├── Packages └── manifest.json ├── ProjectSettings ├── ProjectVersion.txt ├── TagManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── PresetManager.asset ├── DynamicsManager.asset ├── GraphicsSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── Physics2DSettings.asset └── UnityConnectSettings.asset ├── screenshot.png ├── Assets ├── Scripts │ ├── IRespawnable.cs │ ├── ActionPoint.cs │ ├── Enemy.cs.meta │ ├── Breakable.cs.meta │ ├── CheckPoint.cs.meta │ ├── Fallable.cs.meta │ ├── GameFader.cs.meta │ ├── Player.cs.meta │ ├── SlimeBoss.cs.meta │ ├── GameManager.cs.meta │ ├── IRespawnable.cs.meta │ ├── MobileControls.cs.meta │ ├── CameraController.cs.meta │ ├── ActionPoint.cs.meta │ ├── GameMusic.cs.meta │ ├── TitleScreen.cs.meta │ ├── CheckPoint.cs │ ├── Breakable.cs │ ├── CameraController.cs │ ├── GameMusic.cs │ ├── MobileControls.cs │ ├── GameManager.cs │ ├── TitleScreen.cs │ ├── GameFader.cs │ ├── Fallable.cs │ ├── SlimeBoss.cs │ ├── Enemy.cs │ └── Player.cs ├── Objects │ ├── box.png │ ├── wall.png │ ├── wood.png │ ├── box.blend │ ├── column.png │ ├── crystal.png │ ├── floor.blend │ ├── floor.png │ ├── gate.blend │ ├── gate.blend1 │ ├── ground.png │ ├── title.blend │ ├── wall.blend │ ├── wall.blend1 │ ├── wall2.png │ ├── boss01.blend │ ├── boss01.blend1 │ ├── column.blend │ ├── column.blend1 │ ├── crystal.blend │ ├── floor.blend1 │ ├── ironbox.blend │ ├── level01.blend │ ├── level02.blend │ ├── level03.blend │ ├── level04.blend │ ├── level05.blend │ ├── spikes.blend │ ├── spikes.blend1 │ ├── armorboy.blend │ ├── armorboy.blend1 │ ├── crystal.blend1 │ ├── level01.blend1 │ ├── level02.blend1 │ ├── level03.blend1 │ ├── level04.blend1 │ ├── level05.blend1 │ ├── slimeboss.blend │ ├── slimeboss.blend1 │ ├── spikeblock.blend │ ├── Materials │ │ ├── box.mat │ │ ├── wall.mat │ │ ├── wood.mat │ │ ├── AmorBoy.mat │ │ ├── column.mat │ │ ├── crystal.mat │ │ ├── floor.mat │ │ ├── ground.mat │ │ ├── unnamed.mat │ │ ├── wall2.mat │ │ ├── Material.mat │ │ ├── SlimeBoy.mat │ │ ├── SVGMat_006.mat │ │ ├── Material__box_png.mat │ │ ├── box.mat.meta │ │ ├── slimes_Atlas-tex.mat │ │ ├── slimes_Atlas-tex.png │ │ ├── Material.mat.meta │ │ ├── Material__wall2_png.mat │ │ ├── SlimeBoy.mat.meta │ │ ├── column.mat.meta │ │ ├── crystal.mat.meta │ │ ├── floor.mat.meta │ │ ├── unnamed.mat.meta │ │ ├── wall.mat.meta │ │ ├── wall2.mat.meta │ │ ├── wood.mat.meta │ │ ├── Material__column_png.mat │ │ ├── Material__box_png.mat.meta │ │ ├── slimes_Atlas-tex.mat.meta │ │ ├── Material__column_png.mat.meta │ │ ├── Material__wall2_png.mat.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── slimes_Atlas-tex.mat │ │ │ └── slimes_Atlas-tex.mat.meta │ │ ├── AmorBoy.mat.meta │ │ ├── ground.mat.meta │ │ ├── SVGMat_006.mat.meta │ │ └── slimes_Atlas-tex.png.meta │ ├── spikeblock.blend1 │ ├── floor.blend1.meta │ ├── gate.blend1.meta │ ├── wall.blend1.meta │ ├── boss01.blend1.meta │ ├── column.blend1.meta │ ├── crystal.blend1.meta │ ├── level01.blend1.meta │ ├── level02.blend1.meta │ ├── level03.blend1.meta │ ├── level04.blend1.meta │ ├── level05.blend1.meta │ ├── slimeboss.blend1.meta │ ├── spikeblock.blend1.meta │ ├── spikes.blend1.meta │ ├── Materials.meta │ ├── armorboy.blend1.meta │ ├── box.png.meta │ ├── column.png.meta │ ├── crystal.png.meta │ ├── floor.png.meta │ ├── ground.png.meta │ ├── wall.png.meta │ ├── wall2.png.meta │ ├── wood.png.meta │ ├── box.blend.meta │ ├── column.blend.meta │ ├── floor.blend.meta │ ├── wall.blend.meta │ ├── crystal.blend.meta │ ├── ironbox.blend.meta │ ├── slimeboss.blend.meta │ ├── spikeblock.blend.meta │ ├── armorboy.blend.meta │ ├── title.blend.meta │ ├── gate.blend.meta │ ├── spikes.blend.meta │ ├── boss01.blend.meta │ ├── level03.blend.meta │ ├── level04.blend.meta │ └── level05.blend.meta ├── Sounds │ ├── blood.mp3 │ ├── crash.mp3 │ ├── music.mp3 │ ├── sword.mp3 │ ├── blood.mp3.meta │ ├── crash.mp3.meta │ ├── music.mp3.meta │ └── sword.mp3.meta ├── Scenes │ ├── Boss1.unity │ ├── Level1.unity │ ├── Level2.unity │ ├── Level3.unity │ ├── Level4.unity │ ├── Level5.unity │ ├── Title.unity │ ├── GameOver.unity │ ├── Boss1.unity.meta │ ├── Level1.unity.meta │ ├── Level2.unity.meta │ ├── Level3.unity.meta │ ├── Level4.unity.meta │ ├── Level5.unity.meta │ ├── Title.unity.meta │ └── GameOver.unity.meta ├── Sprites │ ├── AmorBoy.png │ ├── BatBoy.png │ ├── Crystal.png │ ├── Title.png │ ├── SlimeBoy.png │ ├── Materials │ │ ├── Crystal.mat │ │ ├── SlimeBoy.mat │ │ ├── Crystal.mat.meta │ │ └── SlimeBoy.mat.meta │ ├── Materials.meta │ ├── Crystal.png.meta │ ├── Title.png.meta │ ├── BatBoy.png.meta │ ├── SlimeBoy.png.meta │ └── AmorBoy.png.meta ├── Animations │ ├── Idle.anim │ ├── Walk.anim │ ├── Attack.anim │ ├── BatWalk.anim │ ├── SlimeWalk.anim │ ├── BatAnimControl.controller │ ├── Idle.anim.meta │ ├── Walk.anim.meta │ ├── Attack.anim.meta │ ├── BatWalk.anim.meta │ ├── SlimeAnimControl.controller │ ├── SlimeWalk.anim.meta │ ├── ArmorBoyAnimControl.controller │ ├── BatAnimControl.controller.meta │ ├── SlimeAnimControl.controller.meta │ └── ArmorBoyAnimControl.controller.meta ├── Prefabs │ ├── GameUI.prefab │ ├── ArmorBoy.prefab │ ├── BatEnemy.prefab │ ├── CheckPoint.prefab │ ├── GameCamera.prefab │ ├── PatrolPoint.prefab │ ├── SlimeEnemy.prefab │ ├── SlimeEnemyG.prefab │ ├── BatParticles.prefab │ ├── BloodParticles.prefab │ ├── IronParticles.prefab │ ├── SlimeParticles.prefab │ ├── SwordParticles.prefab │ ├── WoodParticles.prefab │ ├── BatEnemy.prefab.meta │ ├── CheckPoint.prefab.meta │ ├── GameCamera.prefab.meta │ ├── GameUI.prefab.meta │ ├── SlimeEnemy.prefab.meta │ ├── BatParticles.prefab.meta │ ├── BloodParticles.prefab.meta │ ├── IronParticles.prefab.meta │ ├── SlimeParticles.prefab.meta │ ├── SwordParticles.prefab.meta │ ├── WoodParticles.prefab.meta │ ├── ArmorBoy.prefab.meta │ ├── PatrolPoint.prefab.meta │ └── SlimeEnemyG.prefab.meta ├── Fonts │ ├── PressStart2P.ttf │ └── PressStart2P.ttf.meta ├── Materials │ ├── CheckPoint.mat │ ├── Teleporter.mat │ ├── CheckPoint.mat.meta │ └── Teleporter.mat.meta ├── Materials.meta ├── Objects.meta ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── Sprites.meta ├── Animations.meta ├── Fonts.meta └── Sounds.meta ├── Sketch └── ArmorBoyLogo.sketch ├── readme.md └── .gitignore /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.6f1 2 | -------------------------------------------------------------------------------- /screenshot.png: 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assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/ActionPoint.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1d867e33a68c4579b3bc4b5b5a5e6cd 3 | timeCreated: 1425506725 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/GameMusic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3154d72387bbf4fcdbad4997c19b48bd 3 | timeCreated: 1431550199 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/TitleScreen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 11ffb33a131ad49e68c7221c8565abd8 3 | timeCreated: 1425462582 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /readme.md: -------------------------------------------------------------------------------- 1 | # ArmorBoy3D 2 | 3 | ![ArmorBoy](https://cdn.rawgit.com/nickbarth/ArmorBoy3D/712be345ba/screenshot.png) 4 | 5 | [[Play ArmorBoy3D](http://nickbarth.github.io/ArmorBoy3D)] [[Music by CynicMusic](http://opengameart.org/users/cynicmusic)] 6 | 7 | [[Play on iOS / iPhone](https://appsto.re/us/ax2W-.i)] 8 | 9 | ### License 10 | 11 | MIT © 2015 Nick Barth 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CheckPoint.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CheckPoint : MonoBehaviour { 5 | public GameObject[] enemies; 6 | 7 | public void Respawn () { 8 | foreach (GameObject respawnable in enemies) { 9 | var enemy = (IRespawnable)respawnable.gameObject.GetComponent(typeof(IRespawnable)); 10 | enemy.Respawn(); 11 | } 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /*.booproj 2 | /*.csproj 3 | /*.pidb 4 | /*.sln* 5 | /*.suo 6 | /*.unityproj 7 | /*.user 8 | *.booproj 9 | *.csproj 10 | *.pidb 11 | *.pidb.meta 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.unityproj 16 | *.user 17 | *.userprefs 18 | .DS_STORE 19 | .DS_Store* 20 | .Spotlight-V100 21 | .Trashes 22 | ._* 23 | /*.userprefs 24 | Icon? 25 | [Bb]uild 26 | [Bb]uild/ 27 | [Ee]xported[Oo]bj/ 28 | [Ll]ibrary/ 29 | [Oo]bj/ 30 | [Tt]emp/ 31 | [Tt]humbs.db 32 | ehthumbs.db 33 | sysinfo.txt 34 | -------------------------------------------------------------------------------- /Assets/Fonts/PressStart2P.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6917d67759c9f4fa0b6dec00eba37a18 3 | timeCreated: 1425464154 4 | licenseType: Free 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | customCharacters: 15 | fontRenderingMode: 0 16 | userData: 17 | assetBundleName: 18 | assetBundleVariant: 19 | -------------------------------------------------------------------------------- /Assets/Scripts/Breakable.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Breakable : MonoBehaviour { 4 | // Config 5 | public GameObject Pieces; 6 | 7 | public void Break () { 8 | Object explosion = Instantiate(Pieces, transform.position, Quaternion.identity); 9 | GameMusic.PlayCrash(); 10 | Destroy(gameObject); 11 | Destroy(explosion, 1f); 12 | } 13 | 14 | void OnTriggerEnter(Component component) { 15 | if (component.CompareTag("Player") && Player.Attacking) { 16 | Break(); 17 | } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Sounds/blood.mp3.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02ad14c80aae547f99c9b15db77b213f 3 | timeCreated: 1431556971 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Assets/Sounds/crash.mp3.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20de57f701b014803b9bf951f06d14fa 3 | timeCreated: 1431558746 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Assets/Sounds/music.mp3.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d92e3a5cabbf340cdb78836ed2429e2e 3 | timeCreated: 1431550124 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Assets/Sounds/sword.mp3.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc19a13ef155d4c06a40b2532b7ff6b7 3 | timeCreated: 1431556972 4 | licenseType: Free 5 | AudioImporter: 6 | serializedVersion: 6 7 | defaultSettings: 8 | loadType: 0 9 | sampleRateSetting: 0 10 | sampleRateOverride: 0 11 | compressionFormat: 1 12 | quality: 1 13 | conversionMode: 0 14 | platformSettingOverrides: {} 15 | forceToMono: 0 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | 3D: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Assets/Scripts/CameraController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CameraController : MonoBehaviour { 5 | 6 | public Transform target; 7 | public float timer; 8 | 9 | void Update () { 10 | if (!Player.Dead) { 11 | transform.position = new Vector3(target.position.x, transform.position.y, transform.position.z); 12 | timer = 0f; 13 | } else { 14 | timer += Time.deltaTime; 15 | transform.position = Vector3.Lerp(transform.position, new Vector3(Player.LastCheckPoint.transform.position.x, transform.position.y, transform.position.z), timer / 2); 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/GameMusic.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class GameMusic : MonoBehaviour { 5 | public AudioClip attackSound; 6 | public AudioClip injureSound; 7 | public AudioClip crashSound; 8 | 9 | void Awake() { 10 | DontDestroyOnLoad(gameObject); 11 | } 12 | 13 | public static void PlayAttack() { 14 | var sounds = GameObject.Find("GameMusic") as GameObject; 15 | AudioSource.PlayClipAtPoint(sounds.GetComponent().attackSound, sounds.transform.position); 16 | } 17 | 18 | public static void PlayInjure() { 19 | var sounds = GameObject.Find("GameMusic") as GameObject; 20 | AudioSource.PlayClipAtPoint(sounds.GetComponent().injureSound, sounds.transform.position); 21 | } 22 | 23 | public static void PlayCrash() { 24 | var sounds = GameObject.Find("GameMusic") as GameObject; 25 | AudioSource.PlayClipAtPoint(sounds.GetComponent().crashSound, sounds.transform.position); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/MobileControls.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.EventSystems; 3 | 4 | public class MobileControls : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 5 | { 6 | public void OnPointerDown(PointerEventData data) 7 | { 8 | if (gameObject.name == "LeftButton") { 9 | GameManager.Player.MoveSpeed = -1f; 10 | } 11 | 12 | if (gameObject.name == "RightButton") { 13 | GameManager.Player.MoveSpeed = 1f; 14 | } 15 | 16 | if (gameObject.name == "JumpButton") { 17 | GameManager.Player.Jump(); 18 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GameManager : MonoBehaviour { 4 | public static GameObject ArmorBoy { get; set; } 5 | public static Player Player { get; set; } 6 | public static bool LevelCompleted { get; set; } 7 | 8 | private static GameObject[] breakables; 9 | 10 | // Config 11 | public string NextLevel; 12 | 13 | void Awake() { 14 | #if UNITY_IOS || UNITY_ANDROID 15 | GameObject.Find("LeftButton").SetActive(true); 16 | GameObject.Find("RightButton").SetActive(true); 17 | GameObject.Find("JumpButton").SetActive(true); 18 | GameObject.Find("AttackButton").SetActive(true); 19 | #else 20 | GameObject.Find("LeftButton").SetActive(false); 21 | GameObject.Find("RightButton").SetActive(false); 22 | GameObject.Find("JumpButton").SetActive(false); 23 | GameObject.Find("AttackButton").SetActive(false); 24 | #endif 25 | 26 | GameManager.LevelCompleted = false; 27 | GameFader.StartScene(); 28 | 29 | GameManager.ArmorBoy = GameObject.Find("ArmorBoy"); 30 | GameManager.Player = ArmorBoy.GetComponent(); 31 | } 32 | 33 | void Update() { 34 | if (GameManager.LevelCompleted) { 35 | GameFader.EndScene(NextLevel); 36 | } 37 | } 38 | 39 | public static void MakeBreakablesTrigger(bool isTrigger = true) { 40 | GameManager.breakables = GameObject.FindGameObjectsWithTag("Breakable"); 41 | foreach (GameObject breakable in GameManager.breakables) { 42 | breakable.GetComponent().isTrigger = isTrigger; 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Scripts/TitleScreen.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class TitleScreen : MonoBehaviour { 5 | public float timer; 6 | 7 | // Config 8 | public Vector3 StartPosition; 9 | public Vector3 EndPosition; 10 | public Vector3 TargetPosition; 11 | 12 | public GameObject Title; 13 | public Vector3 TitleStartPosition; 14 | public Vector3 TitleEndPosition; 15 | public Vector3 TitleTargetPosition; 16 | 17 | public GameObject Text; 18 | 19 | public string Level; 20 | 21 | void Awake() { 22 | GameFader.StartScene(); 23 | TargetPosition = EndPosition; 24 | TitleTargetPosition = TitleEndPosition; 25 | } 26 | 27 | void Start() { 28 | #if UNITY_IOS || UNITY_ANDROID 29 | Text.GetComponent().text = "Press Screen to Start"; 30 | #endif 31 | } 32 | 33 | void Update() { 34 | timer += Time.deltaTime; 35 | transform.position = Vector3.Lerp(transform.position, TargetPosition, timer / 10); 36 | Title.transform.position = Vector3.Lerp(Title.transform.position, TitleTargetPosition, timer / 10); 37 | 38 | if (Input.GetMouseButtonDown(0) || Input.GetKey(KeyCode.Space)) { 39 | GameFader.EndScene(Level); 40 | } 41 | 42 | if (transform.position == EndPosition) { 43 | timer = 0; 44 | TargetPosition = StartPosition; 45 | TitleTargetPosition = TitleStartPosition; 46 | } else if (transform.position == StartPosition) { 47 | timer = 0; 48 | TargetPosition = EndPosition; 49 | TitleTargetPosition = TitleEndPosition; 50 | } 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Scripts/GameFader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | public class GameFader : MonoBehaviour 6 | { 7 | private static RectTransform rt; 8 | private static Image image; 9 | private static bool sceneStart = false; 10 | private static bool sceneEnd = false; 11 | private static float timer = 0f; 12 | private static Color fade = Color.black; 13 | private static string nextLevel; 14 | private static GameObject fader; 15 | 16 | void Awake () 17 | { 18 | fader = gameObject; 19 | rt = transform.GetComponent(); 20 | rt.sizeDelta = new Vector2(Screen.width, Screen.height); 21 | image = transform.GetComponent(); 22 | image.color = fade; 23 | } 24 | 25 | void Update () 26 | { 27 | if (sceneStart) { 28 | FadeTo(Color.clear); 29 | 30 | if (image.color.a <= 0.05f) { 31 | timer = 0f; 32 | sceneStart = false; 33 | image.color = Color.clear; 34 | fader.SetActive(false); 35 | } 36 | } 37 | 38 | if (sceneEnd) { 39 | FadeTo(fade); 40 | 41 | if (image.color.a >= 0.95f) { 42 | timer = 0f; 43 | sceneEnd = false; 44 | image.color = fade; 45 | 46 | if (nextLevel == "Title") { 47 | var gameMusic = GameObject.Find("GameMusic"); 48 | Destroy(gameMusic); 49 | } 50 | 51 | Application.LoadLevel(nextLevel); 52 | } 53 | } 54 | } 55 | 56 | private static void FadeTo(Color color) 57 | { 58 | timer += Time.deltaTime; 59 | image.color = Color.Lerp(image.color, color, timer / 5); 60 | } 61 | 62 | public static void StartScene () 63 | { 64 | sceneStart = true; 65 | sceneEnd = false; 66 | } 67 | 68 | public static void EndScene (string next) 69 | { 70 | nextLevel = next; 71 | sceneStart = false; 72 | sceneEnd = true; 73 | fader.SetActive(true); 74 | } 75 | } 76 | -------------------------------------------------------------------------------- /Assets/Objects/box.blend.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45b3a8653541b43209c28d199b9e95b9 3 | ModelImporter: 4 | serializedVersion: 16 5 | fileIDToRecycleName: 6 | 100000: //RootNode 7 | 400000: //RootNode 8 | 2300000: //RootNode 9 | 3300000: //RootNode 10 | 4300000: Cube 11 | 7400000: Default Take 12 | 9500000: //RootNode 13 | materials: 14 | importMaterials: 1 15 | materialName: 0 16 | materialSearch: 1 17 | animations: 18 | legacyGenerateAnimations: 4 19 | bakeSimulation: 0 20 | optimizeGameObjects: 0 21 | motionNodeName: 22 | animationCompression: 1 23 | animationRotationError: .5 24 | animationPositionError: .5 25 | animationScaleError: .5 26 | animationWrapMode: 0 27 | extraExposedTransformPaths: [] 28 | clipAnimations: [] 29 | isReadable: 1 30 | meshes: 31 | 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| -------------------------------------------------------------------------------- /Assets/Objects/gate.blend.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89b6f7c919f834b78928b1eb00f384a0 3 | ModelImporter: 4 | serializedVersion: 16 5 | fileIDToRecycleName: 6 | 100000: //RootNode 7 | 100002: Cube 8 | 100004: Cube_001 9 | 400000: //RootNode 10 | 400002: Cube 11 | 400004: Cube_001 12 | 2300000: //RootNode 13 | 2300002: Cube 14 | 2300004: Cube_001 15 | 3300000: //RootNode 16 | 3300002: Cube 17 | 3300004: Cube_001 18 | 4300000: Cube 19 | 4300002: Cube_001 20 | 7400000: Default Take 21 | 9500000: //RootNode 22 | materials: 23 | importMaterials: 1 24 | materialName: 0 25 | materialSearch: 1 26 | animations: 27 | legacyGenerateAnimations: 4 28 | bakeSimulation: 0 29 | optimizeGameObjects: 0 30 | motionNodeName: 31 | animationCompression: 1 32 | animationRotationError: .5 33 | animationPositionError: .5 34 | animationScaleError: .5 35 | animationWrapMode: 0 36 | extraExposedTransformPaths: [] 37 | clipAnimations: [] 38 | isReadable: 1 39 | meshes: 40 | lODScreenPercentages: [] 41 | globalScale: 1 42 | meshCompression: 0 43 | addColliders: 0 44 | importBlendShapes: 1 45 | swapUVChannels: 0 46 | generateSecondaryUV: 0 47 | useFileUnits: 1 48 | optimizeMeshForGPU: 1 49 | weldVertices: 1 50 | secondaryUVAngleDistortion: 8 51 | secondaryUVAreaDistortion: 15.000001 52 | secondaryUVHardAngle: 88 53 | secondaryUVPackMargin: 4 54 | tangentSpace: 55 | normalSmoothAngle: 60 56 | splitTangentsAcrossUV: 1 57 | normalImportMode: 0 58 | tangentImportMode: 1 59 | importAnimation: 1 60 | copyAvatar: 0 61 | humanDescription: 62 | human: [] 63 | skeleton: [] 64 | armTwist: .5 65 | foreArmTwist: .5 66 | upperLegTwist: .5 67 | legTwist: .5 68 | armStretch: .0500000007 69 | legStretch: .0500000007 70 | feetSpacing: 0 71 | rootMotionBoneName: 72 | lastHumanDescriptionAvatarSource: {instanceID: 0} 73 | animationType: 2 74 | additionalBone: 0 75 | userData: 76 | -------------------------------------------------------------------------------- /Assets/Scripts/Fallable.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Fallable : MonoBehaviour { 5 | public GameObject particles; 6 | public GameObject waitObject; 7 | 8 | public bool falling; 9 | public bool constant; 10 | public float delay; 11 | 12 | private Vector3 pos; 13 | private Quaternion rot; 14 | private Object explosion; 15 | 16 | private float delayTimer; 17 | 18 | void Awake () { 19 | if (delay == 0) { 20 | delay = 2f; 21 | } 22 | 23 | delayTimer = 0f; 24 | falling = false; 25 | GetComponent().useGravity = false; 26 | pos = transform.position; 27 | rot = transform.rotation; 28 | } 29 | 30 | public void Update() { 31 | if (constant && !falling && delayTimer >= delay) { 32 | Fall(); 33 | } else if (constant && !falling) { 34 | delayTimer += Time.deltaTime; 35 | } 36 | 37 | if (transform.position.y < 100) { 38 | Respawn(); 39 | } 40 | } 41 | 42 | public void Fall() { 43 | if (waitObject != null && waitObject.activeSelf) return; 44 | falling = true; 45 | GetComponent().useGravity = true; 46 | } 47 | 48 | void OnTriggerEnter(Collider collider) { 49 | if (collider.gameObject.tag == "BadTouch") { 50 | Kill(); 51 | } 52 | } 53 | 54 | void OnCollisionEnter(Collision collision) { 55 | Fall(); 56 | 57 | if (collision.gameObject.tag == "Ground") { 58 | Kill (); 59 | } 60 | } 61 | 62 | void Kill() { 63 | if (explosion == null) { 64 | explosion = Instantiate (particles, transform.position, Quaternion.identity); 65 | Destroy (explosion, 1f); 66 | GameMusic.PlayCrash(); 67 | } 68 | StartCoroutine(Respawn ()); 69 | } 70 | 71 | IEnumerator Respawn() { 72 | GetComponent().useGravity = false; 73 | GetComponent().enabled = false; 74 | gameObject.GetComponent().enabled = false; 75 | GetComponent().freezeRotation = true; 76 | transform.rotation = rot; 77 | GetComponent().velocity = new Vector3(0f, 0f, 0f); 78 | transform.position = pos; 79 | yield return new WaitForSeconds(delay); 80 | GetComponent().freezeRotation = false; 81 | gameObject.GetComponent().enabled = true; 82 | GetComponent().enabled = true; 83 | falling = false; 84 | delayTimer = 0f; 85 | } 86 | } 87 | -------------------------------------------------------------------------------- /Assets/Sprites/BatBoy.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad506a16356bf47d889b5e33be1548f8 3 | TextureImporter: 4 | fileIDToRecycleName: 5 | 21300000: BatBoy_0 6 | 21300002: BatBoy_1 7 | 21300004: BatBoy_2 8 | 21300006: BatBoy_3 9 | serializedVersion: 2 10 | mipmaps: 11 | mipMapMode: 0 12 | enableMipMap: 0 13 | linearTexture: 0 14 | correctGamma: 0 15 | fadeOut: 0 16 | borderMipMap: 0 17 | mipMapFadeDistanceStart: 1 18 | mipMapFadeDistanceEnd: 3 19 | bumpmap: 20 | 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alignment: 0 68 | pivot: {x: 0, y: 0} 69 | border: {x: 0, y: 0, z: 0, w: 0} 70 | - name: BatBoy_2 71 | rect: 72 | serializedVersion: 2 73 | x: 32 74 | y: 0 75 | width: 16 76 | height: 16 77 | alignment: 0 78 | pivot: {x: 0, y: 0} 79 | border: {x: 0, y: 0, z: 0, w: 0} 80 | - name: BatBoy_3 81 | rect: 82 | serializedVersion: 2 83 | x: 48 84 | y: 0 85 | width: 16 86 | height: 16 87 | alignment: 0 88 | pivot: {x: 0, y: 0} 89 | border: {x: 0, y: 0, z: 0, w: 0} 90 | spritePackingTag: 91 | userData: 92 | -------------------------------------------------------------------------------- /Assets/Sprites/SlimeBoy.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aad986b3db7d747c6a86f24643adc4d1 3 | TextureImporter: 4 | fileIDToRecycleName: 5 | 21300000: SlimeBoy_0 6 | 21300002: SlimeBoy_1 7 | 21300004: SlimeBoy_2 8 | 21300006: SlimeBoy_3 9 | serializedVersion: 2 10 | mipmaps: 11 | mipMapMode: 0 12 | enableMipMap: 0 13 | linearTexture: 0 14 | correctGamma: 0 15 | fadeOut: 0 16 | borderMipMap: 0 17 | mipMapFadeDistanceStart: 1 18 | mipMapFadeDistanceEnd: 3 19 | bumpmap: 20 | convertToNormalMap: 0 21 | externalNormalMap: 0 22 | heightScale: .25 23 | normalMapFilter: 0 24 | isReadable: 0 25 | grayScaleToAlpha: 0 26 | generateCubemap: 0 27 | seamlessCubemap: 0 28 | textureFormat: -3 29 | maxTextureSize: 2048 30 | textureSettings: 31 | filterMode: 0 32 | aniso: 16 33 | mipBias: -1 34 | wrapMode: 1 35 | nPOTScale: 0 36 | lightmap: 0 37 | compressionQuality: 50 38 | spriteMode: 2 39 | spriteExtrude: 1 40 | spriteMeshType: 1 41 | alignment: 0 42 | spritePivot: {x: .5, y: .5} 43 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 44 | spritePixelsToUnits: 100 45 | alphaIsTransparency: 1 46 | textureType: 8 47 | buildTargetSettings: [] 48 | spriteSheet: 49 | sprites: 50 | - name: SlimeBoy_0 51 | rect: 52 | serializedVersion: 2 53 | x: 0 54 | y: 0 55 | width: 16 56 | height: 16 57 | alignment: 0 58 | pivot: {x: 0, y: 0} 59 | border: {x: 0, y: 0, z: 0, w: 0} 60 | - name: SlimeBoy_1 61 | rect: 62 | serializedVersion: 2 63 | x: 16 64 | y: 0 65 | width: 16 66 | height: 16 67 | alignment: 0 68 | pivot: {x: 0, y: 0} 69 | border: {x: 0, y: 0, z: 0, w: 0} 70 | - name: SlimeBoy_2 71 | rect: 72 | serializedVersion: 2 73 | x: 32 74 | y: 0 75 | width: 16 76 | height: 16 77 | alignment: 0 78 | pivot: {x: 0, y: 0} 79 | border: {x: 0, y: 0, z: 0, w: 0} 80 | - name: SlimeBoy_3 81 | rect: 82 | serializedVersion: 2 83 | x: 48 84 | y: 0 85 | width: 16 86 | height: 16 87 | alignment: 0 88 | pivot: {x: 0, y: 0} 89 | border: {x: 0, y: 0, z: 0, w: 0} 90 | spritePackingTag: 91 | userData: 92 | -------------------------------------------------------------------------------- /Assets/Objects/spikes.blend.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce0e8df6bbd1a44dbb45d1435f63a772 3 | ModelImporter: 4 | serializedVersion: 16 5 | fileIDToRecycleName: 6 | 100000: Cone 7 | 100002: Cone_001 8 | 100004: Cone_002 9 | 100006: Cone_003 10 | 100008: Cone_004 11 | 100010: Cone_005 12 | 100012: Cone_006 13 | 100014: Cone_007 14 | 100016: Cone_008 15 | 100018: //RootNode 16 | 100020: Cone_000 17 | 400000: Cone 18 | 400002: Cone_001 19 | 400004: Cone_002 20 | 400006: Cone_003 21 | 400008: Cone_004 22 | 400010: Cone_005 23 | 400012: Cone_006 24 | 400014: Cone_007 25 | 400016: Cone_008 26 | 400018: //RootNode 27 | 400020: Cone_000 28 | 2300000: Cone 29 | 2300002: Cone_001 30 | 2300004: Cone_002 31 | 2300006: Cone_003 32 | 2300008: Cone_004 33 | 2300010: Cone_005 34 | 2300012: Cone_006 35 | 2300014: Cone_007 36 | 2300016: Cone_008 37 | 2300018: //RootNode 38 | 2300020: Cone_000 39 | 3300000: Cone 40 | 3300002: Cone_001 41 | 3300004: Cone_002 42 | 3300006: Cone_003 43 | 3300008: Cone_004 44 | 3300010: Cone_005 45 | 3300012: Cone_006 46 | 3300014: Cone_007 47 | 3300016: Cone_008 48 | 3300018: //RootNode 49 | 3300020: Cone_000 50 | 4300000: Cone 51 | 4300002: Cone_001 52 | 4300004: Cone_003 53 | 4300006: Cone_002 54 | 4300008: Cone_004 55 | 4300010: Cone_005 56 | 4300012: Cone_006 57 | 4300014: Cone_007 58 | 4300016: Cone_008 59 | 4300018: Cone_000 60 | 4300020: Spikes 61 | 7400000: Default Take 62 | 9500000: //RootNode 63 | materials: 64 | importMaterials: 1 65 | materialName: 0 66 | materialSearch: 1 67 | animations: 68 | legacyGenerateAnimations: 4 69 | bakeSimulation: 0 70 | optimizeGameObjects: 0 71 | motionNodeName: 72 | animationCompression: 1 73 | animationRotationError: .5 74 | animationPositionError: .5 75 | animationScaleError: .5 76 | animationWrapMode: 0 77 | extraExposedTransformPaths: [] 78 | clipAnimations: [] 79 | isReadable: 1 80 | meshes: 81 | lODScreenPercentages: [] 82 | globalScale: 1 83 | meshCompression: 0 84 | addColliders: 0 85 | importBlendShapes: 1 86 | swapUVChannels: 0 87 | generateSecondaryUV: 0 88 | useFileUnits: 1 89 | optimizeMeshForGPU: 1 90 | weldVertices: 1 91 | secondaryUVAngleDistortion: 8 92 | secondaryUVAreaDistortion: 15.000001 93 | secondaryUVHardAngle: 88 94 | secondaryUVPackMargin: 4 95 | tangentSpace: 96 | normalSmoothAngle: 60 97 | splitTangentsAcrossUV: 1 98 | normalImportMode: 0 99 | tangentImportMode: 1 100 | importAnimation: 1 101 | copyAvatar: 0 102 | humanDescription: 103 | human: [] 104 | skeleton: [] 105 | armTwist: .5 106 | foreArmTwist: .5 107 | upperLegTwist: .5 108 | legTwist: .5 109 | armStretch: .0500000007 110 | legStretch: .0500000007 111 | feetSpacing: 0 112 | rootMotionBoneName: 113 | lastHumanDescriptionAvatarSource: {instanceID: 0} 114 | animationType: 2 115 | additionalBone: 0 116 | userData: 117 | -------------------------------------------------------------------------------- /Assets/Scripts/SlimeBoss.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class SlimeBoss : MonoBehaviour, IRespawnable { 4 | public bool Dead { get; set; } 5 | 6 | // Config 7 | public GameObject Teleporter; 8 | public GameObject DeathParticles; 9 | public int Lives; 10 | 11 | private float timer; 12 | private bool faceForward = true; 13 | private bool grounded = true; 14 | private bool waiting = true; 15 | 16 | private Vector3 _pos; 17 | private Vector3 _scale; 18 | private bool reset; 19 | 20 | void Start() { 21 | _pos = transform.position; 22 | _scale = gameObject.transform.localScale; 23 | } 24 | 25 | void Update() { 26 | timer += Time.deltaTime; 27 | 28 | if (reset && timer > 1f) { 29 | Respawn(); 30 | reset = false; 31 | } 32 | 33 | if (waiting && timer >= 2f) { 34 | GetComponent().velocity = new Vector3(0f, 2f, 0f); 35 | timer = 0; 36 | return; 37 | } 38 | 39 | if (timer >= 2f) { 40 | grounded = false; 41 | GetComponent().velocity = new Vector3(faceForward ? -5f : 5f, 7f, 1f); 42 | timer = 0; 43 | } 44 | 45 | if (Player.Body.transform.position.x < gameObject.transform.position.x) { 46 | faceForward = true; 47 | transform.rotation = new Quaternion(0f, 0f, 0f, 0f); 48 | } else { 49 | faceForward = false; 50 | transform.rotation = new Quaternion(0f, 180f, 0f, 0f); 51 | } 52 | } 53 | 54 | void OnTriggerEnter(Component component) { 55 | if (component.gameObject.tag == "Player" && Player.Attacking) { 56 | Injure(); 57 | 58 | waiting = false; 59 | } else if (component.gameObject.tag == "Player") { 60 | Player.Actions.Kill(); 61 | } else { 62 | grounded = true; 63 | } 64 | } 65 | 66 | void OnCollisionEnter(Collision component) { 67 | if (component.gameObject.tag == "Player" && !grounded) { 68 | Player.Actions.Kill(); 69 | } else { 70 | grounded = true; 71 | } 72 | } 73 | 74 | public void Kill() { 75 | if (!Dead) { 76 | Teleporter.gameObject.transform.position = gameObject.transform.position; 77 | 78 | Object particles = Instantiate(DeathParticles, transform.position, Quaternion.identity); 79 | Destroy(particles, 1f); 80 | Destroy(gameObject); 81 | Dead = true; 82 | } 83 | } 84 | 85 | public void Injure() { 86 | var pos = Player.Body.transform.position; 87 | var injury = new Vector3(pos.x, pos.y, pos.z); 88 | 89 | GameMusic.PlayInjure(); 90 | 91 | Lives -= 1; 92 | 93 | float factor = 1.1f; 94 | var scale = gameObject.transform.localScale; 95 | gameObject.transform.localScale = new Vector3(scale.x / factor, scale.y / factor, scale.z / factor); 96 | 97 | Player.Actions.Bounce(Player.Direction.Backward); 98 | 99 | Object particles = Instantiate(DeathParticles, injury, Quaternion.identity); 100 | Destroy(particles, 1f); 101 | 102 | if (Lives <= 0) Kill(); 103 | } 104 | 105 | public void Respawn() { 106 | if (!reset) { 107 | timer = 0f; 108 | reset = true; 109 | return; 110 | } 111 | 112 | waiting = true; 113 | gameObject.transform.localScale = _scale; 114 | transform.position = _pos; 115 | Lives = 12; 116 | } 117 | } 118 | -------------------------------------------------------------------------------- /Assets/Sprites/AmorBoy.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a262ff18094404163b3b0f7e1bc44ec6 3 | TextureImporter: 4 | fileIDToRecycleName: 5 | 21300000: AmorBoy_0 6 | 21300002: AmorBoy_1 7 | 21300004: AmorBoy_2 8 | 21300006: AmorBoy_3 9 | 21300008: AmorBoy_4 10 | 21300010: AmorBoy_5 11 | 21300012: AmorBoy_6 12 | 21300014: AmorBoy_7 13 | 21300016: AmorBoy_8 14 | 21300018: AmorBoy_9 15 | serializedVersion: 2 16 | mipmaps: 17 | mipMapMode: 0 18 | enableMipMap: 0 19 | linearTexture: 0 20 | correctGamma: 0 21 | fadeOut: 0 22 | borderMipMap: 0 23 | mipMapFadeDistanceStart: 1 24 | mipMapFadeDistanceEnd: 3 25 | bumpmap: 26 | convertToNormalMap: 0 27 | externalNormalMap: 0 28 | heightScale: .25 29 | normalMapFilter: 0 30 | isReadable: 0 31 | grayScaleToAlpha: 0 32 | generateCubemap: 0 33 | seamlessCubemap: 0 34 | textureFormat: -3 35 | maxTextureSize: 2048 36 | textureSettings: 37 | filterMode: 0 38 | aniso: 16 39 | mipBias: -1 40 | wrapMode: 1 41 | nPOTScale: 0 42 | lightmap: 0 43 | compressionQuality: 50 44 | spriteMode: 2 45 | spriteExtrude: 1 46 | spriteMeshType: 1 47 | alignment: 0 48 | spritePivot: {x: .5, y: .5} 49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 50 | spritePixelsToUnits: 100 51 | alphaIsTransparency: 1 52 | textureType: 8 53 | buildTargetSettings: [] 54 | spriteSheet: 55 | sprites: 56 | - name: AmorBoy_0 57 | rect: 58 | serializedVersion: 2 59 | x: 0 60 | y: 32 61 | width: 16 62 | height: 16 63 | alignment: 0 64 | pivot: {x: .5, y: .5} 65 | border: {x: 0, y: 0, z: 0, w: 0} 66 | - name: AmorBoy_1 67 | rect: 68 | serializedVersion: 2 69 | x: 16 70 | y: 32 71 | width: 16 72 | height: 16 73 | alignment: 0 74 | pivot: {x: .5, y: .5} 75 | border: {x: 0, y: 0, z: 0, w: 0} 76 | - name: AmorBoy_2 77 | rect: 78 | serializedVersion: 2 79 | x: 32 80 | y: 32 81 | width: 16 82 | height: 16 83 | alignment: 0 84 | pivot: {x: 0, y: 0} 85 | border: {x: 0, y: 0, z: 0, w: 0} 86 | - name: AmorBoy_3 87 | rect: 88 | serializedVersion: 2 89 | x: 48 90 | y: 32 91 | width: 16 92 | height: 16 93 | alignment: 0 94 | pivot: {x: .5, y: .5} 95 | border: {x: 0, y: 0, z: 0, w: 0} 96 | - name: AmorBoy_4 97 | rect: 98 | serializedVersion: 2 99 | x: 0 100 | y: 16 101 | width: 16 102 | height: 16 103 | alignment: 0 104 | pivot: {x: 0, y: 0} 105 | border: {x: 0, y: 0, z: 0, w: 0} 106 | - name: AmorBoy_5 107 | rect: 108 | serializedVersion: 2 109 | x: 16 110 | y: 16 111 | width: 16 112 | height: 16 113 | alignment: 0 114 | pivot: {x: 0, y: 0} 115 | border: {x: 0, y: 0, z: 0, w: 0} 116 | - name: AmorBoy_6 117 | rect: 118 | serializedVersion: 2 119 | x: 32 120 | y: 16 121 | width: 16 122 | height: 16 123 | alignment: 0 124 | pivot: {x: 0, y: 0} 125 | border: {x: 0, y: 0, z: 0, w: 0} 126 | - name: AmorBoy_7 127 | rect: 128 | serializedVersion: 2 129 | x: 48 130 | y: 16 131 | width: 16 132 | height: 16 133 | alignment: 0 134 | pivot: {x: 0, y: 0} 135 | border: {x: 0, y: 0, z: 0, w: 0} 136 | - name: AmorBoy_8 137 | rect: 138 | serializedVersion: 2 139 | x: 0 140 | y: 0 141 | width: 16 142 | height: 16 143 | alignment: 0 144 | pivot: {x: 0, y: 0} 145 | border: {x: 0, y: 0, z: 0, w: 0} 146 | - name: AmorBoy_9 147 | rect: 148 | serializedVersion: 2 149 | x: 16 150 | y: 0 151 | width: 16 152 | height: 16 153 | alignment: 0 154 | pivot: {x: 0, y: 0} 155 | border: {x: 0, y: 0, z: 0, w: 0} 156 | spritePackingTag: 157 | userData: 158 | -------------------------------------------------------------------------------- /Assets/Scripts/Enemy.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Enemy : MonoBehaviour, IRespawnable { 4 | public bool Dead { get; set; } 5 | 6 | // Config 7 | public GameObject DeathParticles; 8 | public GameObject WaitObject; 9 | public float MoveSpeed; 10 | 11 | private Color myColor; 12 | private Quaternion rot; 13 | private RaycastHit hit; 14 | private Vector3 pos; 15 | private bool backwardHit; 16 | private bool fadeOut; 17 | private bool forwardHit; 18 | private bool goingForward = true; 19 | private bool hasGravity; 20 | private float alpha = 1f; 21 | 22 | private SpriteRenderer sprite; 23 | 24 | void Start() { 25 | sprite = gameObject.GetComponent(); 26 | hasGravity = GetComponent().useGravity; 27 | pos = transform.position; 28 | rot = transform.rotation; 29 | MoveSpeed = MoveSpeed.Equals(0f) ? 0.03f : MoveSpeed; 30 | } 31 | 32 | void Update() { 33 | Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.down) * 0.4f, Color.green); 34 | Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.right) * 0.4f, Color.red); 35 | Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.left) * 0.4f, Color.blue); 36 | 37 | if (fadeOut) { 38 | alpha -= Time.deltaTime * 2; 39 | sprite.color = new Color(sprite.material.color.r, sprite.material.color.g, sprite.material.color.b, alpha); 40 | Respawn(); 41 | } else if (alpha < 1f) { 42 | alpha += Time.deltaTime; 43 | sprite.color = new Color(sprite.material.color.r, sprite.material.color.g, sprite.material.color.b, alpha); 44 | } 45 | 46 | if (Dead) return; 47 | if (WaitObject != null && WaitObject.activeSelf) return; 48 | 49 | const int noEnemiesLayer = 1 << 8; 50 | 51 | backwardHit = Physics.Raycast(transform.position, Vector3.right, out hit, 0.4f, ~noEnemiesLayer); 52 | forwardHit = Physics.Raycast(transform.position, Vector3.left, out hit, 0.4f, ~noEnemiesLayer); 53 | 54 | if ((goingForward && forwardHit) || (!goingForward && backwardHit)) { 55 | goingForward = !goingForward; 56 | transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z); 57 | } 58 | 59 | if (goingForward) { 60 | transform.Translate (Vector3.right * MoveSpeed); 61 | } else { 62 | transform.Translate (Vector3.left * MoveSpeed); 63 | } 64 | } 65 | 66 | void OnTriggerEnter(Component component) { 67 | if (component.gameObject.tag == "BadTouch") { 68 | Kill(); 69 | } 70 | 71 | if (component.gameObject.tag == "Player") { 72 | Kill(); 73 | } 74 | 75 | if (component.gameObject.tag == "Fallable") { 76 | Kill(); 77 | } 78 | 79 | if (component.gameObject.tag == "RoomEnd") { 80 | goingForward = !goingForward; 81 | transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z); 82 | } 83 | } 84 | 85 | void OnCollisionEnter(Collision component) { 86 | if (component.gameObject.tag == "BadTouch") { 87 | Kill(); 88 | } 89 | 90 | if (component.gameObject.tag == "Player") { 91 | Kill(); 92 | } 93 | 94 | if (component.gameObject.tag == "Fallable") { 95 | Kill(); 96 | } 97 | 98 | if (component.gameObject.tag == "RoomEnd") { 99 | goingForward = !goingForward; 100 | transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z); 101 | } 102 | } 103 | 104 | public void Kill() { 105 | if (!Dead) { 106 | Object particles = Instantiate(DeathParticles, transform.position, Quaternion.identity); 107 | Destroy(particles, 1f); 108 | 109 | GetComponent().enabled = false; 110 | gameObject.GetComponent().enabled = false; 111 | GetComponent().useGravity = false; 112 | GetComponent().velocity = new Vector3(0f, 0f, 0f); 113 | Dead = true; 114 | GameMusic.PlayInjure(); 115 | } 116 | } 117 | 118 | public void Respawn() { 119 | if (alpha > 0f) { 120 | fadeOut = true; 121 | return; 122 | } 123 | 124 | sprite.color = new Color(sprite.material.color.r, sprite.material.color.g, sprite.material.color.b, 0f); 125 | transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z); 126 | transform.position = pos; 127 | transform.rotation = rot; 128 | 129 | Dead = false; 130 | fadeOut = false; 131 | goingForward = true; 132 | goingForward = true; 133 | GetComponent().useGravity = hasGravity; 134 | GetComponent().enabled = true; 135 | GetComponent().enabled = true; 136 | } 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Player : MonoBehaviour { 5 | public enum Direction { Up, Down, Backward, Forward }; 6 | 7 | public static GameObject LastCheckPoint { get; set; } 8 | public static GameObject Body { get; set; } 9 | public static Player Actions { get; set; } 10 | public static bool Attacking { get; set; } 11 | public static bool Dead { get; set; } 12 | 13 | // Config 14 | public GameObject DeathParticles; 15 | public GameObject SwordStrike; 16 | 17 | public float MoveSpeed { get; set; } 18 | 19 | private GameObject swordTrail; 20 | private RaycastHit hit; 21 | private SpriteRenderer sprite; 22 | private Animator anim; 23 | private bool bouncing; 24 | private bool faceForward = true; 25 | private bool grounded; 26 | private bool openBackward; 27 | private bool openForward; 28 | private float alpha = 1f; 29 | private float coolDown; 30 | 31 | void Start() { 32 | Player.Dead = false; 33 | Player.Attacking = false; 34 | Player.Actions = gameObject.GetComponent(); 35 | Player.Body = gameObject; 36 | 37 | GetComponent().velocity = Vector3.ClampMagnitude(GetComponent().velocity, 0.5f); 38 | sprite = gameObject.GetComponent(); 39 | anim = gameObject.GetComponent(); 40 | } 41 | 42 | void FixedUpdate() { 43 | float axis = Input.GetAxis("Horizontal"); 44 | 45 | if (GameManager.LevelCompleted) return; 46 | 47 | if (!axis.Equals(0f) && !Player.Attacking) { 48 | Move (axis); 49 | } else if (!MoveSpeed.Equals(0f) && !Attacking) { 50 | Move (MoveSpeed); 51 | } else { 52 | anim.SetBool("Walking", false); 53 | } 54 | } 55 | 56 | void Update() { 57 | Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.down) * 0.4f, Color.green); 58 | Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.right) * 0.1f, Color.red); 59 | Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.left) * 0.1f, Color.blue); 60 | 61 | if (alpha < 1f) { 62 | alpha += Time.deltaTime * 2; 63 | sprite.color = new Color(sprite.material.color.r, sprite.material.color.g, sprite.material.color.b, alpha); 64 | } 65 | 66 | if (GameManager.LevelCompleted) return; 67 | 68 | const int noEnemiesLayer = 1 << 8; 69 | openForward = Physics.Raycast(transform.position, Vector3.right, out hit, 0.2f, ~noEnemiesLayer); 70 | 71 | if (openForward && hit.collider.CompareTag("Breakable")) { 72 | hit.collider.GetComponent().Break(); 73 | } 74 | 75 | openBackward = Physics.Raycast(transform.position, Vector3.left, out hit, 0.2f, ~noEnemiesLayer); 76 | grounded = Physics.Raycast(transform.position, Vector3.down, out hit, 0.4f, ~noEnemiesLayer); 77 | 78 | if (grounded || transform.position.y < 0.6f) { 79 | GetComponent().isTrigger = false; 80 | } 81 | 82 | if (grounded && bouncing) { 83 | bouncing = false; 84 | } 85 | 86 | if (grounded && hit.collider.CompareTag("Fallable")) { 87 | hit.collider.GetComponent().Fall(); 88 | } 89 | 90 | if (swordTrail) { 91 | var pos = new Vector3(transform.position.x + (faceForward ? 0.4f : -0.4f), transform.position.y, transform.position.z); 92 | swordTrail.transform.position = pos; 93 | swordTrail.transform.rotation = Quaternion.Euler(0, (faceForward ? -90f : 90f), 0); 94 | } 95 | 96 | if (Attacking && !faceForward & openBackward) { 97 | GetComponent().velocity = new Vector3(3f, -2f, 0f); 98 | } 99 | 100 | if (Attacking && faceForward & openForward) { 101 | GetComponent().velocity = new Vector3(-3f, -2f, 0f); 102 | } 103 | 104 | if (Input.GetKey(KeyCode.UpArrow)) { 105 | Jump(); 106 | } 107 | 108 | if (Input.GetKey(KeyCode.Space)) { 109 | Attack(); 110 | } 111 | 112 | if (!coolDown.Equals(0f)) { 113 | coolDown += Time.deltaTime; 114 | } 115 | 116 | if (coolDown >= 1.5f) { 117 | if (Attacking) { 118 | GetComponent().velocity = new Vector3(GetComponent().velocity.x * 0.5f, GetComponent().velocity.y * 0.5f, 0f); 119 | } 120 | 121 | anim.SetBool("Attacking", false); 122 | Attacking = false; 123 | GameManager.MakeBreakablesTrigger(false); 124 | } 125 | 126 | if (coolDown >= 2.0f) { 127 | coolDown = 0f; 128 | } 129 | } 130 | 131 | public void Move(float h) { 132 | if (Mathf.Abs(h) > 0.01f) { 133 | anim.SetBool("Walking", true); 134 | } 135 | 136 | if ((!openForward && h > 0 || !openBackward && h < 0) && !Player.Dead) { 137 | transform.Translate(new Vector3(h * 0.1f, 0, 0)); 138 | } 139 | 140 | if (h < -0.01f && faceForward || h > 0.01f && !faceForward) { 141 | faceForward = !faceForward; 142 | transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z); 143 | } 144 | } 145 | 146 | public void Jump () { 147 | if (grounded) { 148 | GetComponent().velocity = new Vector3(0f, 5.0f, 0f); 149 | GetComponent().isTrigger = true; 150 | } 151 | } 152 | 153 | public void Attack () { 154 | if (coolDown.Equals(0f) && !Player.Dead) { 155 | Attacking = true; 156 | anim.SetBool("Attacking", true); 157 | 158 | GameMusic.PlayAttack(); 159 | GameManager.MakeBreakablesTrigger(); 160 | 161 | const int noEnemiesLayer = 1 << 8; 162 | openForward = Physics.Raycast(transform.position, Vector3.right, out hit, 0.2f, ~noEnemiesLayer); 163 | openBackward = Physics.Raycast(transform.position, Vector3.left, out hit, 0.2f, ~noEnemiesLayer); 164 | 165 | if (Attacking && !faceForward & openBackward) { 166 | GetComponent().velocity = new Vector3(3f, -2f, 0f); 167 | } else if (Attacking && faceForward & openForward) { 168 | GetComponent().velocity = new Vector3(-3f, -2f, 0f); 169 | } else { 170 | GetComponent().velocity = new Vector3(faceForward ? 10.0f : -10.0f, 0f, 0f); 171 | } 172 | 173 | coolDown = 1f; 174 | 175 | var pos = new Vector3(transform.position.x + (faceForward ? 0.4f : -0.4f), transform.position.y, transform.position.z); 176 | swordTrail = Instantiate(SwordStrike, pos, Quaternion.Euler(0, (faceForward ? -90f : 90f), 0)) as GameObject; 177 | Destroy(swordTrail, 1f); 178 | } 179 | } 180 | 181 | void OnCollisionEnter(Collision component) { 182 | if (component.gameObject.tag == "BadTouch") { 183 | Kill(); 184 | } 185 | 186 | if (component.gameObject.tag == "Enemy" && !Attacking) { 187 | Kill(); 188 | } 189 | 190 | if (component.collider.CompareTag("Breakable")) { 191 | component.collider.GetComponent().Break(); 192 | } 193 | } 194 | 195 | void OnTriggerEnter(Component component) { 196 | if (component.CompareTag("CheckPoint")) { 197 | LastCheckPoint = component.gameObject; 198 | component.gameObject.SetActive(false); 199 | } 200 | 201 | if (component.CompareTag("ActionPoint")) { 202 | component.gameObject.SetActive(false); 203 | } 204 | 205 | if (component.CompareTag("BadTouch") || (component.CompareTag("Enemy") && !Attacking)) { 206 | Kill(); 207 | } 208 | 209 | if (component.CompareTag("Fallable")) { 210 | GetComponent().isTrigger = false; 211 | component.GetComponent().Fall(); 212 | } 213 | 214 | if (component.CompareTag("Breakable")) { 215 | component.GetComponent().Break(); 216 | } 217 | } 218 | 219 | void OnTriggerStay(Component component) { 220 | if (component.CompareTag("LevelPoint")) { 221 | GameManager.LevelCompleted = true; 222 | 223 | anim.SetBool("Attacking", false); 224 | anim.SetBool("Walking", true); 225 | 226 | if (transform.position.x < component.gameObject.transform.position.x) { 227 | GetComponent().velocity = new Vector3(0f, 1f, 0f); 228 | float step = 2f * Time.deltaTime; 229 | transform.position = Vector3.MoveTowards(transform.position, component.gameObject.transform.position, step); 230 | } else { 231 | GetComponent().velocity = new Vector3(0f, 5f, 0f); 232 | } 233 | } 234 | } 235 | 236 | public void Bounce(Direction direction) { 237 | if (bouncing) return; 238 | bouncing = true; 239 | 240 | if (direction == Direction.Backward) { 241 | GetComponent().velocity = new Vector3(faceForward ? -10f : 10f, 5f, 0f); 242 | GetComponent().isTrigger = false; 243 | } 244 | } 245 | 246 | public void Kill() { 247 | Object particles = Instantiate(DeathParticles, transform.position, Quaternion.identity); 248 | Destroy(particles, 1f); 249 | 250 | GetComponent().velocity = new Vector3(0f, 0f, 0f); 251 | GameMusic.PlayInjure(); 252 | 253 | if (!Player.Dead) { 254 | StartCoroutine(Respawn()); 255 | } 256 | } 257 | 258 | IEnumerator Respawn () { 259 | Player.Dead = true; 260 | GetComponent().enabled = false; 261 | gameObject.GetComponent().enabled = false; 262 | LastCheckPoint.gameObject.GetComponent().Respawn(); 263 | 264 | yield return new WaitForSeconds(1); 265 | 266 | alpha = 0f; 267 | Player.Dead = false; 268 | GetComponent().enabled = true; 269 | transform.position = new Vector3(Player.LastCheckPoint.transform.position.x, Player.LastCheckPoint.transform.position.y, transform.position.z); 270 | sprite.color = new Color(sprite.material.color.r, sprite.material.color.g, sprite.material.color.b, 0); 271 | gameObject.GetComponent().enabled = true; 272 | } 273 | } 274 | 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3300242: Cube_125 637 | 3300244: Cube_126 638 | 3300246: Cube_127 639 | 3300248: Cube_128 640 | 3300250: Cube_129 641 | 3300252: Cube_130 642 | 3300254: Cube_131 643 | 3300256: Cube_132 644 | 3300258: Cube_133 645 | 3300260: Cube_134 646 | 3300262: Cube_135 647 | 3300264: Cube_136 648 | 3300266: Cube_137 649 | 3300268: Cube_138 650 | 3300270: Cube_139 651 | 3300272: Cube_140 652 | 3300274: Cube_141 653 | 3300276: Cube_142 654 | 3300278: Cube_148 655 | 3300280: Cube_149 656 | 3300282: Cube_150 657 | 3300284: Cube_151 658 | 3300286: Cube_152 659 | 3300288: Cube_153 660 | 3300290: Cube_160 661 | 3300292: Cube_165 662 | 3300294: Cube_171 663 | 3300296: Cube_172 664 | 3300298: Cube_173 665 | 3300300: Cube_174 666 | 3300302: Cube_176 667 | 3300304: Cube_177 668 | 3300306: Cube_178 669 | 3300308: Cube_181 670 | 3300310: Cube_182 671 | 3300312: Cube_183 672 | 3300314: Cube_184 673 | 3300316: Cube_185 674 | 3300318: Cube_186 675 | 3300320: Cube_187 676 | 3300322: Cube_188 677 | 3300324: 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