├── Packages
└── manifest.json
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── NetworkManager.asset
├── TimeManager.asset
├── EditorBuildSettings.asset
├── AudioManager.asset
├── TagManager.asset
├── EditorSettings.asset
├── PresetManager.asset
├── UnityConnectSettings.asset
├── DynamicsManager.asset
├── Physics2DSettings.asset
├── NavMeshAreas.asset
├── GraphicsSettings.asset
├── QualitySettings.asset
├── InputManager.asset
└── ProjectSettings.asset
├── Assets
├── escape route GIF.gif
├── Scenes
│ ├── Main
│ │ ├── LightingData.asset
│ │ ├── ReflectionProbe-0.exr
│ │ ├── LightingData.asset.meta
│ │ └── ReflectionProbe-0.exr.meta
│ ├── Main.unity.meta
│ └── Main.meta
├── Prefabs.meta
├── Scripts.meta
├── Animations.meta
├── Materials.meta
├── External assets.meta
├── Scenes.meta
├── Materials
│ ├── Borders.mat.meta
│ ├── Dirt.mat.meta
│ ├── Water.mat.meta
│ ├── lineMaterial.mat.meta
│ ├── Tree leafs.mat.meta
│ ├── Borders.mat
│ ├── Dirt.mat
│ ├── Tree leafs.mat
│ ├── lineMaterial.mat
│ └── Water.mat
├── Animations
│ ├── Chopper.anim.meta
│ ├── ChopperFan.anim.meta
│ ├── Coin.controller.meta
│ ├── ArrowAnimation.anim.meta
│ ├── Coin Animation.anim.meta
│ ├── Image.controller.meta
│ ├── default.controller.meta
│ ├── Camera Animation.anim.meta
│ ├── Lose Panel Animation.anim.meta
│ ├── Lose panel.controller.meta
│ ├── Main Camera.controller.meta
│ ├── Hellicopter holder.controller.meta
│ ├── Coin.controller
│ ├── Image.controller
│ ├── default.controller
│ ├── Lose panel.controller
│ ├── Main Camera.controller
│ ├── Hellicopter holder.controller
│ ├── Lose Panel Animation.anim
│ ├── ArrowAnimation.anim
│ ├── ChopperFan.anim
│ ├── Camera Animation.anim
│ ├── Chopper.anim
│ └── Coin Animation.anim
├── Color correction.asset.meta
├── Prefabs
│ ├── Coin holder.prefab.meta
│ ├── Plane Empty.prefab.meta
│ ├── Plane type (1).prefab.meta
│ ├── Plane type (2).prefab.meta
│ ├── Plane type (3).prefab.meta
│ ├── Tree type 1.prefab.meta
│ ├── Tree type 2.prefab.meta
│ ├── chopper bottom.prefab.meta
│ ├── FX_Explosion_Rubble.prefab.meta
│ ├── Plane Empty with coins.prefab.meta
│ ├── Coin holder.prefab
│ ├── Tree type 1.prefab
│ ├── Tree type 2.prefab
│ ├── Plane Empty.prefab
│ └── Plane Empty with coins.prefab
├── Scripts
│ ├── GameManager.cs.meta
│ ├── CameraBehaviour.cs.meta
│ ├── PlaneBeheaviour.cs.meta
│ ├── HelicopterBehaviour.cs.meta
│ ├── CameraBehaviour.cs
│ ├── GameManager.cs
│ ├── PlaneBeheaviour.cs
│ └── HelicopterBehaviour.cs
└── Color correction.asset
├── README.md
└── LICENSE
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2 | "dependencies": {
3 | }
4 | }
5 |
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/ProjectSettings/ProjectVersion.txt:
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2 |
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/Assets/escape route GIF.gif:
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https://raw.githubusercontent.com/oussamabonnor1/EscapeRoute_Unity3D/HEAD/Assets/escape route GIF.gif
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/Assets/Scenes/Main/LightingData.asset:
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https://raw.githubusercontent.com/oussamabonnor1/EscapeRoute_Unity3D/HEAD/Assets/Scenes/Main/LightingData.asset
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/Assets/Scenes/Main/ReflectionProbe-0.exr:
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1 | using System.Collections;
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/README.md:
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1 | # EscapeRoute_Unity3D
2 |
3 | 
4 | 
5 |
6 | Escape route is a 3D game where you control a helicoptter, avoid obstacles and collect coins!
7 |
8 | ## Screenshot:
9 |
10 |
11 | ## Game logic:
12 | Fly the hellicopter using arrow keys and avoid bolders, beat your best score and last longer!
13 |
14 | ## Tools used:
15 | * Visual studio (IDE)
16 | * C# (logic)
17 | * Unity (game engine)
18 | * Paint.Net (Image editting)
19 |
20 | ## Contribution:
21 | Feel free to `fork` this project and add whatever you like. If you have any suggestions or any comments please feel free to contact me or to open an issue, use free license art assets please.
22 |
23 | ## Team:
24 | [Jetlighters](https://github.com/JetLightStudio) having fun.
25 |
--------------------------------------------------------------------------------
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/Assets/Scripts/GameManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | using UnityEngine.SceneManagement;
6 |
7 | public class GameManager : MonoBehaviour {
8 |
9 | public GameObject[] planePrefab;
10 | public int planesCount = 50;
11 | Vector3 spawnPosition;
12 |
13 | // Use this for initialization
14 | void Start () {
15 | spawnPosition = new Vector3(0f,planePrefab[0].transform.position.y,planePrefab[0].transform.position.z);
16 | makePlanes();
17 | }
18 |
19 | // Update is called once per frame
20 | void Update () {
21 |
22 | }
23 |
24 | void makePlanes(){
25 | for(int i = 0; i< planesCount; i++){
26 | int index = Random.Range(0,planePrefab.Length);
27 | Instantiate(planePrefab[index], spawnPosition, planePrefab[index].transform.rotation);
28 | spawnPosition = new Vector3(spawnPosition.x + 10,spawnPosition.y,spawnPosition.z);
29 | }
30 | }
31 |
32 | public void restart(){
33 | SceneManager.LoadScene("Main");
34 | }
35 | public void quit(){
36 | Application.Quit();
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2018 Oussama Bonnor
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 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PlaneBeheaviour : MonoBehaviour {
6 |
7 | public Transform[] treePositions;
8 | public GameObject[] treePrefabs;
9 | public Transform[] coinPositions;
10 | public GameObject coinPrefab;
11 | public bool emptyPlane;
12 | public bool willSpawnCoins;
13 |
14 | // Use this for initialization
15 | void Start () {
16 | spawnTrees();
17 | if(willSpawnCoins) spawnCoins();
18 | }
19 |
20 | void spawnTrees(){
21 | for(int i =0; i < treePositions.Length; i++){
22 | if(Random.Range(0,2) == 0) {
23 | int k =Random.Range(0,treePrefabs.Length);
24 | GameObject tempTree = Instantiate(treePrefabs[k], treePositions[i].position,treePrefabs[k].transform.rotation);
25 | tempTree.transform.SetParent(transform);
26 | }
27 | }
28 | }
29 |
30 | void spawnCoins(){
31 | for(int i =0; i < coinPositions.Length; i++){
32 | if(emptyPlane){
33 | spawnCoin(i);
34 | }
35 | else{
36 | if(Random.Range(0,2) == 0) {
37 | spawnCoin(i);
38 | }
39 | }
40 | }
41 | }
42 |
43 | void spawnCoin(int i){
44 | GameObject tempCoin = Instantiate(coinPrefab, coinPositions[i].position,coinPrefab.transform.rotation);
45 | tempCoin.transform.SetParent(transform);
46 | }
47 |
48 | }
49 |
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/Assets/Scripts/HelicopterBehaviour.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | [RequireComponent(typeof(Rigidbody))]
7 | public class HelicopterBehaviour : MonoBehaviour {
8 |
9 | public Transform transformToRotate;
10 | public Animator chopperAnimator, fanAnimator, leftArrow, rightArrow;
11 | public GameObject explosionPrefab;
12 | public GameObject fire;
13 | public Text scoreText;
14 | public Text loseText;
15 | public GameObject losePanel;
16 | public float speed =4f;
17 | public float movingSpeed = 4f;
18 | int score;
19 | public bool gameOver;
20 | public bool gameStarted;
21 | float screenWidth;
22 | float zAxisTranslate, xAxisRotation, yAxisRotation;
23 | Quaternion rotationTarget;
24 |
25 | // Use this for initialization
26 | void Start () {
27 | screenWidth = Screen.width/2;
28 |
29 | }
30 |
31 | // Update is called once per frame
32 | void Update () {
33 | if(!gameStarted){
34 | if(Input.GetMouseButtonDown(0)) {
35 | gameStarted = true;
36 | Camera.main.gameObject.GetComponent().enabled = false;
37 | Camera.main.gameObject.GetComponent().calculateOffset();
38 | Camera.main.gameObject.GetComponent().gameStarted = true;
39 | leftArrow.enabled = rightArrow.enabled = true;
40 | }
41 | }
42 | if(!gameOver && gameStarted){
43 | movingSpeed += Time.deltaTime / 10;
44 | speed += Time.deltaTime /15;
45 | zAxisTranslate = 0;
46 | xAxisRotation = yAxisRotation = 0f;
47 | if(Input.GetMouseButton(0)){
48 | if(Input.mousePosition.x <= screenWidth){
49 | zAxisTranslate = Time.deltaTime;
50 | xAxisRotation = 15f;
51 | yAxisRotation = -5f;
52 | }else {
53 | zAxisTranslate = -Time.deltaTime;
54 | xAxisRotation = -15f;
55 | yAxisRotation = 5f;
56 | }
57 | }
58 | //Handling the rotation
59 | rotationTarget = Quaternion.Euler(xAxisRotation, yAxisRotation, -20f);
60 | transformToRotate.rotation = Quaternion.Slerp(transformToRotate.rotation, rotationTarget, 10* Time.deltaTime);
61 |
62 | //Handling the moves
63 | transform.Translate(new Vector3(movingSpeed * Time.deltaTime,0f,speed * zAxisTranslate));
64 | transform.position = new Vector3(transform.position.x,transform.position.y,Mathf.Clamp(transform.position.z,-2.5f,2.5f));
65 | }
66 | }
67 |
68 | void OnCollisionEnter(Collision other){
69 | if(other.gameObject.tag.Equals("rock") && !gameOver) selfExplode();
70 | if(other.gameObject.tag.Equals("coin") && !gameOver) {
71 | score++;
72 | scoreText.text = "Score: "+score;
73 | Destroy(other.gameObject);
74 | }
75 | }
76 |
77 | void selfExplode(){
78 | gameOver = true;
79 | Instantiate(explosionPrefab, transform.position, transform.rotation);
80 | fire.SetActive(true);
81 | chopperAnimator.enabled = false;
82 | fanAnimator.enabled = false;
83 | GetComponent().useGravity = true;
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