├── 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 | . 20 | 21 | 22 | true 23 | full 24 | false 25 | Temp\bin\Debug\ 26 | 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crunchedCompression: 0 85 | allowsAlphaSplitting: 0 86 | overridden: 0 87 | spriteSheet: 88 | serializedVersion: 2 89 | sprites: 90 | - serializedVersion: 2 91 | name: Armada_Foot 92 | rect: 93 | serializedVersion: 2 94 | x: 2 95 | y: 494 96 | width: 8 97 | height: 17 98 | alignment: 0 99 | pivot: {x: 0.5, y: 0.5} 100 | border: {x: 0, y: 0, z: 0, w: 0} 101 | outline: [] 102 | tessellationDetail: 0 103 | - serializedVersion: 2 104 | name: Jet 105 | rect: 106 | serializedVersion: 2 107 | x: 17 108 | y: 496 109 | width: 7 110 | height: 12 111 | alignment: 2 112 | pivot: {x: 0.5, y: 1} 113 | border: {x: 0, y: 0, z: 0, w: 0} 114 | outline: [] 115 | tessellationDetail: 0 116 | outline: [] 117 | spritePackingTag: 118 | userData: 119 | assetBundleName: 120 | assetBundleVariant: 121 | -------------------------------------------------------------------------------- /Assets/Player.physicMaterial: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!134 &13400000 4 | PhysicMaterial: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_Name: Player 9 | dynamicFriction: 0.2 10 | staticFriction: 0.2 11 | bounciness: 0 12 | frictionCombine: 1 13 | bounceCombine: 0 14 | -------------------------------------------------------------------------------- /Assets/Player.physicMaterial.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6a3a11e516258c4b82a5f4e6802c8e0 3 | timeCreated: 1490304303 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 13400000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a22a40b5aba89f4e895f8b851fba9ea 3 | folderAsset: yes 4 | timeCreated: 1491253923 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Data.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/Data.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9be98f1ce2b868b4c81a7d55158ea0e0 3 | timeCreated: 1490264566 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10b76a3f169ffbf4c98197f09dbce2bf 3 | timeCreated: 1490262175 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Terrain2D.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/Terrain2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7859aad6764ee19498363ed9e7428372 3 | timeCreated: 1490200390 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Terrain2DMain.cs: -------------------------------------------------------------------------------- 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 | // 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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 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "2.0.16", 5 | "com.unity.package-manager-ui": "1.9.11", 6 | "com.unity.purchasing": "2.0.3", 7 | "com.unity.textmeshpro": "1.2.4", 8 | "com.unity.modules.ai": "1.0.0", 9 | "com.unity.modules.animation": "1.0.0", 10 | "com.unity.modules.assetbundle": "1.0.0", 11 | "com.unity.modules.audio": "1.0.0", 12 | "com.unity.modules.cloth": "1.0.0", 13 | "com.unity.modules.director": "1.0.0", 14 | "com.unity.modules.imageconversion": "1.0.0", 15 | "com.unity.modules.imgui": "1.0.0", 16 | "com.unity.modules.jsonserialize": "1.0.0", 17 | "com.unity.modules.particlesystem": "1.0.0", 18 | "com.unity.modules.physics": "1.0.0", 19 | "com.unity.modules.physics2d": "1.0.0", 20 | 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-------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /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 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | ![scorched](https://user-images.githubusercontent.com/41348897/43357448-0d734b4e-9282-11e8-95ed-53f79d946952.png) 17 | -------------------------------------------------------------------------------- /Scorched earth.sln: -------------------------------------------------------------------------------- 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 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {1C4287A7-F2D7-D6AB-702B-02DDEE1EF0F4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {1C4287A7-F2D7-D6AB-702B-02DDEE1EF0F4}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {1C4287A7-F2D7-D6AB-702B-02DDEE1EF0F4}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {1C4287A7-F2D7-D6AB-702B-02DDEE1EF0F4}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | EndGlobal 21 | --------------------------------------------------------------------------------