├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── CreateAssetBundles.cs │ └── CreateAssetBundles.cs.meta ├── StreamingAssets.meta ├── StreamingAssets │ ├── AssetBundles.meta │ └── AssetBundles │ │ ├── AssetBundles │ │ ├── AssetBundles.manifest │ │ ├── AssetBundles.manifest.meta │ │ ├── AssetBundles.meta │ │ ├── formdata │ │ ├── formdata.manifest │ │ ├── formdata.manifest.meta │ │ ├── formdata.meta │ │ ├── pecobear │ │ ├── pecobear.manifest │ │ ├── pecobear.manifest.meta │ │ ├── pecobear.meta │ │ ├── testcapsule │ │ ├── testcapsule.manifest │ │ ├── testcapsule.manifest.meta │ │ └── testcapsule.meta ├── _Art.meta ├── _Art │ ├── _Animations.meta │ ├── _Animations │ │ ├── EnemyTest.meta │ │ ├── EnemyTest │ │ │ ├── EnemyTest.anim │ │ │ ├── EnemyTest.anim.meta │ │ │ ├── EnemyTest.controller │ │ │ ├── EnemyTest.controller.meta │ │ │ ├── EnemyTestAttack.anim │ │ │ └── EnemyTestAttack.anim.meta │ │ ├── PecoBearTest.meta │ │ ├── PecoBearTest │ │ │ ├── PecoBearAirAttack.anim │ │ │ ├── PecoBearAirAttack.anim.meta │ │ │ ├── PecoBearAirAttackLanding.anim │ │ │ ├── PecoBearAirAttackLanding.anim.meta │ │ │ ├── PecoBearAttack.anim │ │ │ ├── PecoBearAttack.anim.meta │ │ │ ├── PecoBearCharge.anim │ │ │ ├── PecoBearCharge.anim.meta │ │ │ ├── PecoBearChargeAttackHit.anim │ │ │ ├── PecoBearChargeAttackHit.anim.meta │ │ │ ├── PecoBearTest.anim │ │ │ ├── PecoBearTest.anim.meta │ │ │ ├── PecoBearTest.controller │ │ │ └── PecoBearTest.controller.meta │ │ ├── PecoTest.meta │ │ └── PecoTest │ │ │ ├── PecoTest.anim │ │ │ ├── PecoTest.anim.meta │ │ │ ├── PecoTest.controller │ │ │ ├── PecoTest.controller.meta │ │ │ ├── ScissorTest.anim │ │ │ └── ScissorTest.anim.meta │ ├── _Materials.meta │ ├── _Materials │ │ ├── M_Brown.mat │ │ ├── M_Brown.mat.meta │ │ ├── M_Generic.mat │ │ ├── M_Generic.mat.meta │ │ ├── M_Pink.mat │ │ ├── M_Pink.mat.meta │ │ ├── Shaders.meta │ │ └── Shaders │ │ │ ├── VertexColorsStandard.shader │ │ │ └── VertexColorsStandard.shader.meta │ ├── _Models.meta │ ├── _Models │ │ ├── PecoBear.meta │ │ └── PecoBear │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ ├── Bear.mat │ │ │ ├── Bear.mat.meta │ │ │ ├── Eye.mat │ │ │ ├── Eye.mat.meta │ │ │ ├── Hair.mat │ │ │ ├── Hair.mat.meta │ │ │ ├── bow.mat │ │ │ ├── bow.mat.meta │ │ │ ├── face.mat │ │ │ ├── face.mat.meta │ │ │ ├── zipper.mat │ │ │ └── zipper.mat.meta │ │ │ ├── Materials_Peco_Bear.meta │ │ │ ├── Materials_Peco_Bear │ │ │ ├── Bear.mat │ │ │ ├── Bear.mat.meta │ │ │ ├── Eye.mat │ │ │ ├── Eye.mat.meta │ │ │ ├── Hair.mat │ │ │ ├── Hair.mat.meta │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ │ ├── face(norm).mat │ │ │ │ └── face(norm).mat.meta │ │ │ ├── bow.mat │ │ │ ├── bow.mat.meta │ │ │ ├── face(norm).png │ │ │ ├── face(norm).png.meta │ │ │ ├── face.mat │ │ │ ├── face.mat.meta │ │ │ ├── zipper.mat │ │ │ └── zipper.mat.meta │ │ │ ├── PecoBearModel.fbx │ │ │ └── PecoBearModel.fbx.meta │ ├── _Sprites.meta │ └── _Sprites │ │ ├── peco-empty-heart.png │ │ ├── peco-empty-heart.png.meta │ │ ├── peco-full-heart.png │ │ ├── peco-full-heart.png.meta │ │ ├── pecoLogo.png │ │ ├── pecoLogo.png.meta │ │ ├── stealthGradientTemp.png │ │ └── stealthGradientTemp.png.meta ├── _Prefabs.meta ├── _Prefabs │ ├── Dev.meta │ ├── Dev │ │ ├── Costume Debug - Bear.prefab │ │ └── Costume Debug - Bear.prefab.meta │ ├── Enemies.meta │ ├── Enemies │ │ ├── EnemyTest.prefab │ │ └── EnemyTest.prefab.meta │ ├── Player.meta │ ├── Player │ │ ├── PecoBear.prefab │ │ ├── PecoBear.prefab.meta │ │ ├── PecoTestCapsule.prefab │ │ └── PecoTestCapsule.prefab.meta │ ├── _Essentials.meta │ └── _Essentials │ │ ├── Camera Target Pos.prefab │ │ ├── Camera Target Pos.prefab.meta │ │ ├── GameManager.prefab │ │ ├── GameManager.prefab.meta │ │ ├── Loading Screen.prefab │ │ ├── Loading Screen.prefab.meta │ │ ├── Main Camera.prefab │ │ ├── Main Camera.prefab.meta │ │ ├── Main Canvas.prefab │ │ ├── Main Canvas.prefab.meta │ │ ├── PlayerController.prefab │ │ └── PlayerController.prefab.meta ├── _Scenes.meta ├── _Scenes │ ├── AlphaSandbox.meta │ ├── AlphaSandbox.unity │ ├── AlphaSandbox.unity.meta │ ├── AlphaSandbox │ │ ├── NavMesh.asset │ │ └── NavMesh.asset.meta │ ├── MainMenu.unity │ ├── MainMenu.unity.meta │ ├── TestScene.meta │ ├── TestScene.unity │ ├── TestScene.unity.meta │ └── TestScene │ │ ├── NavMesh.asset │ │ └── NavMesh.asset.meta ├── _SourceCode.meta └── _SourceCode │ ├── Camera.meta │ ├── Camera │ ├── CameraController.cs │ ├── CameraController.cs.meta │ ├── CameraTargetPos.cs │ └── CameraTargetPos.cs.meta │ ├── Combat.meta │ ├── Combat │ ├── DamageEnemy.cs │ ├── DamageEnemy.cs.meta │ ├── DamagePlayer.cs │ ├── DamagePlayer.cs.meta │ ├── HealPlayer.cs │ ├── HealPlayer.cs.meta │ ├── HealthSystem.cs │ ├── HealthSystem.cs.meta │ ├── Scissors.cs │ └── Scissors.cs.meta │ ├── Dev.meta │ ├── Dev │ ├── CostumeDebug.cs │ ├── CostumeDebug.cs.meta │ ├── Old Stuff.meta │ └── Old Stuff │ │ ├── Effects.meta │ │ ├── Effects │ │ ├── Effect.cs │ │ └── Effect.cs.meta │ │ ├── PlayerCollisions.cs │ │ ├── PlayerCollisions.cs.meta │ │ ├── Utils.cs │ │ └── Utils.cs.meta │ ├── Enemies.meta │ ├── Enemies │ ├── Behaviors.meta │ ├── Behaviors │ │ ├── BehaviorBase.cs │ │ ├── BehaviorBase.cs.meta │ │ ├── PatrolBasic.cs │ │ └── PatrolBasic.cs.meta │ ├── EnemyBase.cs │ ├── EnemyBase.cs.meta │ ├── TestEnemy.cs │ └── TestEnemy.cs.meta │ ├── Player.meta │ ├── Player │ ├── Form Data.meta │ ├── Form Data │ │ ├── BearData.asset │ │ ├── BearData.asset.meta │ │ ├── FormDataBase.cs │ │ ├── FormDataBase.cs.meta │ │ ├── HumanData.asset │ │ ├── HumanData.asset.meta │ │ ├── TestCapsuleData.asset │ │ └── TestCapsuleData.asset.meta │ ├── FormManager.cs │ ├── FormManager.cs.meta │ ├── GroundedManager.cs │ ├── GroundedManager.cs.meta │ ├── PlayerController.cs │ └── PlayerController.cs.meta │ ├── _Game Management.meta │ └── _Game Management │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Level Management.meta │ ├── Level Management │ ├── LevelData.cs │ ├── LevelData.cs.meta │ ├── SetRespawn.cs │ └── SetRespawn.cs.meta │ ├── PauseHandler.cs │ ├── PauseHandler.cs.meta │ ├── UI.meta │ └── UI │ ├── CanvasManager.cs │ ├── CanvasManager.cs.meta │ ├── LoadingScreenManager.cs │ ├── LoadingScreenManager.cs.meta │ ├── MainMenuManager.cs │ └── MainMenuManager.cs.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 └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | 8 | # Never ignore Asset meta data 9 | ![Aa]ssets/**/*.meta 10 | 11 | # Uncomment this line if you wish to ignore the asset store tools plugin 12 | # [Aa]ssets/AssetStoreTools* 13 | 14 | # TextMesh Pro files 15 | [Aa]ssets/TextMesh*Pro/ 16 | 17 | # Visual Studio cache directory 18 | .vs/ 19 | 20 | # Gradle cache directory 21 | .gradle/ 22 | 23 | # Autogenerated VS/MD/Consulo solution and project files 24 | ExportedObj/ 25 | .consulo/ 26 | *.csproj 27 | *.unityproj 28 | *.sln 29 | *.suo 30 | *.tmp 31 | *.user 32 | *.userprefs 33 | *.pidb 34 | *.booproj 35 | *.svd 36 | *.pdb 37 | *.mdb 38 | *.opendb 39 | *.VC.db 40 | 41 | # Unity3D generated meta files 42 | *.pidb.meta 43 | *.pdb.meta 44 | *.mdb.meta 45 | 46 | # Unity3D generated file on crash reports 47 | sysinfo.txt 48 | 49 | # Builds 50 | *.apk 51 | *.unitypackage 52 | 53 | # Crashlytics generated file 54 | crashlytics-build.properties 55 | 56 | .idea/ 57 | Dist/ 58 | 59 | # Ignore ProCore and ProBuilder settings 60 | Assets/ProCore/ 61 | Assets/ProCore.meta 62 | ProjectSettings/ProBuilderSettings.json 63 | Assets/ProBuilder Data/ 64 | Assets/ProBuilder Data.meta 65 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 871ec7c94514c784bbac969bd1c48b6e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Editor/CreateAssetBundles.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using System.IO; 3 | 4 | public class CreateAssetBundles { 5 | [MenuItem("Assets/Build AssetBundles")] 6 | static void BuildAllAssetBundles() { 7 | string assetBundleDirectory = "Assets/AssetBundles"; 8 | if(!Directory.Exists(assetBundleDirectory)) { 9 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 28ef36adce4b70644885c18e02c7ed04 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 23800000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7bd3d876721dddc49a527e75f4bd2aa6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Camera.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 548eb7017c350684fb764132eea408b2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Camera/CameraController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CameraController : MonoBehaviour { 6 | 7 | public static GameObject player; 8 | 9 | public float rotateSpeed; 10 | public float horizOffset, verticalOffset; 11 | private Vector3 cameraDir = Vector3.forward; 12 | private Vector3 posOffset, newPos; 13 | private float angle, distance; 14 | 15 | // Wall collision detection 16 | private bool inWall; 17 | private CameraTargetPos targetPos; 18 | private Vector3 targetOffset = new Vector3(0, 0, 0.3f); 19 | private Vector3 setPos; 20 | 21 | private void Start() { 22 | if(Camera.main != GetComponent()) { 23 | try { 24 | horizOffset = Camera.main.GetComponent().horizOffset; 25 | verticalOffset = Camera.main.GetComponent().verticalOffset; 26 | } catch { 27 | Debug.Log("Previous main camera did not have CameraController component, unable to retrieve offset"); 28 | } 29 | Destroy(Camera.main.gameObject); 30 | } 31 | if(player == null) 32 | player = PlayerController.pc.controlledPawn; 33 | tag = "MainCamera"; 34 | //distance = Mathf.Sqrt(Mathf.Pow(horizOffset, 2f) + Mathf.Pow(verticalOffset, 2f)); 35 | distance = horizOffset; 36 | targetPos = CameraTargetPos.target.GetComponent(); 37 | } 38 | 39 | private void LateUpdate() { 40 | if(PlayerController.pc.canAct) { 41 | // Convert input into rotation 42 | angle += Input.GetAxis("CameraX") * rotateSpeed; 43 | if(angle > 360f) 44 | angle -= 360f; 45 | else if(angle < 0f) 46 | angle += 360f; 47 | cameraDir = new Vector3(Mathf.Sin(angle * Mathf.Deg2Rad), 0f, Mathf.Cos(angle * Mathf.Deg2Rad)); 48 | 49 | // Detect if player's controlled pawn changed, and reset reference if so 50 | if(player != PlayerController.pc.controlledPawn) 51 | player = PlayerController.pc.controlledPawn; 52 | 53 | // Calculate position 54 | targetPos.transform.position = newPos + transform.TransformVector(targetOffset); 55 | targetPos.transform.rotation = Quaternion.Euler(5, angle, 0); 56 | posOffset = Vector3.Normalize(cameraDir) * -horizOffset; 57 | posOffset.y = verticalOffset; 58 | newPos = player.transform.position + posOffset; 59 | if(targetPos.leftInWall) { 60 | /*if(inWall) { 61 | Debug.Log("adjusting"); 62 | newPos += transform.TransformVector(Vector3.right) * targetPos.leftDist; 63 | setPos = newPos; 64 | }*/ 65 | } else if(targetPos.rightInWall) { 66 | 67 | } else { 68 | setPos = newPos; 69 | } 70 | 71 | // Prevent camera from going inside walls 72 | //Debug.DrawRay(newPos, player.transform.position - newPos, Color.blue, 2f, true); 73 | if(inWall) { 74 | if(Physics.Raycast(player.transform.position, newPos - player.transform.position, out RaycastHit hit, distance, LayerMask.GetMask("Terrain"), QueryTriggerInteraction.Ignore)) { 75 | newPos = hit.point; 76 | if(targetPos.leftInWall) { 77 | if(!targetPos.rightInWall) 78 | setPos = newPos + transform.TransformVector(Vector3.right) * targetPos.leftDist; 79 | } else if(targetPos.rightInWall) { 80 | setPos = newPos + transform.TransformVector(Vector3.left) * targetPos.rightDist; 81 | } else { 82 | transform.position = newPos; 83 | transform.rotation = Quaternion.Euler(5, angle, 0); 84 | return; 85 | } 86 | } 87 | } 88 | 89 | // Apply offset position 90 | transform.position = setPos; 91 | transform.rotation = Quaternion.Euler(5, angle, 0); 92 | } 93 | } 94 | 95 | private void OnTriggerEnter(Collider other) { 96 | if(other.CompareTag("Terrain")) 97 | inWall = true; 98 | } 99 | 100 | private void OnTriggerExit(Collider other) { 101 | if(other.CompareTag("Terrain")) 102 | inWall = false; 103 | } 104 | 105 | } 106 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Camera/CameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 225cc8ccce2f8244fb70125b6834d3e9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Camera/CameraTargetPos.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CameraTargetPos : MonoBehaviour { 6 | 7 | public static CameraTargetPos target; 8 | 9 | [HideInInspector] public float leftDist, rightDist; 10 | [HideInInspector] public bool leftInWall, rightInWall; 11 | private bool insideWall; 12 | 13 | private void Awake() { 14 | if(target == null) { 15 | target = this; 16 | DontDestroyOnLoad(gameObject); 17 | } else 18 | Destroy(gameObject); 19 | } 20 | 21 | private void LateUpdate() { 22 | if(!insideWall) { 23 | if(Physics.Raycast(transform.position + transform.TransformVector(Vector3.right * 0.1f), transform.TransformVector(Vector3.left), out RaycastHit hitL, 0.3225f + 0.15f, LayerMask.GetMask("Terrain"), QueryTriggerInteraction.Ignore)) { 24 | leftInWall = true; 25 | leftDist = 0.3225f - hitL.distance + 0.1f; 26 | } else { 27 | leftInWall = false; 28 | leftDist = 0; 29 | } 30 | if(Physics.Raycast(transform.position + transform.TransformVector(Vector3.left * 0.1f), transform.TransformVector(Vector3.right), out RaycastHit hitR, 0.3225f + 0.15f, LayerMask.GetMask("Terrain"), QueryTriggerInteraction.Ignore)) { 31 | rightInWall = true; 32 | rightDist = 0.3225f - hitR.distance + 0.1f; 33 | } else { 34 | rightInWall = false; 35 | rightDist = 0; 36 | } 37 | } else { 38 | leftInWall = true; 39 | rightInWall = true; 40 | } 41 | 42 | //Debug.Log(insideWall); 43 | 44 | } 45 | 46 | private void OnTriggerEnter(Collider other) { 47 | insideWall = true; 48 | } 49 | 50 | private void OnTriggerExit(Collider other) { 51 | insideWall = false; 52 | } 53 | 54 | } 55 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Camera/CameraTargetPos.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 577232c48f9ba9e44b60f2bee381bdba 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a354c376f8d22e49a039c3c8b643c9f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/DamageEnemy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DamageEnemy : MonoBehaviour { 6 | 7 | public int amount; 8 | 9 | private void Awake() { 10 | if(amount <= 0) 11 | amount = 1; 12 | } 13 | 14 | private void OnTriggerEnter(Collider other) { 15 | if(other.CompareTag("Enemy")) { 16 | other.GetComponent().health -= amount; 17 | other.GetComponent().currentDetection += 10f; 18 | //other.GetComponent().currentDetection += 5f; 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/DamageEnemy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3dcc0970e2891c440bd2021ae1feea4f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/DamagePlayer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DamagePlayer : MonoBehaviour { 6 | 7 | public int amount; 8 | 9 | private void Awake() { 10 | if(amount <= 0) 11 | amount = 1; 12 | } 13 | 14 | private void OnTriggerEnter(Collider other) { 15 | if(other.CompareTag("PlayerControllable")) 16 | HealthSystem.TakeDamage(amount); 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/DamagePlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb44da3021a84744e94a4f68acdc055a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/HealPlayer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class HealPlayer : MonoBehaviour { 6 | 7 | public int amount; 8 | 9 | private void Awake() { 10 | if(amount <= 0) 11 | amount = 1; 12 | } 13 | 14 | private void OnTriggerEnter(Collider other) { 15 | if(other.CompareTag("PlayerControllable")) 16 | HealthSystem.HealDamage(amount); 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/HealPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8367c3db35a73de42adf4f01d2c3e051 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/HealthSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class HealthSystem : MonoBehaviour 7 | { 8 | public static int maxHealth = 8; 9 | public static int health = maxHealth; // health should always be the max on start 10 | public static bool dead = false; 11 | 12 | // spaghetti code 13 | public static void TakeDamage(int amount = 1) { 14 | health = health - amount; 15 | UpdateHP(); 16 | } 17 | 18 | public static void HealDamage(int amount = 1) { 19 | health = health + amount; 20 | UpdateHP(); 21 | } 22 | 23 | public static void UpdateHP() { 24 | if(health > maxHealth) { 25 | health = maxHealth; 26 | } else if(health <= 0) { 27 | //dead = true; 28 | health = maxHealth; 29 | LevelData.data.RespawnPlayer(); 30 | } 31 | GameObject text = GameObject.Find("HPText"); 32 | text.GetComponent().text = "HP: " + health; 33 | UpdateHealthUI(); 34 | } 35 | 36 | private static void UpdateHealthUI() { 37 | List healthSprites = CanvasManager.cm.healthSprites; 38 | if(health < 0) { 39 | for(int i = 0; i < healthSprites.Count; i++) { 40 | healthSprites[i].sprite = CanvasManager.cm.emptyHeart; 41 | healthSprites[i].color = new Color32(255, 255, 255, 60); 42 | } 43 | } else if(health > healthSprites.Count) { 44 | for(int i = 0; i < healthSprites.Count; i++) { 45 | healthSprites[i].sprite = CanvasManager.cm.fullHeart; 46 | healthSprites[i].color = new Color32(255, 255, 255, 255); 47 | } 48 | } else { 49 | for(int i = 0; i < healthSprites.Count; i++) { 50 | if(i < health) { 51 | healthSprites[i].sprite = CanvasManager.cm.fullHeart; 52 | healthSprites[i].color = new Color32(255, 255, 255, 255); 53 | } else { 54 | healthSprites[i].sprite = CanvasManager.cm.emptyHeart; 55 | healthSprites[i].color = new Color32(255, 255, 255, 60); 56 | } 57 | } 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/HealthSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f5e893ba29cd1454cb54358cc3dc6c89 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/Scissors.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Scissors : MonoBehaviour { 6 | 7 | private void OnTriggerEnter(Collider other) { 8 | /*if(other.CompareTag("PlayerControllable") && other.gameObject != PlayerController.pc.gameObject) 9 | PlayerController.pc.ChangeControlledPawn(other.gameObject);*/ 10 | if(other.CompareTag("Enemy")) { 11 | PlayerController.pc.ChangeControlledPawn(PlayerController.Form.Bear); 12 | } else if(other.CompareTag("CostumeGiver")) { 13 | try { 14 | PlayerController.pc.ChangeControlledPawn(other.GetComponent().costume); 15 | } catch { 16 | PlayerController.pc.ChangeControlledPawn(PlayerController.Form.Bear); 17 | } 18 | } 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Combat/Scissors.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ae38234b2a12c94ea13848d22f53e47 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53ffe48e88b103646900c268961fe38a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/CostumeDebug.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CostumeDebug : MonoBehaviour { 6 | 7 | public PlayerController.Form costume; 8 | 9 | } 10 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/CostumeDebug.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a6cb2801659fc1a458fe6f1d7fda150d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9eeb3a897d289ed4a88588fad62f8e9c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/Effects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1167cb7148c944edad2e70dffd877107 3 | timeCreated: 1553041599 -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/Effects/Effect.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | 4 | public abstract class Effect 5 | { 6 | public string name { get; } 7 | 8 | protected Effect(string name) 9 | { 10 | this.name = name; 11 | } 12 | } 13 | 14 | /** 15 | * TODO: Implement this properly later 16 | * 17 | * or throw it away, figure it out 18 | */ 19 | public class SpeedEffect : Effect 20 | { 21 | /** 22 | * Flat speed increase / decrease 23 | * 24 | * adds 0 by default 25 | */ 26 | public float flat = 0f; 27 | 28 | /** 29 | * Speed multiplier 30 | * 31 | * multiplies by 1 by default 32 | */ 33 | public float multiplier = 1f; 34 | 35 | public SpeedEffect(string opts) : base(opts) 36 | { 37 | } 38 | } 39 | 40 | public class Sneak : SpeedEffect 41 | { 42 | public Sneak() : base("Sneak") 43 | { 44 | multiplier = 0.5f; 45 | } 46 | } -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/Effects/Effect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9a7e7dd396057e41b9e5cd341c1c7b8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/PlayerCollisions.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PlayerCollisions : MonoBehaviour { 6 | 7 | [HideInInspector] public Vector3 hitNormal; 8 | 9 | private void OnControllerColliderHit(ControllerColliderHit hit) { 10 | hitNormal = hit.normal; 11 | //Debug.Log(hit.gameObject.name); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/PlayerCollisions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4b71861d3ecafd48bb25205ba7c3f1d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/Utils.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public static class Utils 5 | { 6 | public static void WithKeyHold(KeyCode code, Action onHold, Action onRelease) 7 | { 8 | if (Input.GetKeyDown(code)) 9 | { 10 | onHold(); 11 | } 12 | 13 | if (Input.GetKeyUp(code)) 14 | { 15 | onRelease(); 16 | } 17 | } 18 | } -------------------------------------------------------------------------------- /Assets/_SourceCode/Dev/Old Stuff/Utils.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccb9cf93201946a098681acd85fd5236 3 | timeCreated: 1553059276 -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a6977df6b2747a4192c2826b548e51f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/Behaviors.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f405da21fe51b33478f080e887d47361 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/Behaviors/BehaviorBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.AI; 5 | using UnityEngine.UI; 6 | 7 | public class BehaviorBase : MonoBehaviour { 8 | 9 | public enum DetectedMode {Unaware,Suspicious,Detected}; 10 | public static float overallMaxDetection = 100; 11 | 12 | public float detectedLevel, suspiciousLevel, giveUpTime; 13 | [HideInInspector] public float currentDetection, timer; 14 | [HideInInspector] public DetectedMode detectedState = DetectedMode.Unaware; 15 | [HideInInspector] public Vector3 lastKnownPlayerPos = Vector3.zero; 16 | 17 | protected bool susFlag = false, detFlag = false; 18 | private GameObject text; 19 | 20 | protected virtual void Start() { 21 | text = transform.GetComponentInChildren().gameObject; 22 | text.SetActive(false); 23 | } 24 | 25 | protected virtual void Update() { 26 | currentDetection = Mathf.Clamp(currentDetection, 0f, overallMaxDetection); 27 | 28 | if(currentDetection >= detectedLevel) 29 | OnDetectPlayer(); 30 | else if(currentDetection >= suspiciousLevel) 31 | OnSuspicious(); 32 | else { 33 | OnIdle(); 34 | detectedState = DetectedMode.Unaware; 35 | timer = 0; 36 | } 37 | } 38 | 39 | /// 40 | /// Continuously called when the enemy is unaware of the player 41 | /// 42 | public virtual void OnIdle() { 43 | susFlag = false; 44 | detFlag = false; 45 | } 46 | 47 | 48 | /// 49 | /// Called once when the enemy first becomes suspicous of the player 50 | /// 51 | public virtual void OnFirstSuspicious() { 52 | susFlag = true; 53 | StartCoroutine(DisplayText("?", 1.5f)); 54 | } 55 | 56 | /// 57 | /// Continuously called while the enemy is suspicous of the player 58 | /// 59 | public virtual void OnSuspicious() { 60 | detectedState = DetectedMode.Suspicious; 61 | detFlag = false; 62 | if(!susFlag) 63 | OnFirstSuspicious(); 64 | } 65 | 66 | /// 67 | /// Called once when the enemy first detects the player 68 | /// 69 | public virtual void OnFirstDetectPlayer() { 70 | detFlag = true; 71 | StartCoroutine(DisplayText("!", 2f)); 72 | } 73 | 74 | /// 75 | /// Called continuously while the enemy has detected the player 76 | /// 77 | public virtual void OnDetectPlayer() { 78 | detectedState = DetectedMode.Detected; 79 | susFlag = false; 80 | if(!detFlag) 81 | OnFirstDetectPlayer(); 82 | } 83 | 84 | /// 85 | /// Displays "?" and "!" markers above the enemy for suspicion and detection, respectively 86 | /// 87 | public virtual IEnumerator DisplayText(string newText, float time = 1f) { 88 | float timer = 0; 89 | Text tText = text.GetComponent(); 90 | tText.text = newText; 91 | text.SetActive(true); 92 | while(timer <= time && tText.text == newText) { 93 | SetTextRot(); 94 | yield return null; 95 | timer += Time.deltaTime; 96 | } 97 | if(text.GetComponent().text == newText) 98 | text.SetActive(false); 99 | } 100 | 101 | /// 102 | /// Sets rotation of "?" and "!" markers to face the camera 103 | /// 104 | protected void SetTextRot() { 105 | Vector3 camera = Camera.main.transform.position; 106 | camera.y = 0; 107 | text.GetComponent().LookAt(camera); 108 | } 109 | 110 | public virtual bool WithinAttackRange() { 111 | return false; 112 | } 113 | 114 | } 115 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/Behaviors/BehaviorBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccc9eed4eaa63fb4397a9ece6250cb6c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/Behaviors/PatrolBasic.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.AI; 5 | 6 | public class PatrolBasic : BehaviorBase { 7 | 8 | public Transform[] patrolPoints; 9 | public float waitTime, pauseTime, attackRange; 10 | 11 | private int currentPoint; 12 | private bool waiting; 13 | private NavMeshAgent agent; 14 | 15 | protected override void Start() { 16 | base.Start(); 17 | agent = GetComponent(); 18 | currentPoint = 0; 19 | agent.SetDestination(patrolPoints[0].position); 20 | waiting = false; 21 | if(patrolPoints.Length == 0) 22 | Debug.Log("No patrol points set for " + gameObject.name); 23 | } 24 | 25 | public override void OnIdle() { 26 | base.OnIdle(); 27 | if(detectedState != DetectedMode.Unaware) 28 | agent.SetDestination(patrolPoints[currentPoint].position); 29 | if(!waiting && AtDestination()) 30 | StartCoroutine(StartWait()); 31 | } 32 | 33 | public override void OnFirstSuspicious() { 34 | base.OnFirstSuspicious(); 35 | StartCoroutine(Pause()); 36 | } 37 | 38 | public override void OnSuspicious() { 39 | base.OnSuspicious(); 40 | waiting = false; 41 | } 42 | 43 | public override void OnDetectPlayer() { 44 | base.OnDetectPlayer(); 45 | waiting = false; 46 | if(Vector3.Distance(transform.position, PlayerController.pc.controlledPawn.transform.position) <= attackRange) { 47 | //agent.isStopped = false; 48 | agent.SetDestination(transform.position); 49 | } else { 50 | //agent.isStopped = true; 51 | //agent.velocity = Vector3.zero; 52 | agent.SetDestination(PlayerController.pc.controlledPawn.transform.position); 53 | } 54 | //agent.SetDestination(PlayerController.pc.controlledPawn.transform.position); 55 | } 56 | 57 | protected void NextDestination() { 58 | currentPoint++; 59 | if(currentPoint >= patrolPoints.Length) 60 | currentPoint = 0; 61 | agent.SetDestination(patrolPoints[currentPoint].position); 62 | } 63 | 64 | protected bool AtDestination() { 65 | bool atDest = Vector3.Distance(transform.position, patrolPoints[currentPoint].position) <= 0.2f; 66 | if(!atDest && Mathf.Abs(transform.position.y - patrolPoints[currentPoint].position.y) <= 1.25f) { 67 | Vector3 xzPos = new Vector3(transform.position.x, 0, transform.position.z); 68 | Vector3 xzDest = new Vector3(patrolPoints[currentPoint].position.x, 0, patrolPoints[currentPoint].position.z); 69 | if(Vector3.Distance(xzPos, xzDest) <= 0.1f) 70 | atDest = true; 71 | } 72 | return atDest; 73 | } 74 | 75 | protected IEnumerator StartWait() { 76 | waiting = true; 77 | yield return new WaitForSeconds(waitTime); 78 | if(waiting) { 79 | waiting = false; 80 | NextDestination(); 81 | } 82 | } 83 | 84 | protected IEnumerator Pause() { 85 | agent.isStopped = true; 86 | yield return new WaitForSeconds(pauseTime); 87 | if(detectedState == DetectedMode.Suspicious) 88 | agent.SetDestination(lastKnownPlayerPos); 89 | agent.isStopped = false; 90 | } 91 | 92 | public override bool WithinAttackRange() { 93 | return Vector3.Distance(transform.position, PlayerController.pc.controlledPawn.transform.position) <= attackRange; 94 | } 95 | 96 | } 97 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/Behaviors/PatrolBasic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e351fbfd09bf7e49af3b93dffb42340 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/EnemyBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class EnemyBase : MonoBehaviour { 6 | 7 | [HideInInspector] public int health; 8 | public int maxHealth, baseDamage; 9 | public float viewRangeAngle, viewRangeDistance, audioListenRange, detectGain, detectLoss, gravity; 10 | 11 | protected float detectLossMultiplier; 12 | protected bool outOfRange; 13 | protected GameObject viewRangeLight, player; 14 | protected BehaviorBase behavior; 15 | protected Animator anim; 16 | 17 | protected virtual void Awake() { 18 | try { 19 | viewRangeLight = transform.GetChild(0).gameObject; 20 | } catch { 21 | Debug.LogError("Failed to get FOV Light child object of " + gameObject); 22 | } 23 | behavior = GetComponent(); 24 | anim = GetComponent(); 25 | health = maxHealth; 26 | } 27 | 28 | protected virtual void Start() { 29 | if(viewRangeLight != null) { 30 | if(!GameManager.gm.displayEnemyFOV) 31 | Destroy(viewRangeLight); 32 | else { 33 | Light light = viewRangeLight.GetComponent(); 34 | light.range = viewRangeDistance; 35 | light.spotAngle = viewRangeAngle; 36 | } 37 | } 38 | player = PlayerController.pc.controlledPawn; 39 | } 40 | 41 | protected virtual void Update() { 42 | // Check health 43 | if(health <= 0) { 44 | Destroy(gameObject); 45 | } 46 | 47 | // Detect if player's controlled pawn changed, and reset reference if so 48 | if(player != PlayerController.pc.controlledPawn) 49 | player = PlayerController.pc.controlledPawn; 50 | 51 | // Test if player is within field of view 52 | if(!LoadingScreenManager.ls.loading && Vector3.Distance(transform.position, player.transform.position) <= viewRangeDistance && 53 | Vector3.Angle(transform.forward, player.transform.position - transform.position) <= viewRangeAngle / 2) { 54 | RaycastHit hit; 55 | if(Physics.Raycast(transform.position, player.transform.position - transform.position, out hit, viewRangeDistance, LayerMask.GetMask("Terrain", "Player"))) { 56 | if(hit.collider.CompareTag("PlayerControllable")) { 57 | //Debug.Log("player in field of view"); 58 | behavior.currentDetection += detectGain * Time.deltaTime; 59 | behavior.lastKnownPlayerPos = player.transform.position; 60 | outOfRange = false; 61 | } else { 62 | //Debug.Log("player obscured by terrain"); 63 | outOfRange = true; 64 | } 65 | } 66 | } else 67 | outOfRange = true; 68 | 69 | // Lose interest if player is out of range 70 | if(outOfRange) { 71 | if(behavior.timer >= behavior.giveUpTime) { 72 | if(behavior.timer >= 1.5 * behavior.giveUpTime) 73 | detectLossMultiplier = 1.5f; 74 | else 75 | detectLossMultiplier = 1; 76 | if(PlayerController.pc.isSneaking) 77 | detectLossMultiplier *= 1.5f; 78 | detectLossMultiplier *= Time.deltaTime; 79 | } else 80 | detectLossMultiplier = 0; 81 | switch(behavior.detectedState) { 82 | /*case BehaviorBase.DetectedMode.Unaware: 83 | break;*/ 84 | case BehaviorBase.DetectedMode.Suspicious: 85 | behavior.timer += Time.deltaTime; 86 | behavior.currentDetection -= detectLoss * detectLossMultiplier; 87 | break; 88 | case BehaviorBase.DetectedMode.Detected: 89 | behavior.timer += Time.deltaTime * 0.75f; 90 | behavior.currentDetection -= detectLoss * detectLossMultiplier * 0.5f; 91 | break; 92 | default: 93 | break; 94 | } 95 | } else 96 | detectLossMultiplier = 0; 97 | //Debug.Log("Timer: " + behavior.timer + ", Detection: " + behavior.currentDetection + ", Multiplier: " + (detectLossMultiplier)); 98 | } 99 | 100 | protected void OnDestroy() { 101 | foreach(Transform child in transform) 102 | Destroy(child.gameObject); 103 | } 104 | 105 | protected virtual void OnTriggerEnter(Collider other) { 106 | if(other.CompareTag("ScissorAttack")) { 107 | Destroy(gameObject); 108 | } 109 | } 110 | 111 | public virtual void Attack() { 112 | 113 | } 114 | 115 | } 116 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/EnemyBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04cf60f0e5f30ba408469ab43351af67 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/TestEnemy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TestEnemy : EnemyBase { 6 | 7 | public float attackTimer; 8 | private float internalTimer = 0f; 9 | private DamagePlayer attackData; 10 | 11 | protected override void Start() { 12 | base.Start(); 13 | try { 14 | attackData = GetComponentInChildren(); 15 | } catch { 16 | Debug.LogError("Failed to get DamagePlayer component in Attack Hitbox for enemy " + gameObject); 17 | } 18 | } 19 | 20 | protected override void Update() { 21 | base.Update(); 22 | if(behavior.detectedState == BehaviorBase.DetectedMode.Detected && behavior.WithinAttackRange()) { 23 | internalTimer += Time.deltaTime; 24 | if(internalTimer >= attackTimer) { 25 | Attack(); 26 | internalTimer = 0f; 27 | } 28 | } else 29 | internalTimer = 0f; 30 | } 31 | 32 | public override void Attack() { 33 | base.Attack(); 34 | attackData.amount = baseDamage; 35 | anim.SetTrigger("Attack"); 36 | } 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Enemies/TestEnemy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e9b685ce6a65e64e8eac89f7a10708e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player.meta: -------------------------------------------------------------------------------- 1 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-------------------------------------------------------------------------------- /Assets/_SourceCode/Player/Form Data/FormDataBase.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [CreateAssetMenu(fileName = "FormData", menuName = "Form Data/Data", order = 1)] 6 | public class FormDataBase : ScriptableObject { 7 | 8 | public float walkSpeed, jumpStrength, gravityBase, gravityShortHop, gravityFalling, maxFallSpeed, formHeight, spawnHeight; 9 | public Vector3 groundedSkin; 10 | 11 | } 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/Form Data/FormDataBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 305ec95c33a71b442b7ad36cf729c1b1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | 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0.02, z: 0.25} 24 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/Form Data/HumanData.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c2d4f3a321adc54a80f196e01091264 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: formdata 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/Form Data/TestCapsuleData.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 305ec95c33a71b442b7ad36cf729c1b1, type: 3} 13 | m_Name: TestCapsuleData 14 | m_EditorClassIdentifier: 15 | walkSpeed: 6 16 | jumpStrength: 15 17 | gravityBase: 0.5 18 | gravityShortHop: 0.75 19 | gravityFalling: 1 20 | maxFallSpeed: -50 21 | formHeight: 2 22 | spawnHeight: 1.03 23 | groundedSkin: {x: 0.25, y: 0.02, z: 0.25} 24 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/Form Data/TestCapsuleData.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e8cc525288dba04489d5a5d503a3d7a 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: formdata 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/FormManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class FormManager : MonoBehaviour { 8 | 9 | [HideInInspector] public GameObject humanPawn, testPawn, bearPawn; 10 | 11 | public float removeTime; 12 | 13 | private PlayerController player; 14 | private RectTransform removeBar; 15 | private AssetBundle formBundle, pecoHumanBundle, pecoTestBundle, pecoBearBundle; 16 | private float holdTime; 17 | private static bool loaded = false; 18 | 19 | private void Awake() { 20 | player = GetComponent(); 21 | // load AssetBundles 22 | if(!loaded) { 23 | LoadBundle("formdata"); 24 | //LoadBundle("pecohuman"); 25 | LoadBundle("pecobear"); 26 | LoadBundle("testcapsule"); 27 | loaded = true; 28 | } 29 | // set player FormData 30 | if(player.formData == null) 31 | player.formData = formBundle.LoadAsset("TestCapsuleData"); 32 | } 33 | 34 | private void Start() { 35 | removeBar = CanvasManager.cm.costumeRemoveBar.GetComponent(); 36 | } 37 | 38 | private void Update() { 39 | if(removeTime <= 0.1f) 40 | removeTime = 0.11f; 41 | if(player.currentForm != PlayerController.Form.Human && player.currentForm != PlayerController.Form.Test) { 42 | if(Input.GetButton("RemoveCostume")) { 43 | holdTime += Time.deltaTime; 44 | if(holdTime >= removeTime) { 45 | player.ChangeControlledPawn(PlayerController.Form.Human); 46 | removeBar.sizeDelta = new Vector2(0f, 30f); 47 | } else if(holdTime > 0.1f) 48 | removeBar.sizeDelta = new Vector2(((holdTime - 0.1f) / (removeTime - 0.1f)) * 400f, 30f); 49 | } else if(Input.GetButtonUp("RemoveCostume")) { 50 | holdTime = 0; 51 | removeBar.sizeDelta = new Vector2(0f, 30f); 52 | } 53 | } else { 54 | holdTime = 0; 55 | removeBar.sizeDelta = new Vector2(0f, 30f); 56 | } 57 | } 58 | 59 | /// 60 | /// Returns pawn of type newForm, if it exists. If it doesn't, a new pawn is loaded from the respective AssetBundle and created. 61 | /// 62 | /// The type of pawn to return. 63 | /// Pawn of type newForm. 64 | public GameObject GetNewPawn(PlayerController.Form newForm) { 65 | switch(newForm) { 66 | case PlayerController.Form.Human: 67 | return humanPawn; 68 | case PlayerController.Form.Bear: 69 | if(bearPawn == null) 70 | bearPawn = Instantiate(pecoBearBundle.LoadAsset("PecoBear")); 71 | return bearPawn; 72 | case PlayerController.Form.Test: 73 | if(testPawn == null) 74 | testPawn = Instantiate(pecoTestBundle.LoadAsset("TestCapsule")); 75 | return testPawn; 76 | default: 77 | Debug.Log("Attempting to switch to form that is not set up in FormManager."); 78 | return null; 79 | } 80 | } 81 | 82 | /// 83 | /// Sets the player's formData to the data for form newForm. 84 | /// 85 | public void GetNewData(PlayerController.Form newForm) { 86 | switch(newForm) { 87 | case PlayerController.Form.Human: 88 | player.formData = formBundle.LoadAsset("TestCapsuleData"); 89 | return; 90 | case PlayerController.Form.Bear: 91 | player.formData = formBundle.LoadAsset("BearData"); 92 | return; 93 | case PlayerController.Form.Test: 94 | player.formData = formBundle.LoadAsset("TestCapsuleData"); 95 | return; 96 | default: 97 | Debug.Log("Attempting to switch to form that is not set up in FormManager."); 98 | return; 99 | } 100 | } 101 | 102 | /// 103 | /// Loads asset bundle with name bundleName. Should only be called in between scenes, such as during a loading screen. 104 | /// 105 | /// The name of the asset bundle to be loaded. 106 | public void LoadBundle(string bundleName) { 107 | switch(bundleName) { 108 | case "formdata": 109 | formBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "AssetBundles/formdata")); 110 | return; 111 | case "pecohuman": 112 | pecoHumanBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "AssetBundles/pecohuman")); 113 | return; 114 | case "testcapsule": 115 | pecoTestBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "AssetBundles/testcapsule")); 116 | return; 117 | case "pecobear": 118 | pecoBearBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "AssetBundles/pecobear")); 119 | return; 120 | default: 121 | Debug.Log("Attempting to load invalid AssetBundle \"" + bundleName + "\"!"); 122 | return; 123 | } 124 | } 125 | 126 | /// 127 | /// Unloads asset bundle with name bundleName, with load type unloadType. Should only be called in between scenes, such as during a loading screen. 128 | /// 129 | /// The name of the asset bundle to be unloaded. 130 | /// If true, all assets in the bundle will be unloaded and destroyed. If false, only compressed assets in the bundle are unloaded. 131 | public void UnloadBundle(string bundleName, bool unloadType = true) { 132 | switch(bundleName) { 133 | case "formdata": 134 | formBundle.Unload(unloadType); 135 | return; 136 | case "pecohuman": 137 | pecoHumanBundle.Unload(unloadType); 138 | return; 139 | case "testcapsule": 140 | pecoTestBundle.Unload(unloadType); 141 | return; 142 | case "pecobear": 143 | pecoBearBundle.Unload(unloadType); 144 | return; 145 | default: 146 | Debug.Log("Attempting to unload invalid AssetBundle \"" + bundleName + "\"!"); 147 | return; 148 | } 149 | } 150 | 151 | } 152 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/FormManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77ad25790fdd82a4c8dc04f0193a451f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/GroundedManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class GroundedManager : MonoBehaviour { 6 | 7 | private bool grounded; 8 | 9 | private void FixedUpdate() { 10 | PlayerController.pc.grounded = grounded || PlayerController.pc.groundedFromCast; 11 | } 12 | 13 | private void OnTriggerStay(Collider other) { 14 | if(other.gameObject.layer == 9) 15 | grounded = true; 16 | } 17 | 18 | private void OnTriggerExit(Collider other) { 19 | if(other.gameObject.layer == 9) 20 | grounded = false; 21 | } 22 | 23 | } 24 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/GroundedManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7958c87718e130e4998bcab7d1f7eb2f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/Player/PlayerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2537fe87976f1b247a1ab4d859ddc6f8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4da1f45fde19f54da30e2da0c59dc16 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/GameManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class GameManager : MonoBehaviour { 7 | 8 | public static GameManager gm; 9 | [HideInInspector] public static PauseHandler ph; 10 | 11 | public bool displayEnemyFOV; 12 | 13 | private void Awake() { 14 | if (gm == null) { 15 | gm = this; 16 | DontDestroyOnLoad(this.gameObject); 17 | } else { 18 | Destroy(this.gameObject); 19 | } 20 | ph = GetComponent(); 21 | } 22 | 23 | public void LoadScene(string scene) { 24 | StartCoroutine(LoadAsync(scene)); 25 | } 26 | 27 | public IEnumerator LoadAsync(string scene) { 28 | AsyncOperation async = SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive); 29 | while(!async.isDone) 30 | yield return null; 31 | } 32 | 33 | public void UnloadScene(string scene) { 34 | StartCoroutine(UnloadAsync(scene)); 35 | } 36 | 37 | public IEnumerator UnloadAsync(string scene) { 38 | AsyncOperation async = SceneManager.UnloadSceneAsync(scene); 39 | while(!async.isDone) 40 | yield return null; 41 | } 42 | 43 | public IEnumerator UnloadAsync(Scene scene) { 44 | AsyncOperation async = SceneManager.UnloadSceneAsync(scene); 45 | while(!async.isDone) 46 | yield return null; 47 | } 48 | 49 | public void SetScene(string scene) { 50 | SceneManager.SetActiveScene(SceneManager.GetSceneByName(scene)); 51 | } 52 | 53 | public void ExitGame() { 54 | Application.Quit(); 55 | } 56 | 57 | } 58 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 055616b55225d91408bdc6b8a63a4d17 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/Level Management.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 92d09d1c691538d4eb661a4fddaf84d9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/Level Management/LevelData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LevelData : MonoBehaviour { 6 | 7 | public static LevelData data; 8 | 9 | public Vector3 currentRespawn; 10 | public Transform spawnPosition; 11 | public float minYPos = -10f; 12 | 13 | public bool debugRespawn; 14 | 15 | private void Awake() { 16 | if(data == null) { 17 | data = this; 18 | } else if(data != this) { 19 | Destroy(data.gameObject); 20 | data = this; 21 | } 22 | try { 23 | currentRespawn = spawnPosition.position; 24 | } catch { 25 | currentRespawn = PlayerController.pc.controlledPawn.transform.position; 26 | } 27 | } 28 | 29 | private void Update() { 30 | if(debugRespawn) { 31 | RespawnPlayer(); 32 | debugRespawn = false; 33 | } else if(!LoadingScreenManager.ls.loading && PlayerController.pc.controlledPawn.transform.position.y < minYPos) 34 | RespawnPlayer(); 35 | } 36 | 37 | public void RespawnPlayer() { 38 | PlayerController.pc.TeleportPlayer(currentRespawn); 39 | } 40 | 41 | } 42 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/Level Management/LevelData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d54f11da4cd7f7d46b207d847ac96f4b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/Level Management/SetRespawn.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SetRespawn : MonoBehaviour { 6 | 7 | public Transform correspondingPoint; 8 | public bool oneTimeOnly; 9 | public bool triggered = false; 10 | 11 | private void OnTriggerEnter(Collider other) { 12 | if(!triggered && other.gameObject == PlayerController.pc.controlledPawn) { 13 | LevelData.data.currentRespawn = correspondingPoint.position; 14 | if(oneTimeOnly) 15 | triggered = true; 16 | } 17 | } 18 | 19 | } 20 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/Level Management/SetRespawn.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8811bfa4fbcab284f8dccfdf7bd94dac 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/PauseHandler.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PauseHandler : MonoBehaviour { 6 | 7 | private static GameObject pauseMenu; 8 | private float timeMarker; 9 | [HideInInspector] public static bool paused, canPause; 10 | 11 | void Awake() { 12 | timeMarker = 1f; 13 | paused = false; 14 | canPause = true; 15 | } 16 | 17 | private void Start() { 18 | pauseMenu = CanvasManager.cm.pauseMenu; 19 | } 20 | 21 | void Update() { 22 | if (Input.GetButtonDown("Pause") && canPause) { 23 | PauseGame(); 24 | } 25 | MouseLock(); 26 | } 27 | 28 | public void PauseGame() { 29 | paused = !paused; 30 | try { 31 | pauseMenu.SetActive(paused); 32 | if(paused) { 33 | timeMarker = Time.timeScale; 34 | Time.timeScale = 0; 35 | PlayerController.pc.canAct = false; 36 | } else { 37 | Time.timeScale = timeMarker; 38 | PlayerController.pc.canAct = true; 39 | MouseLock(); 40 | } 41 | } catch { 42 | Debug.LogError("Pause Menu reference does not exist. Was the menu deleted, did the scene change, or was the reference not set?"); 43 | } 44 | } 45 | 46 | public static void SetMenu(bool toggle) { 47 | pauseMenu.SetActive(toggle); 48 | } 49 | 50 | private void MouseLock() { 51 | if (!paused) { 52 | Cursor.lockState = CursorLockMode.Locked; 53 | Cursor.visible = false; 54 | return; 55 | } 56 | Cursor.lockState = CursorLockMode.None; 57 | Cursor.visible = true; 58 | 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/PauseHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 127777c21abb40840a9f2a859312bde5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05976c1d74bb71542aa9d8b77a714a60 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI/CanvasManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class CanvasManager : MonoBehaviour { 7 | 8 | public static CanvasManager cm; 9 | 10 | public GameObject pauseMenu, stealthGradient, costumeRemoveBar, healthBar; 11 | public Sprite fullHeart, emptyHeart; 12 | 13 | [HideInInspector] public List healthSprites; 14 | 15 | private void Awake() { 16 | if(cm == null) { 17 | cm = this; 18 | DontDestroyOnLoad(gameObject); 19 | } else 20 | Destroy(gameObject); 21 | pauseMenu.SetActive(false); 22 | stealthGradient.SetActive(false); 23 | foreach(Transform child in healthBar.transform) 24 | healthSprites.Add(child.GetComponent()); 25 | } 26 | 27 | public void PauseGame() { 28 | GameManager.ph.PauseGame(); 29 | } 30 | 31 | public void ExitGame() { 32 | GameManager.gm.ExitGame(); 33 | } 34 | 35 | public void LoadScene(string scene) { 36 | LoadingScreenManager.ls.LoadNewScene(scene); 37 | } 38 | 39 | private void OnDestroy() { 40 | foreach(Transform child in transform) { 41 | foreach(Transform subchild in child) { 42 | foreach(Transform subsubchild in subchild) { 43 | Destroy(subsubchild.gameObject); 44 | } 45 | Destroy(subchild.gameObject); 46 | } 47 | Destroy(child.gameObject); 48 | } 49 | } 50 | 51 | } 52 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI/CanvasManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad528135be4b8df45b66cfff2147ed5a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI/LoadingScreenManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class LoadingScreenManager : MonoBehaviour { 7 | 8 | public static LoadingScreenManager ls; 9 | 10 | public bool loading = false; 11 | 12 | private Canvas canvas; 13 | 14 | private void Awake() { 15 | if(ls == null) { 16 | ls = this; 17 | DontDestroyOnLoad(gameObject); 18 | } else { 19 | foreach(Transform child in transform) 20 | Destroy(child.gameObject); 21 | Destroy(gameObject); 22 | } 23 | canvas = GetComponent(); 24 | canvas.enabled = false; 25 | } 26 | 27 | public void LoadNewScene(string newScene) { 28 | StartCoroutine(LoadCoroutine(newScene)); 29 | } 30 | 31 | private IEnumerator LoadCoroutine(string newScene) { 32 | // Disable pausing and movement 33 | PauseHandler.canPause = false; 34 | PauseHandler.paused = true; 35 | Time.timeScale = 0; 36 | try { 37 | PlayerController.pc.currentForm = PlayerController.Form.Test; 38 | PlayerController.pc.canAct = false; 39 | } catch { } 40 | 41 | // Activate loading screen 42 | canvas.enabled = true; 43 | loading = true; 44 | 45 | // Load and unload scenes 46 | Scene oldScene = SceneManager.GetActiveScene(); 47 | yield return StartCoroutine(GameManager.gm.LoadAsync(newScene)); 48 | yield return StartCoroutine(GameManager.gm.UnloadAsync(oldScene)); 49 | GameManager.gm.SetScene(newScene); 50 | yield return null; 51 | 52 | // Enable pausing and movement, deactivate loading screen 53 | try { 54 | PlayerController.pc.canAct = true; 55 | } catch { } 56 | CanvasManager.cm.GetComponent().enabled = true; 57 | if(newScene != "MainMenu") { 58 | PlayerController.pc.FindNewPawn(); 59 | yield return new WaitForSecondsRealtime(0.05f); 60 | PauseHandler.canPause = true; 61 | PauseHandler.paused = false; 62 | Time.timeScale = 1; 63 | } else { 64 | PauseHandler.SetMenu(false); 65 | } 66 | canvas.enabled = false; 67 | loading = false; 68 | } 69 | 70 | } 71 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI/LoadingScreenManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa47358d19bafb443aa3de7d5b60ea33 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI/MainMenuManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class MainMenuManager : MonoBehaviour { 7 | 8 | public Canvas mainMenu, optionsMenu, creditsMenu; 9 | 10 | private void Awake() { 11 | PauseHandler.canPause = false; 12 | PauseHandler.paused = true; 13 | 14 | mainMenu.enabled = true; 15 | optionsMenu.enabled = false; 16 | creditsMenu.enabled = false; 17 | } 18 | 19 | private void Start() { 20 | CanvasManager.cm.GetComponent().enabled = false; 21 | } 22 | 23 | public void StartGame(string scene = "TestScene") { 24 | LoadingScreenManager.ls.LoadNewScene(scene); 25 | //StartCoroutine(StartGameCo(scene)); 26 | } 27 | 28 | // 0 = mainMenu, 1 = optionsMenu, 2 = creditsMenu 29 | public void OpenMenu(int menuId) { 30 | switch(menuId) { 31 | case 0: 32 | mainMenu.enabled = true; 33 | optionsMenu.enabled = false; 34 | creditsMenu.enabled = false; 35 | break; 36 | case 1: 37 | mainMenu.enabled = false; 38 | optionsMenu.enabled = true; 39 | creditsMenu.enabled = false; 40 | break; 41 | case 2: 42 | mainMenu.enabled = false; 43 | optionsMenu.enabled = false; 44 | creditsMenu.enabled = true; 45 | break; 46 | default: 47 | break; 48 | } 49 | } 50 | 51 | /*private IEnumerator StartGameCo(string scene) { 52 | yield return StartCoroutine(GameManager.gm.LoadAsync(scene)); 53 | GameManager.gm.ph.canPause = true; 54 | GameManager.gm.ph.paused = false; 55 | GameManager.gm.SetScene(scene); 56 | GameManager.gm.UnloadScene("MainMenu"); 57 | }*/ 58 | 59 | } 60 | -------------------------------------------------------------------------------- /Assets/_SourceCode/_Game Management/UI/MainMenuManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e69b231c0b18704a8a15b6473433fba 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2019 Moe Devs 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | 23 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.3", 7 | "com.unity.probuilder": "3.0.3", 8 | "com.unity.purchasing": "2.0.3", 9 | "com.unity.textmeshpro": "1.3.0", 10 | "com.unity.modules.ai": "1.0.0", 11 | "com.unity.modules.animation": "1.0.0", 12 | "com.unity.modules.assetbundle": "1.0.0", 13 | "com.unity.modules.audio": "1.0.0", 14 | "com.unity.modules.cloth": "1.0.0", 15 | "com.unity.modules.director": "1.0.0", 16 | "com.unity.modules.imageconversion": "1.0.0", 17 | "com.unity.modules.imgui": "1.0.0", 18 | "com.unity.modules.jsonserialize": "1.0.0", 19 | "com.unity.modules.particlesystem": "1.0.0", 20 | "com.unity.modules.physics": "1.0.0", 21 | "com.unity.modules.physics2d": "1.0.0", 22 | "com.unity.modules.screencapture": "1.0.0", 23 | "com.unity.modules.terrain": "1.0.0", 24 | "com.unity.modules.terrainphysics": "1.0.0", 25 | "com.unity.modules.tilemap": "1.0.0", 26 | "com.unity.modules.ui": "1.0.0", 27 | "com.unity.modules.uielements": "1.0.0", 28 | "com.unity.modules.umbra": "1.0.0", 29 | "com.unity.modules.unityanalytics": "1.0.0", 30 | "com.unity.modules.unitywebrequest": "1.0.0", 31 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 32 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 33 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 34 | "com.unity.modules.unitywebrequestwww": "1.0.0", 35 | "com.unity.modules.vehicles": "1.0.0", 36 | "com.unity.modules.video": "1.0.0", 37 | "com.unity.modules.vr": "1.0.0", 38 | "com.unity.modules.wind": "1.0.0", 39 | "com.unity.modules.xr": "1.0.0" 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UPDATE 2 | It saddens us to say that Project PECO has been officially cancelled. The remaining member(s) simply don't have enough time to work on this, and there aren't enough members and skillsets available to continue. 3 | 4 | There are no plans to bring back the project with the original team, but feel free to fork the repo yourself or come chat with us on the New Game! Discord server linked below. 5 | 6 | # Project PECO 7 | Project PECO is a prototype/recreation of the video game PECO from season 2 of the anime New Game!, being developed in Unity by members of the New Game! Discord server. 8 | 9 | ### Design Doc 10 | The design document is no longer publicly available. 11 | 12 | ### Helping Out 13 | Even though the project is cancelled, we'd still love to chat! Come talk about this project, the anime, or anything else! 14 | 15 | 16 | 17 | 18 | 19 | ##### Made with <3 by the New Game! community 20 | --------------------------------------------------------------------------------