├── .gitignore ├── Assets ├── Cube.prefab ├── Cube.prefab.meta ├── Ground.mat ├── Ground.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Terrain Chunk.prefab │ ├── Terrain Chunk.prefab.meta │ ├── Water Chunk.prefab │ └── Water Chunk.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Game.unity │ ├── Game.unity.meta │ ├── Game_Profiles.meta │ └── Game_Profiles │ │ ├── Post Processing Profile 1.asset │ │ ├── Post Processing Profile 1.asset.meta │ │ ├── Post Processing Profile.asset │ │ └── Post Processing Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── Block.cs │ ├── Block.cs.meta │ ├── CamFly.cs │ ├── CamFly.cs.meta │ ├── FastNoise.cs │ ├── FastNoise.cs.meta │ ├── Inventory.cs │ ├── Inventory.cs.meta │ ├── MouseLook.cs │ ├── MouseLook.cs.meta │ ├── PlayerMovement.cs │ ├── PlayerMovement.cs.meta │ ├── TerrainChunk.cs │ ├── TerrainChunk.cs.meta │ ├── TerrainGenerator.cs │ ├── TerrainGenerator.cs.meta │ ├── TerrainModifier.cs │ ├── TerrainModifier.cs.meta │ ├── TilePos.cs │ ├── TilePos.cs.meta │ ├── WaterChunk.cs │ └── WaterChunk.cs.meta ├── Skybox.mat ├── Skybox.mat.meta ├── Water.mat ├── Water.mat.meta ├── atlas-4.png ├── atlas-4.png.meta ├── background.png ├── background.png.meta ├── dirt-tile.png ├── dirt-tile.png.meta ├── leaves-tile.png ├── leaves-tile.png.meta ├── leaves-tile2.png ├── leaves-tile2.png.meta ├── sky-side.png ├── sky-side.png.meta ├── sky-top.png ├── sky-top.png.meta ├── skybox2.mat ├── skybox2.mat.meta ├── skyboxtest11@2x.png ├── skyboxtest11@2x.png.meta ├── stone-tile.png ├── stone-tile.png.meta ├── tree-wood-side.png ├── tree-wood-side.png.meta ├── water-tile.png └── water-tile.png.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 | [Dd]ebug/ 7 | [Rr]elease/ 8 | 9 | # Autogenerated VS/MD solution and project files 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.user 15 | *.userprefs 16 | *.pidb 17 | *.booproj 18 | 19 | # ReSharper is a .NET coding add-in 20 | _ReSharper*/ 21 | *.[Rr]e[Ss]harper 22 | 23 | # DotCover is a Code Coverage Tool 24 | *.dotCover 25 | 26 | # NCrunch 27 | *.ncrunch* 28 | .*crunch*.local.xml 29 | 30 | # Unity3D Generated File On Crash Reports 31 | sysinfo.txt 32 | 33 | # OS Generated 34 | .DS_Store 35 | ._* 36 | .Spotlight-V100 37 | .Trashes 38 | ehthumbs.db 39 | Thumbs.db 40 | $RECYCLE.BIN/ 41 | Desktop.ini 42 | 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DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Block.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Block 6 | { 7 | public Tile top, side, bottom; 8 | 9 | public TilePos topPos, sidePos, bottomPos; 10 | 11 | public Block(Tile tile) 12 | { 13 | top = side = bottom = tile; 14 | GetPositions(); 15 | } 16 | 17 | public Block(Tile top, Tile side, Tile bottom) 18 | { 19 | this.top = top; 20 | this.side = side; 21 | this.bottom = bottom; 22 | GetPositions(); 23 | } 24 | 25 | void GetPositions() 26 | { 27 | topPos = TilePos.tiles[top]; 28 | sidePos = TilePos.tiles[side]; 29 | bottomPos = TilePos.tiles[bottom]; 30 | } 31 | 32 | 33 | public static Dictionary blocks = new Dictionary(){ 34 | {BlockType.Grass, new Block(Tile.Grass, Tile.GrassSide, Tile.Dirt)}, 35 | {BlockType.Dirt, new Block(Tile.Dirt)}, 36 | {BlockType.Stone, new Block(Tile.Stone)}, 37 | {BlockType.Trunk, new Block(Tile.TreeCX, Tile.TreeSide, Tile.TreeCX)}, 38 | {BlockType.Leaves, new Block(Tile.Leaves)}, 39 | }; 40 | } 41 | 42 | public enum BlockType {Air, Dirt, Grass, Stone, Trunk, Leaves} -------------------------------------------------------------------------------- /Assets/Scripts/Block.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b397ec62bec13ec4ea02b060962f19aa 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CamFly.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CamFly : MonoBehaviour 6 | { 7 | 8 | public float speed = 100; 9 | 10 | // Start is called before the first frame update 11 | void Start() 12 | { 13 | 14 | } 15 | 16 | // Update is called once per frame 17 | void Update() 18 | { 19 | transform.position = transform.position + transform.forward * speed * Time.deltaTime; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/CamFly.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e1d99df73b6820545ab9d9fa7b6e0bfc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/FastNoise.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e79718b9c2894d8498473ad74aa0d07c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Inventory.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class Inventory : MonoBehaviour 7 | { 8 | int[] matCounts = new int[] { 0, 0, 0, 0 }; 9 | 10 | public BlockType[] matTypes; 11 | public Image[] invImgs; 12 | public Image[] matImgs; 13 | 14 | int curMat; 15 | 16 | // Start is called before the first frame update 17 | void Start() 18 | { 19 | foreach(Image img in matImgs) 20 | { 21 | img.gameObject.SetActive(false); 22 | } 23 | } 24 | 25 | // Update is called once per frame 26 | void Update() 27 | { 28 | if(Input.GetKeyDown(KeyCode.Alpha1)) 29 | SetCur(0); 30 | else if(Input.GetKeyDown(KeyCode.Alpha2)) 31 | SetCur(1); 32 | else if(Input.GetKeyDown(KeyCode.Alpha3)) 33 | SetCur(2); 34 | else if(Input.GetKeyDown(KeyCode.Alpha4)) 35 | SetCur(3); 36 | } 37 | 38 | void SetCur(int i) 39 | { 40 | invImgs[curMat].color = new Color(0, 0, 0, 43/255f); 41 | 42 | curMat = i; 43 | invImgs[i].color = new Color(0, 0, 0, 80/255f); 44 | } 45 | 46 | public bool CanPlaceCur() 47 | { 48 | return matCounts[curMat] > 0; 49 | } 50 | 51 | public BlockType GetCurBlock() 52 | { 53 | return matTypes[curMat]; 54 | } 55 | 56 | public void ReduceCur() 57 | { 58 | matCounts[curMat]--; 59 | 60 | if(matCounts[curMat] == 0) 61 | matImgs[curMat].gameObject.SetActive(false); 62 | } 63 | 64 | public void AddToInventory(BlockType block) 65 | { 66 | int i = 0; 67 | if(block == BlockType.Stone) 68 | i = 1; 69 | else if(block == BlockType.Trunk) 70 | i = 2; 71 | else if(block == BlockType.Leaves) 72 | i = 3; 73 | 74 | matCounts[i]++; 75 | if(matCounts[i] == 1) 76 | matImgs[i].gameObject.SetActive(true); 77 | 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Assets/Scripts/Inventory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 38f2a499f08b6e14f8d74bd56bf25292 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/MouseLook.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MouseLook : MonoBehaviour 6 | { 7 | public float mouseSensitivity = 1; 8 | 9 | public Transform playerBody; 10 | 11 | private float xRotation = 0f; 12 | 13 | // Start is called before the first frame update 14 | void Start() 15 | { 16 | Cursor.lockState = CursorLockMode.Locked; 17 | Cursor.visible = false; 18 | 19 | mouseSensitivity = 180; 20 | 21 | if(Application.isEditor) 22 | mouseSensitivity = 400; 23 | } 24 | 25 | float mx; 26 | 27 | // Update is called once per frame 28 | void Update() 29 | { 30 | 31 | 32 | float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; 33 | float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; 34 | 35 | if(Mathf.Abs(mouseX) > 20 || Mathf.Abs(mouseY) > 20) 36 | return; 37 | 38 | //camera's x rotation (look up and down) 39 | xRotation -= mouseY; 40 | xRotation = Mathf.Clamp(xRotation, -90f, 90f); 41 | 42 | transform.localRotation = Quaternion.Euler(xRotation, 0, 0); 43 | 44 | //mx = Input.GetAxis("Mouse X"); 45 | 46 | //player body's y rotation (turn left and right) 47 | playerBody.Rotate(Vector3.up * mouseX); 48 | 49 | //playerBody.GetComponent().rotation *= Quaternion.Euler(0, mouseX, 0); 50 | //playerBody.GetComponent().MoveRotation *= Quaternion.Euler(0, mouseX, 0); 51 | 52 | //transform.localRotation = Quaternion.Euler(transform.rotation.eulerAngles.x + mouseY,0, 0); 53 | //playerBody.rotation = Quaternion.Euler(0,playerBody.rotation.eulerAngles.y + mouseX,0); 54 | } 55 | 56 | private void FixedUpdate() 57 | { 58 | //float mouseX = mx * mouseSensitivity * Time.fixedDeltaTime; 59 | 60 | // playerBody.GetComponent().MoveRotation(playerBody.GetComponent().rotation *= Quaternion.Euler(0, mouseX, 0)); 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Scripts/MouseLook.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e940b6753c425cf47ba994799eeb313a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerMovement.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class PlayerMovement : MonoBehaviour 7 | { 8 | public float speed = 6.0f; 9 | public float jumpSpeed = 8.0f; 10 | public float gravity = -9.8f; 11 | public float jumpHeight = 3f; 12 | 13 | public Transform groundCheck; 14 | public float groundDistance = .4f; 15 | public LayerMask groundMask; 16 | 17 | private Vector3 velocity; 18 | private CharacterController controller; 19 | private bool isGrounded; 20 | 21 | // Start is called before the first frame update 22 | void Start() 23 | { 24 | controller = GetComponent(); 25 | } 26 | 27 | // Update is called once per frame 28 | void Update() 29 | { 30 | isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); 31 | 32 | if(isGrounded && velocity.y < 0) 33 | { 34 | velocity.y = -2f; 35 | } 36 | 37 | float horizontal = Input.GetAxis("Horizontal"); 38 | float vertical = Input.GetAxis("Vertical"); 39 | 40 | Vector3 moveDirection = transform.right * horizontal + transform.forward * vertical; 41 | 42 | controller.Move(moveDirection * speed * Time.deltaTime); 43 | 44 | if(Input.GetButtonDown("Jump") && isGrounded) 45 | { 46 | velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity); 47 | } 48 | 49 | velocity.y += gravity * Time.deltaTime; 50 | 51 | controller.Move(velocity * Time.deltaTime); 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd1e459f7ed4910449eb05e0a6c6aa30 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainChunk.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TerrainChunk : MonoBehaviour 6 | { 7 | //chunk size 8 | public const int chunkWidth = 16; 9 | public const int chunkHeight = 64; 10 | 11 | //0 = air, 1 = land 12 | public BlockType[,,] blocks = new BlockType[chunkWidth + 2, chunkHeight, chunkWidth + 2]; 13 | 14 | 15 | // Start is called before the first frame update 16 | void Start() 17 | { 18 | 19 | } 20 | 21 | 22 | 23 | public void BuildMesh() 24 | { 25 | Mesh mesh = new Mesh(); 26 | 27 | List verts = new List(); 28 | List tris = new List(); 29 | List uvs = new List(); 30 | 31 | for(int x = 1; x < chunkWidth + 1; x++) 32 | for(int z = 1; z < chunkWidth + 1; z++) 33 | for(int y = 0; y < chunkHeight; y++) 34 | { 35 | if(blocks[x, y, z] != BlockType.Air) 36 | { 37 | Vector3 blockPos = new Vector3(x - 1, y, z - 1); 38 | int numFaces = 0; 39 | //no land above, build top face 40 | if(y < chunkHeight - 1 && blocks[x, y + 1, z] == BlockType.Air) 41 | { 42 | verts.Add(blockPos + new Vector3(0, 1, 0)); 43 | verts.Add(blockPos + new Vector3(0, 1, 1)); 44 | verts.Add(blockPos + new Vector3(1, 1, 1)); 45 | verts.Add(blockPos + new Vector3(1, 1, 0)); 46 | numFaces++; 47 | 48 | uvs.AddRange(Block.blocks[blocks[x, y, z]].topPos.GetUVs()); 49 | } 50 | 51 | //bottom 52 | if(y > 0 && blocks[x, y - 1, z] == BlockType.Air) 53 | { 54 | verts.Add(blockPos + new Vector3(0, 0, 0)); 55 | verts.Add(blockPos + new Vector3(1, 0, 0)); 56 | verts.Add(blockPos + new Vector3(1, 0, 1)); 57 | verts.Add(blockPos + new Vector3(0, 0, 1)); 58 | numFaces++; 59 | 60 | uvs.AddRange(Block.blocks[blocks[x, y, z]].bottomPos.GetUVs()); 61 | } 62 | 63 | //front 64 | if(blocks[x, y, z - 1] == BlockType.Air) 65 | { 66 | verts.Add(blockPos + new Vector3(0, 0, 0)); 67 | verts.Add(blockPos + new Vector3(0, 1, 0)); 68 | verts.Add(blockPos + new Vector3(1, 1, 0)); 69 | verts.Add(blockPos + new Vector3(1, 0, 0)); 70 | numFaces++; 71 | 72 | uvs.AddRange(Block.blocks[blocks[x, y, z]].sidePos.GetUVs()); 73 | } 74 | 75 | //right 76 | if(blocks[x + 1, y, z] == BlockType.Air) 77 | { 78 | verts.Add(blockPos + new Vector3(1, 0, 0)); 79 | verts.Add(blockPos + new Vector3(1, 1, 0)); 80 | verts.Add(blockPos + new Vector3(1, 1, 1)); 81 | verts.Add(blockPos + new Vector3(1, 0, 1)); 82 | numFaces++; 83 | 84 | uvs.AddRange(Block.blocks[blocks[x, y, z]].sidePos.GetUVs()); 85 | } 86 | 87 | //back 88 | if(blocks[x, y, z + 1] == BlockType.Air) 89 | { 90 | verts.Add(blockPos + new Vector3(1, 0, 1)); 91 | verts.Add(blockPos + new Vector3(1, 1, 1)); 92 | verts.Add(blockPos + new Vector3(0, 1, 1)); 93 | verts.Add(blockPos + new Vector3(0, 0, 1)); 94 | numFaces++; 95 | 96 | uvs.AddRange(Block.blocks[blocks[x, y, z]].sidePos.GetUVs()); 97 | } 98 | 99 | //left 100 | if(blocks[x - 1, y, z] == BlockType.Air) 101 | { 102 | verts.Add(blockPos + new Vector3(0, 0, 1)); 103 | verts.Add(blockPos + new Vector3(0, 1, 1)); 104 | verts.Add(blockPos + new Vector3(0, 1, 0)); 105 | verts.Add(blockPos + new Vector3(0, 0, 0)); 106 | numFaces++; 107 | 108 | uvs.AddRange(Block.blocks[blocks[x, y, z]].sidePos.GetUVs()); 109 | } 110 | 111 | 112 | int tl = verts.Count - 4 * numFaces; 113 | for(int i = 0; i < numFaces; i++) 114 | { 115 | tris.AddRange(new int[] { tl + i * 4, tl + i * 4 + 1, tl + i * 4 + 2, tl + i * 4, tl + i * 4 + 2, tl + i * 4 + 3 }); 116 | //uvs.AddRange(Block.blocks[BlockType.Grass].topPos.GetUVs()); 117 | 118 | } 119 | } 120 | } 121 | 122 | mesh.vertices = verts.ToArray(); 123 | mesh.triangles = tris.ToArray(); 124 | mesh.uv = uvs.ToArray(); 125 | 126 | mesh.RecalculateNormals(); 127 | 128 | GetComponent().mesh = mesh; 129 | GetComponent().sharedMesh = mesh; 130 | } 131 | 132 | 133 | void AddSquare(List verts, List tris) 134 | { 135 | 136 | } 137 | } 138 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainChunk.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3340f3af547c93449467da52ccf2641 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TerrainGenerator : MonoBehaviour 6 | { 7 | public GameObject terrainChunk; 8 | 9 | public Transform player; 10 | 11 | public static Dictionary chunks = new Dictionary(); 12 | 13 | FastNoise noise = new FastNoise(); 14 | 15 | int chunkDist = 5; 16 | 17 | List pooledChunks = new List(); 18 | 19 | List toGenerate = new List(); 20 | 21 | // Start is called before the first frame update 22 | void Start() 23 | { 24 | LoadChunks(true); 25 | } 26 | 27 | 28 | private void Update() 29 | { 30 | LoadChunks(); 31 | } 32 | 33 | 34 | 35 | void BuildChunk(int xPos, int zPos) 36 | { 37 | TerrainChunk chunk; 38 | if(pooledChunks.Count > 0)//look in the poo first 39 | { 40 | chunk = pooledChunks[0]; 41 | chunk.gameObject.SetActive(true); 42 | pooledChunks.RemoveAt(0); 43 | chunk.transform.position = new Vector3(xPos, 0, zPos); 44 | } 45 | else 46 | { 47 | GameObject chunkGO = Instantiate(terrainChunk, new Vector3(xPos, 0, zPos), Quaternion.identity); 48 | chunk = chunkGO.GetComponent(); 49 | } 50 | 51 | 52 | for(int x = 0; x < TerrainChunk.chunkWidth+2; x++) 53 | for(int z = 0; z < TerrainChunk.chunkWidth+2; z++) 54 | for(int y = 0; y < TerrainChunk.chunkHeight; y++) 55 | { 56 | //if(Mathf.PerlinNoise((xPos + x-1) * .1f, (zPos + z-1) * .1f) * 10 + y < TerrainChunk.chunkHeight * .5f) 57 | chunk.blocks[x, y, z] = GetBlockType(xPos+x-1, y, zPos+z-1); 58 | } 59 | 60 | 61 | GenerateTrees(chunk.blocks, xPos, zPos); 62 | 63 | chunk.BuildMesh(); 64 | 65 | 66 | WaterChunk wat = chunk.transform.GetComponentInChildren(); 67 | wat.SetLocs(chunk.blocks); 68 | wat.BuildMesh(); 69 | 70 | 71 | 72 | chunks.Add(new ChunkPos(xPos, zPos), chunk); 73 | } 74 | 75 | 76 | //get the block type at a specific coordinate 77 | BlockType GetBlockType(int x, int y, int z) 78 | { 79 | /*if(y < 33) 80 | return BlockType.Dirt; 81 | else 82 | return BlockType.Air;*/ 83 | 84 | 85 | 86 | 87 | //print(noise.GetSimplex(x, z)); 88 | float simplex1 = noise.GetSimplex(x*.8f, z*.8f)*10; 89 | float simplex2 = noise.GetSimplex(x * 3f, z * 3f) * 10*(noise.GetSimplex(x*.3f, z*.3f)+.5f); 90 | 91 | float heightMap = simplex1 + simplex2; 92 | 93 | //add the 2d noise to the middle of the terrain chunk 94 | float baseLandHeight = TerrainChunk.chunkHeight * .5f + heightMap; 95 | 96 | //3d noise for caves and overhangs and such 97 | float caveNoise1 = noise.GetPerlinFractal(x*5f, y*10f, z*5f); 98 | float caveMask = noise.GetSimplex(x * .3f, z * .3f)+.3f; 99 | 100 | //stone layer heightmap 101 | float simplexStone1 = noise.GetSimplex(x * 1f, z * 1f) * 10; 102 | float simplexStone2 = (noise.GetSimplex(x * 5f, z * 5f)+.5f) * 20 * (noise.GetSimplex(x * .3f, z * .3f) + .5f); 103 | 104 | float stoneHeightMap = simplexStone1 + simplexStone2; 105 | float baseStoneHeight = TerrainChunk.chunkHeight * .25f + stoneHeightMap; 106 | 107 | 108 | //float cliffThing = noise.GetSimplex(x * 1f, z * 1f, y) * 10; 109 | //float cliffThingMask = noise.GetSimplex(x * .4f, z * .4f) + .3f; 110 | 111 | 112 | 113 | BlockType blockType = BlockType.Air; 114 | 115 | //under the surface, dirt block 116 | if(y <= baseLandHeight) 117 | { 118 | blockType = BlockType.Dirt; 119 | 120 | //just on the surface, use a grass type 121 | if(y > baseLandHeight - 1 && y > WaterChunk.waterHeight-2) 122 | blockType = BlockType.Grass; 123 | 124 | if(y <= baseStoneHeight) 125 | blockType = BlockType.Stone; 126 | } 127 | 128 | 129 | if(caveNoise1 > Mathf.Max(caveMask, .2f)) 130 | blockType = BlockType.Air; 131 | 132 | /*if(blockType != BlockType.Air) 133 | blockType = BlockType.Stone;*/ 134 | 135 | //if(blockType == BlockType.Air && noise.GetSimplex(x * 4f, y * 4f, z*4f) < 0) 136 | // blockType = BlockType.Dirt; 137 | 138 | //if(Mathf.PerlinNoise(x * .1f, z * .1f) * 10 + y < TerrainChunk.chunkHeight * .5f) 139 | // return BlockType.Grass; 140 | 141 | return blockType; 142 | } 143 | 144 | 145 | ChunkPos curChunk = new ChunkPos(-1,-1); 146 | void LoadChunks(bool instant = false) 147 | { 148 | //the current chunk the player is in 149 | int curChunkPosX = Mathf.FloorToInt(player.position.x/16)*16; 150 | int curChunkPosZ = Mathf.FloorToInt(player.position.z/16)*16; 151 | 152 | //entered a new chunk 153 | if(curChunk.x != curChunkPosX || curChunk.z != curChunkPosZ) 154 | { 155 | curChunk.x = curChunkPosX; 156 | curChunk.z = curChunkPosZ; 157 | 158 | 159 | for(int i = curChunkPosX - 16 * chunkDist; i <= curChunkPosX + 16 * chunkDist; i += 16) 160 | for(int j = curChunkPosZ - 16 * chunkDist; j <= curChunkPosZ + 16 * chunkDist; j += 16) 161 | { 162 | ChunkPos cp = new ChunkPos(i, j); 163 | 164 | if(!chunks.ContainsKey(cp) && !toGenerate.Contains(cp)) 165 | { 166 | if(instant) 167 | BuildChunk(i, j); 168 | else 169 | toGenerate.Add(cp); 170 | } 171 | 172 | 173 | } 174 | 175 | //remove chunks that are too far away 176 | List toDestroy = new List(); 177 | //unload chunks 178 | foreach(KeyValuePair c in chunks) 179 | { 180 | ChunkPos cp = c.Key; 181 | if(Mathf.Abs(curChunkPosX - cp.x) > 16 * (chunkDist + 3) || 182 | Mathf.Abs(curChunkPosZ - cp.z) > 16 * (chunkDist + 3)) 183 | { 184 | toDestroy.Add(c.Key); 185 | } 186 | } 187 | 188 | //remove any up for generation 189 | foreach(ChunkPos cp in toGenerate) 190 | { 191 | if(Mathf.Abs(curChunkPosX - cp.x) > 16 * (chunkDist + 1) || 192 | Mathf.Abs(curChunkPosZ - cp.z) > 16 * (chunkDist + 1)) 193 | toGenerate.Remove(cp); 194 | } 195 | 196 | foreach(ChunkPos cp in toDestroy) 197 | { 198 | chunks[cp].gameObject.SetActive(false); 199 | pooledChunks.Add(chunks[cp]); 200 | chunks.Remove(cp); 201 | } 202 | 203 | StartCoroutine(DelayBuildChunks()); 204 | } 205 | 206 | 207 | 208 | 209 | } 210 | 211 | 212 | void GenerateTrees(BlockType[,,] blocks, int x, int z) 213 | { 214 | System.Random rand = new System.Random(x * 10000 + z); 215 | 216 | float simplex = noise.GetSimplex(x * .8f, z * .8f); 217 | 218 | if(simplex > 0) 219 | { 220 | simplex *= 2f; 221 | int treeCount = Mathf.FloorToInt((float)rand.NextDouble() * 5 * simplex); 222 | 223 | for(int i = 0; i < treeCount; i++) 224 | { 225 | int xPos = (int)(rand.NextDouble() * 14) + 1; 226 | int zPos = (int)(rand.NextDouble() * 14) + 1; 227 | 228 | int y = TerrainChunk.chunkHeight - 1; 229 | //find the ground 230 | while(y > 0 && blocks[xPos, y, zPos] == BlockType.Air) 231 | { 232 | y--; 233 | } 234 | y++; 235 | 236 | int treeHeight = 4 + (int)(rand.NextDouble() * 4); 237 | 238 | for(int j = 0; j < treeHeight; j++) 239 | { 240 | if(y+j < 64) 241 | blocks[xPos, y+j, zPos] = BlockType.Trunk; 242 | } 243 | 244 | int leavesWidth = 1 + (int)(rand.NextDouble() * 6); 245 | int leavesHeight = (int)(rand.NextDouble() * 3); 246 | 247 | int iter = 0; 248 | for(int m = y + treeHeight - 1; m <= y + treeHeight - 1 + treeHeight; m++) 249 | { 250 | for(int k = xPos - (int)(leavesWidth * .5)+iter/2; k <= xPos + (int)(leavesWidth * .5)-iter/2; k++) 251 | for(int l = zPos - (int)(leavesWidth * .5)+iter/2; l <= zPos + (int)(leavesWidth * .5)-iter/2; l++) 252 | { 253 | if(k >= 0 && k < 16 && l >= 0 && l < 16 && m >= 0 && m < 64 && rand.NextDouble() < .8f) 254 | blocks[k, m, l] = BlockType.Leaves; 255 | } 256 | 257 | iter++; 258 | } 259 | 260 | 261 | } 262 | } 263 | } 264 | 265 | 266 | IEnumerator DelayBuildChunks() 267 | { 268 | while(toGenerate.Count > 0) 269 | { 270 | BuildChunk(toGenerate[0].x, toGenerate[0].z); 271 | toGenerate.RemoveAt(0); 272 | 273 | yield return new WaitForSeconds(.2f); 274 | 275 | } 276 | 277 | } 278 | 279 | 280 | } 281 | 282 | 283 | public struct ChunkPos 284 | { 285 | public int x, z; 286 | public ChunkPos(int x, int z) 287 | { 288 | this.x = x; 289 | this.z = z; 290 | } 291 | } -------------------------------------------------------------------------------- /Assets/Scripts/TerrainGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 547c052d182ba2245a6d8707a82ebe70 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainModifier.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TerrainModifier : MonoBehaviour 6 | { 7 | public LayerMask groundLayer; 8 | 9 | public Inventory inv; 10 | 11 | float maxDist = 4; 12 | 13 | // Start is called before the first frame update 14 | void Start() 15 | { 16 | 17 | } 18 | 19 | // Update is called once per frame 20 | void Update() 21 | { 22 | bool leftClick = Input.GetMouseButtonDown(0); 23 | bool rightClick = Input.GetMouseButtonDown(1); 24 | if(leftClick || rightClick) 25 | { 26 | RaycastHit hitInfo; 27 | if(Physics.Raycast(transform.position, transform.forward, out hitInfo, maxDist, groundLayer)) 28 | { 29 | Vector3 pointInTargetBlock; 30 | 31 | //destroy 32 | if(rightClick) 33 | pointInTargetBlock = hitInfo.point + transform.forward * .01f;//move a little inside the block 34 | else 35 | pointInTargetBlock = hitInfo.point - transform.forward * .01f; 36 | 37 | //get the terrain chunk (can't just use collider) 38 | int chunkPosX = Mathf.FloorToInt(pointInTargetBlock.x / 16f) * 16; 39 | int chunkPosZ = Mathf.FloorToInt(pointInTargetBlock.z / 16f) * 16; 40 | 41 | ChunkPos cp = new ChunkPos(chunkPosX, chunkPosZ); 42 | 43 | TerrainChunk tc = TerrainGenerator.chunks[cp]; 44 | 45 | //index of the target block 46 | int bix = Mathf.FloorToInt(pointInTargetBlock.x) - chunkPosX+1; 47 | int biy = Mathf.FloorToInt(pointInTargetBlock.y); 48 | int biz = Mathf.FloorToInt(pointInTargetBlock.z) - chunkPosZ+1; 49 | 50 | if(rightClick)//replace block with air 51 | { 52 | inv.AddToInventory(tc.blocks[bix, biy, biz]); 53 | tc.blocks[bix, biy, biz] = BlockType.Air; 54 | tc.BuildMesh(); 55 | } 56 | else if(leftClick) 57 | { 58 | if(inv.CanPlaceCur()) 59 | { 60 | tc.blocks[bix, biy, biz] = inv.GetCurBlock(); 61 | 62 | tc.BuildMesh(); 63 | 64 | inv.ReduceCur(); 65 | } 66 | 67 | } 68 | } 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /Assets/Scripts/TerrainModifier.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 981d99fd85c97454aa0445295610ff7a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TilePos.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TilePos 6 | { 7 | int xPos, yPos; 8 | 9 | Vector2[] uvs; 10 | 11 | public TilePos(int xPos, int yPos) 12 | { 13 | this.xPos = xPos; 14 | this.yPos = yPos; 15 | uvs = new Vector2[] 16 | { 17 | new Vector2(xPos/16f + .001f, yPos/16f + .001f), 18 | new Vector2(xPos/16f+ .001f, (yPos+1)/16f - .001f), 19 | new Vector2((xPos+1)/16f - .001f, (yPos+1)/16f - .001f), 20 | new Vector2((xPos+1)/16f - .001f, yPos/16f+ .001f), 21 | }; 22 | } 23 | 24 | public Vector2[] GetUVs() 25 | { 26 | return uvs; 27 | } 28 | 29 | 30 | public static Dictionary tiles = new Dictionary() 31 | { 32 | {Tile.Dirt, new TilePos(0,0)}, 33 | {Tile.Grass, new TilePos(1,0)}, 34 | {Tile.GrassSide, new TilePos(0,1)}, 35 | {Tile.Stone, new TilePos(0,2)}, 36 | {Tile.TreeSide, new TilePos(0,4)}, 37 | {Tile.TreeCX, new TilePos(0,3)}, 38 | {Tile.Leaves, new TilePos(0,5)}, 39 | }; 40 | } 41 | 42 | public enum Tile {Dirt, Grass, GrassSide, Stone, TreeSide, TreeCX, Leaves} 43 | -------------------------------------------------------------------------------- /Assets/Scripts/TilePos.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2810c961609fbb444a56624724a0f086 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/WaterChunk.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class WaterChunk : MonoBehaviour 6 | { 7 | //chunk size 8 | public const int waterHeight = 28; 9 | 10 | //0 = air, 1 = land 11 | public int[,] locs = new int[16,16]; 12 | 13 | 14 | // Start is called before the first frame update 15 | void Start() 16 | { 17 | transform.localPosition = new Vector3(0, waterHeight, 0); 18 | } 19 | 20 | 21 | 22 | public void SetLocs(BlockType[,,] blocks) 23 | { 24 | int y; 25 | 26 | 27 | 28 | for(int x = 0; x < 16; x++) 29 | { 30 | for(int z = 0; z < 16; z++) 31 | { 32 | locs[x, z] = 0; 33 | 34 | y = TerrainChunk.chunkHeight - 1; 35 | 36 | //find the ground 37 | while(y > 0 && blocks[x+1, y, z+1] == BlockType.Air) 38 | { 39 | y--; 40 | 41 | } 42 | 43 | if(y+1 < waterHeight) 44 | locs[x, z] = 1; 45 | } 46 | } 47 | 48 | } 49 | 50 | Vector2[] uvpat = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; 51 | 52 | public void BuildMesh() 53 | { 54 | Mesh mesh = new Mesh(); 55 | 56 | List verts = new List(); 57 | List tris = new List(); 58 | List uvs = new List(); 59 | 60 | for(int x = 0; x < 16; x++) 61 | for(int z = 0; z < 16; z++) 62 | { 63 | if(locs[x,z]==1) 64 | { 65 | verts.Add(new Vector3(x, 0, z)); 66 | verts.Add(new Vector3(x, 0, z+1)); 67 | verts.Add(new Vector3(x+1, 0, z+1)); 68 | verts.Add(new Vector3(x+1, 0, z)); 69 | 70 | verts.Add(new Vector3(x, 0, z)); 71 | verts.Add(new Vector3(x, 0, z + 1)); 72 | verts.Add(new Vector3(x + 1, 0, z + 1)); 73 | verts.Add(new Vector3(x + 1, 0, z)); 74 | 75 | 76 | uvs.AddRange(uvpat); 77 | uvs.AddRange(uvpat); 78 | int tl = verts.Count-8; 79 | tris.AddRange(new int[] { tl, tl + 1, tl + 2, tl, tl + 2, tl + 3, 80 | tl+3+4,tl+2+4,tl+4,tl+2+4,tl+1+4,tl+4}); 81 | } 82 | } 83 | 84 | mesh.vertices = verts.ToArray(); 85 | mesh.triangles = tris.ToArray(); 86 | mesh.uv = uvs.ToArray(); 87 | 88 | mesh.RecalculateNormals(); 89 | 90 | GetComponent().mesh = mesh; 91 | 92 | } 93 | 94 | } 95 | 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androidETC2FallbackOverride: 0 108 | forceMaximumCompressionQuality_BC6H_BC7: 0 109 | spriteSheet: 110 | serializedVersion: 2 111 | sprites: [] 112 | outline: [] 113 | physicsShape: [] 114 | bones: [] 115 | spriteID: 116 | internalID: 0 117 | vertices: [] 118 | indices: 119 | edges: [] 120 | weights: [] 121 | secondaryTextures: [] 122 | spritePackingTag: 123 | pSDRemoveMatte: 0 124 | pSDShowRemoveMatteOption: 0 125 | userData: 126 | assetBundleName: 127 | assetBundleVariant: 128 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Sam Hogan 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Feb 8 08:42:22 2020 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.textmeshpro@2.0.1 9 | com.unity.collab-proxy@1.2.16 10 | com.unity.test-framework@1.1.3 11 | com.unity.timeline@1.2.6 12 | com.unity.ide.vscode@1.1.3 13 | com.unity.ide.rider@1.1.4 14 | com.unity.ugui@1.0.0 15 | com.unity.modules.ai@1.0.0 16 | com.unity.modules.animation@1.0.0 17 | com.unity.modules.androidjni@1.0.0 18 | com.unity.modules.assetbundle@1.0.0 19 | com.unity.modules.audio@1.0.0 20 | com.unity.modules.cloth@1.0.0 21 | com.unity.modules.director@1.0.0 22 | com.unity.modules.imageconversion@1.0.0 23 | com.unity.modules.imgui@1.0.0 24 | com.unity.modules.jsonserialize@1.0.0 25 | com.unity.modules.particlesystem@1.0.0 26 | com.unity.modules.physics@1.0.0 27 | com.unity.modules.physics2d@1.0.0 28 | com.unity.modules.screencapture@1.0.0 29 | com.unity.modules.terrain@1.0.0 30 | com.unity.modules.terrainphysics@1.0.0 31 | com.unity.modules.tilemap@1.0.0 32 | com.unity.modules.ui@1.0.0 33 | com.unity.modules.uielements@1.0.0 34 | com.unity.modules.umbra@1.0.0 35 | com.unity.modules.unityanalytics@1.0.0 36 | com.unity.modules.unitywebrequest@1.0.0 37 | com.unity.modules.unitywebrequestassetbundle@1.0.0 38 | com.unity.modules.unitywebrequestaudio@1.0.0 39 | com.unity.modules.unitywebrequesttexture@1.0.0 40 | com.unity.modules.unitywebrequestwww@1.0.0 41 | com.unity.modules.vehicles@1.0.0 42 | com.unity.modules.video@1.0.0 43 | com.unity.modules.vr@1.0.0 44 | com.unity.modules.wind@1.0.0 45 | com.unity.modules.xr@1.0.0 46 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.2.16", 4 | "com.unity.ide.rider": "1.1.4", 5 | "com.unity.ide.vscode": "1.1.3", 6 | "com.unity.postprocessing": "2.2.2", 7 | "com.unity.test-framework": "1.1.3", 8 | "com.unity.textmeshpro": "2.0.1", 9 | "com.unity.timeline": "1.2.6", 10 | "com.unity.ugui": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.androidjni": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | "com.unity.modules.audio": "1.0.0", 16 | "com.unity.modules.cloth": "1.0.0", 17 | "com.unity.modules.director": "1.0.0", 18 | "com.unity.modules.imageconversion": "1.0.0", 19 | "com.unity.modules.imgui": "1.0.0", 20 | "com.unity.modules.jsonserialize": "1.0.0", 21 | "com.unity.modules.particlesystem": "1.0.0", 22 | "com.unity.modules.physics": "1.0.0", 23 | "com.unity.modules.physics2d": "1.0.0", 24 | "com.unity.modules.screencapture": "1.0.0", 25 | "com.unity.modules.terrain": "1.0.0", 26 | "com.unity.modules.terrainphysics": "1.0.0", 27 | "com.unity.modules.tilemap": "1.0.0", 28 | "com.unity.modules.ui": "1.0.0", 29 | "com.unity.modules.uielements": "1.0.0", 30 | "com.unity.modules.umbra": "1.0.0", 31 | "com.unity.modules.unityanalytics": "1.0.0", 32 | "com.unity.modules.unitywebrequest": "1.0.0", 33 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 34 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 35 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 36 | "com.unity.modules.unitywebrequestwww": "1.0.0", 37 | "com.unity.modules.vehicles": "1.0.0", 38 | "com.unity.modules.video": "1.0.0", 39 | "com.unity.modules.vr": "1.0.0", 40 | "com.unity.modules.wind": "1.0.0", 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m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /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 | # Unity Minecraft Clone 2 | 3 | A very basic minecraft clone made in 24 hours 4 | 5 | [Here's the youtube video showing the development](https://youtu.be/Nj8gt_92c-M) 6 | 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