├── Assembly-CSharp.csproj
├── Assets
├── Characters.psd
├── Characters.psd.meta
├── Player.physicMaterial
├── Player.physicMaterial.meta
├── Scripts.meta
├── Scripts
│ ├── Data.cs
│ ├── Data.cs.meta
│ ├── Player.cs
│ ├── Player.cs.meta
│ ├── Terrain2D.cs
│ ├── Terrain2D.cs.meta
│ ├── Terrain2DMain.cs
│ ├── Terrain2DMain.cs.meta
│ ├── TerrainPiece.prefab
│ └── TerrainPiece.prefab.meta
├── TerrainImages.meta
├── TerrainImages
│ ├── Mountains_1.psd
│ ├── Mountains_1.psd.meta
│ ├── Mountains_2.psd
│ ├── Mountains_2.psd.meta
│ ├── TerrainTest2.psd
│ └── TerrainTest2.psd.meta
├── Test.unity
└── Test.unity.meta
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── Scorched earth.sln
/Assembly-CSharp.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | 4
5 |
6 |
7 | Debug
8 | AnyCPU
9 | 10.0.20506
10 | 2.0
11 |
12 |
13 | {1C4287A7-F2D7-D6AB-702B-02DDEE1EF0F4}
14 | Library
15 | Properties
16 | Assembly-CSharp
17 | v3.5
18 | 512
19 | .
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21 |
22 | true
23 | full
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25 | Temp\bin\Debug\
26 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_2_1;UNITY_2018_2;UNITY_2018;PLATFORM_ARCH_64;UNITY_64;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITES;ENABLE_GRID;ENABLE_TILEMAP;ENABLE_TERRAIN;ENABLE_TEXTURE_STREAMING;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_VIDEO;ENABLE_PACKMAN;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_LOCALIZATION;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_VSTU
27 | prompt
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30 | False
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36 | prompt
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38 | 0169
39 | False
40 |
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49 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
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7 | m_PrefabInternal: {fileID: 0}
8 | m_Name: Player
9 | dynamicFriction: 0.2
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/Assets/Scripts/Data.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public static class Data
6 | {
7 | public static Terrain2DMain ter;
8 | }
9 |
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/Assets/Scripts/Player.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Player : MonoBehaviour {
6 | public float speed;
7 | public float jetFuel;
8 | public float jetSpeed;
9 | public float roll = 0.4f;
10 | public Rigidbody rb;
11 | public ParticleSystem hitPoint;
12 | public LayerMask lm;
13 | public float weaponRange = 10;
14 | public Camera cam;
15 | public SpriteRenderer jet;
16 |
17 | void Start () {
18 | rb.centerOfMass = new Vector3(0, -0.7f, 0);
19 | }
20 |
21 | void Update ()
22 | {
23 |
24 | if (Input.GetMouseButton(0))
25 | {
26 |
27 | Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
28 | pos.z = 0;
29 | Vector3 dir = pos - transform.position;
30 | dir *= 1000000;
31 | dir.Normalize();
32 | RaycastHit rh;
33 | //Physics.Linecast(transform.position, dir * 20, out rh, lm);
34 | Physics.Raycast(transform.position, dir, out rh,weaponRange , lm);
35 |
36 | if (rh.transform == null) return;
37 | pos = rh.point;
38 |
39 | pos.x += Random.Range(-2, 3)/40f;
40 | pos.y += Random.Range(-2, 3)/40f;
41 |
42 | hitPoint.transform.position = pos + (dir / 20);
43 | hitPoint.Emit(1);
44 |
45 | Data.ter.Dig(hitPoint.transform.position,1);
46 |
47 | /*
48 | Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
49 | pos.z = 0;
50 | Vector3 dir = pos - transform.position;
51 | dir *= 1000000;
52 | dir.Normalize();
53 | RaycastHit rh;
54 | //Physics.Linecast(transform.position, dir * 20, out rh, lm);
55 | Physics.Raycast(transform.position, dir, out rh, weaponRange, lm);
56 |
57 | if (rh.transform == null) return;
58 | Terrain2D t = rh.transform.parent.gameObject.GetComponent();
59 | if (t == null) return;
60 | pos = rh.point;
61 | hitPoint.transform.position = pos + (dir / 30);
62 |
63 | pos.x += Random.Range(-2, 3) / 40f;
64 | pos.y += Random.Range(-2, 3) / 40f;
65 | t.Dig(hitPoint.transform.position);
66 | */
67 | }
68 |
69 |
70 | }
71 |
72 | void FixedUpdate () {
73 |
74 | jet.enabled = false;
75 | cam.transform.rotation = Quaternion.identity;
76 | jetFuel += Time.deltaTime;
77 | jetFuel = Mathf.Clamp(jetFuel, 0, 4);
78 | float j = 0;
79 | if (Input.GetButton("Jump"))
80 | {
81 | jet.enabled = true;
82 | jet.transform.localScale = Vector3.one * 1.3f * jetFuel / 4;
83 | //jetpack.Emit(1);
84 | j = jetFuel / 4.5f;
85 | jetFuel -= Time.deltaTime*2;
86 | }
87 | //Input.GetAxis("Vertical") * speed
88 | rb.AddRelativeForce(new Vector3(0, j * jetSpeed, 0),ForceMode.VelocityChange);
89 | rb.AddRelativeTorque(new Vector3(0, 0, Input.GetAxis("Horizontal") * roll),ForceMode.VelocityChange);
90 | }
91 | }
92 |
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/Assets/Scripts/Terrain2D.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Terrain2D : MonoBehaviour {
6 | public int x;
7 | public int y;
8 | public Texture2D texture;
9 | public SpriteRenderer sprite;
10 | public Terrain2DMain termain;
11 | public BoxCollider2D bc2d;
12 | public Transform backCollider;
13 | public MeshCollider mc;
14 | public float depth = 0.01f;
15 | public Color32[] m_Colors;
16 | private int m_Width;
17 | private int m_Height;
18 | public BoxCollider bc;
19 | int called = 0;
20 |
21 | private List m_Vertices = new List();
22 | private List m_Normals = new List();
23 |
24 |
25 | private bool HasPixel(int aX, int aY)
26 | {
27 | return m_Colors[aX + aY * m_Width].a > 50;
28 | }
29 | void Start () {
30 | m_Colors = texture.GetPixels32();
31 | GenCollider();
32 | //mc.enabled = false;
33 | /*
34 | bc = gameObject.AddComponent();
35 | bc.isTrigger = true;
36 | bc.size *= 5;
37 | */
38 | }
39 |
40 | private enum Edge { top, left, bottom, right };
41 |
42 |
43 | public void GenCollider ()
44 | {
45 | called++;
46 | GenerateMesh();
47 | }
48 |
49 | void Update ()
50 | {
51 | }
52 |
53 | public void Dig (Vector3 p)
54 | {
55 | Vector2 pos = p;
56 |
57 | pos = transform.InverseTransformPoint(pos);
58 | pos.x += 0.5f;
59 | pos.y += 0.5f;
60 |
61 | pos.x *= texture.width;
62 | pos.y *= texture.height;
63 |
64 | float i = (int)(pos.x) + (int)(pos.y);
65 |
66 | if (i >= 0 && i <= (texture.width * texture.height))
67 | {
68 | m_Colors[(int)i] = Color.clear;
69 |
70 |
71 | texture.SetPixel((int)pos.x, (int)pos.y, Color.clear);
72 | texture.Apply();
73 | GenCollider();
74 | }
75 | }
76 |
77 | void AddQuad(Vector3 aFirstEdgeP1, Vector3 aFirstEdgeP2, Vector3 aSecondRelative, Vector3 aNormal, Vector2 aUV1, Vector2 aUV2, bool aFlipUVs)
78 | {
79 | m_Vertices.Add(aFirstEdgeP1);
80 | m_Vertices.Add(aFirstEdgeP2);
81 | m_Vertices.Add(aFirstEdgeP2 + aSecondRelative);
82 | m_Vertices.Add(aFirstEdgeP1 + aSecondRelative);
83 | m_Normals.Add(aNormal);
84 | m_Normals.Add(aNormal);
85 | m_Normals.Add(aNormal);
86 | m_Normals.Add(aNormal);
87 | }
88 |
89 | void AddEdge(int aX, int aY, Edge aEdge)
90 | {
91 | Vector2 size = new Vector2(1.0f / m_Width, 1.0f / m_Height);
92 | Vector2 uv = new Vector3(aX * size.x, aY * size.y);
93 | Vector2 P = uv - Vector2.one * 0.5f;
94 | uv += size * 0.5f;
95 | Vector2 P2 = P;
96 | Vector3 normal;
97 | if (aEdge == Edge.top)
98 | {
99 | P += size;
100 | P2.y += size.y;
101 | normal = Vector3.up;
102 | }
103 | else if (aEdge == Edge.left)
104 | {
105 | P.y += size.y;
106 | normal = Vector3.left;
107 | }
108 | else if (aEdge == Edge.bottom)
109 | {
110 | P2.x += size.x;
111 | normal = Vector3.down;
112 | }
113 | else
114 | {
115 | P2 += size;
116 | P.x += size.x;
117 | normal = Vector3.right;
118 | }
119 | AddQuad(P, P2, Vector3.forward * depth, normal, uv, uv, false);
120 | }
121 |
122 | void GenerateMesh()
123 | {
124 | while(called>0){
125 | m_Vertices.Clear();
126 | m_Normals.Clear();
127 |
128 |
129 |
130 |
131 | m_Width = texture.width;
132 | m_Height = texture.height;
133 |
134 |
135 | // first point , second point , relative 3. P, normal, lower UV, Upper UV, flipUV
136 | // AddQuad(new Vector3(-0.5f, -0.5f, 0), new Vector3(-0.5f, 0.5f, 0), Vector3.right, Vector3.back, Vector2.zero, Vector2.one, false);
137 | // AddQuad(new Vector3(-0.5f, -0.5f, depth), new Vector3(0.5f, -0.5f, depth), Vector3.up, Vector3.forward, Vector2.zero, Vector2.one, true);
138 |
139 | for (int y = 0; y < m_Height; y++) // bottom to top
140 | {
141 | for (int x = 0; x < m_Width; x++) // left to right
142 | {
143 | if (HasPixel(x, y))
144 | {
145 | if (x == 0 || !HasPixel(x - 1, y))
146 | AddEdge(x, y, Edge.left);
147 |
148 | if (x == m_Width - 1 || !HasPixel(x + 1, y))
149 | AddEdge(x, y, Edge.right);
150 |
151 | if (y == 0 || !HasPixel(x, y - 1))
152 | AddEdge(x, y, Edge.bottom);
153 |
154 | if (y == m_Height - 1 || !HasPixel(x, y + 1))
155 | AddEdge(x, y, Edge.top);
156 | }
157 | }
158 | }
159 |
160 | var mesh = new Mesh();
161 |
162 | if (m_Vertices.Count < 65000)
163 | {
164 |
165 | mesh.vertices = m_Vertices.ToArray();
166 | mesh.normals = m_Normals.ToArray();
167 |
168 | int[] quads = new int[m_Vertices.Count];
169 | for (int i = 0; i < quads.Length; i++)
170 | quads[i] = i;
171 | mesh.SetIndices(quads, MeshTopology.Quads, 0);
172 | //GetComponent().sharedMesh = mesh;
173 | mesh.SetTriangles(mesh.GetTriangles(0), 0);
174 |
175 | mc.sharedMesh = mesh;
176 |
177 | }
178 | else
179 | {
180 | print("TOO MANY VERTS");
181 | }
182 | if (m_Vertices.Count < 3)
183 | {
184 | sprite.enabled = false;
185 | }
186 | else {
187 | sprite.enabled = true;
188 | }
189 | called--;
190 | }
191 |
192 | }
193 |
194 | }
195 |
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/Assets/Scripts/Terrain2DMain.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Terrain2DMain : MonoBehaviour
6 | {
7 | public Vector3 scale;
8 | public float PixelsPerUnit = 10;
9 | public Texture2D texture;
10 | public Vector2 terrainParts;
11 | public GameObject terrainPrefab;
12 | public Terrain2D[,] terrains;
13 | public LayerMask ly;
14 | void Start()
15 | {
16 | Data.ter = this;
17 | SplitTerrain();
18 |
19 | }
20 |
21 | public void Dig(Vector3 pos, int radius)
22 | {
23 | if (radius == 1)
24 | {
25 | pos.z = -10;
26 | RaycastHit hit;
27 | Physics.Raycast(pos, transform.forward, out hit, 1000, ly);
28 | if (hit.transform == null)
29 | return;
30 |
31 | //print(hit.transform.name);
32 |
33 | Vector2 pixelUV = hit.textureCoord;
34 |
35 | Terrain2D t = hit.transform.parent.parent.gameObject.GetComponent();
36 | if (t != null)
37 | {
38 | Vector2 size = new Vector2(t.texture.width, t.texture.height);
39 | // print(pixelUV.x * size.x);
40 | t.texture.SetPixel((int)(pixelUV.x * size.x), (int)(pixelUV.y * size.y), Color.clear);
41 | float i = (int)(pixelUV.y * size.y) * t.texture.width + (int)(pixelUV.x * size.x);
42 | t.m_Colors[(int)i] = Color.clear;
43 | t.texture.Apply();
44 | t.GenCollider();
45 | // t.apc.RecalculatePolygon();
46 | // t.apc2.RecalculatePolygon();
47 | }
48 | }
49 | else
50 | {
51 | pos.z = -10;
52 | RaycastHit hit;
53 | Physics.Raycast(pos, transform.forward, out hit, 1000, ly);
54 | if (hit.transform == null)
55 | return;
56 |
57 | if (radius % 2 > 0)
58 | {
59 | Debug.Log("Radius not dividable");
60 | return;
61 | }
62 |
63 | //print(hit.transform.name);
64 |
65 | Vector2 pixelUV = hit.textureCoord;
66 |
67 | Terrain2D t = hit.transform.parent.parent.gameObject.GetComponent();
68 | if (t != null)
69 | {
70 | Vector2 size = new Vector2(t.texture.width, t.texture.height);
71 | // print(pixelUV.x * size.x);
72 |
73 | float w = t.texture.width;
74 | float h = t.texture.height;
75 | int l = t.texture.width * t.texture.height;
76 |
77 | // t.apc.RecalculatePolygon();
78 | // t.apc2.RecalculatePolygon();
79 | int r = radius / 2;
80 | for (int y = -r; y < r; y++)
81 | {
82 | for (int x = -r; x < r; x++)
83 | {
84 | int yC = ((int)(pixelUV.y * size.y) + y);
85 | int xC = ((int)(pixelUV.x * size.x) + x);
86 | if (yC >= 0 && xC >= 0 && xC <= w && yC <= h && (yC*w+xC) < l)
87 | {
88 | t.texture.SetPixel(xC, yC, Color.clear);
89 | float i = yC * w + xC;
90 | t.m_Colors[(int)i] = Color.clear;
91 | }
92 | }
93 | }
94 |
95 | t.texture.Apply();
96 | t.GenCollider();
97 |
98 | }
99 |
100 | }
101 | }
102 |
103 | void Update()
104 | {
105 | /*
106 | if (Input.GetMouseButton(0))
107 | {
108 |
109 |
110 | Vector3 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
111 | pos.z = -10;
112 | Dig(pos);
113 | }
114 | */
115 | // print((int)( renderer.material.mainTexture.width) + "--" + (int)(pixelUV.y * renderer.material.mainTexture.height));
116 | /*
117 | foreach (Terrain2D o in terrains) // Now disable them all in one go.
118 | {
119 | Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
120 | if (o.bc2d.bounds.Contains(mousePos))
121 | {
122 |
123 | Vector3 loc = o.transform.InverseTransformPoint(mousePos);
124 | loc.x *= o.texture.width;
125 | loc.y *= o.texture.height;
126 | print(loc);
127 | o.texture.SetPixel((int)loc.x, (int)loc.y, Color.clear);
128 | o.texture.Apply();
129 | //o.sprite.enabled = false;
130 | //
131 |
132 |
133 | }
134 | }
135 | */
136 |
137 |
138 | }
139 |
140 | void SplitTerrain()
141 | {
142 |
143 | if (terrainParts.magnitude == 0)
144 | {
145 | string dividers = "";
146 | for (int i = 1; i < texture.height; i++)
147 | {
148 | if ((texture.height % i) == 0)
149 | {
150 | dividers += i.ToString();
151 | dividers += ",";
152 | }
153 | }
154 | print("Dividers " + dividers);
155 | }
156 |
157 | if ((texture.width % terrainParts.x + texture.height % terrainParts.y) > 0)
158 | {
159 | Debug.LogError("Resolution not dividable by " + terrainParts.ToString());
160 | Debug.Break();
161 | return;
162 | }
163 | terrains = new Terrain2D[(int)terrainParts.x, (int)terrainParts.y];
164 | // List terrainz = new List();
165 | for (int x = 0; x < terrainParts.x; x++)
166 | {
167 | for (int y = 0; y < terrainParts.y; y++)
168 | {
169 | GameObject go = Instantiate(terrainPrefab, Vector3.zero, Quaternion.identity) as GameObject;
170 | go.name = x.ToString() + " , " + y.ToString();
171 | go.transform.parent = transform;
172 | go.transform.localPosition = new Vector3(x * texture.width / terrainParts.x / PixelsPerUnit, y * texture.height / terrainParts.y / PixelsPerUnit);
173 | go.transform.localScale = scale;
174 | Terrain2D t2d = go.GetComponent();
175 | t2d.termain = this;
176 | Texture2D tex = new Texture2D((int)(texture.width / terrainParts.x), (int)(texture.height / terrainParts.y));
177 | tex.filterMode = FilterMode.Point;
178 | Color[] c = texture.GetPixels((int)(x * texture.width / terrainParts.x), (int)(y * texture.height / terrainParts.y), (int)(texture.width / terrainParts.x), (int)(texture.height / terrainParts.y));
179 | tex.SetPixels(c);
180 | tex.wrapMode = TextureWrapMode.Clamp;
181 | tex.Apply();
182 | Sprite s = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f), PixelsPerUnit);
183 | /*
184 | BoxCollider2D b = go.AddComponent();
185 | Vector3 v = t2d.sprite.bounds.size;
186 | b.size = v;
187 | */
188 |
189 | terrains[x, y] = t2d;
190 |
191 | t2d.sprite.sprite = s;
192 | t2d.texture = tex;
193 |
194 | t2d.bc2d = go.AddComponent();
195 | t2d.backCollider.localScale = new Vector3(t2d.bc2d.size.x, t2d.bc2d.size.y, 1);
196 | Destroy(t2d.bc2d);
197 | // terrainz.Add(t2d);
198 |
199 | }
200 | }
201 |
202 | //terrains = new Terrain2D[terrainz.Count];
203 | // terrains = terrainz.ToArray();
204 | }
205 | }
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389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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/README.md:
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1 | # Destructible 2D pixel terrain in unity
2 | Scorched earth / worms / cortex command like terrain in unity.
3 |
4 | Runs at very good framerate on my pc so it should work on mobile too.
5 |
6 | You can change the block size and it creates terrain from an image, not procedurally.
7 |
8 | It automatically splits it into chunks and generates a collder.
9 |
10 | You can easly change the block and chunk size from the inspector.
11 |
12 | So you could very easily edit this to make a terraria like game.
13 |
14 | This project just includes basic destruction and collider demonstration, no ai or fancy explosions.
15 |
16 | 
17 |
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/Scorched earth.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Scorched earth", "Assembly-CSharp.csproj", "{1C4287A7-F2D7-D6AB-702B-02DDEE1EF0F4}"
5 | EndProject
6 | Global
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