├── Binary Break-In
├── ProjectSettings
│ ├── AudioManager.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
│ └── UnityAnalyticsManager.asset
├── assets
│ ├── Audio.meta
│ ├── Audio
│ │ ├── button_click_1.wav
│ │ ├── button_click_1.wav.meta
│ │ ├── door_open.wav
│ │ ├── door_open.wav.meta
│ │ ├── door_open_click.wav
│ │ ├── door_open_click.wav.meta
│ │ ├── door_open_sequence.wav
│ │ ├── door_open_sequence.wav.meta
│ │ ├── game_over_1.wav
│ │ ├── game_over_1.wav.meta
│ │ ├── handle_shake.wav
│ │ ├── handle_shake.wav.meta
│ │ ├── splash_screen_1.wav
│ │ ├── splash_screen_1.wav.meta
│ │ ├── splash_screen_2.wav
│ │ ├── splash_screen_2.wav.meta
│ │ ├── wheel_spin_open.wav
│ │ ├── wheel_spin_open.wav.meta
│ │ ├── you_win_1.wav
│ │ └── you_win_1.wav.meta
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── 3DText.shader
│ │ ├── 3DText.shader.meta
│ │ ├── PoetsenOne-Regular.ttf
│ │ └── PoetsenOne-Regular.ttf.meta
│ ├── Main.unity
│ ├── Main.unity.meta
│ ├── Material.meta
│ ├── Material
│ │ ├── 3DTextMaterial.mat
│ │ ├── 3DTextMaterial.mat.meta
│ │ ├── 3DTextMaterialBlack.mat
│ │ ├── 3DTextMaterialBlack.mat.meta
│ │ ├── GoldBars.mat
│ │ ├── GoldBars.mat.meta
│ │ ├── GoldGlow.mat
│ │ ├── GoldGlow.mat.meta
│ │ ├── Room.mat
│ │ ├── Room.mat.meta
│ │ ├── Safe.mat
│ │ ├── Safe.mat.meta
│ │ ├── SafeWheelLight.mat
│ │ ├── SafeWheelLight.mat.meta
│ │ ├── Sparkle.mat
│ │ └── Sparkle.mat.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Localization.csv
│ │ └── Localization.csv.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Main.meta
│ │ ├── Main.unity
│ │ ├── Main.unity.meta
│ │ └── Main
│ │ │ ├── LightmapSnapshot.asset
│ │ │ ├── LightmapSnapshot.asset.meta
│ │ │ ├── SkyboxProbe-0.exr
│ │ │ └── SkyboxProbe-0.exr.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── AudioHelper.cs
│ │ ├── AudioHelper.cs.meta
│ │ ├── AudioManager.cs
│ │ ├── AudioManager.cs.meta
│ │ ├── BinaryLight.cs
│ │ ├── BinaryLight.cs.meta
│ │ ├── BinarySwitch.cs
│ │ ├── BinarySwitch.cs.meta
│ │ ├── CSVReader.cs
│ │ ├── CSVReader.cs.meta
│ │ ├── GameplayManager.cs
│ │ ├── GameplayManager.cs.meta
│ │ ├── LanguageMenu.cs
│ │ ├── LanguageMenu.cs.meta
│ │ ├── LevelManager.cs
│ │ ├── LevelManager.cs.meta
│ │ ├── LevelScript.cs
│ │ ├── LevelScript.cs.meta
│ │ ├── LocalizationManager.cs
│ │ ├── LocalizationManager.cs.meta
│ │ ├── ObjectPooler.cs
│ │ ├── ObjectPooler.cs.meta
│ │ ├── PlaySoundOnActive.cs
│ │ ├── PlaySoundOnActive.cs.meta
│ │ ├── QuitOnEscape.cs
│ │ ├── QuitOnEscape.cs.meta
│ │ ├── StaticTextManager.cs
│ │ ├── StaticTextManager.cs.meta
│ │ ├── UIManager.cs
│ │ ├── UIManager.cs.meta
│ │ ├── Utils.cs
│ │ ├── Utils.cs.meta
│ │ ├── WheelLightUp.cs
│ │ └── WheelLightUp.cs.meta
│ ├── Textures.meta
│ ├── Textures
│ │ ├── Button.png
│ │ ├── Button.png.meta
│ │ ├── GoldGlow.png
│ │ ├── GoldGlow.png.meta
│ │ ├── Mouse.png
│ │ ├── Mouse.png.meta
│ │ ├── Panel.png
│ │ ├── Panel.png.meta
│ │ ├── SafeDIFMaster.png
│ │ ├── SafeDIFMaster.png.meta
│ │ ├── SafeMasterSprite_DIF.png
│ │ ├── SafeMasterSprite_DIF.png.meta
│ │ ├── Sparkle_TP.png
│ │ ├── Sparkle_TP.png.meta
│ │ ├── WallBGMaster_DIF.png
│ │ └── WallBGMaster_DIF.png.meta
│ ├── prefabs.meta
│ ├── prefabs
│ │ ├── Animation.meta
│ │ ├── Animation
│ │ │ ├── AcceptedCodeTurn.anim
│ │ │ ├── AcceptedCodeTurn.anim.meta
│ │ │ ├── DoorObject.controller
│ │ │ ├── DoorObject.controller.meta
│ │ │ ├── DoorOpen.anim
│ │ │ ├── DoorOpen.anim.meta
│ │ │ ├── FailedCodeTurn.anim
│ │ │ ├── FailedCodeTurn.anim.meta
│ │ │ ├── Wheel.controller
│ │ │ └── Wheel.controller.meta
│ │ ├── BinarySwitch.prefab
│ │ ├── BinarySwitch.prefab.meta
│ │ ├── SparkleFX.prefab
│ │ ├── SparkleFX.prefab.meta
│ │ ├── UI.meta
│ │ ├── UI
│ │ │ ├── Button.prefab
│ │ │ ├── Button.prefab.meta
│ │ │ ├── LanguageMenu.prefab
│ │ │ ├── LanguageMenu.prefab.meta
│ │ │ ├── QuitHint.prefab
│ │ │ └── QuitHint.prefab.meta
│ │ ├── meshes.meta
│ │ └── meshes
│ │ │ ├── BinaryGameAssets.FBX
│ │ │ ├── BinaryGameAssets.FBX.meta
│ │ │ ├── Materials.meta
│ │ │ └── Materials
│ │ │ ├── No Name.mat
│ │ │ ├── No Name.mat.meta
│ │ │ ├── SafeDIFMaster_DIF.mat
│ │ │ └── SafeDIFMaster_DIF.mat.meta
│ ├── standard assets.meta
│ ├── standard assets
│ │ ├── CrossPlatformInput.meta
│ │ └── CrossPlatformInput
│ │ │ ├── PlayerArrow.png
│ │ │ └── PlayerArrow.png.meta
│ ├── unityvs.meta
│ └── unityvs
│ │ ├── Editor.meta
│ │ └── Editor
│ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll
│ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll.meta
│ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll
│ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll.meta
│ │ ├── UnityVS.VersionSpecific.dll
│ │ └── UnityVS.VersionSpecific.dll.meta
└── license.txt
├── BinaryBreakInGameplay.gif
├── CONTRIBUTING.md
├── Microsoft-Imagine.png
└── README.md
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1 | Key,English,Pirate
2 | Language,English,Scurvy Pirate
3 | Tutorial Description,"Crack the safe with your binary number knowledge!\nClick the wheel to enter the code.","Crack the safe with your binary number knowledge!\nClick the wheel to enter the code."
4 | Tutorial Escape,Esc,Esc
5 | Tutorial Mouse,Interact,Interact
6 | Tutorial Quit,Quit,Quit
7 | Button Start,Start,Ahoy!
8 | Level Complete Description,Nice Work!,Yohoho!
9 | Game Complete Description,Finished!,Finished!
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11 | Button Retry,Retry,Retry
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Audio related helper functions. These are static functions and can be call directly using
6 | /// AudioHelper.FunctionName() syntax without having to attach to any GameObject.
7 | ///
8 | public class AudioHelper
9 | {
10 | ///
11 | /// Creates and attaches a new audio source component to the given game object. The
12 | /// audio source will play the audio clip provided. If an audio source with a matching
13 | /// audio clip is found in AudioManager, the settings will be copied over to the new
14 | /// audio source component.
15 | ///
16 | /// The new audio source component.
17 | /// The game object the audio source component is attached to.
18 | /// The audio clip for the audio source component.
19 | public static AudioSource CreateAudioSource(GameObject obj, AudioClip clip)
20 | {
21 | // Check if we have a match in the audio manager.
22 | AudioSource customSource = AudioManager.Instance.GetSourceWithClip(clip.name);
23 |
24 | AudioSource source;
25 | if (customSource == null)
26 | {
27 | // If no match is found, create a new audio source and use the default settings.
28 | source = obj.AddComponent();
29 | source.clip = clip;
30 | }
31 | else
32 | {
33 | // If a match is found, create an audio source based on the custom settings.
34 | source = obj.AddComponent(customSource);
35 | }
36 | return source;
37 | }
38 | }
39 |
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/Binary Break-In/assets/Scripts/AudioManager.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// The audio manager allows us to centralize all the audio settings under one game object so it
6 | /// is easier for the sound designer to locate and tune the audio settings. The audio source paramters
7 | /// can then be referenced by game objects that actually plays the sound. The audio manager is a
8 | /// singleton and can be accessed in any script using the AudioManager.Instance syntax.
9 | ///
10 | public class AudioManager : MonoBehaviour
11 | {
12 | // The static singleton instance of the audio manager.
13 | public static AudioManager Instance { get; private set; }
14 |
15 | void Awake()
16 | {
17 | // Register this script as the singleton instance.
18 | Instance = this;
19 | }
20 |
21 | ///
22 | /// Returns the audio source with the matching audio clip name.
23 | ///
24 | /// The audio source.
25 | /// The audio clip name.
26 | public AudioSource GetSourceWithClip(string clipName)
27 | {
28 | // Loop through all children audio sources.
29 | AudioSource[] audioSources = GetComponents();
30 | foreach (AudioSource source in audioSources)
31 | {
32 | // Return the one with a matching audio clip name.
33 | if (source.clip.name == clipName)
34 | {
35 | return source;
36 | }
37 | }
38 |
39 | // If no match is found, log a warning and return null.
40 | Debug.LogWarning("[AudioManager] Can't find audio source with clip: " + clipName);
41 | return null;
42 | }
43 | }
44 |
--------------------------------------------------------------------------------
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/Binary Break-In/assets/Scripts/BinaryLight.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// BinaryLight - Script that handles toggling a light between two colors.
6 | ///
7 | public class BinaryLight : MonoBehaviour
8 | {
9 | [SerializeField]
10 | Color offColor = Color.black;
11 | [SerializeField]
12 | Color onColor = Color.black;
13 |
14 | Light myLight;
15 |
16 | // Use this for initialization
17 | void Awake()
18 | {
19 | myLight = GetComponent();
20 | }
21 |
22 | void Start()
23 | {
24 | myLight.color = offColor;
25 | }
26 |
27 | public void SetOn(bool on)
28 | {
29 | myLight.color = on ? onColor : offColor;
30 | }
31 |
32 | public void SetEnabled(bool enabled)
33 | {
34 | myLight.enabled = enabled;
35 | }
36 | }
37 |
--------------------------------------------------------------------------------
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/Binary Break-In/assets/Scripts/BinarySwitch.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// BinarySwitch - Script that handles logic for a single binary switch in-game.
6 | ///
7 | public class BinarySwitch : MonoBehaviour
8 | {
9 | [SerializeField]
10 | BinaryLight activeLight = null;
11 |
12 | [SerializeField]
13 | TextMesh number = null;
14 |
15 | [SerializeField]
16 | AudioClip switchAudio = null;
17 | AudioSource switchSource = null;
18 |
19 | public bool IsOn { get; private set; }
20 |
21 | void Start()
22 | {
23 | switchSource = AudioHelper.CreateAudioSource(gameObject, switchAudio);
24 | }
25 |
26 | ///
27 | /// Initialize the switch to a default state.
28 | ///
29 | /// The
30 | public void Setup()
31 | {
32 | // Defaults - number is 0, light is red
33 | IsOn = false;
34 | activeLight.SetEnabled(true);
35 | activeLight.SetOn(false);
36 | number.text = 0.ToString();
37 | }
38 |
39 | ///
40 | /// Called when the user clicks on the switch.
41 | ///
42 | public void OnSwitchActivated()
43 | {
44 | // Need to be in-game to activate switch
45 | if (GameplayManager.Instance.IsInGame())
46 | {
47 | // Toggle off-on and 0-1
48 | IsOn = !IsOn;
49 | activeLight.SetOn(IsOn);
50 | number.text = IsOn ? 1.ToString() : 0.ToString();
51 | switchSource.Play();
52 | }
53 | }
54 | }
55 |
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/Binary Break-In/assets/Scripts/CSVReader.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Text.RegularExpressions;
5 |
6 | public class CSVReader
7 | {
8 | static string SPLIT_RE = @",(?=(?:[^""]*""[^""]*"")*(?![^""]*""))";
9 | static string LINE_SPLIT_RE = @"\r\n|\n\r|\n|\r";
10 | static char[] TRIM_CHARS = { '\"' };
11 |
12 | public static Dictionary> Read(string file)
13 | {
14 | var list = new Dictionary>();
15 | TextAsset data = Resources.Load(file) as TextAsset;
16 |
17 | var lines = Regex.Split(data.text, LINE_SPLIT_RE);
18 |
19 | if (lines.Length <= 1) return list;
20 |
21 | var header = Regex.Split(lines[0], SPLIT_RE);
22 | for (var i = 1; i < lines.Length; i++)
23 | {
24 | var values = Regex.Split(lines[i], SPLIT_RE);
25 | if (values.Length == 0 || values[0] == "") continue;
26 |
27 | var entry = new Dictionary();
28 | for (var j = 1; j < header.Length && j < values.Length; j++)
29 | {
30 | string value = values[j];
31 | value = value.TrimStart(TRIM_CHARS).TrimEnd(TRIM_CHARS).Replace("\\n", "\n");
32 |
33 | entry[header[j]] = value;
34 | }
35 | list.Add(values[0], entry);
36 | }
37 | return list;
38 | }
39 | }
40 |
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/Binary Break-In/assets/Scripts/GameplayManager.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 |
5 | ///
6 | /// The gameplay manager is responsible for controlling the overall flow of the game. The
7 | /// game is divided into three main states: Tutorial, InGame, and GameOver. The user interface
8 | /// and input controls are different depending on the current game state. The gameplay
9 | /// manager tracks the player progress and switches between the game states based on
10 | /// the results as well as the user input. The gameplay manager is a singleton and can be
11 | /// accessed in any script using the GameplayManager.Instance syntax.
12 | ///
13 | public class GameplayManager : MonoBehaviour
14 | {
15 | // The static singleton instance of the gameplay manager.
16 | public static GameplayManager Instance { get; private set; }
17 |
18 | // Enumeration for the different game states. The default starting
19 | // state is the tutorial.
20 | enum GameState
21 | {
22 | Tutorial, // Show player the game instructions.
23 | InGame, // Player can start shooting with the left mouse button.
24 | LevelComplete,
25 | GameOver, // Game ended, player input is blocked.
26 | };
27 | GameState state = GameState.Tutorial;
28 |
29 | int currentLevel = 1; // The current level the player is playing.
30 |
31 | void Awake()
32 | {
33 | // Register this script as the singleton instance.
34 | Instance = this;
35 | }
36 |
37 | void Start()
38 | {
39 | // Refresh the HUD and show the tutorial screen.
40 | UIManager.Instance.UpdateHUD(currentLevel);
41 | UIManager.Instance.ShowHUD(false);
42 | UIManager.Instance.ShowScreen("Tutorial");
43 | }
44 |
45 | ///
46 | /// Reloads the current scene.
47 | ///
48 | void ReloadScene()
49 | {
50 | Application.LoadLevel(Application.loadedLevel);
51 | }
52 |
53 | ///
54 | /// Call this function to start the gameplay.
55 | ///
56 | public void OnStartGame()
57 | {
58 | state = GameState.InGame;
59 | LevelManager.Instance.StartLevel(currentLevel);
60 | UIManager.Instance.UpdateHUD(currentLevel);
61 | UIManager.Instance.ShowHUD(true);
62 | UIManager.Instance.ShowScreen("");
63 | }
64 |
65 | ///
66 | /// Called when the level is finished.
67 | ///
68 | public void OnLevelComplete()
69 | {
70 | state = GameState.LevelComplete;
71 | if (currentLevel == LevelManager.Instance.levels.Length)
72 | {
73 | UIManager.Instance.ShowScreen("Game Complete");
74 | }
75 | else
76 | {
77 | UIManager.Instance.ShowScreen("Level Complete");
78 | }
79 | }
80 |
81 | ///
82 | /// Call this function to reload the current level. The player progress will be reset.
83 | ///
84 | public void OnRetryLevel()
85 | {
86 | // Start gameplay and refresh the HUD.
87 |
88 | Invoke("OnStartGame", 0.5f);
89 | }
90 |
91 | ///
92 | /// Call this function to advance to the next level.
93 | ///
94 | public void OnNextLevel()
95 | {
96 | // Update the current level number but make sure we don't go over the
97 | // total number of levels.
98 | currentLevel = Mathf.Clamp(currentLevel + 1, 1, LevelManager.Instance.levels.Length);
99 |
100 | // Call retry level since the logic is essentially the same.
101 | OnRetryLevel();
102 | }
103 |
104 | public bool IsInGame()
105 | {
106 | return state == GameState.InGame;
107 | }
108 |
109 | ///
110 | /// Call this function to restart the current level.
111 | ///
112 | public void OnRestart()
113 | {
114 | // Reload the current scene.
115 | Invoke("ReloadScene", 0.5f);
116 | }
117 |
118 | public void OnLanguageChanged()
119 | {
120 | UIManager.Instance.OnLanguageChanged();
121 | UIManager.Instance.UpdateHUD(currentLevel);
122 | }
123 | }
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/Binary Break-In/assets/Scripts/LanguageMenu.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 |
6 | public class LanguageMenu : MonoBehaviour
7 | {
8 | List languages;
9 |
10 | [SerializeField]
11 | GameObject menuPanel;
12 | [SerializeField]
13 | Button parentButton;
14 | [SerializeField]
15 | GameObject menuItemPrefab;
16 |
17 | bool open;
18 |
19 | // Use this for initialization
20 | void Start()
21 | {
22 | languages = LocalizationManager.Instance.GetLanguages();
23 |
24 | foreach(string l in languages)
25 | {
26 | GameObject button = Instantiate(menuItemPrefab) as GameObject;
27 | button.GetComponentInChildren().text = LocalizationManager.Instance.GetLanguageString(l);
28 | button.transform.SetParent(menuPanel.transform);
29 | string lang = l;
30 | button.GetComponent