├── .gitignore
├── Assets
├── Animations.meta
├── Animations
│ ├── Diamond.meta
│ ├── Diamond
│ │ ├── Diamond.controller
│ │ ├── Diamond.controller.meta
│ │ ├── DiamondDisappear.anim
│ │ ├── DiamondDisappear.anim.meta
│ │ ├── DiamondRotating.anim
│ │ └── DiamondRotating.anim.meta
│ ├── Player.meta
│ ├── Player
│ │ ├── Player.controller
│ │ ├── Player.controller.meta
│ │ ├── Static.anim
│ │ ├── Static.anim.meta
│ │ ├── TurnLeft.anim
│ │ ├── TurnLeft.anim.meta
│ │ ├── TurnRight.anim
│ │ └── TurnRight.anim.meta
│ ├── Wall.meta
│ └── Wall
│ │ ├── HorizontalDisplace.anim
│ │ ├── HorizontalDisplace.anim.meta
│ │ ├── Wall 20.controller
│ │ └── Wall 20.controller.meta
├── Fonts.meta
├── Fonts
│ ├── arialbd.ttf
│ └── arialbd.ttf.meta
├── Images.meta
├── Images
│ ├── Raw.meta
│ ├── Raw
│ │ ├── black_gocube_logo.svg
│ │ ├── black_gocube_logo.svg.meta
│ │ ├── gocube_logo.svg
│ │ ├── gocube_logo.svg.meta
│ │ ├── promotional.svg
│ │ ├── promotional.svg.2016_02_26_02_03_15.0.svg
│ │ ├── promotional.svg.2016_02_26_02_03_15.0.svg.meta
│ │ └── promotional.svg.meta
│ ├── black_gocube.png
│ ├── black_gocube.png.meta
│ ├── bright_gocube_logo.png
│ ├── bright_gocube_logo.png.meta
│ ├── gocube_logo.png
│ ├── gocube_logo.png.meta
│ ├── level4floor.png
│ ├── level4floor.png.meta
│ ├── promotional.png
│ ├── promotional.png.meta
│ ├── starfield_texture.png
│ └── starfield_texture.png.meta
├── Materials.meta
├── Materials
│ ├── BlackWhiteSquaresMaterial.mat
│ ├── BlackWhiteSquaresMaterial.mat.meta
│ ├── DiamondMaterial.mat
│ ├── DiamondMaterial.mat.meta
│ ├── FlatSkyMaterial.mat
│ ├── FlatSkyMaterial.mat.meta
│ ├── PlayerMaterial.mat
│ ├── PlayerMaterial.mat.meta
│ ├── SkyMaterial.mat
│ ├── SkyMaterial.mat.meta
│ ├── WallMaterial.mat
│ └── WallMaterial.mat.meta
├── Music.meta
├── Music
│ ├── Raw.meta
│ ├── Raw
│ │ ├── AudioProjects.meta
│ │ ├── AudioProjects
│ │ │ ├── TakeDiamond.wav
│ │ │ ├── TakeDiamond.wav.meta
│ │ │ ├── Uncompiled.meta
│ │ │ └── Uncompiled
│ │ │ │ ├── TakeDiamond.aup
│ │ │ │ ├── TakeDiamond.aup.meta
│ │ │ │ ├── TakeDiamond_data.meta
│ │ │ │ └── TakeDiamond_data
│ │ │ │ ├── e00.meta
│ │ │ │ └── e00
│ │ │ │ ├── d00.meta
│ │ │ │ └── d00
│ │ │ │ ├── e000008f.au
│ │ │ │ ├── e000008f.au.meta
│ │ │ │ ├── e0000131.au
│ │ │ │ ├── e0000131.au.meta
│ │ │ │ ├── e0000ac0.au
│ │ │ │ ├── e0000ac0.au.meta
│ │ │ │ ├── e0000f3a.au
│ │ │ │ └── e0000f3a.au.meta
│ │ ├── song1.flp
│ │ ├── song1.flp.meta
│ │ ├── song2.flp
│ │ ├── song2.flp.meta
│ │ ├── song3.flp
│ │ ├── song3.flp.meta
│ │ ├── song4.flp
│ │ ├── song4.flp.meta
│ │ ├── song5.flp
│ │ ├── song5.flp.meta
│ │ ├── song6.flp
│ │ ├── song6.flp.meta
│ │ ├── song7.flp
│ │ └── song7.flp.meta
│ ├── song1.mp3
│ ├── song1.mp3.meta
│ ├── song2.mp3
│ ├── song2.mp3.meta
│ ├── song3.mp3
│ ├── song3.mp3.meta
│ ├── song4.mp3
│ ├── song4.mp3.meta
│ ├── song5.mp3
│ ├── song5.mp3.meta
│ ├── song6.mp3
│ ├── song6.mp3.meta
│ ├── song7.mp3
│ └── song7.mp3.meta
├── Prefabs.meta
├── Prefabs
│ ├── Diamond.prefab
│ ├── Diamond.prefab.meta
│ ├── Wall.prefab
│ └── Wall.prefab.meta
├── Scenes.meta
├── Scenes
│ ├── Levels.meta
│ ├── Levels
│ │ ├── Level1.unity
│ │ ├── Level1.unity.meta
│ │ ├── Level2.unity
│ │ ├── Level2.unity.meta
│ │ ├── Level3.unity
│ │ ├── Level3.unity.meta
│ │ ├── Level4.unity
│ │ ├── Level4.unity.meta
│ │ ├── Level5.unity
│ │ ├── Level5.unity.meta
│ │ ├── Level6.unity
│ │ ├── Level6.unity.meta
│ │ ├── Level7.unity
│ │ └── Level7.unity.meta
│ ├── MainMenu.unity
│ └── MainMenu.unity.meta
├── Scripts.meta
├── Scripts
│ ├── ChangeSceneScript.cs
│ ├── ChangeSceneScript.cs.meta
│ ├── ChooseLevelScript.cs
│ ├── ChooseLevelScript.cs.meta
│ ├── DiamondScript.cs
│ ├── DiamondScript.cs.meta
│ ├── InstructionsScript.cs
│ ├── InstructionsScript.cs.meta
│ ├── LevelBehaviours.cs
│ ├── LevelBehaviours.cs.meta
│ ├── Parallax.cs
│ ├── Parallax.cs.meta
│ ├── PlayerBehaviourScript.cs
│ ├── PlayerBehaviourScript.cs.meta
│ ├── RotatingStars.cs
│ ├── RotatingStars.cs.meta
│ ├── SmoothCamera.cs
│ └── SmoothCamera.cs.meta
├── Sounds.meta
└── Sounds
│ ├── TakeDiamond.wav
│ └── TakeDiamond.wav.meta
├── CHANGELOG.md
├── LICENSE
├── Marketing
└── Screenshots
│ ├── level_1.png
│ ├── level_2.png
│ ├── level_3.png
│ ├── level_6.png
│ └── main_menu.png
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
├── README.md
└── TODO.md
/.gitignore:
--------------------------------------------------------------------------------
1 | /Temp/
2 | /Library/
3 | /Obj/
4 | /Builds/
5 |
6 | *.csproj
7 | *.unityproj
8 | *.sln
9 | *.user
10 | *.userprefs
11 | *.DS_store
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/Assets/Scripts/ChangeSceneScript.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Text;
5 | using UnityEngine.SceneManagement;
6 |
7 | // Change screens at MENU screen
8 |
9 | public class ChangeSceneScript : MonoBehaviour {
10 | public int adsCounter;
11 |
12 | public int currentLevel;
13 | public int defaultLimitLevel = 7;
14 | public int limitLevel;
15 | //public Text scene;
16 | public bool musicOn;
17 |
18 | //Global data
19 | private static ChangeSceneScript GlobalData;
20 |
21 | public static ChangeSceneScript Instance
22 | {
23 | get
24 | {
25 | return GlobalData;
26 | }
27 | }
28 |
29 | void Awake ()
30 | {
31 | // if the singleton hasn't been initialized yet
32 | if (GlobalData != null && GlobalData != this)
33 | {
34 | Destroy(this.gameObject);
35 | }
36 |
37 | GlobalData = this;
38 | DontDestroyOnLoad( this.gameObject );
39 |
40 | /// LOAD DATA ///
41 | adsCounter = 1;
42 |
43 | // Get if music is on
44 | musicOn = PlayerPrefs.GetInt ("GameMusic", 1) == 1;
45 |
46 | // Set chosen level
47 | limitLevel = PlayerPrefs.GetInt ("LimitLevel", defaultLimitLevel);
48 |
49 | // Get last available Level
50 | currentLevel = PlayerPrefs.GetInt ("CurrentGameLevel", 1);
51 | }
52 |
53 | // Save configuraton to Enable or Disable music
54 | public void setMusic(bool value) {
55 | Debug.Log ("setMusic(" + value + "), Saved");
56 | PlayerPrefs.SetInt ("GameMusic", value ? 1 : 0);
57 | PlayerPrefs.Save ();
58 |
59 | musicOn = value;
60 | }
61 |
62 | public void Update()
63 | {
64 | if (Input.GetKeyDown(KeyCode.Escape))
65 | {
66 | Application.Quit();
67 | }
68 | }
69 |
70 | // Open the chosen level from Main menu
71 | public void ChangeScene () {
72 | // Check if previous level was completed
73 | if (currentLevel > 1) {
74 | int highScore = PlayerPrefs.GetInt ("Level" + (currentLevel - 1).ToString () + "highScore");
75 |
76 | if (highScore <= 0) {
77 | // Show message on screen and don't open the message box
78 | //Message.Str = "Deleted";
79 | ChooseLevelScript.showBlockedLevelMessage = true;
80 |
81 | return;
82 | }
83 | }
84 |
85 | //Open level
86 | ChangeScene ("Level" + currentLevel.ToString());
87 | }
88 |
89 | // Change level from anywhere else
90 | public void ChangeScene(int level) {
91 | ChangeScene ("Level" + level.ToString ());
92 | }
93 |
94 |
95 | // Move to level
96 | public void ChangeScene(string scene) {
97 | //Debug.Log ("CurrentGameLevel saved: " + currentLevel);
98 |
99 | PlayerPrefs.SetInt ("CurrentGameLevel", currentLevel);
100 | PlayerPrefs.Save ();
101 |
102 | //Application.LoadLevel (scene);
103 | SceneManager.LoadScene(scene);
104 | }
105 |
106 | // Go to official webpage
107 | public void gotoOfficialSite() {
108 | Application.OpenURL ("http://fluorinestudios.com/");
109 | }
110 |
111 | }
112 |
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/Assets/Scripts/ChooseLevelScript.cs:
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1 | using UnityEngine.UI;
2 | using UnityEngine;
3 |
4 | // Chose level from MENU screen
5 |
6 | public class ChooseLevelScript : MonoBehaviour {
7 | public static bool showBlockedLevelMessage = false;
8 |
9 | // Fields
10 | //public int limitLevel;
11 | public Text levelText;
12 | public Text highScoreText;
13 | public Toggle musicToggle;
14 | public Button playButton;
15 |
16 | // Internal states
17 | //private int currentLevel;
18 | private bool updateField;
19 | private Touch touch;
20 |
21 | // Instance to save Data shared among levels
22 | private ChangeSceneScript globalData;
23 |
24 | // Access text field
25 | void Start () {
26 | globalData = ChangeSceneScript.Instance;
27 | updateField = true;
28 |
29 | // Get music configuration
30 | musicToggle.isOn = globalData.musicOn;
31 |
32 |
33 | // Add listener to change of toggle
34 | musicToggle.GetComponent ().onValueChanged.AddListener (
35 | delegate {
36 | globalData.setMusic(musicToggle.GetComponent().isOn);
37 | });
38 |
39 | // Add listener to Play button
40 | playButton.onClick.AddListener(() => {
41 | globalData.ChangeScene();
42 | });
43 | }
44 |
45 | void Update() {
46 | if (updateField) {
47 | updateField = false;
48 |
49 | // Update level
50 | levelText.text = "Level: " + globalData.currentLevel.ToString();
51 |
52 | // Update high score
53 | int highScore = PlayerPrefs.GetInt ("Level" + globalData.currentLevel.ToString() + "highScore");
54 | highScoreText.text = "High Score: " + highScore;
55 | }
56 |
57 | if (showBlockedLevelMessage)
58 | {
59 | highScoreText.text = "Complete previous!";
60 | }
61 | }
62 |
63 | // Increase level
64 | public void increaseLevel() {
65 | if (globalData.currentLevel < globalData.limitLevel) {
66 | globalData.currentLevel++;
67 | showBlockedLevelMessage = false;
68 | updateField = true;
69 | }
70 | }
71 |
72 | public void decreaseLevel() {
73 | if (globalData.currentLevel > 1) {
74 | globalData.currentLevel--;
75 | showBlockedLevelMessage = false;
76 | updateField = true;
77 | }
78 | }
79 |
80 | public void setMusic() {
81 | globalData.setMusic (musicToggle.isOn);
82 | }
83 |
84 |
85 | }
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/Assets/Scripts/DiamondScript.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class DiamondScript : MonoBehaviour {
5 | Animator anim;
6 |
7 | private int takeHash = Animator.StringToHash("Disappear");
8 |
9 | public bool wasTaken;
10 |
11 | void Start() {
12 | anim = GetComponent ();
13 | wasTaken = false;
14 | }
15 |
16 | public void HideThis() {
17 | this.gameObject.SetActive (false);
18 | }
19 |
20 | public void TakeThis() {
21 | if (!wasTaken) {
22 | this.gameObject.GetComponent ().Play ();
23 | anim.SetTrigger (takeHash);
24 | wasTaken = true;
25 | }
26 | }
27 |
28 | public bool WasTaken() {
29 | return wasTaken;
30 | }
31 | }
32 |
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/Assets/Scripts/InstructionsScript.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 |
5 | public class InstructionsScript : MonoBehaviour {
6 | public Text instructions;
7 |
8 | Touch touch;
9 | bool touched;
10 |
11 | // Use this for initialization
12 | void Start () {
13 | instructions.enabled = true;
14 | }
15 |
16 | // Update is called once per frame
17 | void Update () {
18 | // Hear tap screen event to hide instructions
19 | // Quit Message
20 | for (int i = 0; i < Input.touchCount; i++)
21 | {
22 | touch = Input.GetTouch(i);
23 |
24 | // -- Tap: quick touch & release
25 | ///??
26 | if (touch.phase == TouchPhase.Ended && touch.tapCount >= 1)
27 | {
28 | touched = true;
29 | }
30 | }
31 |
32 | if (touched || Input.GetKeyDown ("space")) {
33 | instructions.enabled = false;
34 | touched = false;
35 | }
36 | }
37 | }
38 |
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/Assets/Scripts/LevelBehaviours.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class LevelBehaviours : MonoBehaviour {
7 | static ChangeSceneScript globalData;
8 |
9 | // Show or supress Next Level Button
10 | public Button nextLevelButton;
11 |
12 | // Save the level's score record
13 |
14 | // Restart the current level
15 | public void restartLevel() {
16 | Time.timeScale = 1f;
17 | SceneManager.LoadScene (SceneManager.GetActiveScene().name, LoadSceneMode.Single);
18 | Destroy (this);
19 | }
20 |
21 | // Go to the next level, if possible
22 | public void nextLevel() {
23 | Time.timeScale = 1f;
24 |
25 | int nextLevel = globalData.currentLevel + 1;
26 |
27 | if (nextLevel <= globalData.limitLevel) {
28 | globalData.currentLevel = nextLevel;
29 | //Debug.Log("Go to next level: Level" + nextLevel);
30 | SceneManager.LoadScene("Level" + nextLevel);
31 | Destroy (this);
32 | }
33 | }
34 |
35 | // Go to main menu
36 | public void loadMainMenu() {
37 | Time.timeScale = 1f;
38 | SceneManager.LoadScene ("MainMenu");
39 | Destroy (this);
40 | }
41 |
42 | public void Start() {
43 | globalData = ChangeSceneScript.Instance;
44 |
45 | nextLevelButton.interactable = enableNextLevelButton ();
46 | }
47 |
48 | // Enable or disable Next Level button
49 | public static bool enableNextLevelButton() {
50 | int highScore = PlayerPrefs.GetInt ("Level" + globalData.currentLevel.ToString() + "highScore");
51 | return !(globalData.currentLevel == globalData.limitLevel || highScore <= 0);
52 | }
53 | }
54 |
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/Assets/Scripts/Parallax.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Parallax : MonoBehaviour {
5 | //public float parralax = 5F;
6 | //public MeshRenderer mr;
7 |
8 | //private Material mat;
9 | //private Vector2 offset;
10 |
11 | void Start() {
12 | //mr = GetComponent();
13 | //mat = mr.material;
14 | }
15 |
16 | void Update()
17 | {
18 | //offset = mat.mainTextureOffset;
19 |
20 | //offset.x = transform.position.x / transform.localScale.x / parralax;
21 | //offset.y = transform.position.y / transform.localScale.y / parralax;
22 | //offset.x += transform.position.x ;
23 | //offset.y += transform.position.y ;
24 |
25 |
26 | //mat.mainTextureOffset = offset;
27 | }
28 |
29 | }
30 |
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/Assets/Scripts/PlayerBehaviourScript.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Text;
5 | using System.Text.RegularExpressions;
6 | using UnityEngine.SceneManagement;
7 |
8 | // Ads
9 | using UnityEngine.Advertisements;
10 |
11 | // Unity Analytics metrics
12 | using System.Collections.Generic;
13 | using UnityEngine.Analytics;
14 |
15 | public class PlayerBehaviourScript : MonoBehaviour
16 | {
17 | private ChangeSceneScript globalData;
18 | private bool tabScreen = false;
19 | private Touch touch;
20 | private static int adsCounter = 1;
21 |
22 | public enum GameState { Loaded, Playing, Over };
23 |
24 | // Links and parameters
25 | public Text stepsLeftBarText;
26 | public Text diamondsLeftText;
27 | public Text gameOverText;
28 | public Text currentScoreText;
29 | public Text highScoreText;
30 | public Text currentLevelText;
31 |
32 | public float speed;
33 | public int stepsLeft;
34 | public float slowdownDelta;
35 | public float slowdownMinimal;
36 |
37 | // Links
38 | public GameObject playmodeCanvas;
39 | public GameObject gameOverCanvas;
40 | public AudioSource audioSource;
41 | public Button nextLevelButton;
42 |
43 | // Animation
44 | public Animator playerAnimator;
45 |
46 | // Debug
47 | public bool resetHighScore = false;
48 |
49 | // Scores
50 | private int takenDiamonds = 0;
51 | private int availableDiamonds;
52 |
53 | // Internal states
54 | private GameState gameState;
55 | private bool updateCanvas = true;
56 | private bool isColliding = false;
57 | private bool gameWon = false;
58 |
59 | private int direction = 1;
60 | private Vector3[] arrows = new[] { Vector3.left, Vector3.forward, Vector3.right, Vector3.back };
61 | private int[] speedDeltas = new int[] { 0, 0, 0, 0 };
62 |
63 | private int arrowsLength;
64 | private int speedDeltasLength = 4;
65 |
66 | // Set prefered FPS
67 | //void Awake() {
68 | // Application.targetFrameRate = 25;
69 | //}
70 |
71 | // Use this for initialization
72 | void Start()
73 | {
74 | gameState = GameState.Loaded;
75 | globalData = ChangeSceneScript.Instance;
76 |
77 | // Ads sound
78 | AudioListener.pause = false;
79 |
80 | // Count total diamonds for this level
81 | availableDiamonds = GameObject.FindGameObjectsWithTag("Diamond").Length;
82 |
83 | // Get and show current level
84 | currentLevelText.text = string.Format("Level: {0}", globalData.currentLevel);
85 |
86 | // Check is audio is mute
87 | audioSource.mute = !globalData.musicOn;
88 |
89 | // Configure individual levels:
90 | switch (globalData.currentLevel)
91 | {
92 | case 1:
93 | break;
94 | case 2:
95 | break;
96 | case 3:
97 | //arrows = new [] {Vector3.left, Vector3.back, Vector3.right, Vector3.forward};
98 | arrows = new[] { Vector3.left, Vector3.back, Vector3.right, Vector3.forward };
99 | break;
100 | case 4:
101 | speedDeltas = new int[] { 0, 0, 4, 0 };
102 | break;
103 | case 5:
104 | arrows = new[] { Vector3.forward, Vector3.back, Vector3.left, Vector3.right };
105 | break;
106 | case 6:
107 | speedDeltas = new int[] { 4, 0, 4, 0 };
108 | break;
109 | case 7:
110 | arrows = new[] { Vector3.forward, Vector3.back, Vector3.forward, Vector3.right };
111 | break;
112 | default:
113 | break;
114 | }
115 |
116 | arrowsLength = arrows.Length;
117 | }
118 |
119 | // Update is called once per frame
120 | void Update()
121 | {
122 | // tab screen
123 | for (int i = 0; i < Input.touchCount; i++)
124 | {
125 | touch = Input.GetTouch(i);
126 |
127 | // -- Tap: quick touch & release
128 | ///??
129 | if (touch.phase == TouchPhase.Ended && touch.tapCount >= 1)
130 | {
131 | tabScreen = true;
132 | }
133 | }
134 |
135 | // Print information on screen
136 | printCanvas();
137 |
138 | // Move player initially
139 | if (gameState != GameState.Loaded)
140 | {
141 | transform.Translate(arrows[direction % arrowsLength]
142 | * (speed + speedDeltas[direction % speedDeltasLength])
143 | * Time.deltaTime);
144 |
145 | }
146 |
147 | // Game state
148 | switch (gameState)
149 | {
150 | case GameState.Loaded:
151 | case GameState.Playing:
152 | // Change player's direction
153 | if (Input.GetKeyDown("space") || tabScreen)
154 | {
155 | gameState = GameState.Playing;
156 | direction++;
157 | consumeStep();
158 | turnPlayer();
159 | tabScreen = false;
160 | }
161 |
162 | // End game, if there are no steps left
163 | if (stepsLeft <= 0)
164 | {
165 | endGame();
166 | }
167 |
168 | // End game is all diamonds are taken
169 | if (takenDiamonds == availableDiamonds)
170 | {
171 | gameWon = true;
172 | endGame();
173 | }
174 |
175 | // Reset Collition status
176 | isColliding = false;
177 | break;
178 |
179 | case GameState.Over:
180 | // Slowdown the game dynamics
181 | if (Time.timeScale > slowdownMinimal || Time.timeScale > 0)
182 | {
183 | Time.timeScale = Mathf.Abs(Time.timeScale - slowdownDelta);
184 | }
185 | else {
186 | Time.timeScale = slowdownMinimal;
187 | }
188 |
189 | break;
190 |
191 | default:
192 | break;
193 | }
194 |
195 | // Quit if back button is invoked
196 | if (Input.GetKeyDown(KeyCode.Escape))
197 | {
198 | SceneManager.LoadScene("MainMenu");
199 | }
200 | }
201 |
202 | // Contact controls
203 | void OnTriggerEnter(Collider other)
204 | {
205 | // Exit if is already colliding
206 | if (isColliding) return;
207 | isColliding = true;
208 |
209 | // Detect colliders
210 | if (other.gameObject.CompareTag("Diamond"))
211 | {
212 | // Activate particles
213 | this.gameObject.GetComponent().Play();
214 |
215 | //Take diamond
216 | if (!other.gameObject.GetComponent().WasTaken())
217 | {
218 | other.gameObject.GetComponent().TakeThis();
219 | takenDiamonds++;
220 | }
221 |
222 | updateCanvas = true;
223 |
224 | }
225 | else if (other.gameObject.CompareTag("Terminator"))
226 | {
227 | endGame();
228 | }
229 | }
230 |
231 |
232 | // Steps on screen
233 | StringBuilder sb;
234 | void printCanvas()
235 | {
236 | if (updateCanvas)
237 | {
238 | // Update on canvas
239 | stepsLeftBarText.text = new string('|', stepsLeft);
240 | diamondsLeftText.text = takenDiamonds.ToString() + " / " + availableDiamonds.ToString();
241 |
242 | // End update
243 | updateCanvas = false;
244 | }
245 |
246 | }
247 |
248 | // Consume a step from stepbar
249 | void consumeStep()
250 | {
251 | updateCanvas = true;
252 | if (stepsLeft > 0)
253 | stepsLeft--;
254 | }
255 |
256 | // End current level
257 | void endGame()
258 | {
259 | if (gameState == GameState.Over)
260 | return;
261 |
262 | // End game
263 | gameState = GameState.Over;
264 |
265 | // Calculate, display and save points
266 | int score = stepsLeft * takenDiamonds;
267 |
268 | currentScoreText.text = "Score: " + score.ToString();
269 |
270 | // Show message, won / lost
271 | if (gameWon)
272 | {
273 | gameWon = true;
274 | gameOverText.text = "You Won!";
275 | }
276 | else {
277 | gameOverText.text = "You Lost";
278 | }
279 |
280 | // Show and save scores
281 | showScores(score);
282 |
283 | // Send metrics
284 | sendMetrics(ChangeSceneScript.Instance.currentLevel, score, gameWon);
285 |
286 |
287 | // Enable or disable Next Level button
288 | nextLevelButton.interactable = LevelBehaviours.enableNextLevelButton();
289 |
290 | // Activate game canvas
291 | playmodeCanvas.SetActive(false);
292 | gameOverCanvas.SetActive(true);
293 |
294 | // Show ads
295 | if (ChangeSceneScript.Instance.adsCounter % 3 == 0)
296 | {
297 | ShowAd();
298 | //Debug.Log(ChangeSceneScript.Instance.adsCounter);
299 | }
300 |
301 | ChangeSceneScript.Instance.adsCounter += 1;
302 | }
303 |
304 | void showScores(int score)
305 | {
306 | int highScore = PlayerPrefs.GetInt(SceneManager.GetActiveScene().name + "highScore");
307 | bool newHighScore = false;
308 |
309 | if (gameWon && score > highScore)
310 | {
311 | newHighScore = true;
312 | highScore = score;
313 | PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "highScore", score);
314 | PlayerPrefs.Save();
315 | }
316 |
317 | // Show scores
318 | currentScoreText.text = "Score: " + score.ToString();
319 | highScoreText.text = "High Score: " + highScore.ToString();
320 |
321 | if (newHighScore)
322 | {
323 | highScoreText.text += " New!";
324 | }
325 |
326 | if (resetHighScore)
327 | {
328 | PlayerPrefs.SetInt(SceneManager.GetActiveScene().name + "highScore", 0);
329 | PlayerPrefs.Save();
330 | }
331 | }
332 |
333 | void sendMetrics(int level, int score, bool win)
334 | {
335 | Analytics.CustomEvent("gameOver", new Dictionary
336 | {
337 | { "level", level },
338 | { "score", score },
339 | { "win", win }
340 | });
341 | }
342 |
343 | public void ShowAd()
344 | {
345 | if (Advertisement.IsReady())
346 | {
347 | AudioListener.pause = true;
348 | Advertisement.Show();
349 | }
350 | }
351 |
352 |
353 | // Animate the player
354 | //private int turnLeft = Animator.StringToHash ("TurnLeft");
355 | //private int turnRight = Animator.StringToHash ("TurnRight");
356 |
357 |
358 |
359 | void turnPlayer()
360 | {
361 | /*
362 | //{Vector3.left, Vector3.forward, Vector3.right, Vector3.back}
363 | Vector3 current = arrows [direction % arrowsLength];
364 | Vector3 prev = arrows [(direction - 1) % arrowsLength];
365 |
366 | Debug.Log ("Prev: " + prev + ", Current: " + current);
367 |
368 | if ((prev == Vector3.left && current == Vector3.forward)
369 | || (prev == Vector3.forward && current == Vector3.right)
370 | || (prev == Vector3.right && current == Vector3.back)
371 | || (prev == Vector3.back && current == Vector3.left)) {
372 |
373 | Vector3 movement = new Vector3(1, 0.5f, 0);
374 |
375 | Quaternion _direction = Quaternion.LookRotation(movement);
376 | transform.rotation = Quaternion.Lerp(transform.rotation,
377 | _direction, 0.01f * Time.deltaTime);
378 | }
379 | */
380 | }
381 | }
382 |
383 |
384 |
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/Assets/Scripts/RotatingStars.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class RotatingStars : MonoBehaviour {
5 | // Update is called once per frame
6 |
7 | public float rotation;
8 |
9 | void Update () {
10 | transform.Rotate (0, 0, rotation, 0);
11 | }
12 | }
13 |
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/Assets/Scripts/SmoothCamera.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class SmoothCamera : MonoBehaviour {
5 | //public Squad squad;
6 |
7 | public float dampTime = 0.15f;
8 | private Vector3 velocity = Vector3.zero;
9 | public Transform target;
10 |
11 | // Update is called once per frame
12 | void Update ()
13 | {
14 | if (target)
15 | {
16 | Vector3 point = GetComponent().WorldToViewportPoint(target.position);
17 | Vector3 delta = target.position - GetComponent().ViewportToWorldPoint(new Vector3(0.5f, 0.5f, point.z)); //(new Vector3(0.5, 0.5, point.z));
18 | Vector3 destination = transform.position + delta;
19 | transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);
20 | }
21 | }
22 | }
23 |
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7 | defaultSettings:
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10 | sampleRateOverride: 44100
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/CHANGELOG.md:
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1 | # Changelog
2 | August 27, 2016:
3 | - Release this game's source (MIT License).
4 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2016 Joseph
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | # GoCube Game
2 |
3 | A simple Unity game where you have to change the player's direction of movement by tapping the screen to take all items, avoid walls while saving steps to win.
4 |
5 | - [**Download here the game for Android**](https://play.google.com/store/apps/details?id=com.fluorinestudios.game.gocube)
6 |
7 | # Game Rules and Usage
8 | We can explain this game using very complex words, but summarizing it, it's just
9 | virtual cube which moving direction you change by tapping the screen. You can't control
10 | anything else, except the tap! Take all the yellow cubes and avoid the labyrinth of
11 | deadly walls, but don't spend all your steps!
12 |
13 | GoCube is barely based on classic games like virtual ping pong and tetris. All music
14 | in all seven levels is original and unique.
15 |
16 | The three rules are simple:
17 |
18 | 1. Tap the screen to change de direction of the player (also to start the level).
19 |
20 | 2. Don't touch any wall, but take all the yellow cubes.
21 | (taken yellow cubes are shown on the right bottom of screen)
22 |
23 | 3. And remember... Don't spend all your steps! (be aware of the steps bar.
24 | Take some extra steps: ||||||| )
25 |
26 | # Run project in Unity
27 | 1. Clone this proyect into your local machine.
28 | 2. Open your local copy using Unity 3D.
29 | 3. Go to the Project Section (If hidden, use `Ctrl + F5` to display)
30 | and navigate to the `Assets > Scenes` folder.
31 | 4. Open the `MainMenu.unity` Scene.
32 | 5. Click the Play button to use the game directly and test any modification.
33 |
34 | **Everyone is welcome to contribute.** We recommend using SourceTree to
35 | contribute to this project if you are new to git.
36 |
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/TODO.md:
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1 | # TODO
2 | New Levels:
3 | - [ ] Level 8
4 | - [ ] Level 9
5 | - [ ] Level 10
6 |
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