├── 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 /Binary Break-In/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_DisableAudio: 0 15 | -------------------------------------------------------------------------------- /Binary Break-In/ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | m_Gravity: {x: 0, y: -9.81000042, z: 0} 7 | m_DefaultMaterial: {fileID: 0} 8 | m_BounceThreshold: 2 9 | m_SleepThreshold: .00499999989 10 | 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folderAsset: yes 4 | timeCreated: 1433880439 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/AudioHelper.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/AudioHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 11970e6005c2c154b9d823ac10624bff 3 | timeCreated: 1431119724 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/AudioManager.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/AudioManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f4eb69a3695ed4488581290b17e6faa 3 | timeCreated: 1431540095 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/BinaryLight.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/BinaryLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: efe37fa4dcf87c04bb35eeeb00edbe65 3 | timeCreated: 1433961673 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/BinarySwitch.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/BinarySwitch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fbbfde6a8898c344bef97ba03c6cb0f 3 | timeCreated: 1433880519 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/CSVReader.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/CSVReader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3399bb0d58b8290479b08f40f720f639 3 | timeCreated: 1432690414 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/GameplayManager.cs: -------------------------------------------------------------------------------- 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 | } -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/GameplayManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4ba04c0cf6c4bf4597051a7df43d450 3 | timeCreated: 1429576078 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Binary Break-In/assets/Scripts/LanguageMenu.cs: -------------------------------------------------------------------------------- 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