├── .gitignore
├── LICENSE.md
├── README.md
├── demo
├── demo.html
└── demo.unity3d
└── source
├── Assets
├── Animations.meta
├── Animations
│ ├── Boss.controller
│ ├── Boss.controller.meta
│ ├── Boss_Attack.anim
│ ├── Boss_Attack.anim.meta
│ ├── Boss_Hit.anim
│ ├── Boss_Hit.anim.meta
│ ├── Boss_Idle.anim
│ └── Boss_Idle.anim.meta
├── Materials.meta
├── Materials
│ ├── cloud.mat
│ └── cloud.mat.meta
├── Prefabs.meta
├── Prefabs
│ ├── Boss.prefab
│ ├── Boss.prefab.meta
│ ├── BossShot.prefab
│ ├── BossShot.prefab.meta
│ ├── EnemyShot1.prefab
│ ├── EnemyShot1.prefab.meta
│ ├── Particles.meta
│ ├── Particles
│ │ ├── FireEffect.prefab
│ │ ├── FireEffect.prefab.meta
│ │ ├── SmokeEffect.prefab
│ │ └── SmokeEffect.prefab.meta
│ ├── Platform1.prefab
│ ├── Platform1.prefab.meta
│ ├── Platform2.prefab
│ ├── Platform2.prefab.meta
│ ├── Player.prefab
│ ├── Player.prefab.meta
│ ├── PlayerShot.prefab
│ ├── PlayerShot.prefab.meta
│ ├── Poulpi.prefab
│ └── Poulpi.prefab.meta
├── Resources.meta
├── Resources
│ ├── GUISkin.guiskin
│ └── GUISkin.guiskin.meta
├── Scenes.meta
├── Scenes
│ ├── Menu.unity
│ ├── Menu.unity.meta
│ ├── Stage1.unity
│ ├── Stage1.unity.meta
│ ├── TestAnimations.unity
│ └── TestAnimations.unity.meta
├── Scripts.meta
├── Scripts
│ ├── BossScript.cs
│ ├── BossScript.cs.meta
│ ├── EnemyScript.cs
│ ├── EnemyScript.cs.meta
│ ├── GameOverScript.cs
│ ├── GameOverScript.cs.meta
│ ├── HealthScript.cs
│ ├── HealthScript.cs.meta
│ ├── MenuScript.cs
│ ├── MenuScript.cs.meta
│ ├── MoveScript.cs
│ ├── MoveScript.cs.meta
│ ├── PlayerScript.cs
│ ├── PlayerScript.cs.meta
│ ├── RendererExtensions.cs
│ ├── RendererExtensions.cs.meta
│ ├── ScrollingScript.cs
│ ├── ScrollingScript.cs.meta
│ ├── ShotScript.cs
│ ├── ShotScript.cs.meta
│ ├── SoundEffectsHelper.cs
│ ├── SoundEffectsHelper.cs.meta
│ ├── SpecialEffectsHelper.cs
│ ├── SpecialEffectsHelper.cs.meta
│ ├── WeaponScript.cs
│ └── WeaponScript.cs.meta
├── Sounds.meta
├── Sounds
│ ├── Spintronic - Firecrackers.mp3
│ ├── Spintronic - Firecrackers.mp3.meta
│ ├── sound_explosion.wav
│ ├── sound_explosion.wav.meta
│ ├── sound_shot_enemy.wav
│ ├── sound_shot_enemy.wav.meta
│ ├── sound_shot_player.wav
│ └── sound_shot_player.wav.meta
├── Sprites.meta
└── Sprites
│ ├── Menu.meta
│ ├── Menu
│ ├── background.png
│ ├── background.png.meta
│ ├── button.png
│ ├── button.png.meta
│ ├── logo.png
│ └── logo.png.meta
│ ├── background.png
│ ├── background.png.meta
│ ├── boss.png
│ ├── boss.png.meta
│ ├── cloud.png
│ ├── cloud.png.meta
│ ├── platforms.png
│ ├── platforms.png.meta
│ ├── player.png
│ ├── player.png.meta
│ ├── poulpi.png
│ ├── poulpi.png.meta
│ ├── shot.png
│ ├── shot.png.meta
│ ├── shot_boss.png
│ ├── shot_boss.png.meta
│ ├── shot_poulpi.png
│ └── shot_poulpi.png.meta
└── ProjectSettings
├── AudioManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NavMeshLayers.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
└── TimeManager.asset
/.gitignore:
--------------------------------------------------------------------------------
1 | # =============== #
2 | # Unity generated #
3 | # =============== #
4 | Temp/
5 | Obj/
6 | UnityGenerated/
7 | Library/
8 |
9 | # ===================================== #
10 | # Visual Studio / MonoDevelop generated #
11 | # ===================================== #
12 | ExportedObj/
13 | *.svd
14 | *.userprefs
15 | *.csproj
16 | *.pidb
17 | *.suo
18 | *.sln
19 | *.user
20 | *.unityproj
21 | *.booproj
22 |
23 | # ============ #
24 | # OS generated #
25 | # ============ #
26 | .DS_Store
27 | .DS_Store?
28 | ._*
29 | .Spotlight-V100
30 | .Trashes
31 | Icon?
32 | ehthumbs.db
33 | Thumbs.db
--------------------------------------------------------------------------------
/LICENSE.md:
--------------------------------------------------------------------------------
1 | LICENSES
2 | ===========
3 |
4 | ## Source code and sounds
5 |
6 | The provided source code and the sounds, except the music, are licensed under the [MIT License][http://opensource.org/licenses/MIT)
7 |
8 | The MIT License (MIT)
9 |
10 | Copyright (c) 2013 Pixelnest Studio
11 |
12 | Permission is hereby granted, free of charge, to any person obtaining a copy
13 | of this software and associated documentation files (the "Software"), to deal
14 | in the Software without restriction, including without limitation the rights
15 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
16 | copies of the Software, and to permit persons to whom the Software is
17 | furnished to do so, subject to the following conditions:
18 |
19 | The above copyright notice and this permission notice shall be included in
20 | all copies or substantial portions of the Software.
21 |
22 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
23 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
25 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
26 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
27 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
28 | THE SOFTWARE.
29 |
30 | ## Images, sprites, graphical assets
31 |
32 | All images are licensed [CC-BY-NC](http://creativecommons.org/licenses/by-nc/2.0/). They are from the game The Great Paper Adventure and have been by [Thibault Person](http://twitter.com/mrlapinou).
33 |
34 | You are free:
35 |
36 | - to Share — to copy, distribute and transmit the work
37 | - to Remix — to adapt the work
38 |
39 | Under the following conditions:
40 |
41 | - Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
42 | - Noncommercial — You may not use this work for commercial purposes.
43 |
44 | With the understanding that:
45 |
46 | - Waiver — Any of the above conditions can be waived if you get permission from the copyright holder.
47 | - Public Domain — Where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license.
48 | - Other Rights — In no way are any of the following rights affected by the license:
49 |
50 | - Your fair dealing or fair use rights, or other applicable copyright exceptions and limitations;
51 | - The author's moral rights;
52 | - Rights other persons may have either in the work itself or in how the work is used, such as publicity or privacy rights.
53 |
54 | ## Music
55 |
56 | Firecracker, a song of Spintronic (Cyril Brouillard) under CC-BY-NC license). See [http://spintronic.fr][http://spintronic.fr] for more information and more songs.
57 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | Make a 2D game with Unity 5
2 | =============================
3 |
4 | This is the repository related to our tutorial [Creating a 2D game with Unity](http://pixelnest.io/tutorials/2d-game-unity/).
5 |
6 | It contains the final source code, assets and license information of our little demo project, a shoot them up based on [The Great Paper Adventure](http://dmayance.com/the-great-paper-adventure-of/).
7 |
8 |
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/demo/demo.html:
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1 |
2 |
3 |
4 |
5 | Unity Web Player | A 2D game Unity tutorial
6 |
7 |
15 |
63 |
117 |
118 |
119 |
120 |
129 |
130 |
131 |
132 |
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/demo/demo.unity3d:
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/source/Assets/Scripts/BossScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Enemy generic behavior
5 | ///
6 | public class BossScript : MonoBehaviour
7 | {
8 | private bool hasSpawn;
9 |
10 | // Component references
11 | private MoveScript moveScript;
12 | private WeaponScript[] weapons;
13 | private Animator animator;
14 | private SpriteRenderer[] renderers;
15 |
16 | // Boss pattern (bot really an AI)
17 | public float minAttackCooldown = 0.5f;
18 | public float maxAttackCooldown = 2f;
19 |
20 | private float aiCooldown;
21 | private bool isAttacking;
22 | private Vector2 positionTarget;
23 |
24 | void Awake()
25 | {
26 | // Retrieve the weapon only once
27 | weapons = GetComponentsInChildren();
28 |
29 | // Retrieve scripts to disable when not spawn
30 | moveScript = GetComponent();
31 |
32 | // Get the animator
33 | animator = GetComponent();
34 |
35 | // Get the renderers in children
36 | renderers = GetComponentsInChildren();
37 | }
38 |
39 | void Start()
40 | {
41 | hasSpawn = false;
42 |
43 | // Disable everything
44 | // -- collider
45 | GetComponent().enabled = false;
46 | // -- Moving
47 | moveScript.enabled = false;
48 | // -- Shooting
49 | foreach (WeaponScript weapon in weapons)
50 | {
51 | weapon.enabled = false;
52 | }
53 |
54 | // Default behavior
55 | isAttacking = false;
56 | aiCooldown = maxAttackCooldown;
57 | }
58 |
59 | void Update()
60 | {
61 | // Check if the enemy has spawned
62 | if (hasSpawn == false)
63 | {
64 | // We check only the first renderer for simplicity.
65 | // But we don't know if it's the body, and eye or the mouth...
66 | if (renderers[0].IsVisibleFrom(Camera.main))
67 | {
68 | Spawn();
69 | }
70 | }
71 | else
72 | {
73 | // AI
74 | //------------------------------------
75 | // Move or attack. permute. Repeat.
76 | aiCooldown -= Time.deltaTime;
77 |
78 | if (aiCooldown <= 0f)
79 | {
80 | isAttacking = !isAttacking;
81 | aiCooldown = Random.Range(minAttackCooldown, maxAttackCooldown);
82 | positionTarget = Vector2.zero;
83 |
84 | // Set or unset the attack animation
85 | animator.SetBool("Attack", isAttacking);
86 | }
87 |
88 | // Attack
89 | //----------
90 | if (isAttacking)
91 | {
92 | // Stop any movement
93 | moveScript.direction = Vector2.zero;
94 |
95 | foreach (WeaponScript weapon in weapons)
96 | {
97 | if (weapon != null && weapon.enabled && weapon.CanAttack)
98 | {
99 | weapon.Attack(true);
100 | SoundEffectsHelper.Instance.MakeEnemyShotSound();
101 | }
102 | }
103 | }
104 | // Move
105 | //----------
106 | else
107 | {
108 | // Define a target?
109 | if (positionTarget == Vector2.zero)
110 | {
111 | // Get a point on the screen, convert to world
112 | Vector2 randomPoint = new Vector2(Random.Range(0f, 1f), Random.Range(0f, 1f));
113 |
114 | positionTarget = Camera.main.ViewportToWorldPoint(randomPoint);
115 | }
116 |
117 | // Are we at the target? If so, find a new one
118 | if (GetComponent().OverlapPoint(positionTarget))
119 | {
120 | // Reset, will be set at the next frame
121 | positionTarget = Vector2.zero;
122 | }
123 |
124 | // Go to the point
125 | Vector3 direction = ((Vector3)positionTarget - this.transform.position);
126 |
127 | // Remember to use the move script
128 | moveScript.direction = Vector3.Normalize(direction);
129 | }
130 | }
131 | }
132 |
133 | private void Spawn()
134 | {
135 | hasSpawn = true;
136 |
137 | // Enable everything
138 | // -- Collider
139 | GetComponent().enabled = true;
140 | // -- Moving
141 | moveScript.enabled = true;
142 | // -- Shooting
143 | foreach (WeaponScript weapon in weapons)
144 | {
145 | weapon.enabled = true;
146 | }
147 |
148 | // Stop the main scrolling
149 | foreach (ScrollingScript scrolling in FindObjectsOfType())
150 | {
151 | if (scrolling.isLinkedToCamera)
152 | {
153 | scrolling.speed = Vector2.zero;
154 | }
155 | }
156 | }
157 |
158 | void OnTriggerEnter2D(Collider2D otherCollider2D)
159 | {
160 | // Taking damage? Change animation
161 | ShotScript shot = otherCollider2D.gameObject.GetComponent();
162 | if (shot != null)
163 | {
164 | if (shot.isEnemyShot == false)
165 | {
166 | // Stop attacks and start moving awya
167 | aiCooldown = Random.Range(minAttackCooldown, maxAttackCooldown);
168 | isAttacking = false;
169 |
170 | // Change animation
171 | animator.SetTrigger("Hit");
172 | }
173 | }
174 | }
175 |
176 | void OnDrawGizmos()
177 | {
178 | // A little tip: you can display debug information in your scene with Gizmos
179 | if (hasSpawn && isAttacking == false)
180 | {
181 | Gizmos.DrawSphere(positionTarget, 0.5f);
182 | }
183 | }
184 | }
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/source/Assets/Scripts/EnemyScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Enemy generic behavior
5 | ///
6 | public class EnemyScript : MonoBehaviour
7 | {
8 | private bool hasSpawn;
9 | private MoveScript moveScript;
10 | private WeaponScript[] weapons;
11 |
12 | void Awake()
13 | {
14 | // Retrieve the weapon only once
15 | weapons = GetComponentsInChildren();
16 |
17 | // Retrieve scripts to disable when not spawn
18 | moveScript = GetComponent();
19 | }
20 |
21 | void Start()
22 | {
23 | hasSpawn = false;
24 |
25 | // Disable everything
26 | // -- collider
27 | GetComponent().enabled = false;
28 | // -- Moving
29 | moveScript.enabled = false;
30 | // -- Shooting
31 | foreach (WeaponScript weapon in weapons)
32 | {
33 | weapon.enabled = false;
34 | }
35 | }
36 |
37 | void Update()
38 | {
39 | // Check if the enemy has spawned
40 | if (hasSpawn == false)
41 | {
42 | if (GetComponent().IsVisibleFrom(Camera.main))
43 | {
44 | Spawn();
45 | }
46 | }
47 | else
48 | {
49 | // Auto-fire
50 | foreach (WeaponScript weapon in weapons)
51 | {
52 | if (weapon != null && weapon.enabled && weapon.CanAttack)
53 | {
54 | weapon.Attack(true);
55 | SoundEffectsHelper.Instance.MakeEnemyShotSound();
56 | }
57 | }
58 |
59 | // Out of camera?
60 | if (GetComponent().IsVisibleFrom(Camera.main) == false)
61 | {
62 | Destroy(gameObject);
63 | }
64 | }
65 | }
66 |
67 | private void Spawn()
68 | {
69 | hasSpawn = true;
70 |
71 | // Enable everything
72 | // -- Collider
73 | GetComponent().enabled = true;
74 | // -- Moving
75 | moveScript.enabled = true;
76 | // -- Shooting
77 | foreach (WeaponScript weapon in weapons)
78 | {
79 | weapon.enabled = true;
80 | }
81 | }
82 | }
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/source/Assets/Scripts/GameOverScript.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | ///
5 | /// Start or quit the game
6 | ///
7 | public class GameOverScript : MonoBehaviour
8 | {
9 | private Button[] buttons;
10 |
11 | void Awake()
12 | {
13 | // Get the buttons
14 | buttons = GetComponentsInChildren();
15 |
16 | // Disable them
17 | HideButtons();
18 | }
19 |
20 | public void HideButtons()
21 | {
22 | foreach (var b in buttons)
23 | {
24 | b.gameObject.SetActive(false);
25 | }
26 | }
27 |
28 | public void ShowButtons()
29 | {
30 | foreach (var b in buttons)
31 | {
32 | b.gameObject.SetActive(true);
33 | }
34 | }
35 |
36 | public void ExitToMenu()
37 | {
38 | // Reload the level
39 | Application.LoadLevel("Menu");
40 | }
41 |
42 | public void RestartGame()
43 | {
44 | // Reload the level
45 | Application.LoadLevel("Stage1");
46 | }
47 | }
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/source/Assets/Scripts/HealthScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Handle hitpoints and damages
5 | ///
6 | public class HealthScript : MonoBehaviour
7 | {
8 | ///
9 | /// Total hitpoints
10 | ///
11 | public int hp = 1;
12 |
13 | ///
14 | /// Enemy or player?
15 | ///
16 | public bool isEnemy = true;
17 |
18 | ///
19 | /// Inflicts damage and check if the object should be destroyed
20 | ///
21 | ///
22 | public void Damage(int damageCount)
23 | {
24 | hp -= damageCount;
25 |
26 | if (hp <= 0)
27 | {
28 | // Explosion!
29 | SpecialEffectsHelper.Instance.Explosion(transform.position);
30 | SoundEffectsHelper.Instance.MakeExplosionSound();
31 |
32 | // Dead!
33 | Destroy(gameObject);
34 | }
35 | }
36 |
37 | void OnTriggerEnter2D(Collider2D otherCollider)
38 | {
39 | // Is this a shot?
40 | ShotScript shot = otherCollider.gameObject.GetComponent();
41 | if (shot != null)
42 | {
43 | // Avoid friendly fire
44 | if (shot.isEnemyShot != isEnemy)
45 | {
46 | Damage(shot.damage);
47 |
48 | // Destroy the shot
49 | Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script
50 | }
51 | }
52 | }
53 | }
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/source/Assets/Scripts/MenuScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Title screen script
5 | ///
6 | public class MenuScript : MonoBehaviour
7 | {
8 | public void StartGame()
9 | {
10 | // "Stage1" is the name of the first scene we created.
11 | Application.LoadLevel("Stage1");
12 | }
13 | }
14 |
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/source/Assets/Scripts/MoveScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Simply moves the current game object
5 | ///
6 | public class MoveScript : MonoBehaviour
7 | {
8 | // 0 - Designer variables
9 |
10 | ///
11 | /// Projectile speed
12 | ///
13 | public Vector2 speed = new Vector2(10, 10);
14 |
15 | ///
16 | /// Moving direction
17 | ///
18 | public Vector2 direction = new Vector2(-1, 0);
19 |
20 | private Vector2 movement;
21 |
22 | void Update()
23 | {
24 | // 1 - Movement
25 | movement = new Vector2(
26 | speed.x * direction.x,
27 | speed.y * direction.y);
28 | }
29 |
30 | void FixedUpdate()
31 | {
32 | // Apply movement to the rigidbody
33 | GetComponent().velocity = movement;
34 | }
35 | }
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/source/Assets/Scripts/PlayerScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Player controller and behavior
5 | ///
6 | public class PlayerScript : MonoBehaviour
7 | {
8 | ///
9 | /// 0 - The speed of the ship
10 | ///
11 | public Vector2 speed = new Vector2(25, 25);
12 |
13 | // 1 - Store the movement
14 | private Vector2 movement;
15 | private Rigidbody2D rigidBodyComponent;
16 |
17 | void Update()
18 | {
19 | // 2 - Retrieve axis information
20 | float inputX = Input.GetAxis("Horizontal");
21 | float inputY = Input.GetAxis("Vertical");
22 |
23 | // 3 - Movement per direction
24 | movement = new Vector2(
25 | speed.x * inputX,
26 | speed.y * inputY);
27 |
28 | // 5 - Shooting
29 | bool shoot = Input.GetButtonDown("Fire1");
30 | shoot |= Input.GetButtonDown("Fire2"); // For Mac users, ctrl + arrow is a bad idea
31 |
32 | if (shoot)
33 | {
34 | WeaponScript weapon = GetComponent();
35 | if (weapon != null && weapon.CanAttack)
36 | {
37 | weapon.Attack(false);
38 | SoundEffectsHelper.Instance.MakePlayerShotSound();
39 | }
40 | }
41 |
42 | // 6 - Make sure we are not outside the camera bounds
43 | var dist = (transform.position - Camera.main.transform.position).z;
44 | var leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).x;
45 | var rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, dist)).x;
46 | var topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).y;
47 | var bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, dist)).y;
48 |
49 | transform.position = new Vector3(
50 | Mathf.Clamp(transform.position.x, leftBorder, rightBorder),
51 | Mathf.Clamp(transform.position.y, topBorder, bottomBorder),
52 | transform.position.z
53 | );
54 | }
55 |
56 | void FixedUpdate()
57 | {
58 | // 4 - Move the game object
59 | if (rigidBodyComponent == null) rigidBodyComponent = GetComponent();
60 | rigidBodyComponent.velocity = movement;
61 | }
62 |
63 | void OnDestroy()
64 | {
65 | // Check that the player is dead, as we is also callled when closing Unity
66 | HealthScript playerHealth = this.GetComponent();
67 | if (playerHealth != null && playerHealth.hp <= 0)
68 | {
69 | // Game Over.
70 | var gameOver = FindObjectOfType();
71 | gameOver.ShowButtons();
72 | }
73 | }
74 |
75 |
76 | void OnCollisionEnter2D(Collision2D collision)
77 | {
78 | bool damagePlayer = false;
79 |
80 | // Collision with enemy
81 | EnemyScript enemy = collision.gameObject.GetComponent();
82 | if (enemy != null)
83 | {
84 | // Kill the enemy
85 | HealthScript enemyHealth = enemy.GetComponent();
86 | if (enemyHealth != null) enemyHealth.Damage(enemyHealth.hp);
87 |
88 | damagePlayer = true;
89 | }
90 |
91 | // Collision with the boss
92 | BossScript boss = collision.gameObject.GetComponent();
93 | if (boss != null)
94 | {
95 | // Boss lose some hp too
96 | HealthScript bossHealth = boss.GetComponent();
97 | if (bossHealth != null) bossHealth.Damage(5);
98 |
99 | damagePlayer = true;
100 | }
101 |
102 | // Damage the player
103 | if (damagePlayer)
104 | {
105 | HealthScript playerHealth = this.GetComponent();
106 | if (playerHealth != null) playerHealth.Damage(1);
107 | }
108 | }
109 | }
110 |
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/source/Assets/Scripts/RendererExtensions.cs:
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1 | using UnityEngine;
2 |
3 | public static class RendererExtensions
4 | {
5 | public static bool IsVisibleFrom(this Renderer renderer, Camera camera)
6 | {
7 | Plane[] planes = GeometryUtility.CalculateFrustumPlanes(camera);
8 | return GeometryUtility.TestPlanesAABB(planes, renderer.bounds);
9 | }
10 | }
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/source/Assets/Scripts/ScrollingScript.cs:
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1 | using System.Collections.Generic;
2 | using System.Linq;
3 | using UnityEngine;
4 |
5 |
6 | ///
7 | /// Parallax scrolling script that should be assigned to a layer
8 | ///
9 | public class ScrollingScript : MonoBehaviour
10 | {
11 | ///
12 | /// Scrolling speed
13 | ///
14 | public Vector2 speed = new Vector2(10, 10);
15 |
16 | ///
17 | /// Moving direction
18 | ///
19 | public Vector2 direction = new Vector2(-1, 0);
20 |
21 | ///
22 | /// Movement should be applied to camera
23 | ///
24 | public bool isLinkedToCamera = false;
25 |
26 | ///
27 | /// Background is inifnite
28 | ///
29 | public bool isLooping = false;
30 |
31 | private List backgroundPart;
32 | private Vector2 repeatableSize;
33 | private Vector3 gap = Vector3.zero;
34 |
35 | void Start()
36 | {
37 | // For infinite background only
38 | if (isLooping)
39 | {
40 | //---------------------------------------------------------------------------------
41 | // 1 - Retrieve background objects
42 | // -- We need to know what this background is made of
43 | // -- Store a reference of each object
44 | // -- Order those items in the order of the scrolling, so we know the item that will be the first to be recycled
45 | // -- Compute the relative position between each part before they start moving
46 | //---------------------------------------------------------------------------------
47 |
48 | // Get all part of the layer
49 | backgroundPart = new List();
50 |
51 | for (int i = 0; i < transform.childCount; i++)
52 | {
53 | Transform child = transform.GetChild(i);
54 |
55 | // Only visible children
56 | if (child.GetComponent() != null)
57 | {
58 | backgroundPart.Add(child);
59 |
60 | // First element
61 | if (backgroundPart.Count == 1)
62 | {
63 | // Gap is the space between zero and the first element.
64 | // We need it when we loop.
65 | gap = child.transform.position;
66 |
67 | if (direction.x == 0) gap.x = 0;
68 | if (direction.y == 0) gap.y = 0;
69 | }
70 | }
71 | }
72 |
73 | if (backgroundPart.Count == 0)
74 | {
75 | Debug.LogError("Nothing to scroll!");
76 | }
77 |
78 | // Sort by position
79 | // -- Depends on the scrolling direction
80 | backgroundPart = backgroundPart.OrderBy(t => t.position.x * (-1 * direction.x)).ThenBy(t => t.position.y * (-1 * direction.y)).ToList();
81 |
82 | // Get the size of the repeatable parts
83 | var first = backgroundPart.First();
84 | var last = backgroundPart.Last();
85 |
86 | repeatableSize = new Vector2(
87 | Mathf.Abs(last.position.x - first.position.x),
88 | Mathf.Abs(last.position.y - first.position.y)
89 | );
90 | }
91 | }
92 |
93 | void Update()
94 | {
95 | // Movement
96 | Vector3 movement = new Vector3(
97 | speed.x * direction.x,
98 | speed.y * direction.y,
99 | 0);
100 |
101 | movement *= Time.deltaTime;
102 | transform.Translate(movement);
103 |
104 | // Move the camera
105 | if (isLinkedToCamera)
106 | {
107 | Camera.main.transform.Translate(movement);
108 | }
109 |
110 | // Loop
111 | if (isLooping)
112 | {
113 | //---------------------------------------------------------------------------------
114 | // 2 - Check if the object is before, in or after the camera bounds
115 | //---------------------------------------------------------------------------------
116 |
117 | // Camera borders
118 | var dist = (transform.position - Camera.main.transform.position).z;
119 | float leftBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).x;
120 | float rightBorder = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, dist)).x;
121 | // float width = Mathf.Abs(rightBorder - leftBorder);
122 |
123 | var topBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, dist)).y;
124 | var bottomBorder = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, dist)).y;
125 | // float height = Mathf.Abs(topBorder - bottomBorder);
126 |
127 | // Determine entry and exit border using direction
128 | Vector3 exitBorder = Vector3.zero;
129 | Vector3 entryBorder = Vector3.zero;
130 |
131 | if (direction.x < 0)
132 | {
133 | exitBorder.x = leftBorder;
134 | entryBorder.x = rightBorder;
135 | }
136 | else if (direction.x > 0)
137 | {
138 | exitBorder.x = rightBorder;
139 | entryBorder.x = leftBorder;
140 | }
141 |
142 | if (direction.y < 0)
143 | {
144 | exitBorder.y = bottomBorder;
145 | entryBorder.y = topBorder;
146 | }
147 | else if (direction.y > 0)
148 | {
149 | exitBorder.y = topBorder;
150 | entryBorder.y = bottomBorder;
151 | }
152 |
153 | // Get the first object
154 | Transform firstChild = backgroundPart.FirstOrDefault();
155 |
156 | if (firstChild != null)
157 | {
158 | bool checkVisible = false;
159 |
160 | // Check if we are after the camera
161 | // The check is on the position first as IsVisibleFrom is a heavy method
162 | // Here again, we check the border depending on the direction
163 | if (direction.x != 0)
164 | {
165 | if ((direction.x < 0 && (firstChild.position.x < exitBorder.x))
166 | || (direction.x > 0 && (firstChild.position.x > exitBorder.x)))
167 | {
168 | checkVisible = true;
169 | }
170 | }
171 | if (direction.y != 0)
172 | {
173 | if ((direction.y < 0 && (firstChild.position.y < exitBorder.y))
174 | || (direction.y > 0 && (firstChild.position.y > exitBorder.y)))
175 | {
176 | checkVisible = true;
177 | }
178 | }
179 |
180 | // Check if the sprite is really visible on the camera or not
181 | if (checkVisible)
182 | {
183 | //---------------------------------------------------------------------------------
184 | // 3 - The object was in the camera bounds but isn't anymore.
185 | // -- We need to recycle it
186 | // -- That means he was the first, he's now the last
187 | // -- And we physically moves him to the further position possible
188 | //---------------------------------------------------------------------------------
189 |
190 | if (firstChild.GetComponent().IsVisibleFrom(Camera.main) == false)
191 | {
192 | // Set position in the end
193 | firstChild.position = gap + new Vector3(
194 | firstChild.position.x + ((repeatableSize.x + firstChild.GetComponent().bounds.size.x) * -1 * direction.x),
195 | firstChild.position.y + ((repeatableSize.y + firstChild.GetComponent().bounds.size.y) * -1 * direction.y),
196 | firstChild.position.z
197 | );
198 |
199 | // The first part become the last one
200 | backgroundPart.Remove(firstChild);
201 | backgroundPart.Add(firstChild);
202 | }
203 | }
204 | }
205 |
206 | }
207 | }
208 | }
209 |
--------------------------------------------------------------------------------
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/source/Assets/Scripts/ShotScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Projectile behavior
5 | ///
6 | public class ShotScript : MonoBehaviour
7 | {
8 | // 0 - Designer variables
9 |
10 | ///
11 | /// Damage inflicted
12 | ///
13 | public int damage = 1;
14 |
15 | ///
16 | /// Projectile damage player or enemies?
17 | ///
18 | public bool isEnemyShot = false;
19 |
20 | void Start()
21 | {
22 | // 1 - Limited time to live to avoid any leak
23 | Destroy(gameObject, 20); // 20sec
24 | }
25 | }
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/source/Assets/Scripts/SoundEffectsHelper.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Creating instance of sounds from code with no effort
6 | ///
7 | public class SoundEffectsHelper : MonoBehaviour
8 | {
9 |
10 | ///
11 | /// Singleton
12 | ///
13 | public static SoundEffectsHelper Instance;
14 |
15 | public AudioClip explosionSound;
16 | public AudioClip playerShotSound;
17 | public AudioClip enemyShotSound;
18 |
19 | void Awake()
20 | {
21 | // Register the singleton
22 | if (Instance != null)
23 | {
24 | Debug.LogError("Multiple instances of SoundEffectsHelper!");
25 | }
26 | Instance = this;
27 | }
28 |
29 | public void MakeExplosionSound()
30 | {
31 | MakeSound(explosionSound);
32 | }
33 |
34 | public void MakePlayerShotSound()
35 | {
36 | MakeSound(playerShotSound);
37 | }
38 |
39 | public void MakeEnemyShotSound()
40 | {
41 | MakeSound(enemyShotSound);
42 | }
43 |
44 | ///
45 | /// Play a given sound
46 | ///
47 | ///
48 | private void MakeSound(AudioClip originalClip)
49 | {
50 | // As it is not 3D audio clip, position doesn't matter.
51 | AudioSource.PlayClipAtPoint(originalClip, transform.position);
52 | }
53 | }
54 |
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/source/Assets/Scripts/SpecialEffectsHelper.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Creating instance of particles from code with no effort
5 | ///
6 | public class SpecialEffectsHelper : MonoBehaviour
7 | {
8 | ///
9 | /// Singleton
10 | ///
11 | public static SpecialEffectsHelper Instance;
12 |
13 | public ParticleSystem smokeEffect;
14 | public ParticleSystem fireEffect;
15 |
16 | void Awake()
17 | {
18 | // Register the singleton
19 | if (Instance != null)
20 | {
21 | Debug.LogError("Multiple instances of SpecialEffectsHelper!");
22 | }
23 | Instance = this;
24 | }
25 |
26 | ///
27 | /// Create an explosion at the given location
28 | ///
29 | ///
30 | public void Explosion(Vector3 position)
31 | {
32 | // Smoke on the water
33 | instantiate(smokeEffect, position);
34 |
35 | // Tu tu tu, tu tu tudu
36 |
37 | // Fire in the sky
38 | instantiate(fireEffect, position);
39 | }
40 |
41 | ///
42 | /// Instantiate a Particle system from prefab
43 | ///
44 | ///
45 | ///
46 | private ParticleSystem instantiate(ParticleSystem prefab, Vector3 position)
47 | {
48 | ParticleSystem newParticleSystem = Instantiate(prefab, position, Quaternion.identity) as ParticleSystem;
49 |
50 | // Make sure it will be destroyed
51 | Destroy(newParticleSystem.gameObject, newParticleSystem.startLifetime);
52 |
53 | return newParticleSystem;
54 | }
55 | }
--------------------------------------------------------------------------------
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/source/Assets/Scripts/WeaponScript.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Launch projectile
5 | ///
6 | public class WeaponScript : MonoBehaviour
7 | {
8 | //--------------------------------
9 | // 1 - Designer variables
10 | //--------------------------------
11 |
12 | ///
13 | /// Projectile prefab for shooting
14 | ///
15 | public Transform shotPrefab;
16 |
17 | ///
18 | /// Cooldown in seconds between two shots
19 | ///
20 | public float shootingRate = 0.25f;
21 |
22 | //--------------------------------
23 | // 2 - Cooldown
24 | //--------------------------------
25 |
26 | private float shootCooldown;
27 |
28 | void Start()
29 | {
30 | shootCooldown = 0f;
31 | }
32 |
33 | void Update()
34 | {
35 | if (shootCooldown > 0)
36 | {
37 | shootCooldown -= Time.deltaTime;
38 | }
39 | }
40 |
41 | //--------------------------------
42 | // 3 - Shooting from another script
43 | //--------------------------------
44 |
45 | ///
46 | /// Create a new projectile if possible
47 | ///
48 | public void Attack(bool isEnemy)
49 | {
50 | if (CanAttack)
51 | {
52 | shootCooldown = shootingRate;
53 |
54 | // Create a new shot
55 | var shotTransform = Instantiate(shotPrefab) as Transform;
56 |
57 | // Assign position
58 | shotTransform.position = transform.position;
59 |
60 | // The is enemy property
61 | ShotScript shot = shotTransform.gameObject.GetComponent();
62 | if (shot != null)
63 | {
64 | shot.isEnemyShot = isEnemy;
65 | }
66 |
67 | // Make the weapon shot always towards it
68 | MoveScript move = shotTransform.gameObject.GetComponent();
69 | if (move != null)
70 | {
71 | move.direction = this.transform.right; // towards in 2D space is the right of the sprite
72 | }
73 | }
74 | }
75 |
76 | ///
77 | /// Is the wepaon ready to create a new projectile?
78 | ///
79 | public bool CanAttack
80 | {
81 | get
82 | {
83 | return shootCooldown <= 0f;
84 | }
85 | }
86 | }
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