cs.meta │ │ ├── ProcessManager.cs.meta │ │ ├── TimeBasedProcessor.cs.meta │ │ ├── IProcessor.cs │ │ ├── ProcessManager.cs │ │ ├── BaseProcessor.cs │ │ └── TimeBasedProcessor.cs │ ├── PlayerTool.cs │ ├── BoostProfile.cs │ ├── Seed.cs │ ├── AssetManager.cs │ ├── ParticleManager.cs │ ├── ItemTooltip.cs │ ├── ShopManager.cs │ ├── PlayerWalk.cs │ ├── PlayerWatering.cs │ ├── Product.cs │ ├── PlayerHarvesting.cs │ ├── UIManager.cs │ ├── KeyValueStore.cs │ ├── Singleton.cs │ ├── CameraFollow.cs │ ├── PlantActions.cs │ └── UpgradeManager.cs ├── Terrains │ ├── New Terrain.asset │ ├── New Terrain 1.asset │ ├── New Terrain 1.asset.meta │ ├── New Terrain.asset.meta │ ├── NewLayer.terrainlayer.meta │ └── NewLayer.terrainlayer ├── Animations │ ├── PlayerAnim │ │ ├── Bash.fbx │ │ ├── Digging.fbx │ │ ├── box idle.fbx │ │ ├── Run_Player.fbx │ │ ├── pick fruit.fbx │ │ ├── plant tree.fbx │ │ ├── pull plant.fbx │ │ ├── HoldWatercan.fbx │ │ ├── Idle_Player.fbx │ │ ├── kneeling idle.fbx │ │ ├── plant a plant.fbx │ │ ├── Harvesting (1).fbx │ │ ├── Walking_Player.fbx │ │ ├── Watering_Player.fbx │ │ ├── pick fruit (2).fbx │ │ ├── pick fruit (3).fbx │ │ ├── pull plant (2).fbx │ │ ├── dig and plant seeds.fbx │ │ ├── PlayerAnimation.controller.meta │ │ ├── Bash.fbx.meta │ │ ├── Harvesting (1).fbx.meta │ │ └── HoldWatercan.fbx.meta │ ├── NpcAnimations │ │ ├── xbot@Sitting.fbx │ │ ├── xbot@Sitting (1).fbx │ │ ├── Chicken_Idle.anim.meta │ │ ├── Chicken_Walk.anim.meta │ │ ├── Chicken_Anim.controller.meta │ │ ├── NpcAnimationController.controller.meta │ │ └── xbot@Sitting (1).fbx.meta │ ├── UIAnim.meta │ ├── PlayerAnim.meta │ ├── NpcAnimations.meta │ └── UIAnim │ │ ├── SlotAnim.anim.meta │ │ ├── SlotSelectionAnim.controller.meta │ │ └── SlotSelectionAnim.controller ├── Plugins │ ├── Demigiant │ │ ├── DOTween │ │ │ ├── DOTween.dll │ │ │ ├── DOTween.XML.meta │ │ │ ├── readme.txt.meta │ │ │ ├── Editor.meta │ │ │ ├── Editor │ │ │ │ ├── DOTweenEditor.XML.meta │ │ │ │ ├── Imgs │ │ │ │ │ ├── Footer.png │ │ │ │ │ ├── Header.jpg │ │ │ │ │ ├── DOTweenIcon.png │ │ │ │ │ ├── Footer_dark.png │ │ │ │ │ ├── DOTweenMiniIcon.png │ │ │ │ │ ├── Footer.png.meta │ │ │ │ │ ├── Header.jpg.meta │ │ │ │ │ ├── DOTweenIcon.png.meta │ │ │ │ │ ├── Footer_dark.png.meta │ │ │ │ │ └── DOTweenMiniIcon.png.meta │ │ │ │ ├── DOTweenEditor.dll │ │ │ │ ├── Imgs.meta │ │ │ │ └── DOTweenEditor.dll.meta │ │ │ ├── Modules.meta │ │ │ ├── Modules │ │ │ │ ├── DOTweenModuleAudio.cs.meta │ │ │ │ ├── DOTweenModuleSprite.cs.meta │ │ │ │ ├── DOTweenModuleUI.cs.meta │ │ │ │ ├── DOTweenModuleUtils.cs.meta │ │ │ │ ├── DOTweenModulePhysics.cs.meta │ │ │ │ ├── DOTweenModulePhysics2D.cs.meta │ │ │ │ ├── DOTweenModuleUnityVersion.cs.meta │ │ │ │ └── DOTweenModuleEPOOutline.cs.meta │ │ │ ├── DOTween.dll.meta │ │ │ └── readme.txt │ │ └── DOTween.meta │ └── Demigiant.meta ├── Prefabs │ ├── Item.prefab.meta │ ├── Item 1.prefab.meta │ ├── Player.prefab.meta │ ├── UICanvas.prefab.meta │ ├── UIManager.prefab.meta │ ├── GameManager.prefab.meta │ ├── Main Camera.prefab.meta │ ├── VH_Harvester.prefab.meta │ ├── core │ │ ├── Logic.prefab.meta │ │ └── Logic.prefab │ ├── core.meta │ ├── plant │ │ ├── carrot │ │ │ ├── Plant.prefab.meta │ │ │ ├── Stage0.prefab.meta │ │ │ ├── Stage1.prefab.meta │ │ │ ├── Stage2.prefab.meta │ │ │ └── CarrotPlant.prefab.meta │ │ └── carrot.meta │ ├── Particles.meta │ ├── Particles │ │ ├── WaterParticle.prefab.meta │ │ └── FertilizerParticle.prefab.meta │ ├── plant.meta │ ├── UIManager.prefab │ └── GameManager.prefab ├── Scenes │ ├── FarmScene.unity.meta │ ├── GridSystem.unity.meta │ ├── Invent.unity.meta │ ├── Invent2.unity.meta │ ├── YeniScene.unity.meta │ └── SampleScene.unity.meta ├── Asset.meta ├── Objects.meta ├── Plugins.meta ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── Animations.meta ├── Resources.meta ├── Terrains.meta ├── TextMesh Pro.meta ├── Standard Assets.meta ├── Standard Assets │ ├── PhysicsMaterials.meta │ └── PhysicsMaterials │ │ ├── Metal.physicmaterial.meta │ │ ├── Wood.physicmaterial.meta │ │ ├── Metal.physicmaterial │ │ └── Wood.physicmaterial └── Resources │ ├── DOTweenSettings.asset.meta │ └── DOTweenSettings.asset ├── .vsconfig ├── .idea └── .idea.farm-he │ └── .idea │ ├── vcs.xml │ ├── indexLayout.xml │ ├── encodings.xml │ └── .gitignore ├── farm-he.sln.DotSettings ├── README.md ├── .gitignore └── Packages └── manifest.json /ProjectSettings/boot.config: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- 1 | # Default ignored files 2 | /shelf/ 3 | /workspace.xml 4 | # Rider ignored files 5 | /contentModel.xml 6 | /.idea.farm-he.iml 7 | /modules.xml 8 | /projectSettingsUpdater.xml 9 | # Datasource local storage ignored files 10 | /dataSources/ 11 | /dataSources.local.xml 12 | # Editor-based HTTP Client requests 13 | /httpRequests/ 14 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerTool.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlayerTool 6 | { 7 | public string Name; 8 | 9 | public string AnimName; 10 | 11 | public PlayerTool(string name,string anim) 12 | { 13 | Name = name; 14 | AnimName = anim; 15 | } 16 | 17 | } 18 | 19 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e944529dcaee98f4e9498d80e541d93e 3 | timeCreated: 1602593330 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Npc/Chicken.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Chicken : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/inventory/ShopSlot.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShopSlot : ItemSlot 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /farm-he.sln.DotSettings: -------------------------------------------------------------------------------- 1 | 2 | True -------------------------------------------------------------------------------- /Assets/Scripts/process/IProcessor.cs: -------------------------------------------------------------------------------- 1 | using Farm.Profile; 2 | 3 | namespace Farm.Processor 4 | { 5 | public interface IProcessor 6 | { 7 | bool PreProcess(ProductJob job, int jobIndex); 8 | 9 | bool CanProcess(ProductJob job, int jobIndex); 10 | 11 | void Process(ProductJob job, int jobIndex); 12 | 13 | void AfterProcess(ProductJob job, int jobIndex); 14 | 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/SeedStageProfile.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace Farm.Profile 5 | { 6 | [CreateAssetMenu(fileName = "Seed Stage", menuName = "Profile/Seed Stage", order = 1)] 7 | public class SeedStageProfile: ScriptableObject 8 | { 9 | public string State; 10 | 11 | public float Time; 12 | 13 | public GameObject prefab; 14 | } 15 | } -------------------------------------------------------------------------------- /Assets/Scripts/BoostProfile.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Farm.Profile 4 | { 5 | public enum BoostType 6 | { 7 | TIME_REDUCE, 8 | PRODUCTION_INCREMENT, 9 | QUALITY_INCREMENT 10 | } 11 | 12 | [CreateAssetMenu(fileName = "Boost", menuName = "Profile/Boost")] 13 | public class BoostProfile : ScriptableObject 14 | { 15 | public string Name; 16 | 17 | public BoostType Type; 18 | 19 | public float Value; 20 | } 21 | } -------------------------------------------------------------------------------- /Assets/Scripts/Seed.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using Farm.Profile; 3 | using UnityEngine; 4 | 5 | namespace Farm.Entity 6 | { 7 | public class Seed : MonoBehaviour, IEntity 8 | { 9 | public string Name { get; set; } 10 | public string Id { get; set; } 11 | 12 | public SeedProfile seedProfile; 13 | 14 | public ProductJob ProductJob; 15 | 16 | private void Start() 17 | { 18 | Id = System.Guid.NewGuid().ToString(); 19 | } 20 | } 21 | } -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/Seeds/TimeBoost.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 350f38108f2f443d8bbd5918cbedab49, type: 3} 13 | m_Name: TimeBoost 14 | m_EditorClassIdentifier: 15 | Name: Time 16 | Type: 0 17 | Value: 50 18 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3265ab4bf004d28a9537516768c1c75 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/SeedProfile.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace Farm.Profile 5 | { 6 | [CreateAssetMenu(fileName = "Seed", menuName = "Profile/Seed", order = 1)] 7 | public class SeedProfile: ScriptableObject 8 | { 9 | public string Name; 10 | 11 | public int ProductAmount; 12 | 13 | public List stages; 14 | 15 | public List preRequirementProfile; 16 | 17 | public Item resultProduct; 18 | } 19 | } -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a811bde74b26b53498b4f6d872b09b6d 3 | PluginImporter: 4 | serializedVersion: 1 5 | iconMap: {} 6 | executionOrder: {} 7 | isPreloaded: 0 8 | platformData: 9 | Any: 10 | enabled: 1 11 | settings: {} 12 | Editor: 13 | enabled: 0 14 | settings: 15 | DefaultValueInitialized: true 16 | WindowsStoreApps: 17 | enabled: 0 18 | settings: 19 | CPU: AnyCPU 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45d5034162d6cf04dbe46da84fc7d074 3 | PluginImporter: 4 | serializedVersion: 1 5 | iconMap: {} 6 | executionOrder: {} 7 | isPreloaded: 0 8 | platformData: 9 | Any: 10 | enabled: 0 11 | settings: {} 12 | Editor: 13 | enabled: 1 14 | settings: 15 | DefaultValueInitialized: true 16 | WindowsStoreApps: 17 | enabled: 0 18 | settings: 19 | CPU: AnyCPU 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/Scripts/inventory/QuickSlot.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace inventory 4 | { 5 | public class QuickSlot : ItemSlot 6 | { 7 | [SerializeField] private GameObject selection; 8 | private bool _isSelected; 9 | 10 | private void Start() 11 | { 12 | DeSelectSlot(); 13 | } 14 | 15 | public void SelectSlot() 16 | { 17 | selection.SetActive(true); 18 | } 19 | 20 | public void DeSelectSlot() 21 | { 22 | selection.SetActive(false); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/PhysicsMaterials/Metal.physicmaterial: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!134 &13400000 4 | PhysicMaterial: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_Name: Metal 9 | dynamicFriction: .150000006 10 | staticFriction: .150000006 11 | bounciness: 0 12 | frictionCombine: 1 13 | bounceCombine: 0 14 | frictionDirection2: {x: 0, y: 0, z: 0} 15 | dynamicFriction2: 0 16 | 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | 4 | namespace Farm.Profile 5 | { 6 | public class PlantAreaProfile : IProfile 7 | { 8 | public string Name { get; set; } 9 | public string Type { get; set; } 10 | public List ProductJobs { get; set; } 11 | 12 | public PlantAreaProfile(string Name, string Type, List ProductJobs) 13 | { 14 | this.Name = Name; 15 | this.Type = Type; 16 | this.ProductJobs = ProductJobs; 17 | } 18 | } 19 | } 20 | 21 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/Seeds/Carrot/CarrotWaterRequirement.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: edba1250ae1c4dc2a3431e3ec4be5bd0, type: 3} 13 | m_Name: CarrotWaterRequirement 14 | m_EditorClassIdentifier: 15 | Name: SeedWater 16 | Type: 0 17 | Enabled: 1 18 | Amount: 5 19 | InitialAmount: 0 20 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/Seeds/Carrot/S_Carrot_0.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 5d45feb29e354c6bb6802060c746a8fb, type: 3} 13 | m_Name: S_Carrot_0 14 | m_EditorClassIdentifier: 15 | State: Seed 16 | Time: 0 17 | prefab: {fileID: 6549226121319087457, guid: 16b485a590faeb846b409d375d586056, type: 3} 18 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/Seeds/Carrot/S_Carrot_1.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 5d45feb29e354c6bb6802060c746a8fb, type: 3} 13 | m_Name: S_Carrot_1 14 | m_EditorClassIdentifier: 15 | State: Second 16 | Time: 2 17 | prefab: {fileID: 8661692996268238027, guid: ccaa82e481f2f7647a24fc5d77a94211, type: 3} 18 | -------------------------------------------------------------------------------- /Assets/Scripts/profile/Seeds/Carrot/S_Carrot_2.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 5d45feb29e354c6bb6802060c746a8fb, type: 3} 13 | m_Name: S_Carrot_2 14 | m_EditorClassIdentifier: 15 | State: Third 16 | Time: 4 17 | prefab: {fileID: 8145080311875323624, guid: a07e1c75fb566ba46ac8da7ee1fb397e, type: 3} 18 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: 7 | - Farm 8 | layers: 9 | - Default 10 | - TransparentFX 11 | - Ignore Raycast 12 | - 13 | - Water 14 | - UI 15 | - Plant 16 | - Player 17 | - Goods 18 | - Dirt 19 | - Vehicle 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | - 41 | m_SortingLayers: 42 | - name: Default 43 | uniqueID: 0 44 | locked: 0 45 | -------------------------------------------------------------------------------- /Assets/Scripts/AssetManager.cs: -------------------------------------------------------------------------------- 1 | using Farm.Entity; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class AssetManager : MonoBehaviour 6 | { 7 | public List seedPrefabs = new List(); 8 | 9 | #nullable enable 10 | public GameObject? GetPrefabyByName(string name) 11 | { 12 | return seedPrefabs.Find(prefab => 13 | { 14 | IEntity entity = prefab.GetComponent(); 15 | if (entity != null) 16 | { 17 | return entity.Name == name; 18 | } 19 | return false; 20 | }); 21 | } 22 | #nullable disable 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/process/ProcessManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Farm.Processor 6 | { 7 | public class ProcessManager : MonoBehaviour 8 | { 9 | 10 | public static List Processors; 11 | 12 | void Start() 13 | { 14 | Processors = new List(FindObjectsOfType()); 15 | } 16 | 17 | public static BaseProcessor GetProcessor(string id) 18 | { 19 | return Processors.Find(processor => processor.Profile.ProductJobs.Find(job => job.id == id) != null); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/process/BaseProcessor.cs: -------------------------------------------------------------------------------- 1 | using Farm.Profile; 2 | using UnityEngine; 3 | 4 | namespace Farm.Processor 5 | { 6 | public abstract class BaseProcessor : MonoBehaviour, IProcessor 7 | { 8 | public IProfile Profile { get; set; } 9 | 10 | public bool Status { get; set; } 11 | 12 | public string Id { get; set; } = System.Guid.NewGuid().ToString(); 13 | 14 | public abstract void AfterProcess(ProductJob job, int jobIndex); 15 | 16 | public abstract bool PreProcess(ProductJob job, int jobIndex); 17 | 18 | public abstract void Process(ProductJob job, int jobIndex); 19 | 20 | public abstract bool CanProcess(ProductJob job, int jobIndex); 21 | } 22 | } -------------------------------------------------------------------------------- /Assets/Scripts/ParticleManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.VisualScripting; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public class ParticleManager 9 | { 10 | /* 11 | [SerializeField] public ParticleSystem particleSystem; 12 | [SerializeField] public Transform transform; 13 | [Space] [Space] 14 | [SerializeField] public float duration; 15 | [SerializeField] public Material Material; 16 | [SerializeField] public GameObject gameObject; 17 | 18 | private void Start() 19 | { 20 | particleSystem.transform.position = transform.position; 21 | particleSystem.transform.rotation = transform.rotation; 22 | 23 | } */ 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/ItemTooltip.cs: -------------------------------------------------------------------------------- 1 | using System.Net.NetworkInformation; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class ItemTooltip : MonoBehaviour 8 | { 9 | [SerializeField] private Text itemNameText; 10 | [SerializeField] private Image itemIcon; 11 | [SerializeField] private Text itemValueText; 12 | 13 | public void ShowTooltip(Item item) 14 | { 15 | itemNameText.text = item.itemName; 16 | 17 | itemValueText.text = item.value.ToString(); 18 | itemIcon.sprite = item.icon; 19 | 20 | gameObject.SetActive(true); 21 | 22 | } 23 | 24 | public void HideTooltip() 25 | { 26 | gameObject.SetActive(false); 27 | } 28 | 29 | } -------------------------------------------------------------------------------- /Assets/Scripts/inventory/Item.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using UnityEditor; 4 | 5 | [CreateAssetMenu] 6 | public class Item : ScriptableObject 7 | { 8 | [SerializeField] string id; 9 | [Range(1,16)] 10 | public int maximumStacks = 1; 11 | public string ID 12 | { 13 | get { return id; } 14 | } 15 | public string itemName; 16 | public Sprite icon; 17 | public int value; 18 | 19 | private void OnValidate() 20 | { 21 | string path = AssetDatabase.GetAssetPath(this); 22 | id = AssetDatabase.AssetPathToGUID(path); 23 | } 24 | 25 | public virtual Item GetCopy() 26 | { 27 | return this; 28 | } 29 | public virtual void Destroy() 30 | { 31 | 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Scripts/inventory/ShopPanel.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class ShopPanel : Inventory 4 | { 5 | [SerializeField] private GameManager gameManager; 6 | [SerializeField] public Inventory shopInventory; 7 | 8 | public void BuyItem(Item item) 9 | { 10 | if (gameManager.inventory.IsFull()) return; 11 | if (gameManager.gold >= item.value) 12 | { 13 | // gameManager.inventory.AddItem(item); 14 | // shopInventory.RemoveItem(item); 15 | gameManager.gold -= item.value; 16 | } 17 | } 18 | 19 | public void SellItem(Item item) 20 | { 21 | if (shopInventory.IsFull()) return; 22 | 23 | // gameManager.inventory.RemoveItem(item); 24 | // shopInventory.AddItem(item); 25 | gameManager.gold += item.value; 26 | } 27 | } -------------------------------------------------------------------------------- /Assets/Terrains/NewLayer.terrainlayer: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1953259897 &8574412962073106934 4 | TerrainLayer: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_Name: NewLayer 10 | m_DiffuseTexture: {fileID: 2800000, guid: 766a7edc5f25e3b4daafb5554da17927, type: 3} 11 | m_NormalMapTexture: {fileID: 0} 12 | m_MaskMapTexture: {fileID: 0} 13 | m_TileSize: {x: 2, y: 2} 14 | m_TileOffset: {x: 0, y: 0} 15 | m_Specular: {r: 0, g: 0, b: 0, a: 0} 16 | m_Metallic: 0 17 | m_Smoothness: 0 18 | m_NormalScale: 1 19 | m_DiffuseRemapMin: {x: 0, y: 0, z: 0, w: 0} 20 | m_DiffuseRemapMax: {x: 1, y: 1, z: 1, w: 1} 21 | m_MaskMapRemapMin: {x: 0, y: 0, z: 0, w: 0} 22 | m_MaskMapRemapMax: {x: 1, y: 1, z: 1, w: 1} 23 | -------------------------------------------------------------------------------- /Assets/Scripts/ShopManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShopManager : MonoBehaviour 6 | { 7 | [SerializeField] private Inventory shopInventory; 8 | [SerializeField] private ShopPanel shopPanel; 9 | [SerializeField] private GameManager gameManager; 10 | 11 | 12 | public void BuyItem(Item item) 13 | { 14 | if (gameManager.inventory.IsFull()) return; 15 | if (gameManager.gold >= item.value) 16 | { 17 | gameManager.inventory.AddItem(item); 18 | shopPanel.shopInventory.RemoveItem(item); 19 | gameManager.gold -= item.value; 20 | } 21 | } 22 | 23 | // Start is called before the first frame update 24 | void Start() 25 | { 26 | } 27 | 28 | // Update is called once per frame 29 | void Update() 30 | { 31 | } 32 | } -------------------------------------------------------------------------------- /Assets/Scripts/profile/Seeds/Carrot/Carrot.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: ba9f4bffe39245eab06528c1f7955045, type: 3} 13 | m_Name: Carrot 14 | m_EditorClassIdentifier: 15 | Name: Carrot 16 | ProductAmount: 4 17 | stages: 18 | - {fileID: 11400000, guid: 7036539c7e5541046bd3d25b13489f3e, type: 2} 19 | - {fileID: 11400000, guid: 2b5992982ebb74144a635bedf67bee03, type: 2} 20 | - {fileID: 11400000, guid: 8c5c9d9be322e6f4d81f62e2e550ede4, type: 2} 21 | preRequirementProfile: 22 | - {fileID: 11400000, guid: b47244f7254dfb14b8a45797f745e619, type: 2} 23 | resultProduct: {fileID: 11400000, guid: b8f06375cdbe45b479489596fe132f79, type: 2} 24 | -------------------------------------------------------------------------------- /Assets/Scripts/Animation/PlayerAnimationManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class PlayerAnimationManager : MonoBehaviour 4 | { 5 | public enum AnimState 6 | { 7 | Player_Idle, 8 | Player_Run, 9 | Player_Walk, 10 | Player_Watering, 11 | Player_Harvesting, 12 | Player_Holding, 13 | Player_Digging, 14 | } 15 | 16 | [SerializeField] private Animator animator; 17 | [SerializeField] private AnimState currentState; 18 | 19 | 20 | // Start is called before the first frame update 21 | void Start() 22 | { 23 | animator = GetComponent(); 24 | } 25 | 26 | public void ChangeAnimationState(AnimState newAnimState, float fadeDuration) 27 | { 28 | //stop if its the same animation 29 | if (currentState == newAnimState) return; 30 | 31 | animator.CrossFade(newAnimState.ToString(), fadeDuration); 32 | // animator.Play(newAnimState.ToString()); 33 | 34 | currentState = newAnimState; 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerWalk.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class PlayerWalk : CharacterStateBase 4 | { 5 | [SerializeField] private float fadeDuration = 0.05f; 6 | 7 | override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 8 | { 9 | } 10 | 11 | override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 12 | { 13 | if (GetPlayerMovement(animator).PlayerRun()) 14 | { 15 | GetPlayerAnimationManager(animator) 16 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Run, fadeDuration); 17 | } 18 | else if (!GetPlayerMovement(animator).SetMovementAnimation()) 19 | { 20 | GetPlayerAnimationManager(animator) 21 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, fadeDuration); 22 | } 23 | } 24 | 25 | override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 26 | { 27 | } 28 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlayerWatering.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.VisualScripting; 4 | using UnityEngine; 5 | 6 | public class PlayerWatering : CharacterStateBase 7 | { 8 | 9 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 10 | { 11 | GetPlayerManager(animator).isPlayerNotBlocked = false; 12 | GetPlayerManager(animator).currentItem.particleSystem.Play(); 13 | } 14 | 15 | public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 16 | { 17 | GetPlayerManager(animator).isPlayerNotBlocked = false; 18 | 19 | } 20 | 21 | public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 22 | { 23 | GetPlayerAnimationManager(animator).ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, 0); 24 | GetPlayerManager(animator).isPlayerNotBlocked = true; 25 | GetPlayerManager(animator).currentParticle.Stop(); 26 | 27 | } 28 | } -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | UnityAdsSettings: 27 | m_Enabled: 0 28 | m_InitializeOnStartup: 1 29 | m_TestMode: 0 30 | m_IosGameId: 31 | m_AndroidGameId: 32 | m_GameIds: {} 33 | m_GameId: 34 | PerformanceReportingSettings: 35 | m_Enabled: 0 36 | -------------------------------------------------------------------------------- /Assets/Scripts/Product.cs: -------------------------------------------------------------------------------- 1 | using Farm.Processor; 2 | using UnityEngine; 3 | 4 | namespace Farm.Profile 5 | { 6 | public class Product : MonoBehaviour, ICollectable 7 | { 8 | public string Name { get; set; } 9 | 10 | public string Type { get; set; } 11 | 12 | public string jobId; 13 | 14 | public string productId; 15 | 16 | public void OnMouseDown() 17 | { 18 | if (jobId != null && productId != null) 19 | { 20 | Collect(); 21 | } 22 | } 23 | 24 | public BaseProcessor GetProcessor() 25 | { 26 | BaseProcessor processor = ProcessManager.GetProcessor(jobId); 27 | return processor; 28 | } 29 | 30 | public void Collect() 31 | { 32 | BaseProcessor processor = GetProcessor(); 33 | 34 | if (processor != null && processor.GetType() == typeof(PlantProcessor)) 35 | { 36 | (processor as PlantProcessor).Collect(jobId, productId); 37 | } 38 | } 39 | } 40 | } -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 11 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 0 30 | m_SerializeInlineMappingsOnOneLine: 1 -------------------------------------------------------------------------------- /ProjectSettings/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreReleasePackages: 0 16 | m_EnablePackageDependencies: 0 17 | m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | m_SeeAllPackageVersions: 0 20 | oneTimeWarningShown: 0 21 | m_Registries: 22 | - m_Id: main 23 | m_Name: 24 | m_Url: https://packages.unity.com 25 | m_Scopes: [] 26 | m_IsDefault: 1 27 | m_Capabilities: 7 28 | m_UserSelectedRegistryName: 29 | m_UserAddingNewScopedRegistry: 0 30 | m_RegistryInfoDraft: 31 | m_Modified: 0 32 | m_ErrorMessage: 33 | m_UserModificationsInstanceId: -830 34 | m_OriginalInstanceId: -832 35 | m_LoadAssets: 50 36 | -------------------------------------------------------------------------------- /Assets/Scripts/Animation/CharacterStateBase.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CharacterStateBase : StateMachineBehaviour 4 | { 5 | private PlayerAnimationManager _playerAnimationManager; 6 | private PlayerMovement _playerMovement; 7 | private PlayerManager _playerManager; 8 | 9 | public PlayerAnimationManager GetPlayerAnimationManager(Animator animator) 10 | { 11 | if (_playerAnimationManager == null) 12 | { 13 | _playerAnimationManager = animator.GetComponentInParent(); 14 | } 15 | 16 | return _playerAnimationManager; 17 | } 18 | 19 | public PlayerMovement GetPlayerMovement(Animator animator) 20 | { 21 | if (_playerMovement == null) 22 | { 23 | _playerMovement = animator.GetComponentInParent(); 24 | } 25 | 26 | return _playerMovement; 27 | } 28 | 29 | public PlayerManager GetPlayerManager(Animator animator) 30 | { 31 | if (_playerManager == null) 32 | { 33 | _playerManager = animator.GetComponentInParent(); 34 | } 35 | 36 | return _playerManager; 37 | } 38 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ![Unity](https://img.shields.io/badge/Unity-100000?style=for-the-badge&logo=unity&logoColor=white) 2 | 3 | ![csharp](https://forthebadge.com/images/badges/made-with-c-sharp.svg) 4 | 5 | # 3D-Farm-Game (In development) 6 | 7 | ## Introduction 8 | 3D Farm game where you can plant, harvest and trade. 9 | 10 | ## Contributors 11 | Enes Özdemir : https://github.com/enes-ozdemir
12 | Hasan Gözüm : https://github.com/haserta98 13 | 14 | 15 | ## Screenshots 16 | 17 | 18 | 22 | 23 | 27 | 28 | 32 | 35 | 36 | 37 | 38 |
19 | 20 | 21 | 24 | 25 | 26 |
29 | 30 | 31 | 33 | 34 |
39 | 40 | -------------------------------------------------------------------------------- /Assets/Scripts/Animation/PlayerRun.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlayerRun : CharacterStateBase 6 | { 7 | [SerializeField] private float fadeDuration = 0.05f; 8 | 9 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 10 | { 11 | } 12 | 13 | public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 14 | { 15 | if (!GetPlayerMovement(animator).PlayerRun()) 16 | { 17 | if (GetPlayerMovement(animator).SetMovementAnimation()) 18 | { 19 | GetPlayerAnimationManager(animator) 20 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Walk, fadeDuration); 21 | } 22 | else 23 | { 24 | GetPlayerAnimationManager(animator) 25 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, fadeDuration); 26 | } 27 | } 28 | } 29 | 30 | public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 31 | { 32 | } 33 | } -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7051dba417b3d53409f2918f1ea4938d 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 1 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | seamlessCubemap: 0 24 | textureFormat: -3 25 | maxTextureSize: 256 26 | textureSettings: 27 | filterMode: 1 28 | aniso: 1 29 | mipBias: -1 30 | wrapMode: 1 31 | nPOTScale: 0 32 | lightmap: 0 33 | compressionQuality: 50 34 | spriteMode: 0 35 | spriteExtrude: 1 36 | spriteMeshType: 1 37 | alignment: 0 38 | spritePivot: {x: .5, y: .5} 39 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 40 | spritePixelsToUnits: 100 41 | alphaIsTransparency: 1 42 | textureType: 2 43 | buildTargetSettings: [] 44 | spriteSheet: 45 | sprites: [] 46 | spritePackingTag: 47 | userData: 48 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 78a59ca99f8987941adb61f9e14a06a7 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 1 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | seamlessCubemap: 0 24 | textureFormat: -3 25 | maxTextureSize: 512 26 | textureSettings: 27 | filterMode: 1 28 | aniso: 1 29 | mipBias: -1 30 | wrapMode: 1 31 | nPOTScale: 0 32 | lightmap: 0 33 | compressionQuality: 50 34 | spriteMode: 0 35 | spriteExtrude: 1 36 | spriteMeshType: 1 37 | alignment: 0 38 | spritePivot: {x: .5, y: .5} 39 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 40 | spritePixelsToUnits: 100 41 | alphaIsTransparency: 1 42 | textureType: 2 43 | buildTargetSettings: [] 44 | spriteSheet: 45 | sprites: [] 46 | spritePackingTag: 47 | userData: 48 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8da095e39e9b4df488dfd436f81116d6 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 1 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | seamlessCubemap: 0 24 | textureFormat: -3 25 | maxTextureSize: 128 26 | textureSettings: 27 | filterMode: 1 28 | aniso: 1 29 | mipBias: -1 30 | wrapMode: 1 31 | nPOTScale: 0 32 | lightmap: 0 33 | compressionQuality: 50 34 | spriteMode: 0 35 | spriteExtrude: 1 36 | spriteMeshType: 1 37 | alignment: 0 38 | spritePivot: {x: .5, y: .5} 39 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 40 | spritePixelsToUnits: 100 41 | alphaIsTransparency: 1 42 | textureType: 2 43 | buildTargetSettings: [] 44 | spriteSheet: 45 | sprites: [] 46 | spritePackingTag: 47 | userData: 48 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 519694efe2bb2914788b151fbd8c01f4 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 1 9 | linearTexture: 0 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | seamlessCubemap: 0 24 | textureFormat: -1 25 | maxTextureSize: 1024 26 | textureSettings: 27 | filterMode: -1 28 | aniso: -1 29 | mipBias: -1 30 | wrapMode: -1 31 | nPOTScale: 1 32 | lightmap: 0 33 | compressionQuality: 50 34 | spriteMode: 0 35 | spriteExtrude: 1 36 | spriteMeshType: 1 37 | alignment: 0 38 | spritePivot: {x: .5, y: .5} 39 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 40 | spritePixelsToUnits: 100 41 | alphaIsTransparency: 0 42 | textureType: -1 43 | buildTargetSettings: [] 44 | spriteSheet: 45 | sprites: [] 46 | spritePackingTag: 47 | userData: 48 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerHarvesting.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Security.Cryptography; 4 | using UnityEngine; 5 | 6 | public class PlayerHarvesting : CharacterStateBase 7 | { 8 | //private ParticleSystem particle; 9 | 10 | override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 11 | { 12 | GetPlayerManager(animator).isPlayerNotBlocked = false; 13 | } 14 | 15 | override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 16 | { 17 | GetPlayerManager(animator).isPlayerNotBlocked = false; 18 | // particle = Instantiate(GetPlayerManager(animator).currentItem.particleSystem,GetPlayerManager(animator).currentItem.itemPrefab.transform); 19 | } 20 | 21 | //OnStateExit is called when a transition ends and the state machine finishes evaluating this state 22 | override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 23 | { 24 | //GetPlayerAnimationManager(animator).ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Idle, 0); 25 | GetPlayerManager(animator).isPlayerNotBlocked = true; 26 | //Destroy(particle); 27 | } 28 | } -------------------------------------------------------------------------------- /Assets/Scripts/UIManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | public class UIManager : MonoBehaviour 6 | { 7 | [SerializeField] private GameObject inventoryObject; 8 | [SerializeField] private GameObject shopPanel; 9 | public bool _isBagActive=false; 10 | public bool _isShopActive=false; 11 | [SerializeField] public Text goldText; 12 | [SerializeField] private PlayerManager playerManager; 13 | 14 | public void DisplayInventory() 15 | { 16 | if (_isBagActive) 17 | { 18 | inventoryObject.SetActive(true); 19 | _isBagActive = false; 20 | } 21 | else 22 | { 23 | inventoryObject.SetActive(false); 24 | _isBagActive = true; 25 | } 26 | } 27 | 28 | public void DisplayShop() 29 | { 30 | if (_isShopActive) 31 | { 32 | shopPanel.SetActive(false); 33 | _isShopActive = false; 34 | playerManager.isPlayerNotBlocked = true; 35 | } 36 | else 37 | { 38 | shopPanel.SetActive(true); 39 | _isShopActive = true; 40 | playerManager.isPlayerNotBlocked = false; 41 | } 42 | } 43 | 44 | private void Update() 45 | { 46 | //DisplayShop(); 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /ProjectSettings/MemorySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!387306366 &1 4 | MemorySettings: 5 | m_ObjectHideFlags: 0 6 | m_EditorMemorySettings: 7 | m_MainAllocatorBlockSize: -1 8 | m_ThreadAllocatorBlockSize: -1 9 | m_MainGfxBlockSize: -1 10 | m_ThreadGfxBlockSize: -1 11 | m_CacheBlockSize: -1 12 | m_TypetreeBlockSize: -1 13 | m_ProfilerBlockSize: -1 14 | m_ProfilerEditorBlockSize: -1 15 | m_BucketAllocatorGranularity: -1 16 | m_BucketAllocatorBucketsCount: -1 17 | m_BucketAllocatorBlockSize: -1 18 | m_BucketAllocatorBlockCount: -1 19 | m_ProfilerBucketAllocatorGranularity: -1 20 | m_ProfilerBucketAllocatorBucketsCount: -1 21 | m_ProfilerBucketAllocatorBlockSize: -1 22 | m_ProfilerBucketAllocatorBlockCount: -1 23 | m_TempAllocatorSizeMain: -1 24 | m_JobTempAllocatorBlockSize: -1 25 | m_BackgroundJobTempAllocatorBlockSize: -1 26 | m_JobTempAllocatorReducedBlockSize: -1 27 | m_TempAllocatorSizeGIBakingWorker: -1 28 | m_TempAllocatorSizeNavMeshWorker: -1 29 | m_TempAllocatorSizeAudioWorker: -1 30 | m_TempAllocatorSizeCloudWorker: -1 31 | m_TempAllocatorSizeGfx: -1 32 | m_TempAllocatorSizeJobWorker: -1 33 | m_TempAllocatorSizeBackgroundWorker: -1 34 | m_TempAllocatorSizePreloadManager: -1 35 | m_PlatformMemorySettings: {} 36 | -------------------------------------------------------------------------------- /Assets/Scripts/Animation/PlayerIdle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class PlayerIdle : CharacterStateBase 4 | { 5 | [SerializeField] private float fadeDuration = 0.05f; 6 | 7 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 8 | { 9 | } 10 | 11 | public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 12 | { 13 | GetPlayerManager(animator).isPlayerNotBlocked = true; 14 | if (GetPlayerMovement(animator).PlayerRun()) 15 | { 16 | GetPlayerAnimationManager(animator) 17 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Run, fadeDuration); 18 | } 19 | else if (GetPlayerMovement(animator).SetMovementAnimation()) 20 | { 21 | GetPlayerAnimationManager(animator) 22 | .ChangeAnimationState(PlayerAnimationManager.AnimState.Player_Walk, fadeDuration); 23 | } 24 | else if (GetPlayerManager(animator).CheckIfInteract() != PlayerAnimationManager.AnimState.Player_Idle) 25 | { 26 | GetPlayerAnimationManager(animator).ChangeAnimationState(GetPlayerManager(animator).CheckIfInteract(), 0f); 27 | } 28 | } 29 | 30 | public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 31 | { 32 | } 33 | } -------------------------------------------------------------------------------- /Assets/Scripts/profile/SeedPreRequirementProfile.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Farm.Profile 4 | { 5 | public enum SeedPreRequirementType 6 | { 7 | WATER, 8 | FERTILIZER 9 | } 10 | 11 | [CreateAssetMenu(fileName = "Seed PreRequirement", menuName = "Profile/SeedPreRequirement", order = 1)] 12 | public class SeedPreRequirementProfile : ScriptableObject 13 | { 14 | public string Name; 15 | public SeedPreRequirementType Type = SeedPreRequirementType.WATER; 16 | public bool Enabled = true; 17 | public float Amount = 0f; 18 | public float InitialAmount = 0f; 19 | 20 | public SeedPreRequirement ToClass() 21 | { 22 | return new SeedPreRequirement(Name, Type, Enabled, InitialAmount, this); 23 | } 24 | } 25 | 26 | 27 | public class SeedPreRequirement 28 | { 29 | public string Name; 30 | public SeedPreRequirementType Type; 31 | public bool Enabled; 32 | public float Amount; 33 | public SeedPreRequirementProfile profile; 34 | 35 | public SeedPreRequirement(string Name, SeedPreRequirementType Type, bool Enabled, float Amount, SeedPreRequirementProfile profile) 36 | { 37 | this.Name = Name; 38 | this.Type = Type; 39 | this.Enabled = Enabled; 40 | this.Amount = Amount; 41 | this.profile = profile; 42 | } 43 | } 44 | } -------------------------------------------------------------------------------- /Assets/Scripts/inventory/UIEffectManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using DG.Tweening; 5 | 6 | public class UIEffectManager : MonoBehaviour 7 | 8 | { 9 | [SerializeField] private RectTransform targetRectTransform; 10 | 11 | [SerializeField] private float endScale = 6f; 12 | 13 | [SerializeField] private float startPositionX = 5f; 14 | [SerializeField] private float endPositionX = 0f; 15 | 16 | private Sequence _sequence; 17 | 18 | public void FlyIn() 19 | { 20 | targetRectTransform.DOLocalMoveX(endPositionX, 0.5f, false); 21 | } 22 | 23 | public void FlyOut() 24 | { 25 | targetRectTransform.DOLocalMoveX(startPositionX, 0.5f, false); 26 | 27 | } 28 | 29 | private void Scale() 30 | { 31 | targetRectTransform.DOScale(endScale, 0.5f); 32 | } 33 | 34 | public void SequenceFlyIn() 35 | { 36 | _sequence = DOTween.Sequence().SetAutoKill(false); 37 | 38 | _sequence.Append(targetRectTransform.DOLocalMoveX(endPositionX, 2F, false).SetEase(Ease.InElastic)); 39 | _sequence.Append(targetRectTransform.DOScale(endScale, 0.5f)); 40 | } 41 | 42 | public void Rewind() => _sequence.Rewind(); 43 | 44 | // Start is called before the first frame update 45 | void Start() 46 | { 47 | } 48 | 49 | // Update is called once per frame 50 | void Update() 51 | { 52 | } 53 | } 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ffffffffffffffffffffffffffffffffffffffffffffffff3ffbffffbffcffff7ffbffff7ffbffffbffcffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 22 | m_AutoSimulation: 1 23 | m_AutoSyncTransforms: 0 24 | m_ReuseCollisionCallbacks: 1 25 | m_ClothInterCollisionSettingsToggle: 0 26 | m_ClothGravity: {x: 0, y: -9.81, z: 0} 27 | m_ContactPairsMode: 0 28 | m_BroadphaseType: 0 29 | m_WorldBounds: 30 | m_Center: {x: 0, y: 0, z: 0} 31 | m_Extent: {x: 250, y: 250, z: 250} 32 | m_WorldSubdivisions: 8 33 | m_FrictionType: 0 34 | m_EnableEnhancedDeterminism: 0 35 | m_EnableUnifiedHeightmaps: 1 36 | m_ImprovedPatchFriction: 0 37 | m_SolverType: 0 38 | m_DefaultMaxAngularSpeed: 7 39 | -------------------------------------------------------------------------------- /Assets/Scripts/KeyValueStore.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace Farm.Core 4 | { 5 | public class KeyValueStore 6 | { 7 | private Dictionary store = new Dictionary(); 8 | 9 | public KeyValueStore(Dictionary store) 10 | { 11 | this.store = store; 12 | } 13 | 14 | public R get(T key) 15 | { 16 | R value; 17 | store.TryGetValue(key, out value); 18 | return value; 19 | } 20 | 21 | public int count() 22 | { 23 | return store.Count; 24 | } 25 | 26 | public R getOrDefault(T key, R defaultValue) 27 | { 28 | R value; 29 | store.TryGetValue(key, out value); 30 | if (value == null) 31 | { 32 | return defaultValue; 33 | } 34 | return value; 35 | } 36 | 37 | public void set(T key, R value) 38 | { 39 | if (store.ContainsKey(key)) 40 | { 41 | store.Remove(key); 42 | store.Add(key, value); 43 | } 44 | else 45 | { 46 | store.Add(key, value); 47 | } 48 | } 49 | 50 | public bool exist(T key) 51 | { 52 | return store.ContainsKey(key); 53 | } 54 | 55 | public bool exist(R value) 56 | { 57 | return store.ContainsValue(value); 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m_CorrespondingSourceObject: {fileID: 0} 39 | m_PrefabInstance: {fileID: 0} 40 | m_PrefabAsset: {fileID: 0} 41 | m_GameObject: {fileID: 2717037866068250175} 42 | m_Enabled: 1 43 | m_EditorHideFlags: 0 44 | m_Script: {fileID: 11500000, guid: 7d01ad49bd4823443a6742d84edc3d7d, type: 3} 45 | m_Name: 46 | m_EditorClassIdentifier: 47 | inventoryObject: {fileID: 0} 48 | -------------------------------------------------------------------------------- /Assets/Scripts/Npc/RandomIdleAnimBehaviour.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RandomIdleAnimBehaviour : StateMachineBehaviour 6 | { 7 | //OnStateEnter is called when a transition starts and the state machine starts to evaluate this state 8 | public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 9 | { 10 | int randomIdle = Random.Range(0, 2); 11 | animator.SetInteger("RandomIdle",randomIdle); 12 | } 13 | 14 | // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks 15 | //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 16 | //{ 17 | // 18 | //} 19 | 20 | // OnStateExit is called when a transition ends and the state machine finishes evaluating this state 21 | //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 22 | //{ 23 | // 24 | //} 25 | 26 | // OnStateMove is called right after Animator.OnAnimatorMove() 27 | //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 28 | //{ 29 | // // Implement code that processes and affects root motion 30 | //} 31 | 32 | // OnStateIK is called right after Animator.OnAnimatorIK() 33 | //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 34 | //{ 35 | // // Implement code 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.EventSystems; 3 | using System; 4 | 5 | public class ItemSlot : BaseItemSlot, IDragHandler, IBeginDragHandler, IEndDragHandler, IDropHandler 6 | { 7 | public event Action OnBeginDragEvent; 8 | public event Action OnEndDragEvent; 9 | public event Action OnDragEvent; 10 | public event Action OnDropEvent; 11 | public event Action OnBuyEvent; 12 | 13 | [SerializeField] public bool buyableSlot = false; 14 | 15 | private Color dragColor = new Color(1, 1, 1, 0.5f); 16 | 17 | 18 | public override bool CanAddStack(Item item, int amount = 1) 19 | { 20 | return base.CanAddStack(item, amount) && Amount + amount <= item.maximumStacks; 21 | } 22 | 23 | public override bool CanReceiveItem(Item item) 24 | { 25 | return true; 26 | } 27 | 28 | Vector2 originalPosition; 29 | 30 | public void OnDrag(PointerEventData eventData) 31 | { 32 | OnDragEvent?.Invoke(this); 33 | } 34 | 35 | public void OnBeginDrag(PointerEventData eventData) 36 | { 37 | if (Item != null) 38 | image.color = dragColor; 39 | OnBeginDragEvent?.Invoke(this); 40 | } 41 | 42 | public void OnEndDrag(PointerEventData eventData) 43 | { 44 | if (Item != null) 45 | image.color = normalColor; 46 | OnEndDragEvent?.Invoke(this); 47 | } 48 | 49 | public void OnDrop(PointerEventData eventData) 50 | { 51 | OnDropEvent?.Invoke(this); 52 | } 53 | 54 | public void OnBuy(PointerEventData eventData) 55 | { 56 | OnBuyEvent?.Invoke(this); 57 | } 58 | } -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Scripts/inventory/EquippableItem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace inventory 4 | { 5 | public enum EquipmentType 6 | { 7 | Shovel, 8 | Fertilizer, 9 | WateringCan, 10 | Sickle, 11 | } 12 | 13 | [CreateAssetMenu] 14 | public class EquippableItem : Item, IEquippable 15 | 16 | { 17 | [SerializeField] public PlayerAnimationManager.AnimState animName; 18 | [SerializeField] public string holdingAnim; 19 | [SerializeField] public EquipmentType equipmentType; 20 | [SerializeField] private int level; 21 | [SerializeField] public GameObject itemPrefab; 22 | [SerializeField] private bool isSpendable; 23 | [SerializeField] public ParticleSystem particleSystem; 24 | 25 | [SerializeField] public Vector3 coordinates = new Vector3(0, 0, 0); 26 | [SerializeField] public Quaternion rotation = Quaternion.identity; 27 | 28 | public void Interact(Animator animator) 29 | { 30 | Debug.Log("Interact"); 31 | } 32 | 33 | public void InstantiateEquippableItem(Transform transform, Animator animator) 34 | { 35 | Instantiate(itemPrefab.gameObject, transform); 36 | if (!holdingAnim.Equals("")) 37 | { 38 | animator.SetBool(holdingAnim, true); 39 | } 40 | 41 | itemPrefab.gameObject.transform.position = coordinates; 42 | itemPrefab.gameObject.transform.rotation = rotation.normalized; 43 | } 44 | } 45 | 46 | public interface IEquippable 47 | { 48 | void Interact(Animator animator); 49 | 50 | void InstantiateEquippableItem(Transform transform, Animator animator); 51 | } 52 | } -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | Assembly-CSharp.csproj 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Ignore Game Assets 24 | /[Aa]ssets/Asset 25 | /[Aa]ssets/Objects 26 | 27 | # Autogenerated Jetbrains Rider plugin 28 | /[Aa]ssets/Plugins/Editor/JetBrains* 29 | 30 | # Visual Studio cache directory 31 | .vs/ 32 | 33 | # Gradle cache directory 34 | .gradle/ 35 | Assembly-CSharp.csproj 36 | Assembly-CSharp.Player.csproj 37 | *.sln 38 | *.csproj 39 | # Autogenerated VS/MD/Consulo solution and project files 40 | ExportedObj/ 41 | .consulo/ 42 | *.suo 43 | *.tmp 44 | *.user 45 | *.userprefs 46 | *.pidb 47 | *.booproj 48 | *.svd 49 | *.pdb 50 | *.mdb 51 | *.opendb 52 | *.VC.db 53 | 54 | # Unity3D generated meta files 55 | *.pidb.meta 56 | *.pdb.meta 57 | *.mdb.meta 58 | 59 | # Unity3D generated file on crash reports 60 | sysinfo.txt 61 | 62 | # Builds 63 | *.apk 64 | *.aab 65 | *.unitypackage 66 | 67 | # Crashlytics generated file 68 | crashlytics-build.properties 69 | 70 | # Packed Addressables 71 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 72 | 73 | # Temporary auto-generated Android Assets 74 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 75 | /[Aa]ssets/[Ss]treamingAssets/aa/* 76 | /Assembly-CSharp.csproj 77 | 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/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.cinemachine": "2.8.4", 4 | "com.unity.collab-proxy": "1.15.7", 5 | "com.unity.ide.rider": "3.0.9", 6 | "com.unity.ide.visualstudio": "2.0.14", 7 | "com.unity.ide.vscode": "1.2.4", 8 | "com.unity.inputsystem": "1.3.0", 9 | "com.unity.test-framework": "1.1.29", 10 | "com.unity.textmeshpro": "3.0.6", 11 | "com.unity.timeline": "1.6.3", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.visualscripting": "1.7.6", 14 | "com.unity.modules.ai": "1.0.0", 15 | "com.unity.modules.androidjni": "1.0.0", 16 | "com.unity.modules.animation": "1.0.0", 17 | "com.unity.modules.assetbundle": "1.0.0", 18 | "com.unity.modules.audio": "1.0.0", 19 | "com.unity.modules.cloth": "1.0.0", 20 | "com.unity.modules.director": "1.0.0", 21 | "com.unity.modules.imageconversion": "1.0.0", 22 | "com.unity.modules.imgui": "1.0.0", 23 | "com.unity.modules.jsonserialize": "1.0.0", 24 | "com.unity.modules.particlesystem": "1.0.0", 25 | "com.unity.modules.physics": "1.0.0", 26 | "com.unity.modules.physics2d": "1.0.0", 27 | "com.unity.modules.screencapture": "1.0.0", 28 | "com.unity.modules.terrain": "1.0.0", 29 | "com.unity.modules.terrainphysics": "1.0.0", 30 | "com.unity.modules.tilemap": "1.0.0", 31 | "com.unity.modules.ui": "1.0.0", 32 | "com.unity.modules.uielements": "1.0.0", 33 | "com.unity.modules.umbra": "1.0.0", 34 | "com.unity.modules.unityanalytics": "1.0.0", 35 | "com.unity.modules.unitywebrequest": "1.0.0", 36 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 37 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 38 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 39 | "com.unity.modules.unitywebrequestwww": "1.0.0", 40 | "com.unity.modules.vehicles": "1.0.0", 41 | "com.unity.modules.video": "1.0.0", 42 | "com.unity.modules.vr": "1.0.0", 43 | "com.unity.modules.wind": "1.0.0", 44 | "com.unity.modules.xr": "1.0.0" 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/inventory/ItemContainer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public abstract class ItemContainer : MonoBehaviour, IItemContainer 4 | { 5 | [SerializeField] protected ItemSlot[] itemSlots; 6 | 7 | public virtual bool AddItem(Item item) 8 | { 9 | Debug.Log(item + " Added to the inventory"); 10 | for (int i = 0; i < itemSlots.Length; i++) 11 | { 12 | if (itemSlots[i].Item == null || itemSlots[i].CanAddStack(item)) 13 | { 14 | itemSlots[i].Item = item; 15 | itemSlots[i].Amount++; 16 | return true; 17 | } 18 | } 19 | 20 | return false; 21 | } 22 | 23 | public virtual bool RemoveItem(Item item) 24 | { 25 | for (int i = 0; i < itemSlots.Length; i++) 26 | { 27 | if (itemSlots[i].Item == item) 28 | { 29 | itemSlots[i].Amount--; 30 | return true; 31 | } 32 | } 33 | 34 | return false; 35 | } 36 | 37 | public virtual Item RemoveItem(string itemID) 38 | { 39 | for (int i = 0; i < itemSlots.Length; i++) 40 | { 41 | Item item = itemSlots[i].Item; 42 | if (item != null && item.ID == itemID) 43 | { 44 | itemSlots[i].Amount--; 45 | return item; 46 | } 47 | } 48 | 49 | return null; 50 | } 51 | 52 | public virtual bool IsFull() 53 | { 54 | for (int i = 0; i < itemSlots.Length; i++) 55 | { 56 | if (itemSlots[i].Item == null) 57 | { 58 | return false; 59 | } 60 | } 61 | 62 | return true; 63 | } 64 | 65 | public virtual int ItemCount(string itemID) 66 | { 67 | int itemCount = 0; 68 | for (int i = 0; i < itemSlots.Length; i++) 69 | { 70 | if (itemSlots[i].Item.ID == itemID) 71 | { 72 | itemCount++; 73 | } 74 | } 75 | 76 | return itemCount; 77 | } 78 | } -------------------------------------------------------------------------------- /Assets/Scripts/Singleton.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEngine; 4 | 5 | public abstract class Singleton : MonoBehaviour where T : Singleton 6 | { 7 | #region Variables 8 | protected static bool Quitting { get; private set; } 9 | 10 | private static readonly object Lock = new object(); 11 | private static Dictionary> _instances; 12 | 13 | public static T Instance 14 | { 15 | get 16 | { 17 | if (Quitting) 18 | { 19 | return null; 20 | } 21 | lock (Lock) 22 | { 23 | if (_instances == null) 24 | _instances = new Dictionary>(); 25 | 26 | if (_instances.ContainsKey(typeof(T))) 27 | return (T)_instances[typeof(T)]; 28 | else 29 | return null; 30 | } 31 | } 32 | } 33 | 34 | #endregion 35 | 36 | #region Methods 37 | private void OnEnable() 38 | { 39 | if (!Quitting) 40 | { 41 | bool iAmSingleton = false; 42 | 43 | lock (Lock) 44 | { 45 | if (_instances == null) 46 | _instances = new Dictionary>(); 47 | 48 | if (_instances.ContainsKey(this.GetType())) 49 | Destroy(this.gameObject); 50 | else 51 | { 52 | iAmSingleton = true; 53 | 54 | _instances.Add(this.GetType(), this); 55 | 56 | DontDestroyOnLoad(gameObject); 57 | } 58 | } 59 | 60 | if (iAmSingleton) 61 | OnEnableCallback(); 62 | } 63 | } 64 | 65 | private void OnApplicationQuit() 66 | { 67 | Quitting = true; 68 | 69 | OnApplicationQuitCallback(); 70 | } 71 | 72 | protected abstract void OnApplicationQuitCallback(); 73 | 74 | protected abstract void OnEnableCallback(); 75 | #endregion 76 | } -------------------------------------------------------------------------------- /Assets/Scripts/vehicle/HarvestingVehicleController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Farm.Vehicle 4 | { 5 | public class HarvestingVehicleController : CarController 6 | { 7 | [SerializeField] private bool reelEnabled = false; 8 | [SerializeField] private float reelRotationSpeed = 10f; 9 | [SerializeField] private Transform reelTransform; 10 | 11 | private float timeCounter = 0f; 12 | private float timeToDisable = 1f; 13 | private bool reelDisableAnimation = false; 14 | 15 | protected override void OnFixedUpdate() 16 | { 17 | } 18 | 19 | protected override void OnUpdate() 20 | { 21 | HandleInput(); 22 | HandleReelRotate(); 23 | } 24 | 25 | protected override void OnStart() 26 | { 27 | } 28 | 29 | private void HandleReelRotate() 30 | { 31 | if (reelEnabled) 32 | { 33 | reelTransform.Rotate(90*Time.deltaTime*reelRotationSpeed,0,0); 34 | } 35 | else 36 | { 37 | if (reelDisableAnimation) 38 | { 39 | timeCounter -= Time.deltaTime; 40 | if (timeCounter <= 0) 41 | { 42 | timeCounter = 0f; 43 | reelDisableAnimation = false; 44 | } 45 | reelTransform.Rotate(90*Time.deltaTime*reelRotationSpeed*(timeCounter/timeToDisable), 0, 0); 46 | } 47 | } 48 | } 49 | 50 | private void HandleInput() 51 | { 52 | if (Input.GetKeyDown(KeyCode.R)) 53 | { 54 | reelEnabled = !reelEnabled; 55 | if (!reelEnabled) 56 | { 57 | timeCounter = timeToDisable; 58 | reelDisableAnimation = true; 59 | } 60 | else 61 | { 62 | timeCounter = timeToDisable; 63 | reelDisableAnimation = false; 64 | } 65 | } 66 | } 67 | } 68 | } -------------------------------------------------------------------------------- /Assets/Scripts/CameraFollow.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class CameraFollow : MonoBehaviour 5 | { 6 | private Quaternion cameraRot; 7 | 8 | public Transform target; 9 | 10 | public float distance = 5f; 11 | public float minDistance = 1f; 12 | public float maxDistance = 7f; 13 | 14 | public Vector3 offset; 15 | 16 | public float smoothSpeed = 5f; 17 | public float scroolSensivity = 1; 18 | 19 | public float minXRotAngle = -80; //min angle around x axis 20 | public float maxXRotAngle = 80; // max angle around x axis 21 | 22 | //Mouse rotation related 23 | public float rotX; // around x 24 | public float rotY; // around y 25 | 26 | [Range(0.1f, 5f)] 27 | [Tooltip("How sensitive the mouse drag to camera rotation")] 28 | public float mouseRotateSpeed = 0.8f; 29 | 30 | [Tooltip("Smaller positive value means smoother rotation, 1 means no smooth apply")] 31 | public float slerpValue = 0.25f; 32 | 33 | private void Update() 34 | { 35 | if (Input.GetMouseButton(1)) 36 | { 37 | rotX += -Input.GetAxis("Mouse Y") * mouseRotateSpeed; // around X 38 | rotY += Input.GetAxis("Mouse X") * mouseRotateSpeed; 39 | } 40 | 41 | if (rotX < minXRotAngle) 42 | { 43 | rotX = minXRotAngle; 44 | } 45 | else if (rotX > maxXRotAngle) 46 | { 47 | rotX = maxXRotAngle; 48 | } 49 | } 50 | 51 | private void LateUpdate() 52 | { 53 | float num = Input.GetAxis("Mouse ScrollWheel"); 54 | distance -= num * scroolSensivity; 55 | distance = Mathf.Clamp(distance, minDistance, maxDistance); 56 | 57 | Vector3 pos = target.position + offset; 58 | pos -= transform.right * distance; 59 | 60 | transform.position = Vector3.Lerp(transform.position, pos, smoothSpeed); 61 | 62 | Vector3 dir = new Vector3(0, 0, -distance); 63 | Quaternion newQ; 64 | newQ = Quaternion.Euler(rotX , rotY, 0); 65 | cameraRot = Quaternion.Slerp(cameraRot, newQ, slerpValue); 66 | transform.position = target.position + cameraRot * dir; 67 | transform.LookAt(target.position); 68 | } 69 | 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Plugins/Demigiant/DOTween/readme.txt: -------------------------------------------------------------------------------- 1 | DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant 2 | 3 | // IMPORTANT!!! ///////////////////////////////////////////// 4 | // Upgrading DOTween from versions older than 1.2.000 /////// 5 | // (or DOTween Pro older than 1.0.000) ////////////////////// 6 | ------------------------------------------------------------- 7 | If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. 8 | 1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry 9 | 2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath 10 | 3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup 11 | 4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) 12 | 13 | // GET STARTED ////////////////////////////////////////////// 14 | 15 | - After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. 16 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween. 17 | - You're ready to tween. Check out the links below for full documentation and license info. 18 | 19 | 20 | // LINKS /////////////////////////////////////////////////////// 21 | 22 | DOTween website (documentation, examples, etc): http://dotween.demigiant.com 23 | DOTween license: http://dotween.demigiant.com/license.php 24 | DOTween repository (Google Code): https://code.google.com/p/dotween/ 25 | Demigiant website (documentation, examples, etc): http://www.demigiant.com 26 | 27 | // NOTES ////////////////////////////////////////////////////// 28 | 29 | - DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | 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| using UnityEngine; 4 | 5 | public class Inventory : ItemContainer 6 | { 7 | [SerializeField] private List startingItems; 8 | [SerializeField] private Transform itemParent; 9 | 10 | public event Action OnPointerEnterEvent; 11 | public event Action OnPointerExitEvent; 12 | public event Action OnBeginDragEvent; 13 | public event Action OnEndDragEvent; 14 | public event Action OnDragEvent; 15 | public event Action OnDropEvent; 16 | public event Action OnShiftRightClickEvent; 17 | public event Action onBuyEvent; 18 | 19 | private void Start() 20 | { 21 | for (int i = 0; i < itemSlots.Length; i++) 22 | { 23 | itemSlots[i].OnPointerEnterEvent += OnPointerEnterEvent; 24 | itemSlots[i].OnPointerExitEvent += OnPointerExitEvent; 25 | itemSlots[i].OnBeginDragEvent += OnBeginDragEvent; 26 | itemSlots[i].OnEndDragEvent += OnEndDragEvent; 27 | itemSlots[i].OnDropEvent += OnDropEvent; 28 | itemSlots[i].OnDragEvent += OnDragEvent; 29 | itemSlots[i].OnShiftRightClickEvent += OnShiftRightClickEvent; 30 | } 31 | SetStartingItems(); 32 | } 33 | 34 | private void OnValidate() 35 | { 36 | if (itemParent != null) 37 | { 38 | itemSlots = itemParent.GetComponentsInChildren(); 39 | } 40 | 41 | //SetStartingItems(); 42 | } 43 | 44 | private void SetStartingItems() 45 | { 46 | int i = 0; 47 | for (; i < startingItems.Count && i < itemSlots.Length; i++) 48 | { 49 | itemSlots[i].Item = startingItems[i].GetCopy(); 50 | itemSlots[i].Amount = 1; 51 | } 52 | 53 | for (; i < itemSlots.Length; i++) 54 | { 55 | itemSlots[i].Item = null; 56 | itemSlots[i].Amount = 0; 57 | } 58 | } 59 | 60 | 61 | // public bool ContainsItem(Item item) 62 | // { 63 | // for (int i = 0; i < itemSlots.Length; i++) 64 | // { 65 | // if (itemSlots[i].Item == item) 66 | // { 67 | // return true; 68 | // } 69 | // } 70 | // 71 | // return false; 72 | // } 73 | } -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: 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outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | 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-------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.VisualScripting; 5 | using UnityEngine; 6 | using Random = UnityEngine.Random; 7 | 8 | public class Patrol : MonoBehaviour 9 | { 10 | public float speed; 11 | private float _waitTime; 12 | public float startWaitTime; 13 | 14 | public Transform[] moveSpots; 15 | private int _randomSpot; 16 | 17 | private Rigidbody rb; 18 | 19 | private void Start() 20 | { 21 | _waitTime = startWaitTime; 22 | _randomSpot = Random.Range(0, moveSpots.Length); 23 | rb = GetComponent(); 24 | } 25 | 26 | private void Update() 27 | { 28 | var position = transform.position; 29 | 30 | Vector3 dir = position - moveSpots[_randomSpot].position; 31 | //transform.LookAt(dir* Time.deltaTime * 20f); 32 | position = 33 | Vector3.MoveTowards(position, moveSpots[_randomSpot].position, speed * Time.deltaTime); 34 | transform.position = position; 35 | 36 | this.transform.rotation = 37 | Quaternion.Slerp(this.transform.rotation, 38 | Quaternion.LookRotation(dir), 0.2f); 39 | 40 | 41 | //transform.rotation = Quaternion.LookRotation(rb.velocity); 42 | //transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 10f * Time.deltaTime); 43 | 44 | //&&transform.rotation = Quaternion.Slerp(Quaternion.Euler(moveSpots[_randomSpot].position.x, -90f,0f), Quaternion.LookRotation(moveSpots[_randomSpot].position), 2f * Time.deltaTime); 45 | // if (dir != Vector3.zero) 46 | // { 47 | // transform.rotation = Quaternion.Slerp( 48 | // transform.rotation, 49 | // Quaternion.LookRotation(dir), 50 | // Time.deltaTime * 1f 51 | // ); 52 | // } 53 | //transform.LookAt(transform.position + moveSpots[_randomSpot].position); 54 | // transform.Translate(dir * Time.deltaTime); 55 | //transform.rotation = Quaternion.LookRotation(dir); 56 | // transform.rotation = Quaternion.LookRotation(Vector3.forward, dir.normalized); 57 | 58 | if (Vector3.Distance(transform.position, moveSpots[_randomSpot].position) < 0.4f) 59 | { 60 | if (_waitTime <= 0) 61 | { 62 | _randomSpot = Random.Range(0, moveSpots.Length); 63 | _waitTime = startWaitTime; 64 | } 65 | else 66 | { 67 | _waitTime -= Time.deltaTime; 68 | } 69 | } 70 | // transform.Translate(Vector3.forward * speed * Time.deltaTime); 71 | 72 | // Vector3 movDir = new Vector3(moveSpots[_randomSpot].position.x, 0, moveSpots[_randomSpot].position.y); 73 | // movDir.Normalize(); 74 | // transform.Translate(movDir * speed * Time.deltaTime, Space.World); 75 | } 76 | } -------------------------------------------------------------------------------- /Assets/Scripts/process/TimeBasedProcessor.cs: -------------------------------------------------------------------------------- 1 | using Farm.Profile; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Farm.Processor 6 | { 7 | public abstract class TimeBasedProcessor :BaseProcessor 8 | { 9 | protected List timers = new List(); 10 | 11 | protected List stages = new List(); 12 | 13 | protected int finishedCount = 0; 14 | 15 | public void Update() 16 | { 17 | //if status true and 18 | if (Status && finishedCount != Profile.ProductJobs.Count) 19 | { 20 | if (Profile != null && Profile.ProductJobs.Count > 0) 21 | { 22 | //loop every product job 23 | for (int i = 0; i < Profile.ProductJobs.Count; i++) 24 | { 25 | ProductJob job = Profile.ProductJobs[i]; 26 | 27 | //if this job new, add stage for stage tracking 28 | if (stages.Count <= i) 29 | { 30 | stages.Add(0); 31 | } 32 | 33 | int Stage = stages[i]; 34 | 35 | if (!CanProcess(job, i)) continue; 36 | 37 | //if current stage is the last stage, then continue 38 | //finished job 39 | if (Stage == job.stages.Count) 40 | { 41 | continue; 42 | } 43 | 44 | //if this job new, add stage for time tracking 45 | if (timers.Count <= i) 46 | { 47 | timers.Add(Time.deltaTime); 48 | } 49 | else 50 | { 51 | timers[i] += Time.deltaTime; 52 | 53 | //if current stage is time up, update state 54 | if (job.stages[Stage].Time <= timers[i]) 55 | { 56 | UpdateState(stages[i], i); 57 | stages[i]++; 58 | } 59 | 60 | //if currrent product job is completed, then process 61 | if (timers[i] >= job.Time) 62 | { 63 | timers[i] = 0f; 64 | finishedCount++; 65 | 66 | PreProcess(job, i); 67 | Process(job, i); 68 | AfterProcess(job, i); 69 | } 70 | } 71 | } 72 | } 73 | } 74 | } 75 | 76 | 77 | public abstract void UpdateState(int stage, int jobIndex); 78 | 79 | public abstract void Collect(string jobId, string productId); 80 | } 81 | } -------------------------------------------------------------------------------- /Assets/Scripts/PlantActions.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Farm.Entity; 4 | using Farm.Processor; 5 | using Farm.Profile; 6 | using UnityEngine; 7 | 8 | public class PlantActions : MonoBehaviour 9 | { 10 | public float distance = 10; 11 | public LayerMask layerMask; 12 | 13 | public RaycastHit[] hits; 14 | 15 | public void Update() 16 | { 17 | CheckRay(); 18 | CheckCollect(); 19 | CheckWatering(); 20 | } 21 | 22 | private void CheckRay() 23 | { 24 | hits = Physics.BoxCastAll(transform.position, gameObject.transform.lossyScale / 2, transform.forward, 25 | gameObject.transform.rotation, distance, layerMask); 26 | } 27 | 28 | private void CheckFertilizer() 29 | { 30 | if (hits.Length == 0) 31 | { 32 | return; 33 | } 34 | 35 | if (Input.GetKeyDown(KeyCode.F)) 36 | { 37 | foreach (RaycastHit raycastHit in hits) 38 | { 39 | Seed seed = raycastHit.transform.gameObject.GetComponent(); 40 | if (seed != null && seed.ProductJob != null) 41 | { 42 | bool isFertilized = seed.ProductJob.CheckPreRequirementWithType(SeedPreRequirementType.FERTILIZER); 43 | if (!isFertilized) 44 | { 45 | seed.ProductJob.UpdatePreRequirementAmountWithType(SeedPreRequirementType.FERTILIZER, 1); 46 | Debug.Log("Fertilized with 1"); 47 | } 48 | } 49 | } 50 | } 51 | } 52 | 53 | private void CheckWatering() 54 | { 55 | if (hits.Length == 0) 56 | { 57 | return; 58 | } 59 | 60 | if (Input.GetKeyDown(KeyCode.F)) 61 | { 62 | foreach (RaycastHit raycastHit in hits) 63 | { 64 | Seed seed = raycastHit.transform.gameObject.GetComponent(); 65 | if (seed != null && seed.ProductJob != null) 66 | { 67 | bool isFinished = seed.ProductJob.CheckPreRequirementWithType(SeedPreRequirementType.WATER); 68 | if (!isFinished) 69 | { 70 | seed.ProductJob.UpdatePreRequirementAmountWithType(SeedPreRequirementType.WATER, 1); 71 | Debug.Log(1); 72 | } 73 | } 74 | } 75 | } 76 | } 77 | 78 | private void CheckCollect() 79 | { 80 | if (hits.Length == 0) 81 | { 82 | return; 83 | } 84 | 85 | if (Input.GetKeyDown(KeyCode.E)) 86 | { 87 | foreach (RaycastHit raycastHit in hits) 88 | { 89 | ICollectable product = raycastHit.transform.gameObject.GetComponent(); 90 | if (product != null) 91 | { 92 | product.Collect(); 93 | } 94 | } 95 | } 96 | } 97 | } -------------------------------------------------------------------------------- /Assets/Scripts/UpgradeManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Farm.Core; 4 | using Farm.Profile; 5 | using UnityEngine; 6 | 7 | namespace Farm 8 | { 9 | public enum ComponentEnum 10 | { 11 | SEED 12 | } 13 | 14 | public class UpgradeManager : Singleton 15 | { 16 | private KeyValueStore>> boostProfiles; 17 | 18 | public List carrotBoostProfiles = new List(); 19 | 20 | public UpgradeManager(KeyValueStore>> boostProfiles) 21 | { 22 | this.boostProfiles = boostProfiles; 23 | } 24 | 25 | public UpgradeManager() 26 | { 27 | this.boostProfiles = 28 | new KeyValueStore>>( 29 | new Dictionary>>()); 30 | 31 | } 32 | 33 | private void Awake() 34 | { 35 | addSeedBoostProfile("Carrot", carrotBoostProfiles); 36 | } 37 | 38 | 39 | public List getSeedBoostProfileByName(string Name) 40 | { 41 | var seedStore = this.boostProfiles.getOrDefault(ComponentEnum.SEED, 42 | new KeyValueStore>(new Dictionary>())); 43 | return seedStore.getOrDefault(Name, new List()); 44 | } 45 | 46 | public void addSeedBoostProfile(string Name, BoostProfile profile) 47 | { 48 | var seedStore = this.boostProfiles.getOrDefault(ComponentEnum.SEED, 49 | new KeyValueStore>(new Dictionary>())); 50 | if (seedStore.exist(Name)) 51 | { 52 | var profiles = seedStore.getOrDefault(Name, new List()); 53 | profiles.Add(profile); 54 | seedStore.set(Name, profiles); 55 | } 56 | else 57 | { 58 | var profiles = new List(); 59 | seedStore.set(Name, profiles); 60 | } 61 | this.boostProfiles.set(ComponentEnum.SEED, seedStore); 62 | } 63 | 64 | public void addSeedBoostProfile(string Name, List profile) 65 | { 66 | var seedStore = this.boostProfiles.getOrDefault(ComponentEnum.SEED, 67 | new KeyValueStore>(new Dictionary>())); 68 | var item = seedStore.getOrDefault(Name, new List()); 69 | item.AddRange(profile); 70 | seedStore.set(Name, item); 71 | this.boostProfiles.set(ComponentEnum.SEED, seedStore); 72 | } 73 | 74 | protected override void OnApplicationQuitCallback() 75 | { 76 | } 77 | 78 | protected override void OnEnableCallback() 79 | { 80 | } 81 | } 82 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", 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