├── .gitignore ├── README.md ├── spring2015_nyu_unity_syllabus.pdf ├── week01 ├── Assets │ ├── New Terrain.asset │ ├── New Terrain.asset.meta │ ├── Standard Assets.meta │ ├── Standard Assets │ │ ├── Skyboxes.meta │ │ ├── Skyboxes │ │ │ ├── DawnDusk Skybox.mat │ │ │ ├── DawnDusk Skybox.mat.meta │ │ │ ├── Eerie Skybox.mat │ │ │ ├── Eerie Skybox.mat.meta │ │ │ ├── MoonShine Skybox.mat │ │ │ ├── MoonShine Skybox.mat.meta │ │ │ ├── Overcast1 Skybox.mat │ │ │ ├── Overcast1 Skybox.mat.meta │ │ │ ├── Overcast2 Skybox.mat │ │ │ ├── Overcast2 Skybox.mat.meta │ │ │ ├── StarryNight Skybox.mat │ │ │ ├── StarryNight Skybox.mat.meta │ │ │ ├── Sunny1 Skybox.mat │ │ │ ├── Sunny1 Skybox.mat.meta │ │ │ ├── Sunny2 Skybox.mat │ │ │ ├── Sunny2 Skybox.mat.meta │ │ │ ├── Sunny3 Skybox.mat │ │ │ ├── Sunny3 Skybox.mat.meta │ │ │ ├── Textures.meta │ │ │ ├── Textures │ │ │ │ ├── DawnDusk.meta │ │ │ │ ├── DawnDusk │ │ │ │ │ ├── DawnDusk_back.tif │ │ │ │ │ ├── DawnDusk_back.tif.meta │ │ │ │ │ ├── DawnDusk_down.tif │ │ │ │ │ ├── DawnDusk_down.tif.meta │ │ │ │ │ ├── DawnDusk_front.tif │ │ │ │ │ ├── DawnDusk_front.tif.meta │ │ │ │ │ ├── DawnDusk_left.tif │ │ │ │ │ ├── DawnDusk_left.tif.meta │ │ │ │ │ ├── DawnDusk_right.tif │ │ │ │ │ ├── DawnDusk_right.tif.meta │ │ │ │ │ ├── DawnDusk_up.tif │ │ │ │ │ └── DawnDusk_up.tif.meta │ │ │ │ ├── Eerie.meta │ │ │ │ ├── Eerie │ │ │ │ │ ├── Eerie_back.tif │ │ │ │ │ ├── Eerie_back.tif.meta │ │ │ │ │ ├── Eerie_down.tif │ │ │ │ │ ├── Eerie_down.tif.meta │ │ │ │ │ ├── Eerie_front.tif │ │ │ │ │ ├── Eerie_front.tif.meta │ │ │ │ │ ├── Eerie_left.tif │ │ │ │ │ ├── Eerie_left.tif.meta │ │ │ │ │ ├── Eerie_right.tif │ │ │ │ │ ├── Eerie_right.tif.meta │ │ │ │ │ ├── Eerie_up.tif │ │ │ │ │ └── Eerie_up.tif.meta │ │ │ │ ├── MoonShine.meta │ │ │ │ ├── MoonShine │ │ │ │ │ ├── MoonShine_back.tif │ │ │ │ │ ├── MoonShine_back.tif.meta │ │ │ │ │ ├── MoonShine_down.tif │ │ │ │ │ ├── MoonShine_down.tif.meta │ │ │ │ │ ├── MoonShine_front.tif │ │ │ │ │ ├── MoonShine_front.tif.meta │ │ │ │ │ ├── MoonShine_left.tif │ │ │ │ │ ├── MoonShine_left.tif.meta │ │ │ │ │ ├── MoonShine_right.tif │ │ │ │ │ ├── MoonShine_right.tif.meta │ │ │ │ │ ├── MoonShine_up.tif │ │ │ │ │ └── MoonShine_up.tif.meta │ │ │ │ ├── Overcast1.meta │ │ │ │ ├── Overcast1 │ │ │ │ │ ├── Overcast1_back.tif │ │ │ │ │ ├── Overcast1_back.tif.meta │ │ │ │ │ ├── Overcast1_down.tif │ │ │ │ │ ├── Overcast1_down.tif.meta │ │ │ │ │ ├── Overcast1_front.tif │ │ │ │ │ ├── Overcast1_front.tif.meta │ │ │ │ │ ├── Overcast1_left.tif │ │ │ │ │ ├── Overcast1_left.tif.meta │ │ │ │ │ ├── Overcast1_right.tif │ │ │ │ │ ├── Overcast1_right.tif.meta │ │ │ │ │ ├── Overcast1_up.tif │ │ │ │ │ └── Overcast1_up.tif.meta │ │ │ │ ├── Overcast2.meta │ │ │ │ ├── Overcast2 │ │ │ │ │ ├── Overcast2_back.tif │ │ │ │ │ ├── Overcast2_back.tif.meta │ │ │ │ │ ├── Overcast2_down.tif │ │ │ │ │ ├── Overcast2_down.tif.meta │ │ │ │ │ ├── Overcast2_front.tif │ │ │ │ │ ├── Overcast2_front.tif.meta │ │ │ │ │ ├── Overcast2_left.tif │ │ │ │ │ ├── Overcast2_left.tif.meta │ │ │ │ │ ├── Overcast2_right.tif │ │ │ │ │ ├── Overcast2_right.tif.meta │ │ │ │ │ ├── Overcast2_up.tif │ │ │ │ │ └── Overcast2_up.tif.meta │ │ │ │ ├── StarryNight.meta │ │ │ │ ├── StarryNight │ │ │ │ │ ├── StarryNight_back.tif │ │ │ │ │ ├── StarryNight_back.tif.meta │ │ │ │ │ ├── StarryNight_down.tif │ │ │ │ │ ├── StarryNight_down.tif.meta │ │ │ │ │ ├── StarryNight_front.tif │ │ │ │ │ ├── StarryNight_front.tif.meta │ │ │ │ │ ├── StarryNight_left.tif │ │ │ │ │ ├── StarryNight_left.tif.meta │ │ │ │ │ ├── StarryNight_right.tif │ │ │ │ │ ├── StarryNight_right.tif.meta │ │ │ │ │ ├── StarryNight_up.tif │ │ │ │ │ └── StarryNight_up.tif.meta │ │ │ │ ├── Sunny1.meta │ │ │ │ ├── Sunny1 │ │ │ │ │ ├── Sunny1_back.tif │ │ │ │ │ ├── Sunny1_back.tif.meta │ │ │ │ │ ├── Sunny1_down.tif │ │ │ │ │ ├── Sunny1_down.tif.meta │ │ │ │ │ ├── Sunny1_front.tif │ │ │ │ │ ├── Sunny1_front.tif.meta │ │ │ │ │ ├── Sunny1_left.tif │ │ │ │ │ ├── Sunny1_left.tif.meta │ │ │ │ │ ├── Sunny1_right.tif │ │ │ │ │ ├── Sunny1_right.tif.meta │ │ │ │ │ ├── Sunny1_up.tif │ │ │ │ │ └── Sunny1_up.tif.meta │ │ │ │ ├── Sunny2.meta │ │ │ │ ├── Sunny2 │ │ │ │ │ ├── Sunny2_back.tif │ │ │ │ │ ├── Sunny2_back.tif.meta │ │ │ │ │ ├── Sunny2_down.tif │ │ │ │ │ ├── Sunny2_down.tif.meta │ │ │ │ │ ├── Sunny2_front.tif │ │ │ │ │ ├── Sunny2_front.tif.meta │ │ │ │ │ ├── Sunny2_left.tif │ │ │ │ │ ├── Sunny2_left.tif.meta │ │ │ │ │ ├── Sunny2_right.tif │ │ │ │ │ ├── Sunny2_right.tif.meta │ │ │ │ │ ├── Sunny2_up.tif │ │ │ │ │ └── Sunny2_up.tif.meta │ │ │ │ ├── Sunny3.meta │ │ │ │ └── Sunny3 │ │ │ │ │ ├── Sunny3_back.tif │ │ │ │ │ ├── Sunny3_back.tif.meta │ │ │ │ │ ├── Sunny3_down.tif │ │ │ │ │ ├── Sunny3_down.tif.meta │ │ │ │ │ ├── Sunny3_front.tif │ │ │ │ │ ├── Sunny3_front.tif.meta │ │ │ │ │ ├── Sunny3_left.tif │ │ │ │ │ ├── Sunny3_left.tif.meta │ │ │ │ │ ├── Sunny3_right.tif │ │ │ │ │ ├── Sunny3_right.tif.meta │ │ │ │ │ ├── Sunny3_up.tif │ │ │ │ │ └── Sunny3_up.tif.meta │ │ │ ├── _skybox info.txt │ │ │ └── _skybox info.txt.meta │ │ ├── Terrain Assets.meta │ │ └── Terrain Assets │ │ │ ├── Terrain Grass.meta │ │ │ ├── Terrain Grass │ │ │ ├── Grass.psd │ │ │ ├── Grass.psd.meta │ │ │ ├── Grass2.psd │ │ │ └── Grass2.psd.meta │ │ │ ├── Terrain Textures.meta │ │ │ ├── Terrain Textures │ │ │ ├── Cliff (Layered Rock).psd │ │ │ ├── Cliff (Layered Rock).psd.meta │ │ │ ├── GoodDirt.psd │ │ │ ├── GoodDirt.psd.meta │ │ │ ├── Grass (Hill).psd │ │ │ ├── Grass (Hill).psd.meta │ │ │ ├── Grass&Rock.psd │ │ │ └── Grass&Rock.psd.meta │ │ │ ├── Trees Ambient-Occlusion.meta │ │ │ └── Trees Ambient-Occlusion │ │ │ ├── Palm.meta │ │ │ └── Palm │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ ├── palmbark.mat │ │ │ ├── palmbark.mat.meta │ │ │ ├── palmbranch.mat │ │ │ └── palmbranch.mat.meta │ │ │ ├── Palm.fbx │ │ │ ├── Palm.fbx.meta │ │ │ ├── PalmBark.psd │ │ │ ├── PalmBark.psd.meta │ │ │ ├── PalmBranch.psd │ │ │ └── PalmBranch.psd.meta │ ├── scenes.meta │ ├── scenes │ │ ├── bonjourMonde.unity │ │ ├── bonjourMonde.unity.meta │ │ ├── helloWorld.unity │ │ ├── helloWorld.unity.meta │ │ ├── poeticlandscape.unity │ │ ├── poeticlandscape.unity.meta │ │ ├── selfportrait.unity │ │ └── selfportrait.unity.meta │ ├── scripts.meta │ └── scripts │ │ ├── HelloWorld.cs │ │ ├── HelloWorld.cs.meta │ │ ├── HolaMundo.cs │ │ └── HolaMundo.cs.meta ├── Builds │ └── selfportraittest1 │ │ ├── selfportraittest1.html │ │ └── selfportraittest1.unity3d ├── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset └── week01.userprefs ├── week03 ├── Assets │ ├── Richard.cs │ ├── Richard.cs.meta │ ├── models.meta │ ├── models │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── lambert1.mat │ │ │ └── lambert1.mat.meta │ │ ├── cubeMasterpiece.ma │ │ └── cubeMasterpiece.ma.meta │ ├── richard.unity │ └── richard.unity.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── week04 ├── Assets │ ├── Standard Assets.meta │ ├── Standard Assets │ │ ├── Physic Materials.meta │ │ └── Physic Materials │ │ │ ├── Bouncy.physicmaterial │ │ │ ├── Bouncy.physicmaterial.meta │ │ │ ├── Ice.physicmaterial │ │ │ ├── Ice.physicmaterial.meta │ │ │ ├── Metal.physicmaterial │ │ │ ├── Metal.physicmaterial.meta │ │ │ ├── Rubber.physicmaterial │ │ │ ├── Rubber.physicmaterial.meta │ │ │ ├── Wood.physicmaterial │ │ │ └── Wood.physicmaterial.meta │ ├── homeworkProblems.unity │ ├── homeworkProblems.unity.meta │ ├── materials.meta │ ├── materials │ │ ├── grass.mat │ │ ├── grass.mat.meta │ │ ├── player.mat │ │ └── player.mat.meta │ ├── models.meta │ ├── models │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── lambert1.mat │ │ │ └── lambert1.mat.meta │ │ ├── torus.ma │ │ └── torus.ma.meta │ ├── physicsDemo.unity │ ├── physicsDemo.unity.meta │ ├── scripts.meta │ └── scripts │ │ ├── Player.cs │ │ └── Player.cs.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── week05 ├── Assets │ ├── materials.meta │ ├── materials │ │ ├── fire.mat │ │ ├── fire.mat.meta │ │ ├── ground.mat │ │ ├── ground.mat.meta │ │ ├── player.mat │ │ └── player.mat.meta │ ├── prefabs.meta │ ├── prefabs │ │ ├── FireCube.prefab │ │ └── FireCube.prefab.meta │ ├── scenes.meta │ ├── scenes │ │ ├── physicsInputTest.unity │ │ └── physicsInputTest.unity.meta │ ├── scripts.meta │ └── scripts │ │ ├── Hurtable.cs │ │ ├── Hurtable.cs.meta │ │ ├── PhysicsControl.cs │ │ ├── PhysicsControl.cs.meta │ │ ├── TrapDamage.cs │ │ └── TrapDamage.cs.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── week09 ├── Assets │ ├── models.meta │ ├── models │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── lambert1.mat │ │ │ └── lambert1.mat.meta │ │ ├── modules.ma │ │ └── modules.ma.meta │ ├── prefabs.meta │ ├── prefabs │ │ ├── Cube.prefab │ │ ├── Cube.prefab.meta │ │ ├── ModuleFloor.prefab │ │ ├── ModuleFloor.prefab.meta │ │ ├── ModuleWall.prefab │ │ ├── ModuleWall.prefab.meta │ │ ├── PathInstantiator.prefab │ │ ├── PathInstantiator.prefab.meta │ │ ├── Sphere.prefab │ │ └── Sphere.prefab.meta │ ├── scenes.meta │ ├── scenes │ │ ├── instantiateDemo.unity │ │ ├── instantiateDemo.unity.meta │ │ ├── lab_pathInstantiate.unity │ │ ├── lab_pathInstantiate.unity.meta │ │ ├── sphereDemo.unity │ │ └── sphereDemo.unity.meta │ ├── scripts.meta │ └── scripts │ │ ├── CubeGod.cs │ │ ├── CubeGod.cs.meta │ │ ├── CubeSpin.cs │ │ ├── CubeSpin.cs.meta │ │ ├── PathInstantiate.cs │ │ ├── PathInstantiate.cs.meta │ │ ├── ProcGenDemo.cs │ │ ├── ProcGenDemo.cs.meta │ │ ├── SimpleRestart.cs │ │ └── SimpleRestart.cs.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── week10 ├── Assets │ ├── New Font.fontsettings │ ├── New Font.fontsettings.meta │ ├── orange.mat │ ├── orange.mat.meta │ ├── scenes.meta │ ├── scenes │ │ ├── testLevelNpcObstacle.unity │ │ ├── testLevelNpcObstacle.unity.meta │ │ ├── testLevelNpcRaycast.unity │ │ └── testLevelNpcRaycast.unity.meta │ ├── scripts.meta │ └── scripts │ │ ├── NPCCommand.cs │ │ ├── NPCCommand.cs.meta │ │ ├── NPCRaycast.cs │ │ ├── NPCRaycast.cs.meta │ │ ├── ObstaclePlacer.cs │ │ └── ObstaclePlacer.cs.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── week11 ├── Assets │ ├── materials.meta │ └── materials │ │ ├── myFirstSkybox.mat │ │ ├── myFirstSkybox.mat.meta │ │ ├── myFirstStandardShader.mat │ │ └── myFirstStandardShader.mat.meta ├── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset ├── ReflectionProbe-0.exr └── SkyboxProbe-0.exr ├── week12 ├── Assets │ ├── New Material.mat │ ├── New Material.mat.meta │ ├── ballSwap.unity │ ├── ballSwap.unity.meta │ ├── lerpFollow.unity │ ├── lerpFollow.unity.meta │ ├── models.meta │ ├── models │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── defaultMat.mat │ │ │ └── defaultMat.mat.meta │ │ ├── pikachu_drugs.obj │ │ ├── pikachu_drugs.obj.meta │ │ ├── pikachu_drugs_texture.png │ │ └── pikachu_drugs_texture.png.meta │ ├── scripts.meta │ ├── scripts │ │ ├── BallSwap.cs │ │ ├── BallSwap.cs.meta │ │ ├── LerpFollow.cs │ │ └── LerpFollow.cs.meta │ ├── sounds.meta │ └── sounds │ │ ├── Blip_Select2.wav │ │ └── Blip_Select2.wav.meta └── ProjectSettings │ ├── AudioManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ └── TimeManager.asset └── week14 ├── Assets ├── dayNightCycle.unity ├── dayNightCycle.unity.meta ├── scripts.meta ├── scripts │ ├── DayNightManager.cs │ ├── DayNightManager.cs.meta │ ├── SunWorshipper.cs │ └── SunWorshipper.cs.meta ├── spotlightTest.unity └── spotlightTest.unity.meta └── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | week01/Library/ 2 | *.sln 3 | *.csproj 4 | week03/Library/ 5 | *.userprefs 6 | week04/Library/ 7 | week04/Temp/ 8 | week05/Library/ 9 | week09/Library/ 10 | week09/Temp/ 11 | week10/Library/ 12 | week10/Temp/ 13 | week12/Library/ 14 | week12/Temp/ 15 | week11/Library/ 16 | week14/Library/ 17 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # nyu_studio_spring2015 2 | This is a repository for the NYU Tisch / Game Center courses GAME DEVELOPMENT: TEAM STUDIO (GAMES-UT 122-001) and GAME DEVELOPMENT STUDIO (OART-UT 1612) in Spring 2015. 3 | -------------------------------------------------------------------------------- /spring2015_nyu_unity_syllabus.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/radiatoryang/nyu_studio_spring2015/29e417b48999545c75fe90ce3832f537a5a0c1b6/spring2015_nyu_unity_syllabus.pdf -------------------------------------------------------------------------------- /week01/Assets/New Terrain.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/radiatoryang/nyu_studio_spring2015/29e417b48999545c75fe90ce3832f537a5a0c1b6/week01/Assets/New Terrain.asset -------------------------------------------------------------------------------- /week01/Assets/New Terrain.asset.meta: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class HelloWorld : MonoBehaviour { 5 | 6 | // Use this for initialization 7 | void Start () { 8 | Debug.Log ( "Hello World" ); 9 | } 10 | 11 | // Update is called once per frame 12 | void Update () { 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /week01/Assets/scripts/HelloWorld.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 84b24274aec485747bc53376dc552809 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week01/Assets/scripts/HolaMundo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public class HolaMundo : MonoBehaviour { 6 | 7 | // if you see a line with a "//" that means it is a COMMENT 8 | // a COMMENT does not RUN as code 9 | 10 | // Use this for initialization 11 | void Start () { 12 | //Debug.Log ( "Bonjour Monde!" ); 13 | //GetComponent().text = "Au Revoir Monde"; 14 | } 15 | 16 | // Update is called once per frame 17 | void Update () { 18 | // Debug.Log ( "Eat my shorts" ); 19 | GetComponent().text = Time.time.ToString (); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /week01/Assets/scripts/HolaMundo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae3bbe64290eb1e45889f8683d3e07d3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | 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per frame 12 | void Update () { 13 | 14 | // move forward if I press W 15 | // GetKeyDown = tapping, GetKey = holding 16 | if ( Input.GetKey ( KeyCode.W ) ) 17 | { // Time.deltaTime is the fraction of a second in between a frame 18 | // a value that gets bigger with low FPS, smaller with high FPS 19 | transform.position += new Vector3( 0f, 0f, 10f ) * Time.deltaTime; 20 | } 21 | 22 | // FRAMERATE-DEPENDENT 23 | // if I have more FPS, I go faster 24 | 25 | // FRAMERATE-INDEPENDENT 26 | // no matter what your framerate, you get same behavior 27 | 28 | 29 | 30 | // move backward if I press S 31 | 32 | // move left if I press A 33 | 34 | // move right f I press D 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /week03/Assets/Richard.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccc94eb74c6dc9b4ca16d834af2f319b 3 | MonoImporter: 4 | serializedVersion: 2 5 | 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/week04/Assets/physicsDemo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a6ca47843804684d86bf9b6528aa5c5 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /week04/Assets/scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b2938e73894a154dbfd7461b31163cb 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /week04/Assets/scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public class Player : MonoBehaviour { 6 | 7 | public float speed = 5f; // "public" exposes it in the Inspector 8 | 9 | // a declare a public "Text" to tell Unity which "Text" object I mean 10 | public Text uiText; // assign this in the inspector 11 | 12 | // Update is called once per frame 13 | void Update () { 14 | 15 | // Time.deltaTime = FRAMERATE INDEPEDENT BEHAVIOR 16 | if (Input.GetKey (KeyCode.W)) { 17 | uiText.text = "I'm moving forward!"; // set data on the other object 18 | Debug.Log( uiText.transform.position ); // read data from the other object 19 | transform.position += transform.forward * Time.deltaTime * speed; 20 | } 21 | if (Input.GetKey (KeyCode.S)) { 22 | uiText.text = "I'm moving backward!"; 23 | transform.position -= transform.forward * Time.deltaTime * speed; 24 | } 25 | if (Input.GetKey (KeyCode.D)) { 26 | transform.position += transform.right * Time.deltaTime * speed; 27 | } 28 | 29 | // Vector3.forward = worldspace 30 | // transform.forward = object space, local space 31 | // (which takes rotation into account) 32 | 33 | if (Input.GetKey (KeyCode.A)) { 34 | // when you hardcode a constant value, we call that a "magic number" 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 092ccc0274c99a64f9c7dc094d6c6e68 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /week05/Assets/scenes/physicsInputTest.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/radiatoryang/nyu_studio_spring2015/29e417b48999545c75fe90ce3832f537a5a0c1b6/week05/Assets/scenes/physicsInputTest.unity -------------------------------------------------------------------------------- /week05/Assets/scenes/physicsInputTest.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be68f8002654b2c438e34ab7aaf340ab 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /week05/Assets/scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41c6890a324d3fe48afe7f1022909acb 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /week05/Assets/scripts/Hurtable.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Hurtable : MonoBehaviour { 5 | 6 | public float health = 100f; 7 | 8 | // Update is called once per frame 9 | void Update () { 10 | if ( health <= 0f ) { 11 | Destroy ( gameObject ); 12 | } 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /week05/Assets/scripts/Hurtable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae64de98f4ca2ea4a9dd9af524e2cedb 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week05/Assets/scripts/PhysicsControl.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PhysicsControl : MonoBehaviour { 5 | 6 | public float speed = 5f; 7 | public float turnSpeed = 45f; 8 | Rigidbody rbody; 9 | 10 | void Start () { 11 | // "caching" a reference to the rigidbody 12 | rbody = GetComponent(); 13 | } 14 | 15 | // FixedUpdate is called on a fixed interval / every physics frame 16 | // you'll want to use FixedUpdate for doing anything with physics 17 | void FixedUpdate () { 18 | 19 | // INPUT AXES: a virtual joystick that returns a float from -1 to 1 20 | rbody.AddForce ( transform.forward * speed * Input.GetAxis("Vertical") ); 21 | 22 | // comment out for sideways movement 23 | // rbody.AddForce ( transform.right * speed * Input.GetAxis("Horizontal") ); 24 | 25 | // TURNING 26 | transform.Rotate ( 0f, Input.GetAxis ("Horizontal") * turnSpeed, 0f ); 27 | } 28 | } 29 | 30 | 31 | 32 | 33 | -------------------------------------------------------------------------------- /week05/Assets/scripts/PhysicsControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0591d13138fe8fd48a890c2c874d4b54 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week05/Assets/scripts/TrapDamage.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class TrapDamage : MonoBehaviour { 5 | 6 | Collider thingCurrentlyInside; 7 | public float damage = 100f; 8 | 9 | // Update is called once per frame 10 | void Update () { 11 | // if there is a thing currently inside this trigger... 12 | if ( thingCurrentlyInside != null ) { 13 | // then damage it. 14 | thingCurrentlyInside.GetComponent().health -= Time.deltaTime * damage; 15 | } 16 | } 17 | 18 | // Unity automatically calls this function when an object with a Rigidbody 19 | // enters this object's trigger-collider, AND it will tell you WHAT entered it 20 | void OnTriggerEnter ( Collider activator ) { 21 | thingCurrentlyInside = activator; // want to remember the thing that entered the trigger 22 | } 23 | 24 | void OnTriggerExit ( Collider exiter ) { 25 | // "null" means nothing, empty, absence of anything 26 | thingCurrentlyInside = null; 27 | } 28 | 29 | } 30 | 31 | 32 | 33 | 34 | -------------------------------------------------------------------------------- /week05/Assets/scripts/TrapDamage.cs.meta: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /week09/Assets/scripts/CubeGod.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CubeGod : MonoBehaviour { 5 | 6 | public Transform blueprint; // assign in Inspector, make sure this prefab has CubeSpin.cs on it 7 | int cubeCountMax = 100; 8 | float cubeSpawnRadius = 10f; 9 | 10 | // Use this for initialization 11 | void Start () { 12 | // ITERATION 13 | // ITERATION 14 | // ITERATIOnnnn 15 | 16 | // randomize system parameters 17 | cubeCountMax = Random.Range (100, 1000); 18 | cubeSpawnRadius = Random.Range ( 5f, 100f); 19 | 20 | // how to instantiate a cube, simply 21 | Instantiate ( blueprint, 22 | new Vector3( 3.14f, 0.62f, 1f ), 23 | Quaternion.Euler ( 0f, 180f, 0f ) 24 | ); 25 | 26 | // how to instantiate multiple cubes 27 | int cubeCount = 0; 28 | while ( cubeCount < cubeCountMax ) { 29 | MakeRandomCube (); 30 | cubeCount = cubeCount + 1; // or "cubeCount++;" or "cubeCount += 1;" 31 | } 32 | } 33 | 34 | 35 | void MakeRandomCube () { 36 | Instantiate ( blueprint, 37 | Random.onUnitSphere * cubeSpawnRadius, 38 | Random.rotation 39 | ); 40 | } 41 | 42 | 43 | // Update is called once per frame 44 | void Update () { 45 | 46 | // a simple restart / regenerate button 47 | if ( Input.GetKeyDown (KeyCode.R) ) { 48 | Application.LoadLevel ( Application.loadedLevel ); 49 | } 50 | 51 | if ( Input.GetKey (KeyCode.Space) ) { 52 | MakeRandomCube (); 53 | } 54 | 55 | } 56 | 57 | 58 | } 59 | 60 | 61 | 62 | 63 | 64 | -------------------------------------------------------------------------------- /week09/Assets/scripts/CubeGod.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7811a53178fc9fa40862b088a7f602e0 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week09/Assets/scripts/CubeSpin.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CubeSpin : MonoBehaviour { 5 | 6 | float spinSpeed; 7 | 8 | // Use this for initialization 9 | void Start () { 10 | spinSpeed = Random.Range (90f, 270f); 11 | } 12 | 13 | // Update is called once per frame 14 | void Update () { 15 | // spin 16 | transform.Rotate (0f, Time.deltaTime * spinSpeed, 0f ); 17 | 18 | // wiggle, will eventually drift, OH WELL 19 | transform.Translate ( Random.insideUnitSphere * 0.1f ); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /week09/Assets/scripts/CubeSpin.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 30477392bba48d948bb3d643fc0fd2f7 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week09/Assets/scripts/PathInstantiate.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // put this on a small cube, it will move around and drop floor modules like breadcrumbs 5 | public class PathInstantiate : MonoBehaviour { 6 | 7 | int tilesPlacedCounter = 0; 8 | public Transform floorTilePrefab; // assign in Inspector 9 | 10 | void Update () { 11 | // stop going after we've placed 50 tiles 12 | if ( tilesPlacedCounter < 50 ) { 13 | 14 | // randomly turn sometimes 15 | float random = Random.Range (0f, 1f); 16 | if ( random < 0.25f ) { // 25% chance 17 | transform.Rotate ( 0f, 90f, 0f ); 18 | } else if ( random < 0.5f ) { // 25% chance 19 | transform.Rotate ( 0f, -90f, 0f ); 20 | } 21 | 22 | // make a new clone of tilePrefab at our current position 23 | Instantiate ( floorTilePrefab, transform.position, Quaternion.Euler (0, 0, 0) ); 24 | 25 | // move forward by 5 units 26 | transform.position += transform.forward * 5f; 27 | 28 | // increment counter 29 | tilesPlacedCounter++; 30 | } else { 31 | // if we've placed enough tiles, then self-destruct 32 | Destroy ( gameObject ); 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /week09/Assets/scripts/PathInstantiate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cbf62c57d9ce78d48806b61d7c3f46d5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week09/Assets/scripts/ProcGenDemo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ProcGenDemo : MonoBehaviour { 5 | 6 | public GameObject prefab; 7 | 8 | // Use this for initialization 9 | void Start () { 10 | // simple instantiation 11 | Instantiate ( prefab, 12 | new Vector3( Random.Range (-100f, 100f), 0f, Random.Range (-50f, 50f) ), 13 | Quaternion.Euler ( 0f, Random.Range (0, 360), 0f ) 14 | ); 15 | 16 | // instantiation in a while loop 17 | // int counter = 0; 18 | // while ( counter < 50 ) { 19 | // Instantiate ( prefab, 20 | // new Vector3( Random.Range (-10f, 10f), 0f, Random.Range (-10f, 10f) ), 21 | // Quaternion.Euler ( 0f, Random.Range (0, 360), 0f ) 22 | // ); 23 | // counter++; 24 | // } 25 | 26 | // instantiation in a for loop 27 | for ( int anotherCounter = 0; anotherCounter < 1000; anotherCounter += 1 ) { 28 | Instantiate ( prefab, 29 | new Vector3( Random.Range (-10f, 10f), 0f, Random.Range (-10f, 10f) ), 30 | Quaternion.Euler ( 0f, Random.Range (0, 360), 0f ) 31 | ); 32 | } 33 | 34 | } 35 | 36 | // Update is called once per frame 37 | void Update () { 38 | 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /week09/Assets/scripts/ProcGenDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bffe434de48cbe544b958c391c23f6d4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week09/Assets/scripts/SimpleRestart.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // put this on an empty gameobject or wherever 5 | public class SimpleRestart : MonoBehaviour { 6 | 7 | void Update () { 8 | // did the player press [R] on the keyboard? 9 | if (Input.GetKeyDown (KeyCode.R)) { 10 | // if so, reload the current scene 11 | Application.LoadLevel ( Application.loadedLevel ); 12 | } 13 | } 14 | 15 | } 16 | -------------------------------------------------------------------------------- /week09/Assets/scripts/SimpleRestart.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 886d437c52901ca43a54b80058ca328c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week09/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/radiatoryang/nyu_studio_spring2015/29e417b48999545c75fe90ce3832f537a5a0c1b6/week09/ProjectSettings/AudioManager.asset 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DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /week10/Assets/scripts/NPCCommand.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a4a3f30572579e4b847a1a65e936e65 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week10/Assets/scripts/NPCRaycast.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // put this on a Capsule with a Rigidbody 5 | public class NPCRaycast : MonoBehaviour { 6 | 7 | public float speed = 0.5f; 8 | 9 | // FixedUpdate is called once per physics frame / fixed timestep 10 | void FixedUpdate () { 11 | 12 | // always move forward 13 | GetComponent().AddForce ( transform.forward * speed, ForceMode.VelocityChange ); 14 | 15 | // generate ray 16 | Ray ray = new Ray( transform.position, transform.forward ); 17 | 18 | // actually shoot raycast 19 | if ( Physics.Raycast ( ray, 3f ) ) { 20 | // if the raycast hits something, then rotate 21 | transform.Rotate ( 0f, Random.Range (-90f, 90f), 0f ); 22 | } 23 | 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /week10/Assets/scripts/NPCRaycast.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53a44edc1a33c0c4d81fd0ff312b17ca 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /week10/Assets/scripts/ObstaclePlacer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; // you need this line to use Lists 4 | 5 | // ObstaclePlacer places walls, remembers the walls it places, 6 | // and if the player presses [K], then all walls are deleted... 7 | // PLACE ON YOUR CAMERA 8 | 9 | public class ObstaclePlacer : MonoBehaviour { 10 | 11 | public Transform obstaclePrefab; // assign in Inspector 12 | 13 | List obstacleClones = new List(); 14 | 15 | void Update () { 16 | // generate a ray before shooting a raycast 17 | Ray cursorRay = Camera.main.ScreenPointToRay ( Input.mousePosition ); 18 | 19 | // reserve in memory a "blank" object to hold impact data 20 | RaycastHit cursorRayInfo = new RaycastHit(); 21 | 22 | // shoot the raycast 23 | if ( Physics.Raycast ( cursorRay, out cursorRayInfo, 1000f ) ) { 24 | Debug.Log ( "cursor is currently hovering over object " + cursorRayInfo.collider.name ); 25 | 26 | // if the player right-clicked... GOOD JOB RICHARD 27 | if (Input.GetMouseButtonDown (1) ) { 28 | Transform newClone = (Transform)Instantiate ( obstaclePrefab, cursorRayInfo.point, Random.rotation ); 29 | obstacleClones.Add ( newClone ); 30 | } 31 | } 32 | 33 | // if the player presses K, rotate all walls by 90 degrees 34 | if (Input.GetKeyDown (KeyCode.K)) { 35 | foreach ( Transform clone in obstacleClones ) { 36 | clone.Rotate ( 0f, 90f, 0f, Space.World); 37 | } 38 | 39 | } 40 | 41 | 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /week10/Assets/scripts/ObstaclePlacer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 491ee70470b2de8458295cc4512aba3f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- 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assetBundleVariant: 13 | -------------------------------------------------------------------------------- /week14/Assets/scripts/SunWorshipper.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class SunWorshipper : MonoBehaviour { 5 | 6 | // Use this for initialization 7 | void Start () { 8 | 9 | } 10 | 11 | // Update is called once per frame 12 | void Update () { 13 | if ( DayNightManager.instance.willTheSunBeOut == true ) 14 | Debug.Log ("OH MY GOD I LOEV YOU THE SUN"); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /week14/Assets/scripts/SunWorshipper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cdf63c823b95cf49985b16f7ff7cb90 3 | timeCreated: 1430154814 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | 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