├── .gitignore ├── Assets ├── 3DArrow.blend ├── 3DArrow.blend.meta ├── Ball.cs ├── Ball.cs.meta ├── BallPhysMat.physicMaterial ├── BallPhysMat.physicMaterial.meta ├── DefaultPhysMat.physicMaterial ├── DefaultPhysMat.physicMaterial.meta ├── FakeHoleProject.meta ├── FakeHoleProject │ ├── 3D Models.meta │ ├── 3D Models │ │ ├── HoleModel.blend │ │ └── HoleModel.blend.meta │ ├── Materials & Textures.meta │ ├── Materials & Textures │ │ ├── Ball.mat │ │ ├── Ball.mat.meta │ │ ├── Ball.shader │ │ ├── Ball.shader.meta │ │ ├── DepthMask.mat │ │ ├── DepthMask.mat.meta │ │ ├── DepthMask.shader │ │ ├── DepthMask.shader.meta │ │ ├── Grass.mat │ │ ├── Grass.mat.meta │ │ ├── Hole.mat │ │ ├── Hole.mat.meta │ │ ├── Hole.shader │ │ ├── Hole.shader.meta │ │ ├── TexturesCom_Grass0133_1_seamless_S.jpg │ │ ├── TexturesCom_Grass0133_1_seamless_S.jpg.meta │ │ ├── golfball.jpg │ │ ├── golfball.jpg.meta │ │ ├── golfball_normal.jpg │ │ └── golfball_normal.jpg.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── BallPrefab.prefab │ │ ├── BallPrefab.prefab.meta │ │ ├── HolePrefab.prefab │ │ └── HolePrefab.prefab.meta │ ├── README.txt │ ├── README.txt.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── ChangeBallLayer.cs │ │ └── ChangeBallLayer.cs.meta ├── GroundMaterial.mat ├── GroundMaterial.mat.meta ├── LevelData.cs ├── LevelData.cs.meta ├── LevelManager.cs ├── LevelManager.cs.meta ├── Levels.meta ├── Levels │ ├── Level01 Prefab.prefab │ ├── Level01 Prefab.prefab.meta │ ├── Level01.blend │ ├── Level01.blend.meta │ ├── testLevel.blend │ └── testLevel.blend.meta ├── NoBouncePhysMat.physicMaterial ├── NoBouncePhysMat.physicMaterial.meta ├── Scenes.meta ├── Scenes │ ├── GolfScene.unity │ └── GolfScene.unity.meta ├── ScoringCollider.cs ├── ScoringCollider.cs.meta ├── StrokeAngleIndicator.cs ├── StrokeAngleIndicator.cs.meta ├── StrokeCountUI.cs ├── StrokeCountUI.cs.meta ├── StrokeForce.png ├── StrokeForce.png.meta ├── StrokeForceUI.cs ├── StrokeForceUI.cs.meta ├── StrokeManager.cs ├── StrokeManager.cs.meta ├── UncapPhysicsSpeeds.cs └── UncapPhysicsSpeeds.cs.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Assets/3DArrow.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/quill18/UnityMiniGolf/5c1e84feab253501bdb4f8cdd749d06fbc76634e/Assets/3DArrow.blend -------------------------------------------------------------------------------- /Assets/3DArrow.blend.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f08b97a8a123110439eb174040d3b8fe 3 | ModelImporter: 4 | serializedVersion: 26 5 | internalIDToNameTable: [] 6 | externalObjects: {} 7 | 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| - _Color: {r: 1, g: 1, b: 1, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/Ball.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53116eb7af953ef4e8ddfb77f7c19209 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/Ball.shader: -------------------------------------------------------------------------------- 1 | Shader "FakeHole/Ball" 2 | { 3 | Properties 4 | { 5 | _Color("Color", Color) = (1,1,1,1) 6 | _MainTex("Albedo", 2D) = "white" {} 7 | 8 | _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 9 | 10 | _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 11 | _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 12 | [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 13 | 14 | [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 15 | _MetallicGlossMap("Metallic", 2D) = "white" {} 16 | 17 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 18 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 19 | 20 | _BumpScale("Scale", Float) = 1.0 21 | _BumpMap("Normal Map", 2D) = "bump" {} 22 | 23 | _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 24 | _ParallaxMap ("Height Map", 2D) = "black" {} 25 | 26 | _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 27 | _OcclusionMap("Occlusion", 2D) = "white" {} 28 | 29 | _EmissionColor("Color", Color) = (0,0,0) 30 | _EmissionMap("Emission", 2D) = "white" {} 31 | 32 | _DetailMask("Detail Mask", 2D) = "white" {} 33 | 34 | _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} 35 | _DetailNormalMapScale("Scale", Float) = 1.0 36 | _DetailNormalMap("Normal Map", 2D) = "bump" {} 37 | 38 | [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 39 | 40 | 41 | // Blending state 42 | [HideInInspector] _Mode ("__mode", Float) = 0.0 43 | [HideInInspector] _SrcBlend ("__src", Float) = 1.0 44 | [HideInInspector] _DstBlend ("__dst", Float) = 0.0 45 | [HideInInspector] _ZWrite ("__zw", Float) = 1.0 46 | } 47 | 48 | CGINCLUDE 49 | #define UNITY_SETUP_BRDF_INPUT MetallicSetup 50 | ENDCG 51 | 52 | SubShader 53 | { 54 | Tags { "Queue" = "Geometry-2" "RenderType"="Opaque" "PerformanceChecks"="False" } 55 | LOD 300 56 | 57 | 58 | // ------------------------------------------------------------------ 59 | // Base forward pass (directional light, emission, lightmaps, ...) 60 | Pass 61 | { 62 | Name "FORWARD" 63 | Tags { "LightMode" = "ForwardBase" } 64 | 65 | Blend [_SrcBlend] [_DstBlend] 66 | ZWrite [_ZWrite] 67 | 68 | CGPROGRAM 69 | #pragma target 3.0 70 | 71 | // ------------------------------------- 72 | 73 | #pragma shader_feature _NORMALMAP 74 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 75 | #pragma shader_feature _EMISSION 76 | #pragma shader_feature _METALLICGLOSSMAP 77 | #pragma shader_feature ___ _DETAIL_MULX2 78 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 79 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 80 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 81 | #pragma shader_feature _PARALLAXMAP 82 | 83 | #pragma multi_compile_fwdbase 84 | #pragma multi_compile_fog 85 | 86 | #pragma vertex vertBase 87 | #pragma fragment fragBase 88 | #include "UnityStandardCoreForward.cginc" 89 | 90 | ENDCG 91 | } 92 | // ------------------------------------------------------------------ 93 | // Additive forward pass (one light per pass) 94 | Pass 95 | { 96 | Name "FORWARD_DELTA" 97 | Tags { "LightMode" = "ForwardAdd" } 98 | Blend [_SrcBlend] One 99 | Fog { Color (0,0,0,0) } // in additive pass fog should be black 100 | ZWrite Off 101 | ZTest LEqual 102 | 103 | CGPROGRAM 104 | #pragma target 3.0 105 | 106 | // ------------------------------------- 107 | 108 | 109 | #pragma shader_feature _NORMALMAP 110 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 111 | #pragma shader_feature _METALLICGLOSSMAP 112 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 113 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 114 | #pragma shader_feature ___ _DETAIL_MULX2 115 | #pragma shader_feature _PARALLAXMAP 116 | 117 | #pragma multi_compile_fwdadd_fullshadows 118 | #pragma multi_compile_fog 119 | 120 | 121 | #pragma vertex vertAdd 122 | #pragma fragment fragAdd 123 | #include "UnityStandardCoreForward.cginc" 124 | 125 | ENDCG 126 | } 127 | // ------------------------------------------------------------------ 128 | // Shadow rendering pass 129 | Pass { 130 | Name "ShadowCaster" 131 | Tags { "LightMode" = "ShadowCaster" } 132 | 133 | ZWrite On ZTest LEqual 134 | 135 | CGPROGRAM 136 | #pragma target 3.0 137 | 138 | // ------------------------------------- 139 | 140 | 141 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 142 | #pragma multi_compile_shadowcaster 143 | 144 | #pragma vertex vertShadowCaster 145 | #pragma fragment fragShadowCaster 146 | 147 | #include "UnityStandardShadow.cginc" 148 | 149 | ENDCG 150 | } 151 | // ------------------------------------------------------------------ 152 | // Deferred pass 153 | Pass 154 | { 155 | Name "DEFERRED" 156 | Tags { "LightMode" = "Deferred" } 157 | 158 | CGPROGRAM 159 | #pragma target 3.0 160 | #pragma exclude_renderers nomrt 161 | 162 | 163 | // ------------------------------------- 164 | 165 | #pragma shader_feature _NORMALMAP 166 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 167 | #pragma shader_feature _EMISSION 168 | #pragma shader_feature _METALLICGLOSSMAP 169 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 170 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 171 | #pragma shader_feature ___ _DETAIL_MULX2 172 | #pragma shader_feature _PARALLAXMAP 173 | 174 | #pragma multi_compile ___ UNITY_HDR_ON 175 | #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON 176 | #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE 177 | #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON 178 | 179 | #pragma vertex vertDeferred 180 | #pragma fragment fragDeferred 181 | 182 | #include "UnityStandardCore.cginc" 183 | 184 | ENDCG 185 | } 186 | 187 | // ------------------------------------------------------------------ 188 | // Extracts information for lightmapping, GI (emission, albedo, ...) 189 | // This pass it not used during regular rendering. 190 | Pass 191 | { 192 | Name "META" 193 | Tags { "LightMode"="Meta" } 194 | 195 | Cull Off 196 | 197 | CGPROGRAM 198 | #pragma vertex vert_meta 199 | #pragma fragment frag_meta 200 | 201 | #pragma shader_feature _EMISSION 202 | #pragma shader_feature _METALLICGLOSSMAP 203 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 204 | #pragma shader_feature ___ _DETAIL_MULX2 205 | 206 | #include "UnityStandardMeta.cginc" 207 | ENDCG 208 | } 209 | } 210 | 211 | SubShader 212 | { 213 | Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } 214 | LOD 150 215 | 216 | // ------------------------------------------------------------------ 217 | // Base forward pass (directional light, emission, lightmaps, ...) 218 | Pass 219 | { 220 | Name "FORWARD" 221 | Tags { "LightMode" = "ForwardBase" } 222 | 223 | Blend [_SrcBlend] [_DstBlend] 224 | ZWrite [_ZWrite] 225 | 226 | CGPROGRAM 227 | #pragma target 2.0 228 | 229 | #pragma shader_feature _NORMALMAP 230 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 231 | #pragma shader_feature _EMISSION 232 | #pragma shader_feature _METALLICGLOSSMAP 233 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 234 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 235 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 236 | // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2 237 | // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP 238 | 239 | #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE 240 | 241 | #pragma multi_compile_fwdbase 242 | #pragma multi_compile_fog 243 | 244 | #pragma vertex vertBase 245 | #pragma fragment fragBase 246 | #include "UnityStandardCoreForward.cginc" 247 | 248 | ENDCG 249 | } 250 | // ------------------------------------------------------------------ 251 | // Additive forward pass (one light per pass) 252 | Pass 253 | { 254 | Name "FORWARD_DELTA" 255 | Tags { "LightMode" = "ForwardAdd" } 256 | Blend [_SrcBlend] One 257 | Fog { Color (0,0,0,0) } // in additive pass fog should be black 258 | ZWrite Off 259 | ZTest LEqual 260 | 261 | CGPROGRAM 262 | #pragma target 2.0 263 | 264 | #pragma shader_feature _NORMALMAP 265 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 266 | #pragma shader_feature _METALLICGLOSSMAP 267 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 268 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 269 | #pragma shader_feature ___ _DETAIL_MULX2 270 | // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP 271 | #pragma skip_variants SHADOWS_SOFT 272 | 273 | #pragma multi_compile_fwdadd_fullshadows 274 | #pragma multi_compile_fog 275 | 276 | #pragma vertex vertAdd 277 | #pragma fragment fragAdd 278 | #include "UnityStandardCoreForward.cginc" 279 | 280 | ENDCG 281 | } 282 | // ------------------------------------------------------------------ 283 | // Shadow rendering pass 284 | Pass { 285 | Name "ShadowCaster" 286 | Tags { "LightMode" = "ShadowCaster" } 287 | 288 | ZWrite On ZTest LEqual 289 | 290 | CGPROGRAM 291 | #pragma target 2.0 292 | 293 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 294 | #pragma skip_variants SHADOWS_SOFT 295 | #pragma multi_compile_shadowcaster 296 | 297 | #pragma vertex vertShadowCaster 298 | #pragma fragment fragShadowCaster 299 | 300 | #include "UnityStandardShadow.cginc" 301 | 302 | ENDCG 303 | } 304 | 305 | // ------------------------------------------------------------------ 306 | // Extracts information for lightmapping, GI (emission, albedo, ...) 307 | // This pass it not used during regular rendering. 308 | Pass 309 | { 310 | Name "META" 311 | Tags { "LightMode"="Meta" } 312 | 313 | Cull Off 314 | 315 | CGPROGRAM 316 | #pragma vertex vert_meta 317 | #pragma fragment frag_meta 318 | 319 | #pragma shader_feature _EMISSION 320 | #pragma shader_feature _METALLICGLOSSMAP 321 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 322 | #pragma shader_feature ___ _DETAIL_MULX2 323 | 324 | #include "UnityStandardMeta.cginc" 325 | ENDCG 326 | } 327 | } 328 | 329 | 330 | FallBack "VertexLit" 331 | CustomEditor "StandardShaderGUI" 332 | } 333 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/Ball.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a95bcf0d1baea643b97a4f0e3996a8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/DepthMask.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: DepthMask 11 | m_Shader: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e83f887522e093b48851d399a7067c13 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/DepthMask.shader: -------------------------------------------------------------------------------- 1 | Shader "FakeHole/Mask" { 2 | 3 | SubShader { 4 | // Render the mask after regular geometry, but before masked geometry and 5 | // transparent things. 6 | 7 | Tags {"Queue" = "Geometry-1" } 8 | 9 | // Don't draw in the RGBA channels; just the depth buffer 10 | 11 | ColorMask 0 12 | ZWrite On 13 | 14 | // Do nothing specific in the pass: 15 | 16 | Pass {} 17 | } 18 | } 19 | -------------------------------------------------------------------------------- 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NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/Hole.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: Hole 11 | m_Shader: {fileID: 4800000, guid: bec717d2129279b4f91758b5e83c387c, type: 3} 12 | m_ShaderKeywords: _EMISSION 13 | m_LightmapFlags: 1 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: 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-------------------------------------------------------------------------------- 1 | Shader "FakeHole/Hole" 2 | { 3 | Properties 4 | { 5 | _Color("Color", Color) = (1,1,1,1) 6 | _MainTex("Albedo", 2D) = "white" {} 7 | 8 | _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 9 | 10 | _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 11 | _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 12 | [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 13 | 14 | [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 15 | _MetallicGlossMap("Metallic", 2D) = "white" {} 16 | 17 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 18 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 19 | 20 | _BumpScale("Scale", Float) = 1.0 21 | _BumpMap("Normal Map", 2D) = "bump" {} 22 | 23 | _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 24 | _ParallaxMap ("Height Map", 2D) = "black" {} 25 | 26 | _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 27 | _OcclusionMap("Occlusion", 2D) = "white" {} 28 | 29 | _EmissionColor("Color", Color) = (0,0,0) 30 | _EmissionMap("Emission", 2D) = "white" {} 31 | 32 | _DetailMask("Detail Mask", 2D) = "white" {} 33 | 34 | _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} 35 | _DetailNormalMapScale("Scale", Float) = 1.0 36 | _DetailNormalMap("Normal Map", 2D) = "bump" {} 37 | 38 | [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 39 | 40 | 41 | // Blending state 42 | [HideInInspector] _Mode ("__mode", Float) = 0.0 43 | [HideInInspector] _SrcBlend ("__src", Float) = 1.0 44 | [HideInInspector] _DstBlend ("__dst", Float) = 0.0 45 | [HideInInspector] _ZWrite ("__zw", Float) = 1.0 46 | } 47 | 48 | CGINCLUDE 49 | #define UNITY_SETUP_BRDF_INPUT MetallicSetup 50 | ENDCG 51 | 52 | SubShader 53 | { 54 | Tags { "Queue" = "Geometry-2" "RenderType"="Opaque" "PerformanceChecks"="False" } 55 | LOD 300 56 | 57 | 58 | // ------------------------------------------------------------------ 59 | // Base forward pass (directional light, emission, lightmaps, ...) 60 | Pass 61 | { 62 | Name "FORWARD" 63 | Tags { "LightMode" = "ForwardBase" } 64 | 65 | Blend [_SrcBlend] [_DstBlend] 66 | ZWrite [_ZWrite] 67 | 68 | CGPROGRAM 69 | #pragma target 3.0 70 | 71 | // ------------------------------------- 72 | 73 | #pragma shader_feature _NORMALMAP 74 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 75 | #pragma shader_feature _EMISSION 76 | #pragma shader_feature _METALLICGLOSSMAP 77 | #pragma shader_feature ___ _DETAIL_MULX2 78 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 79 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 80 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 81 | #pragma shader_feature _PARALLAXMAP 82 | 83 | #pragma multi_compile_fwdbase 84 | #pragma multi_compile_fog 85 | 86 | #pragma vertex vertBase 87 | #pragma fragment fragBase 88 | #include "UnityStandardCoreForward.cginc" 89 | 90 | ENDCG 91 | } 92 | // ------------------------------------------------------------------ 93 | // Additive forward pass (one light per pass) 94 | Pass 95 | { 96 | Name "FORWARD_DELTA" 97 | Tags { "LightMode" = "ForwardAdd" } 98 | Blend [_SrcBlend] One 99 | Fog { Color (0,0,0,0) } // in additive pass fog should be black 100 | ZWrite Off 101 | ZTest LEqual 102 | 103 | CGPROGRAM 104 | #pragma target 3.0 105 | 106 | // ------------------------------------- 107 | 108 | 109 | #pragma shader_feature _NORMALMAP 110 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 111 | #pragma shader_feature _METALLICGLOSSMAP 112 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 113 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 114 | #pragma shader_feature ___ _DETAIL_MULX2 115 | #pragma shader_feature _PARALLAXMAP 116 | 117 | #pragma multi_compile_fwdadd_fullshadows 118 | #pragma multi_compile_fog 119 | 120 | 121 | #pragma vertex vertAdd 122 | #pragma fragment fragAdd 123 | #include "UnityStandardCoreForward.cginc" 124 | 125 | ENDCG 126 | } 127 | // ------------------------------------------------------------------ 128 | // Shadow rendering pass 129 | Pass { 130 | Name "ShadowCaster" 131 | Tags { "LightMode" = "ShadowCaster" } 132 | 133 | ZWrite On ZTest LEqual 134 | 135 | CGPROGRAM 136 | #pragma target 3.0 137 | 138 | // ------------------------------------- 139 | 140 | 141 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 142 | #pragma multi_compile_shadowcaster 143 | 144 | #pragma vertex vertShadowCaster 145 | #pragma fragment fragShadowCaster 146 | 147 | #include "UnityStandardShadow.cginc" 148 | 149 | ENDCG 150 | } 151 | // ------------------------------------------------------------------ 152 | // Deferred pass 153 | Pass 154 | { 155 | Name "DEFERRED" 156 | Tags { "LightMode" = "Deferred" } 157 | 158 | CGPROGRAM 159 | #pragma target 3.0 160 | #pragma exclude_renderers nomrt 161 | 162 | 163 | // ------------------------------------- 164 | 165 | #pragma shader_feature _NORMALMAP 166 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 167 | #pragma shader_feature _EMISSION 168 | #pragma shader_feature _METALLICGLOSSMAP 169 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 170 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 171 | #pragma shader_feature ___ _DETAIL_MULX2 172 | #pragma shader_feature _PARALLAXMAP 173 | 174 | #pragma multi_compile ___ UNITY_HDR_ON 175 | #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON 176 | #pragma multi_compile ___ DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE 177 | #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON 178 | 179 | #pragma vertex vertDeferred 180 | #pragma fragment fragDeferred 181 | 182 | #include "UnityStandardCore.cginc" 183 | 184 | ENDCG 185 | } 186 | 187 | // ------------------------------------------------------------------ 188 | // Extracts information for lightmapping, GI (emission, albedo, ...) 189 | // This pass it not used during regular rendering. 190 | Pass 191 | { 192 | Name "META" 193 | Tags { "LightMode"="Meta" } 194 | 195 | Cull Off 196 | 197 | CGPROGRAM 198 | #pragma vertex vert_meta 199 | #pragma fragment frag_meta 200 | 201 | #pragma shader_feature _EMISSION 202 | #pragma shader_feature _METALLICGLOSSMAP 203 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 204 | #pragma shader_feature ___ _DETAIL_MULX2 205 | 206 | #include "UnityStandardMeta.cginc" 207 | ENDCG 208 | } 209 | } 210 | 211 | SubShader 212 | { 213 | Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } 214 | LOD 150 215 | 216 | // ------------------------------------------------------------------ 217 | // Base forward pass (directional light, emission, lightmaps, ...) 218 | Pass 219 | { 220 | Name "FORWARD" 221 | Tags { "LightMode" = "ForwardBase" } 222 | 223 | Blend [_SrcBlend] [_DstBlend] 224 | ZWrite [_ZWrite] 225 | 226 | CGPROGRAM 227 | #pragma target 2.0 228 | 229 | #pragma shader_feature _NORMALMAP 230 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 231 | #pragma shader_feature _EMISSION 232 | #pragma shader_feature _METALLICGLOSSMAP 233 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 234 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 235 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 236 | // SM2.0: NOT SUPPORTED shader_feature ___ _DETAIL_MULX2 237 | // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP 238 | 239 | #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE 240 | 241 | #pragma multi_compile_fwdbase 242 | #pragma multi_compile_fog 243 | 244 | #pragma vertex vertBase 245 | #pragma fragment fragBase 246 | #include "UnityStandardCoreForward.cginc" 247 | 248 | ENDCG 249 | } 250 | // ------------------------------------------------------------------ 251 | // Additive forward pass (one light per pass) 252 | Pass 253 | { 254 | Name "FORWARD_DELTA" 255 | Tags { "LightMode" = "ForwardAdd" } 256 | Blend [_SrcBlend] One 257 | Fog { Color (0,0,0,0) } // in additive pass fog should be black 258 | ZWrite Off 259 | ZTest LEqual 260 | 261 | CGPROGRAM 262 | #pragma target 2.0 263 | 264 | #pragma shader_feature _NORMALMAP 265 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 266 | #pragma shader_feature _METALLICGLOSSMAP 267 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 268 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 269 | #pragma shader_feature ___ _DETAIL_MULX2 270 | // SM2.0: NOT SUPPORTED shader_feature _PARALLAXMAP 271 | #pragma skip_variants SHADOWS_SOFT 272 | 273 | #pragma multi_compile_fwdadd_fullshadows 274 | #pragma multi_compile_fog 275 | 276 | #pragma vertex vertAdd 277 | #pragma fragment fragAdd 278 | #include "UnityStandardCoreForward.cginc" 279 | 280 | ENDCG 281 | } 282 | // ------------------------------------------------------------------ 283 | // Shadow rendering pass 284 | Pass { 285 | Name "ShadowCaster" 286 | Tags { "LightMode" = "ShadowCaster" } 287 | 288 | ZWrite On ZTest LEqual 289 | 290 | CGPROGRAM 291 | #pragma target 2.0 292 | 293 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 294 | #pragma skip_variants SHADOWS_SOFT 295 | #pragma multi_compile_shadowcaster 296 | 297 | #pragma vertex vertShadowCaster 298 | #pragma fragment fragShadowCaster 299 | 300 | #include "UnityStandardShadow.cginc" 301 | 302 | ENDCG 303 | } 304 | 305 | // ------------------------------------------------------------------ 306 | // Extracts information for lightmapping, GI (emission, albedo, ...) 307 | // This pass it not used during regular rendering. 308 | Pass 309 | { 310 | Name "META" 311 | Tags { "LightMode"="Meta" } 312 | 313 | Cull Off 314 | 315 | CGPROGRAM 316 | #pragma vertex vert_meta 317 | #pragma fragment frag_meta 318 | 319 | #pragma shader_feature _EMISSION 320 | #pragma shader_feature _METALLICGLOSSMAP 321 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 322 | #pragma shader_feature ___ _DETAIL_MULX2 323 | 324 | #include "UnityStandardMeta.cginc" 325 | ENDCG 326 | } 327 | } 328 | 329 | 330 | FallBack "VertexLit" 331 | CustomEditor "StandardShaderGUI" 332 | } 333 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/Hole.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bec717d2129279b4f91758b5e83c387c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Materials & Textures/TexturesCom_Grass0133_1_seamless_S.jpg: -------------------------------------------------------------------------------- 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https://www.youtube.com/watch?v=cHhxs12ZfSQ 2 | 3 | Golf Ball bump map: http://forums.cgsociety.org/t/golf-ball/699835/7 4 | 5 | Grass: https://www.textures.com/download/grass0133/41195 6 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/README.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53e50d9d827f5bd4ba4dc008eb649957 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9cc5e6e2154f6f9449037bbc77adf407 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Scripts/ChangeBallLayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ChangeBallLayer : MonoBehaviour { 5 | 6 | public int LayerOnEnter; // BallInHole 7 | public int LayerOnExit; // BallOnTable 8 | 9 | void OnTriggerEnter(Collider other) 10 | { 11 | if(other.gameObject.tag == "Player") 12 | { 13 | other.gameObject.layer = LayerOnEnter; 14 | } 15 | } 16 | 17 | void OnTriggerExit(Collider other) 18 | { 19 | if (other.gameObject.tag == "Player") 20 | { 21 | other.gameObject.layer = LayerOnExit; 22 | } 23 | } 24 | } -------------------------------------------------------------------------------- /Assets/FakeHoleProject/Scripts/ChangeBallLayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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/Assets/LevelData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class LevelData : MonoBehaviour 6 | { 7 | 8 | public int Par = 3; 9 | 10 | } 11 | -------------------------------------------------------------------------------- /Assets/LevelData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3fa03a24b8b5d640b2bcd1d0c28ad39 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/LevelManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using 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m_Name: NoBouncePhysMat 10 | dynamicFriction: 0.6 11 | staticFriction: 0.6 12 | bounciness: 0 13 | frictionCombine: 0 14 | bounceCombine: 1 15 | -------------------------------------------------------------------------------- /Assets/NoBouncePhysMat.physicMaterial.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ffdd4541a617e854ead592b393208115 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 13400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4389cd47136386a4bad6b4f846d3ced5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/GolfScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/ScoringCollider.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ScoringCollider : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | 17 | } 18 | 19 | private void OnTriggerEnter(Collider other) 20 | { 21 | Debug.Log("HOLE COMPLETE!!!"); 22 | 23 | // TODO: Maybe wait until you congrats the player? 24 | 25 | GameObject.FindObjectOfType().LevelComplete(); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/ScoringCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f81eb89ba3b854d4b8bf11743f8445cb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/StrokeAngleIndicator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class StrokeAngleIndicator : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | StrokeManager = GameObject.FindObjectOfType(); 11 | 12 | // FIXME! 13 | playerBallTransform = GameObject.FindGameObjectWithTag("Player").transform; 14 | } 15 | 16 | StrokeManager StrokeManager; 17 | Transform playerBallTransform; 18 | 19 | // Update is called once per frame 20 | void Update() 21 | { 22 | this.transform.position = playerBallTransform.position; 23 | this.transform.rotation = Quaternion.Euler(0, StrokeManager.StrokeAngle, 0); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/StrokeAngleIndicator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b9e97cedae1e61e43b5e35476e6f261e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/StrokeCountUI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class StrokeCountUI : MonoBehaviour 7 | { 8 | void Start() 9 | { 10 | StrokeManager = GameObject.FindObjectOfType(); 11 | } 12 | 13 | StrokeManager StrokeManager; 14 | 15 | // Update is called once per frame 16 | void Update() 17 | { 18 | GetComponent().text = "Stroke: " + StrokeManager.StrokeCount; 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/StrokeCountUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe01b3813f1e7f74da5bf92779d78a1e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/StrokeForce.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/quill18/UnityMiniGolf/5c1e84feab253501bdb4f8cdd749d06fbc76634e/Assets/StrokeForce.png -------------------------------------------------------------------------------- /Assets/StrokeForce.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97667074c2825044e8800be482fe0685 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 10 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | 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maxTextureSizeSet: 0 58 | compressionQualitySet: 0 59 | textureFormatSet: 0 60 | platformSettings: 61 | - serializedVersion: 3 62 | buildTarget: DefaultTexturePlatform 63 | maxTextureSize: 2048 64 | resizeAlgorithm: 0 65 | textureFormat: 4 66 | textureCompression: 1 67 | compressionQuality: 50 68 | crunchedCompression: 0 69 | allowsAlphaSplitting: 0 70 | overridden: 0 71 | androidETC2FallbackOverride: 0 72 | forceMaximumCompressionQuality_BC6H_BC7: 0 73 | spriteSheet: 74 | serializedVersion: 2 75 | sprites: [] 76 | outline: 77 | - - {x: -2, y: -2} 78 | - {x: -2, y: 2} 79 | - {x: 2, y: 2} 80 | - {x: 2, y: -2} 81 | physicsShape: 82 | - - {x: -2, y: -2} 83 | - {x: -2, y: 2} 84 | - {x: 2, y: 2} 85 | - {x: 2, y: -2} 86 | bones: [] 87 | spriteID: 5e97eb03825dee720800000000000000 88 | internalID: 0 89 | vertices: [] 90 | indices: 91 | edges: [] 92 | weights: [] 93 | secondaryTextures: [] 94 | spritePackingTag: 95 | pSDRemoveMatte: 0 96 | pSDShowRemoveMatteOption: 0 97 | userData: 98 | assetBundleName: 99 | assetBundleVariant: 100 | -------------------------------------------------------------------------------- /Assets/StrokeForceUI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class StrokeForceUI : MonoBehaviour 7 | { 8 | void Start() 9 | { 10 | StrokeManager = GameObject.FindObjectOfType(); 11 | image = GetComponent(); 12 | } 13 | 14 | StrokeManager StrokeManager; 15 | Image image; 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | image.fillAmount = StrokeManager.StrokeForcePerc; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/StrokeForceUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1221aa368d4b26345bdd9022a343efe3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/StrokeManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class StrokeManager : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | FindPlayerBall(); 11 | StrokeCount = 0; 12 | } 13 | 14 | public float StrokeAngle { get; protected set; } 15 | 16 | public float StrokeForce { get; protected set; } 17 | public float StrokeForcePerc { get { return StrokeForce / MaxStrokeForce; } } 18 | 19 | public int StrokeCount { get; protected set; } 20 | 21 | float strokeForceFillSpeed = 5f; 22 | int fillDir = 1; 23 | 24 | float MaxStrokeForce = 10f; 25 | 26 | public enum StrokeModeEnum { 27 | AIMING, 28 | FILLING, 29 | DO_WHACK, 30 | BALL_IS_ROLLING 31 | }; 32 | 33 | public StrokeModeEnum StrokeMode { get; protected set; } 34 | 35 | Rigidbody playerBallRB; 36 | 37 | private void FindPlayerBall() 38 | { 39 | GameObject go = GameObject.FindGameObjectWithTag("Player"); // slow and dumb and could do badness 40 | 41 | if(go == null) 42 | { 43 | Debug.LogError("Couldn't find the ball."); 44 | } 45 | 46 | playerBallRB = go.GetComponent(); 47 | 48 | if(playerBallRB == null) 49 | { 50 | Debug.LogError("Ball has no rigidbody?!?!?"); 51 | } 52 | } 53 | 54 | // Update is called once per visual frame -- use this for inputs 55 | private void Update() 56 | { 57 | if (StrokeMode == StrokeModeEnum.AIMING) 58 | { 59 | StrokeAngle += Input.GetAxis("Horizontal") * 100f * Time.deltaTime; 60 | 61 | if (Input.GetButtonUp("Fire")) 62 | { 63 | StrokeMode = StrokeModeEnum.FILLING; 64 | return; 65 | } 66 | } 67 | 68 | if(StrokeMode == StrokeModeEnum.FILLING) 69 | { 70 | StrokeForce += (strokeForceFillSpeed * fillDir) * Time.deltaTime; 71 | if(StrokeForce > MaxStrokeForce) 72 | { 73 | StrokeForce = MaxStrokeForce; 74 | fillDir = -1; 75 | } 76 | else if (StrokeForce < 0) 77 | { 78 | StrokeForce = 0; 79 | fillDir = 1; 80 | } 81 | 82 | if (Input.GetButtonUp("Fire")) 83 | { 84 | StrokeMode = StrokeModeEnum.DO_WHACK; 85 | } 86 | 87 | } 88 | 89 | 90 | } 91 | 92 | void CheckRollingStatus() 93 | { 94 | // Is the ball still rolling? 95 | if(playerBallRB.IsSleeping()) 96 | { 97 | StrokeMode = StrokeModeEnum.AIMING; 98 | } 99 | } 100 | 101 | // FixedUpdate runs on every tick of the physics engine, use this for manipulation 102 | void FixedUpdate() 103 | { 104 | if (playerBallRB == null) 105 | { 106 | // Might not be an error -- maybe the ball fell out of bounds, got deleted, 107 | // and hasn't respawned yet. 108 | return; 109 | } 110 | 111 | if(StrokeMode == StrokeModeEnum.BALL_IS_ROLLING) 112 | { 113 | CheckRollingStatus(); 114 | return; 115 | } 116 | 117 | if (StrokeMode != StrokeModeEnum.DO_WHACK) 118 | { 119 | return; 120 | } 121 | 122 | // Whackadaball 123 | 124 | Debug.Log("Whacking it!"); 125 | 126 | Vector3 forceVec = new Vector3(0, 0, StrokeForce); 127 | 128 | playerBallRB.AddForce(Quaternion.Euler(0, StrokeAngle, 0) * forceVec, ForceMode.Impulse); 129 | 130 | StrokeForce = 0; 131 | fillDir = 1; 132 | StrokeCount++; 133 | 134 | StrokeMode = StrokeModeEnum.BALL_IS_ROLLING; 135 | } 136 | } 137 | -------------------------------------------------------------------------------- /Assets/StrokeManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 44df01c13cf3e614ba3bb1021d4220ab 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/UncapPhysicsSpeeds.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class UncapPhysicsSpeeds : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | Rigidbody rb = GetComponent(); 11 | 12 | if(rb == null) 13 | { 14 | Debug.LogError("No RigidBody found on " + gameObject.name); 15 | return; 16 | } 17 | 18 | rb.maxAngularVelocity = Mathf.Infinity; 19 | 20 | Destroy(this); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/UncapPhysicsSpeeds.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eef976b8ab372d245b26ef9cc4d7eba2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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You may not convey a covered 525 | work if you are a party to an arrangement with a third party that is 526 | in the business of distributing software, under which you make payment 527 | to the third party based on the extent of your activity of conveying 528 | the work, and under which the third party grants, to any of the 529 | parties who would receive the covered work from you, a discriminatory 530 | patent license (a) in connection with copies of the covered work 531 | conveyed by you (or copies made from those copies), or (b) primarily 532 | for and in connection with specific products or compilations that 533 | contain the covered work, unless you entered into that arrangement, 534 | or that patent license was granted, prior to 28 March 2007. 535 | 536 | Nothing in this License shall be construed as excluding or limiting 537 | any implied license or other defenses to infringement that may 538 | otherwise be available to you under applicable patent law. 539 | 540 | 12. No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sun Sep 15 12:13:01 2019 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.package-manager-ui@2.2.0 9 | com.unity.ext.nunit@1.0.0 10 | com.unity.test-framework@1.0.13 11 | com.unity.ide.vscode@1.1.0 12 | com.unity.ide.rider@1.1.0 13 | com.unity.ugui@1.0.0 14 | com.unity.modules.androidjni@1.0.0 15 | The following packages were updated: 16 | com.unity.collab-proxy from version 1.2.9 to 1.2.16 17 | com.unity.textmeshpro from version 2.0.0 to 2.0.1 18 | com.unity.timeline from version 0.0.0-builtin to 1.1.0 19 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ext.nunit": "1.0.0", 5 | "com.unity.ide.rider": "1.1.0", 6 | "com.unity.ide.vscode": "1.1.0", 7 | "com.unity.package-manager-ui": "2.2.0", 8 | "com.unity.test-framework": "1.0.13", 9 | "com.unity.textmeshpro": "2.0.1", 10 | "com.unity.timeline": "1.1.0", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.cloth": "1.0.0", 18 | "com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | "com.unity.modules.imgui": "1.0.0", 21 | "com.unity.modules.jsonserialize": "1.0.0", 22 | "com.unity.modules.particlesystem": "1.0.0", 23 | "com.unity.modules.physics": "1.0.0", 24 | "com.unity.modules.physics2d": "1.0.0", 25 | "com.unity.modules.screencapture": "1.0.0", 26 | "com.unity.modules.terrain": "1.0.0", 27 | "com.unity.modules.terrainphysics": "1.0.0", 28 | "com.unity.modules.tilemap": "1.0.0", 29 | "com.unity.modules.ui": "1.0.0", 30 | "com.unity.modules.uielements": "1.0.0", 31 | "com.unity.modules.umbra": "1.0.0", 32 | "com.unity.modules.unityanalytics": "1.0.0", 33 | "com.unity.modules.unitywebrequest": "1.0.0", 34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 35 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 36 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 37 | "com.unity.modules.unitywebrequestwww": "1.0.0", 38 | "com.unity.modules.vehicles": "1.0.0", 39 | "com.unity.modules.video": "1.0.0", 40 | "com.unity.modules.vr": "1.0.0", 41 | "com.unity.modules.wind": "1.0.0", 42 | "com.unity.modules.xr": "1.0.0" 43 | } 44 | } 45 | -------------------------------------------------------------------------------- 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Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/quill18/UnityMiniGolf/5c1e84feab253501bdb4f8cdd749d06fbc76634e/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/quill18/UnityMiniGolf/5c1e84feab253501bdb4f8cdd749d06fbc76634e/ProjectSettings/VFXManager.asset -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityMiniGolf 2 | Unity Tutorial Project: Mini-Golf 3 | 4 | Check out the video tutorial: https://youtu.be/fvlakpubZQk 5 | --------------------------------------------------------------------------------