├── .gitattributes ├── .gitignore ├── Assets ├── .gitignore ├── Art.meta ├── Art │ ├── Janna_SleekBars.png │ ├── Janna_SleekBars.png.meta │ ├── TileNormalMap.png │ ├── TileNormalMap.png.meta │ ├── Unity_L0xYAuEXi1.png │ ├── Unity_L0xYAuEXi1.png.meta │ ├── visitor1 SDF.asset │ ├── visitor1 SDF.asset.meta │ ├── visitor1.ttf │ └── visitor1.ttf.meta ├── EntityCache.meta ├── EntityCache │ └── Resources.meta ├── Materials.meta ├── Materials │ ├── Opaque.meta │ ├── Opaque │ │ ├── IMat.mat │ │ ├── IMat.mat.meta │ │ ├── JMat.mat │ │ ├── JMat.mat.meta │ │ ├── LMat.mat │ │ ├── LMat.mat.meta │ │ ├── OMat.mat │ │ ├── OMat.mat.meta │ │ ├── SMat.mat │ │ ├── SMat.mat.meta │ │ ├── TMat.mat │ │ ├── TMat.mat.meta │ │ ├── ZMat.mat │ │ └── ZMat.mat.meta │ ├── OutlineUniformMat.mat │ ├── OutlineUniformMat.mat.meta │ ├── TestMat.mat │ ├── TestMat.mat.meta │ ├── Transparent.meta │ ├── Transparent │ │ ├── IMat 1.mat │ │ ├── IMat 1.mat.meta │ │ ├── JMat 1.mat │ │ ├── JMat 1.mat.meta │ │ ├── LMat 1.mat │ │ ├── LMat 1.mat.meta │ │ ├── OMat 1.mat │ │ ├── OMat 1.mat.meta │ │ ├── SMat 1.mat │ │ ├── SMat 1.mat.meta │ │ ├── TMat 1.mat │ │ ├── TMat 1.mat.meta │ │ ├── ZMat 1.mat │ │ └── ZMat 1.mat.meta │ ├── TransparentMat.mat │ ├── TransparentMat.mat.meta │ ├── TransparentOutline.mat │ └── TransparentOutline.mat.meta ├── Plugins.meta ├── Plugins │ ├── GitHub.meta │ └── GitHub │ │ ├── Editor.meta │ │ └── Editor │ │ ├── AsyncBridge.Net35.dll │ │ ├── AsyncBridge.Net35.dll.meta │ │ ├── ExtensionLoader.cs │ │ ├── ExtensionLoader.cs.meta │ │ ├── GitHub.Api.45.dll │ │ ├── GitHub.Api.45.dll.meta │ │ ├── GitHub.Api.dll │ │ ├── GitHub.Api.dll.meta │ │ ├── GitHub.Logging.dll │ │ ├── GitHub.Logging.dll.meta │ │ ├── GitHub.Unity.45.dll │ │ ├── GitHub.Unity.45.dll.meta │ │ ├── GitHub.Unity.dll │ │ ├── GitHub.Unity.dll.meta │ │ ├── GitHub.UnityShim.dll │ │ ├── GitHub.UnityShim.dll.meta │ │ ├── Mono.Posix.dll │ │ ├── Mono.Posix.dll.meta │ │ ├── QuickGuide.pdf │ │ ├── QuickGuide.pdf.meta │ │ ├── ReadOnlyCollectionsInterfaces.dll │ │ ├── ReadOnlyCollectionsInterfaces.dll.meta │ │ ├── System.Threading.dll │ │ ├── System.Threading.dll.meta │ │ ├── UnityAPIWrapper.cs │ │ ├── UnityAPIWrapper.cs.meta │ │ ├── big-logo@2x.png │ │ ├── big-logo@2x.png.meta │ │ ├── credits.txt │ │ ├── credits.txt.meta │ │ ├── eula.txt │ │ ├── eula.txt.meta │ │ ├── libsfw.bundle │ │ ├── libsfw.bundle.meta │ │ ├── libsfw.so │ │ ├── libsfw.so.meta │ │ ├── sfw.net.dll │ │ ├── sfw.net.dll.meta │ │ ├── x64.meta │ │ ├── x64 │ │ ├── pthreadVC2.dll │ │ ├── pthreadVC2.dll.meta │ │ ├── sfw_x64.dll │ │ └── sfw_x64.dll.meta │ │ ├── x86.meta │ │ └── x86 │ │ ├── pthreadVC2.dll │ │ ├── pthreadVC2.dll.meta │ │ ├── sfw_x86.dll │ │ └── sfw_x86.dll.meta ├── Prefabs.meta ├── Prefabs │ ├── GameOverText.prefab │ ├── GameOverText.prefab.meta │ ├── GameUI.prefab │ ├── GameUI.prefab.meta │ ├── Pieces.meta │ └── Pieces │ │ ├── GhostPieces.meta │ │ ├── GhostPieces │ │ ├── IPiece 1.prefab │ │ ├── IPiece 1.prefab.meta │ │ ├── JPiece 1.prefab │ │ ├── JPiece 1.prefab.meta │ │ ├── LPiece 1.prefab │ │ ├── LPiece 1.prefab.meta │ │ ├── OPiece 1.prefab │ │ ├── OPiece 1.prefab.meta │ │ ├── SPiece 1.prefab │ │ ├── SPiece 1.prefab.meta │ │ ├── TPiece 1.prefab │ │ ├── TPiece 1.prefab.meta │ │ ├── ZPiece 1.prefab │ │ └── ZPiece 1.prefab.meta │ │ ├── IPiece.prefab │ │ ├── IPiece.prefab.meta │ │ ├── JPiece.prefab │ │ ├── JPiece.prefab.meta │ │ ├── LPiece.prefab │ │ ├── LPiece.prefab.meta │ │ ├── OPiece.prefab │ │ ├── OPiece.prefab.meta │ │ ├── SPiece.prefab │ │ ├── SPiece.prefab.meta │ │ ├── TPiece.prefab │ │ ├── TPiece.prefab.meta │ │ ├── ZPiece.prefab │ │ └── ZPiece.prefab.meta ├── Scenes.meta ├── Scenes │ ├── ConversionTest.unity │ ├── ConversionTest.unity.meta │ ├── GameOverScene.unity │ ├── GameOverScene.unity.meta │ ├── GhostPieceScene.unity │ ├── GhostPieceScene.unity.meta │ ├── LineClearScene.unity │ ├── LineClearScene.unity.meta │ ├── MainScene.unity │ ├── MainScene.unity.meta │ ├── QuitGameScene.unity │ ├── QuitGameScene.unity.meta │ ├── StackingScene.unity │ ├── StackingScene.unity.meta │ ├── TallStackScene.unity │ └── TallStackScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── BoardComponents.meta │ ├── BoardComponents │ │ ├── BoardCell.cs │ │ ├── BoardCell.cs.meta │ │ ├── CreateBoardChunk.cs │ │ ├── CreateBoardChunk.cs.meta │ │ ├── CreateHeightmapChunk.cs │ │ ├── CreateHeightmapChunk.cs.meta │ │ ├── HeightMapCell.cs │ │ ├── HeightMapCell.cs.meta │ │ ├── HeightmapComponent.cs │ │ └── HeightmapComponent.cs.meta │ ├── BoardData.cs │ ├── BoardData.cs.meta │ ├── BoardUtility.cs │ ├── BoardUtility.cs.meta │ ├── Components.meta │ ├── Components │ │ ├── ActivePieceComponent.cs │ │ ├── ActivePieceComponent.cs.meta │ │ ├── ActiveTileComponent.cs │ │ ├── ActiveTileComponent.cs.meta │ │ ├── ApplyRotationComponent.cs │ │ ├── ApplyRotationComponent.cs.meta │ │ ├── DroppedPiece.cs │ │ ├── DroppedPiece.cs.meta │ │ ├── GameOverComponent.cs │ │ ├── GameOverComponent.cs.meta │ │ ├── GhostPiece.cs │ │ ├── GhostPiece.cs.meta │ │ ├── HeldPiece.cs │ │ ├── HeldPiece.cs.meta │ │ ├── HoldPiecePointComponent.cs │ │ ├── HoldPiecePointComponent.cs.meta │ │ ├── PieceComponent.cs │ │ ├── PieceComponent.cs.meta │ │ ├── PieceComponentLinked.cs │ │ ├── PieceComponentLinked.cs.meta │ │ ├── PieceSpawnPointComponent.cs │ │ ├── PieceSpawnPointComponent.cs.meta │ │ ├── PieceTileComponent.cs │ │ ├── PieceTileComponent.cs.meta │ │ ├── PieceTileCountChanged.cs │ │ ├── PieceTileCountChanged.cs.meta │ │ ├── SnapToGridComponent.cs │ │ ├── SnapToGridComponent.cs.meta │ │ ├── SnapToHeightmapComponent.cs │ │ ├── SnapToHeightmapComponent.cs.meta │ │ ├── SpawnNextPieceComponent.cs │ │ ├── SpawnNextPieceComponent.cs.meta │ │ ├── SpawnedPiece.cs │ │ ├── SpawnedPiece.cs.meta │ │ ├── UpdateLineClearUI.cs │ │ └── UpdateLineClearUI.cs.meta │ ├── ConvertHierarchyTest.cs │ ├── ConvertHierarchyTest.cs.meta │ ├── GameInput.cs │ ├── GameInput.cs.meta │ ├── GameOverRestart.cs │ ├── GameOverRestart.cs.meta │ ├── GameStart.cs │ ├── GameStart.cs.meta │ ├── GhostPieceSystemProxy.cs │ ├── GhostPieceSystemProxy.cs.meta │ ├── Jobs.meta │ ├── Jobs │ │ ├── UpdateBoardJob.cs │ │ └── UpdateBoardJob.cs.meta │ ├── NextPieceQueue.cs │ ├── NextPieceQueue.cs.meta │ ├── QuitGame.cs │ ├── QuitGame.cs.meta │ ├── SpawnPiece.cs │ ├── SpawnPiece.cs.meta │ ├── SpawnSystemConverter.cs │ ├── SpawnSystemConverter.cs.meta │ ├── Systems.meta │ ├── Systems │ │ ├── CheckSpawnedPieceHeightSystem.cs │ │ ├── CheckSpawnedPieceHeightSystem.cs.meta │ │ ├── ClearGhostPieceSystem.cs │ │ ├── ClearGhostPieceSystem.cs.meta │ │ ├── DropPieceSystem.cs │ │ ├── DropPieceSystem.cs.meta │ │ ├── GameOverCheckSystem.cs │ │ ├── GameOverCheckSystem.cs.meta │ │ ├── GameOverSystem.cs │ │ ├── GameOverSystem.cs.meta │ │ ├── GhostPieceSystem.cs │ │ ├── GhostPieceSystem.cs.meta │ │ ├── HoldPieceSystem.cs │ │ ├── HoldPieceSystem.cs.meta │ │ ├── InitBoardSystem.cs │ │ ├── InitBoardSystem.cs.meta │ │ ├── InitHeightMapSystem.cs │ │ ├── InitHeightMapSystem.cs.meta │ │ ├── LineClearSystem.cs │ │ ├── LineClearSystem.cs.meta │ │ ├── NextPieceSystem.cs │ │ ├── NextPieceSystem.cs.meta │ │ ├── PieceMovementSystem.cs │ │ ├── PieceMovementSystem.cs.meta │ │ ├── PieceRotationSystem.cs │ │ ├── PieceRotationSystem.cs.meta │ │ ├── SnapToGridSystem.cs │ │ ├── SnapToGridSystem.cs.meta │ │ ├── SnapToHeightmapSystem.cs │ │ ├── SnapToHeightmapSystem.cs.meta │ │ ├── UpdateLineClearUISystem.cs │ │ └── UpdateLineClearUISystem.cs.meta │ ├── UI.meta │ └── UI │ │ ├── LineClearUI.cs │ │ └── LineClearUI.cs.meta ├── Shaders.meta ├── Shaders │ ├── GridMat.mat │ ├── GridMat.mat.meta │ ├── GridShader.shader │ ├── GridShader.shader.meta │ ├── NewUnlitShader.shader │ ├── NewUnlitShader.shader.meta │ ├── OutlineShader.shader │ ├── OutlineShader.shader.meta │ ├── OutlineUniform.shader │ ├── OutlineUniform.shader.meta │ ├── TansparentOutline.shader │ ├── TansparentOutline.shader.meta │ ├── TileGridEffect.shader │ ├── TileGridEffect.shader.meta │ ├── Wireframe.mat │ ├── Wireframe.mat.meta │ ├── Wireframe.shader │ └── Wireframe.shader.meta ├── Tests.meta ├── Tests │ ├── Editor.meta │ └── Editor │ │ ├── ECSTestsFixture.cs │ │ ├── ECSTestsFixture.cs.meta │ │ ├── LineClearTest.cs │ │ ├── LineClearTest.cs.meta │ │ ├── TestComponents.cs │ │ └── TestComponents.cs.meta ├── TextMesh Pro.meta └── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ ├── TextMesh Pro User Guide 2016.pdf │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ ├── LiberationSans - OFL.txt │ ├── LiberationSans - OFL.txt.meta │ ├── LiberationSans.ttf │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ ├── Fonts & Materials.meta │ ├── Fonts & Materials │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ ├── LiberationSans SDF - Fallback.asset │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ ├── LiberationSans SDF - Outline.mat │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ ├── LiberationSans SDF.asset │ │ └── LiberationSans SDF.asset.meta │ ├── LineBreaking Following Characters.txt │ ├── LineBreaking Following Characters.txt.meta │ ├── LineBreaking Leading Characters.txt │ ├── LineBreaking Leading Characters.txt.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ ├── Sprite Assets.meta │ ├── Sprite Assets │ │ ├── EmojiOne.asset │ │ └── EmojiOne.asset.meta │ ├── Style Sheets.meta │ ├── Style Sheets │ │ ├── Default Style Sheet.asset │ │ └── Default Style Sheet.asset.meta │ ├── TMP Settings.asset │ └── TMP Settings.asset.meta │ ├── Sprites.meta │ └── Sprites │ ├── EmojiOne Attribution.txt │ ├── EmojiOne Attribution.txt.meta │ ├── EmojiOne.json │ ├── EmojiOne.json.meta │ ├── EmojiOne.png │ └── EmojiOne.png.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── credits.txt /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | 8 | # Uncomment this line if you wish to ignore the asset store tools plugin 9 | # [Aa]ssets/AssetStoreTools* 10 | 11 | # Visual Studio cache directory 12 | .vs/ 13 | 14 | # Gradle cache directory 15 | .gradle/ 16 | 17 | # Autogenerated VS/MD/Consulo solution and project files 18 | ExportedObj/ 19 | .consulo/ 20 | *.csproj 21 | *.unityproj 22 | *.sln 23 | *.suo 24 | *.tmp 25 | *.user 26 | *.userprefs 27 | *.pidb 28 | *.booproj 29 | *.svd 30 | *.pdb 31 | *.mdb 32 | *.opendb 33 | *.VC.db 34 | 35 | # Unity3D generated meta 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/Assets/Plugins/GitHub/Editor/UnityAPIWrapper.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using System.IO; 4 | using System; 5 | 6 | namespace GitHub.Unity 7 | { 8 | [InitializeOnLoad] 9 | public class UnityAPIWrapper : ScriptableSingleton 10 | { 11 | static UnityAPIWrapper() 12 | { 13 | #if UNITY_2018_2_OR_NEWER 14 | Editor.finishedDefaultHeaderGUI += editor => { 15 | UnityShim.Raise_Editor_finishedDefaultHeaderGUI(editor); 16 | }; 17 | #endif 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/UnityAPIWrapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 555cd6f54c03341b1970d950df1a5ee5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 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d1b7152e1ccb3f346b1f3cb1cbdf6f76 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/StackingScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9bce625f072299a459f4ae964f2d35ad 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/TallStackScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c5246015dcb30ff4b9bbd5693265e1e7 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9777f90966f2d8f4dbdc597dc2bb7b80 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ea8be961c1ef894a99d40aaffebdcfa 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents/BoardCell.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | 6 | 7 | /// 8 | /// A component representing a single cell of our 9 | /// game board. See 10 | /// 11 | [Serializable] 12 | public struct BoardCell : IComponentData 13 | { 14 | public Entity value; 15 | public static implicit operator Entity(BoardCell cell) { return cell.value; } 16 | public static implicit operator BoardCell(Entity e) { return new BoardCell { value = e }; } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents/BoardCell.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb6fc9d7ca70a1143948940807b6e46b 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/BoardComponents/CreateBoardChunk.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Collections; 5 | using Unity.Entities; 6 | using UnityEngine; 7 | 8 | /// 9 | /// Creates a single chunk of we will use 10 | /// to represent our game board. We can access/modify the board by doing 11 | /// chunk iteration on our board chunk. 12 | /// 13 | public class CreateBoardChunk : MonoBehaviour, IConvertGameObjectToEntity 14 | { 15 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 16 | { 17 | var arch = dstManager.CreateArchetype(typeof(BoardCell)); 18 | 19 | NativeArray chunks = new NativeArray(1, Allocator.Temp); 20 | 21 | dstManager.CreateChunk(arch, chunks, BoardUtility.BoardCellCount); 22 | 23 | dstManager.LockChunk(chunks); 24 | 25 | chunks.Dispose(); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents/CreateBoardChunk.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90ff34d18c3476d4a9feea1e4ca9a461 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/BoardComponents/CreateHeightmapChunk.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using Unity.Entities; 5 | using Unity.Collections; 6 | 7 | public class CreateHeightmapChunk : MonoBehaviour, IConvertGameObjectToEntity 8 | { 9 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 10 | { 11 | var arch = dstManager.CreateArchetype(typeof(HeightmapCell)); 12 | var chunks = new NativeArray(1, Allocator.Temp); 13 | 14 | dstManager.CreateChunk(arch, chunks, BoardUtility.BoardSize.x); 15 | 16 | dstManager.LockChunk(chunks); 17 | 18 | chunks.Dispose(); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents/CreateHeightmapChunk.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ce5353913c195f45b3ded2a2a996a84 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/BoardComponents/HeightMapCell.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | 6 | 7 | /// 8 | /// A component representing our heightmap. 9 | /// 10 | [Serializable] 11 | public struct HeightmapCell : IComponentData 12 | { 13 | public int value; 14 | public static implicit operator int(HeightmapCell cell) { return cell.value; } 15 | public static implicit operator HeightmapCell(int i) { return new HeightmapCell { value = i }; } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents/HeightMapCell.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee8e3dfce17254146a6a39d518483914 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/BoardComponents/HeightmapComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct Heightmap : IComponentData 9 | { 10 | } 11 | 12 | public class HeightmapComponent : MonoBehaviour, IConvertGameObjectToEntity 13 | { 14 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 15 | { 16 | //dstManager.AddComponent(entity, typeof(Heightmap)); 17 | //var buffer = dstManager.AddBuffer(entity); 18 | //for (int i = 0; i < 10; ++i) 19 | // buffer.Add(0); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardComponents/HeightmapComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 480a8a21a37c2aa40b6ee82f16edec7d 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/BoardData.cs: -------------------------------------------------------------------------------- 1 | using Unity.Collections; 2 | using Unity.Entities; 3 | using Unity.Jobs; 4 | 5 | public class BoardData 6 | { 7 | public Entity board; 8 | // List of job handles that operate on the board. 9 | // We will add them to the list as systems process the data, then 10 | // call JobHandle.CombineDependencies before we schedule them. 11 | public NativeList jobHandles; 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d24677b4dfba8ee46b76dd7c8415815e 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/BoardUtility.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Collections; 4 | using Unity.Entities; 5 | using Unity.Mathematics; 6 | using UnityEngine; 7 | using UnityEngine.SceneManagement; 8 | 9 | public static class BoardUtility 10 | { 11 | public static readonly int2 BoardSize = new int2(10, 20); 12 | public static int BoardCellCount { get { return BoardSize.x * BoardSize.y; } } 13 | 14 | public static int IndexFromCellPos(int x, int y ) 15 | { 16 | return IndexFromCellPos(new int3(x, y, 0)); 17 | } 18 | 19 | public static int IndexFromWorldPosition(float3 worldPos) 20 | { 21 | int3 cellPos = (int3)math.floor(worldPos); 22 | int index = IndexFromCellPos(cellPos); 23 | 24 | //Debug.LogFormat("WorldPos {0}, Floored {1}, CellPos {2}, Index {3}", worldPos, math.floor(worldPos), cellPos, index); 25 | 26 | return index; 27 | } 28 | 29 | public static int IndexFromWorldPos(float3 worldPos) 30 | { 31 | return IndexFromCellPos((int3)math.floor(worldPos)); 32 | } 33 | 34 | public static int IndexFromCellPos(int3 cellPos) 35 | { 36 | return cellPos.y * BoardSize.x + cellPos.x; 37 | } 38 | 39 | public static bool InBounds(int3 cell) 40 | { 41 | return cell.x >= 0 && cell.x < BoardSize.x && 42 | cell.y >= 0 && cell.y < BoardSize.y; 43 | } 44 | 45 | public static bool IndexInBounds(int idx) 46 | { 47 | return idx >= 0 && idx < BoardCellCount; 48 | } 49 | 50 | public static int3 CellFromWorldPos(float3 worldPos) 51 | { 52 | return (int3)math.floor(worldPos); 53 | } 54 | 55 | // Round each component to the nearest given step 56 | public static float3 RoundedStep(float3 val, float step) 57 | { 58 | step = math.max(step, 0.01f); 59 | val = math.round(val / step) * step; 60 | return val; 61 | } 62 | 63 | public static void GameOver() 64 | { 65 | foreach (var system in World.Active.Systems) 66 | system.Enabled = false; 67 | 68 | Time.timeScale = 0; 69 | SceneManager.LoadScene("GameOverScene", LoadSceneMode.Additive); 70 | 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Scripts/BoardUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7fba6f28fc4bb44b80bfba4c058fe02 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/Components.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 61cb8f477bc445c49a1b1417086c68b5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/ActivePieceComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct ActivePiece : IComponentData 9 | { 10 | } 11 | 12 | public class ActivePieceComponent : MonoBehaviour, IConvertGameObjectToEntity 13 | { 14 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 15 | { 16 | dstManager.AddComponent(entity, typeof(ActivePiece)); 17 | 18 | var t = transform; 19 | for (int i = 0; i < t.childCount; ++i) 20 | { 21 | var childEntity = conversionSystem.GetPrimaryEntity(t.GetChild(i)); 22 | dstManager.AddComponent(childEntity, typeof(ActiveTile)); 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/ActivePieceComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5247ed961f49144dae4f0409417a921 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/Components/ActiveTileComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct ActiveTile : IComponentData 9 | { 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/ActiveTileComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a381d3eb4054c45498c4bf5a10591503 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/Components/ApplyRotationComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct ApplyRotation : IComponentData 9 | { 10 | public float angle; 11 | } 12 | 13 | public class ApplyRotationComponent : MonoBehaviour, IConvertGameObjectToEntity 14 | { 15 | public float angle_; 16 | 17 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 18 | { 19 | dstManager.AddComponentData(entity, new ApplyRotation { angle = angle_ }); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/ApplyRotationComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5bc5de491c02b9a4cbac853d2d41c8d5 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/Components/DroppedPiece.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct DroppedPiece : IComponentData 9 | { 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/DroppedPiece.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a457e4320ace3c84b8023960c1411eb5 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/Components/GameOverComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct GameOver : IComponentData 9 | { 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/GameOverComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c41b8b86a61b80944bc8164a9cbaff24 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/Components/GhostPiece.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | 6 | [Serializable] 7 | public struct GhostPiece : IComponentData 8 | { 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/GhostPiece.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ecb3a194134663445a26c067f7daaf60 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/Components/HeldPiece.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct HeldPiece : IComponentData 9 | { 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/HeldPiece.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9bb1b37184bcd2f4985d11b83c66b0f4 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/Components/HoldPiecePointComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct HoldPiecePoint : IComponentData 9 | { 10 | public Entity heldPiece; 11 | public Entity lastHeldPiece; 12 | } 13 | 14 | public class HoldPiecePointComponent : MonoBehaviour, IConvertGameObjectToEntity 15 | { 16 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 17 | { 18 | dstManager.AddComponent(entity, typeof(HoldPiecePoint)); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/HoldPiecePointComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fed93cdc3c958ce458bc4b7853008b42 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/Components/PieceComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | using UnityEngine; 8 | 9 | public enum PieceType 10 | { 11 | IPiece = 0, 12 | JPiece = 1, 13 | LPiece = 2, 14 | OPiece = 3, 15 | SPiece = 4, 16 | TPiece = 5, 17 | ZPiece = 6, 18 | }; 19 | 20 | [Serializable] 21 | public struct Piece : IComponentData 22 | { 23 | public PieceType pieceType; 24 | public float snapOffset; 25 | } 26 | 27 | [SelectionBase] 28 | public class PieceComponent : MonoBehaviour, IConvertGameObjectToEntity 29 | { 30 | public PieceType pieceType_; 31 | public float spawnOffset_ = 0; 32 | 33 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 34 | { 35 | 36 | dstManager.AddComponentData(entity, new Piece { pieceType = pieceType_, snapOffset = spawnOffset_ }); 37 | var t = transform; 38 | 39 | for( int i = 0; i < t.childCount; ++i ) 40 | { 41 | var e = conversionSystem.GetPrimaryEntity(t.GetChild(i).gameObject); 42 | dstManager.AddComponent(e, typeof(PieceTile)); 43 | 44 | } 45 | 46 | } 47 | 48 | 49 | private void OnDrawGizmosSelected() 50 | { 51 | Gizmos.color = Color.magenta; 52 | float3 p = transform.position; 53 | p = math.floor(p); 54 | p.z = -1; 55 | Gizmos.DrawWireSphere(p, .5f); 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/PieceComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1719c8c7354fa544882fa2d49b70bd3d 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/Components/PieceComponentLinked.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using UnityEngine; 5 | 6 | public class PieceComponentLinked : MonoBehaviour 7 | { 8 | public PieceType pieceType_; 9 | public float snapOffset_; 10 | 11 | public bool active_; 12 | public bool snapToGrid_; 13 | public bool snapToHeightmap_; 14 | 15 | // Start is called before the first frame update 16 | void Start() 17 | { 18 | var w = World.Active; 19 | var em = w.EntityManager; 20 | var e = GameObjectConversionUtility.ConvertGameObjectHierarchy(gameObject, w); 21 | 22 | if (active_) 23 | em.AddComponentData(e, new ActivePiece()); 24 | if (snapToGrid_) 25 | em.AddComponentData(e, new SnapToGrid()); 26 | if (snapToHeightmap_) 27 | em.AddComponentData(e, new SnapToHeightmap()); 28 | 29 | em.AddComponentData(e, new Piece { pieceType = pieceType_, snapOffset = snapOffset_ }); 30 | 31 | Destroy(gameObject); 32 | } 33 | 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/PieceComponentLinked.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5fa397d54e8de8d4ca9a2e0ffb4d119f 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/Components/PieceSpawnPointComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct PieceSpawnPoint : IComponentData 9 | { 10 | 11 | } 12 | 13 | public class PieceSpawnPointComponent : MonoBehaviour, IConvertGameObjectToEntity 14 | { 15 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 16 | { 17 | dstManager.AddComponent(entity, typeof(PieceSpawnPoint)); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/PieceSpawnPointComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b8a12fe6b4161c64f9451951382185a8 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/Components/PieceTileComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct PieceTile : IComponentData 9 | { 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/PieceTileComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c86e45a0a4c24a34a86206042c60663f 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/Components/PieceTileCountChanged.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | 6 | [Serializable] 7 | public struct PieceTileCountChanged : IComponentData 8 | { 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/PieceTileCountChanged.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97db62e2217bb994fa921fea88a3537e 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/Components/SnapToGridComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct SnapToGrid : IComponentData 9 | { 10 | 11 | } 12 | 13 | public class SnapToGridComponent : MonoBehaviour, IConvertGameObjectToEntity 14 | { 15 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 16 | { 17 | dstManager.AddComponent(entity, typeof(SnapToGrid)); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/SnapToGridComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4e8f72583d68d44884449de0a0be1ba 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/Components/SnapToHeightmapComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | /// 8 | /// When added to an entity will 9 | /// snap that entity to the heightmap. 10 | /// 11 | [Serializable] 12 | public struct SnapToHeightmap : IComponentData 13 | { 14 | } 15 | 16 | public class SnapToHeightmapComponent : MonoBehaviour, IConvertGameObjectToEntity 17 | { 18 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 19 | { 20 | dstManager.AddComponent(entity, typeof(SnapToHeightmap)); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/SnapToHeightmapComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6464e8979210c00478260ea2ee8def9e 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/Components/SpawnNextPieceComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct SpawnNextPiece : IComponentData 9 | { 10 | 11 | } 12 | 13 | public class SpawnNextPieceComponent : MonoBehaviour, IConvertGameObjectToEntity 14 | { 15 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 16 | { 17 | dstManager.AddComponentData(entity, new SpawnNextPiece()); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/SpawnNextPieceComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 971fc91ef925ccf4cbf615578c6d6824 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/Components/SpawnedPiece.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [Serializable] 8 | public struct SpawnedPiece : IComponentData 9 | { 10 | 11 | } 12 | 13 | public class SpawnedPieceComponent : MonoBehaviour, IConvertGameObjectToEntity 14 | { 15 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 16 | { 17 | dstManager.AddComponent(entity, typeof(SpawnedPiece)); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/SpawnedPiece.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 928debb12ba406b49940f554ab19ef51 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/Components/UpdateLineClearUI.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | 6 | [Serializable] 7 | public struct UpdateLineClearUI : IComponentData 8 | { 9 | public int linesClearedCount; 10 | } 11 | -------------------------------------------------------------------------------- /Assets/Scripts/Components/UpdateLineClearUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1227458b0ee0ca344a35710d2b7a8f27 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/ConvertHierarchyTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using Unity.Transforms; 6 | using UnityEngine; 7 | 8 | public class ConvertHierarchyTest : MonoBehaviour 9 | { 10 | Entity original; 11 | 12 | // Update is called once per frame 13 | void Start() 14 | { 15 | original = GameObjectConversionUtility.ConvertGameObjectHierarchy(gameObject, World.Active); 16 | } 17 | 18 | private void Update() 19 | { 20 | if( Input.GetButtonDown("Jump")) 21 | { 22 | var e = World.Active.EntityManager.Instantiate(original); 23 | World.Active.EntityManager.SetComponentData(e, new Translation { Value = new float3(0, 0, 0) }); 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/Scripts/ConvertHierarchyTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dfbc2e0b66001d449b10ea993abd0ba8 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/GameInput.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Mathematics; 4 | using UnityEngine; 5 | 6 | public static class InputHandling 7 | { 8 | static int lastRot_ = 0; 9 | static int lastMov_ = 0; 10 | 11 | const float repeatDelay_ = .08f; 12 | static float repeatDelayTimer_ = 0; 13 | 14 | const float defaultFallDelay_ = 1f; 15 | const float fastFallDelay_ = .065f; 16 | 17 | const float normalFallDelay_ = defaultFallDelay_; 18 | static float currentFallDelay_ = defaultFallDelay_; 19 | 20 | static float timer_ = defaultFallDelay_; 21 | static bool isFastFalling_ = false; 22 | 23 | public static void ResetDropTimer() 24 | { 25 | timer_ = currentFallDelay_; 26 | } 27 | 28 | public static int GetRotationInput() 29 | { 30 | int rot = (int)Input.GetAxisRaw("Rotate"); 31 | 32 | if (rot == lastRot_ && lastRot_ != 0) 33 | rot = 0; 34 | else 35 | lastRot_ = rot; 36 | 37 | return rot; 38 | } 39 | 40 | public static float GetFallTimer() 41 | { 42 | bool fastFall = Input.GetAxisRaw("Vertical") == -1; 43 | 44 | if (fastFall && fastFallDelay_ < normalFallDelay_ && !isFastFalling_) 45 | { 46 | timer_ = math.remap(0, normalFallDelay_, 0, fastFallDelay_, timer_); 47 | currentFallDelay_ = fastFallDelay_; 48 | isFastFalling_ = true; 49 | } 50 | 51 | if (!fastFall && isFastFalling_) 52 | { 53 | timer_ = math.remap(0, fastFallDelay_, 0, normalFallDelay_, timer_); 54 | currentFallDelay_ = normalFallDelay_; 55 | isFastFalling_ = false; 56 | } 57 | 58 | timer_ -= Time.deltaTime; 59 | 60 | float t = timer_; 61 | 62 | if (timer_ <= 0) 63 | timer_ = currentFallDelay_; 64 | 65 | return t; 66 | } 67 | 68 | public static int GetHorizontalInput() 69 | { 70 | int mov = (int)Input.GetAxisRaw("Horizontal"); 71 | 72 | if (mov == lastMov_ && lastMov_ != 0) 73 | { 74 | if (repeatDelayTimer_ > 0f) 75 | mov = 0; 76 | else 77 | repeatDelayTimer_ = repeatDelay_; 78 | 79 | repeatDelayTimer_ -= Time.deltaTime; 80 | } 81 | else 82 | { 83 | repeatDelayTimer_ = repeatDelay_; 84 | lastMov_ = mov; 85 | } 86 | 87 | return mov; 88 | } 89 | 90 | static public int3 GetVelocity() 91 | { 92 | int3 vel = 0; 93 | vel.x = GetHorizontalInput(); 94 | vel.y = GetFallTimer() <= 0 ? -1 : 0; 95 | return vel; 96 | } 97 | 98 | public static bool InstantDrop() 99 | { 100 | return Input.GetButtonDown("Drop"); 101 | } 102 | } 103 | -------------------------------------------------------------------------------- /Assets/Scripts/GameInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3b89c6ff53b2854995f7369c7a20fa5 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/GameOverRestart.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using UnityEngine; 5 | using UnityEngine.SceneManagement; 6 | 7 | public class GameOverRestart : MonoBehaviour 8 | { 9 | float t_ = 0; 10 | [SerializeField] 11 | float restartButtonDelay_ = 0.5f; 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | t_ += Time.deltaTime; 17 | 18 | if( t_ >= restartButtonDelay_ && Input.anyKeyDown) 19 | { 20 | 21 | //SceneManager.LoadScene("MainScene", LoadSceneMode.Single); 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/GameOverRestart.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b74a60afb9e716447922bcf07cdc8e1e 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/GameStart.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using TMPro; 4 | using Unity.Entities; 5 | using UnityEngine; 6 | 7 | public class GameStart : MonoBehaviour 8 | { 9 | [SerializeField] 10 | TextMeshProUGUI counterText_; 11 | 12 | [SerializeField] 13 | float counterValue_ = 3; 14 | 15 | private void Awake() 16 | { 17 | foreach (var system in World.Active.Systems) 18 | system.Enabled = false; 19 | } 20 | 21 | // Update is called once per frame 22 | void Update() 23 | { 24 | 25 | counterText_.text = ((int)(counterValue_)).ToString(); 26 | counterValue_ -= Time.deltaTime; 27 | 28 | if( counterValue_ <= 0 ) 29 | { 30 | gameObject.SetActive(false); 31 | 32 | 33 | foreach (var system in World.Active.Systems) 34 | system.Enabled = true; 35 | } 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Scripts/GameStart.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2509d7b72104564fb5a047833f27f6b 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/GhostPieceSystemProxy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using Unity.Entities; 5 | using Unity.Collections; 6 | 7 | public class GhostPieceSystemProxy : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs 8 | { 9 | [SerializeField] 10 | List goPrefabs_; 11 | 12 | NativeArray entityPrefabs_; 13 | public NativeArray EntityPrefabs_ => entityPrefabs_; 14 | 15 | 16 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 17 | { 18 | entityPrefabs_ = new NativeArray(goPrefabs_.Count, Allocator.Persistent); 19 | for (int i = 0; i < goPrefabs_.Count; i++) 20 | { 21 | entityPrefabs_[i] = conversionSystem.GetPrimaryEntity(goPrefabs_[i]); 22 | } 23 | } 24 | 25 | public void DeclareReferencedPrefabs(List referencedPrefabs) 26 | { 27 | referencedPrefabs.AddRange(goPrefabs_); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Scripts/GhostPieceSystemProxy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 142620d3013df9646b75ec71b0314903 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/Jobs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 26433ef212d37ca448c8caf6f8920c84 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Jobs/UpdateBoardJob.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Collections; 4 | using Unity.Entities; 5 | using Unity.Jobs; 6 | using UnityEngine; 7 | 8 | public struct UpdateBoardJob : IJobChunk 9 | { 10 | public ArchetypeChunkComponentType cellType; 11 | 12 | [DeallocateOnJobCompletion] 13 | public NativeArray newValues; 14 | 15 | public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex) 16 | { 17 | var cells = chunk.GetNativeArray(cellType); 18 | 19 | cells.CopyFrom(newValues); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/Jobs/UpdateBoardJob.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 364876c928aca1b429fa4a7fa3835892 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/NextPieceQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 326581d1ff4a35449a25b002a8c9ffb9 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/QuitGame.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class QuitGame : MonoBehaviour 7 | { 8 | [SerializeField] 9 | float hideQuitTime_ = 3.5f; 10 | 11 | float timer_ = 0; 12 | 13 | [SerializeField] 14 | string quitSceneName_ = "QuitGameScene"; 15 | 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | bool sceneLoaded = QuitSceneLoaded(); 21 | 22 | if (sceneLoaded) 23 | timer_ -= Time.deltaTime; 24 | else 25 | timer_ = hideQuitTime_; 26 | 27 | if(Input.GetKeyDown(KeyCode.Escape)) 28 | { 29 | if (sceneLoaded) 30 | Application.Quit(); 31 | else 32 | { 33 | SceneManager.LoadScene(quitSceneName_, LoadSceneMode.Additive); 34 | } 35 | } 36 | 37 | if (timer_ <= 0) 38 | { 39 | SceneManager.UnloadSceneAsync(quitSceneName_); 40 | } 41 | } 42 | 43 | bool QuitSceneLoaded() 44 | { 45 | for (int i = 0; i < SceneManager.sceneCount; i++) 46 | { 47 | var scene = SceneManager.GetSceneAt(i); 48 | if (scene.isLoaded && scene.name == quitSceneName_) 49 | { 50 | return true; 51 | } 52 | } 53 | 54 | return false; 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Scripts/QuitGame.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9327ea8cc1eff2f45878d48ccfc63990 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/SpawnPiece.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | //public class SpawnPiece : MonoBehaviour 8 | //{ 9 | // public PieceType pieceType_; 10 | // NextPieceQueue pieceQueue_; 11 | 12 | // private void Awake() 13 | // { 14 | // pieceQueue_ = FindObjectOfType(); 15 | // } 16 | 17 | // private void Update() 18 | // { 19 | // var piece = Instantiate(pieceQueue_.piecePrefabs_[(int)pieceType_]); 20 | 21 | // float3 p = math.floor(transform.position); 22 | // var offset = piece.GetComponent().spawnOffset_; 23 | // p += new float3(0.5f, 0.5f, 0.5f) + new float3(offset, offset, 0); 24 | 25 | // piece.transform.position = p; 26 | // piece.AddComponent(); 27 | // Destroy(gameObject); 28 | // } 29 | 30 | // private void OnDrawGizmos() 31 | // { 32 | // Gizmos.color = Color.magenta; 33 | // Gizmos.DrawCube(transform.position, Vector3.one); 34 | // } 35 | //} -------------------------------------------------------------------------------- /Assets/Scripts/SpawnPiece.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8644173de9d48c41987c5cb2df4ac67 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/SpawnSystemConverter.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Collections; 4 | using Unity.Entities; 5 | using Unity.Mathematics; 6 | using UnityEngine; 7 | 8 | /// 9 | /// Converts prefab and positional data (set up via the inspector) used for piece spawning so they can be passed to 10 | /// the spawner system after the scene has loaded: 11 | /// 12 | public class SpawnSystemConverter : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs 13 | { 14 | [SerializeField] 15 | List prefabs_; 16 | 17 | [SerializeField] 18 | List queuePositions_; 19 | 20 | [SerializeField] 21 | Transform spawnPiecePosition_; 22 | 23 | public NativeArray entityPrefabs_; 24 | public NativeArray entityQueuePositions_; 25 | 26 | public Entity entitySpawnPosition_; 27 | 28 | 29 | 30 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 31 | { 32 | entityPrefabs_ = new NativeArray(prefabs_.Count, Allocator.Persistent); 33 | entityQueuePositions_ = new NativeArray(queuePositions_.Count, Allocator.Persistent); 34 | 35 | entitySpawnPosition_ = conversionSystem.GetPrimaryEntity(spawnPiecePosition_.gameObject); 36 | 37 | for( int i = 0; i < prefabs_.Count; ++i ) 38 | entityPrefabs_[i] = conversionSystem.GetPrimaryEntity(prefabs_[i]); 39 | 40 | for (int i = 0; i < queuePositions_.Count; ++i) 41 | entityQueuePositions_[i] = queuePositions_[i].position; 42 | 43 | 44 | } 45 | 46 | public void DeclareReferencedPrefabs(List referencedPrefabs) 47 | { 48 | referencedPrefabs.AddRange(prefabs_); 49 | referencedPrefabs.Add(spawnPiecePosition_.gameObject); 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Scripts/SpawnSystemConverter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7858f3330f804d4cba054939a36dd4c 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/Systems.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 63fb22c80536e05469ca85505e332e9d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Systems/CheckSpawnedPieceHeightSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bdaa5f75318e69f4ba54a41dc59849d0 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/Systems/ClearGhostPieceSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | 8 | //[DisableAutoCreation] 9 | [UpdateBefore(typeof(InitBoardSystem))] 10 | public class ClearGhostPieceSystem : ComponentSystem 11 | { 12 | EntityQuery ghostPieceQuery_; 13 | 14 | protected override void OnCreate() 15 | { 16 | ghostPieceQuery_ = GetEntityQuery(typeof(GhostPiece)); 17 | } 18 | 19 | protected override void OnUpdate() 20 | { 21 | EntityManager.DestroyEntity(ghostPieceQuery_); 22 | } 23 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/ClearGhostPieceSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b254769c54b1b047a04448dfc285d97 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/Systems/DropPieceSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | using UnityEngine; 8 | 9 | public class DropPieceSystem : ComponentSystem 10 | { 11 | protected override void OnUpdate() 12 | { 13 | if( InputHandling.InstantDrop() ) 14 | { 15 | Entities.WithAll().WithAll().ForEach( 16 | (Entity e)=> 17 | { 18 | PostUpdateCommands.AddComponent(e, new SnapToHeightmap()); 19 | }); 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/DropPieceSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f21d844d79a22b54da30a4a8f104e337 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/Systems/GameOverCheckSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ece996049438f7b41b73336b37687f28 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/Systems/GameOverSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | using UnityEngine; 8 | using UnityEngine.SceneManagement; 9 | 10 | public class GameOverSystem : ComponentSystem 11 | { 12 | 13 | protected override void OnCreate() 14 | { 15 | // Calling GetEntityQuery will add the query to this system's list of queries it 16 | // uses to determine when to call OnUpdate. 17 | GetEntityQuery(typeof(GameOver)); 18 | } 19 | 20 | protected override void OnUpdate() 21 | { 22 | foreach (var system in World.Systems) 23 | system.Enabled = false; 24 | 25 | SceneManager.LoadSceneAsync("GameOverScene", LoadSceneMode.Additive); 26 | } 27 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/GameOverSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 32b5ef817a3ee3d44a4e40bbf6920946 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/Systems/GhostPieceSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using Unity.Burst; 3 | using Unity.Collections; 4 | using Unity.Entities; 5 | using Unity.Jobs; 6 | using Unity.Mathematics; 7 | using Unity.Transforms; 8 | using UnityEngine; 9 | using UnityEngine.SceneManagement; 10 | 11 | //[DisableAutoCreation] 12 | public class GhostPieceSystem : JobComponentSystem 13 | { 14 | NativeArray prefabs_; 15 | EndSimulationEntityCommandBufferSystem initBufferSystem_; 16 | 17 | bool ran = false; 18 | 19 | //[BurstCompile] 20 | [RequireComponentTag(typeof(ActivePiece))] 21 | [ExcludeComponent(typeof(GhostPiece))] 22 | struct GhostPieceSystemJob : IJobForEachWithEntity 23 | { 24 | [ReadOnly] 25 | public EntityCommandBuffer.Concurrent commandBuffer; 26 | 27 | public void Execute(Entity entity, int index, ref Piece c0, ref Translation translation) 28 | { 29 | var e = commandBuffer.Instantiate(index, entity); 30 | commandBuffer.RemoveComponent(index, e, typeof(ActivePiece)); 31 | commandBuffer.AddComponent(index, e, new GhostPiece()); 32 | //commandBuffer.AddComponent(index, e, new SnapToHeightmap()); 33 | commandBuffer.SetComponent(index, e, new Translation { Value = 0 }); 34 | } 35 | } 36 | 37 | protected override void OnCreate() 38 | { 39 | SceneManager.sceneLoaded += OnSceneLoaded; 40 | initBufferSystem_ = World.GetOrCreateSystem(); 41 | } 42 | 43 | protected override void OnDestroy() 44 | { 45 | if(prefabs_.IsCreated) 46 | prefabs_.Dispose(); 47 | } 48 | 49 | private void OnSceneLoaded(Scene scene, LoadSceneMode mode) 50 | { 51 | var proxy = GameObject.FindObjectOfType(); 52 | 53 | if (proxy == null) 54 | { 55 | //Enabled = false; 56 | //return; 57 | } 58 | else 59 | prefabs_ = proxy.EntityPrefabs_; 60 | } 61 | 62 | protected override JobHandle OnUpdate(JobHandle inputDependencies) 63 | { 64 | var job = inputDependencies; 65 | 66 | job = new GhostPieceSystemJob 67 | { 68 | commandBuffer = initBufferSystem_.CreateCommandBuffer().ToConcurrent(), 69 | }.Schedule(this, job); 70 | 71 | initBufferSystem_.AddJobHandleForProducer(job); 72 | 73 | 74 | 75 | return job; 76 | } 77 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/GhostPieceSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9eec04abe17bbe4e96153a299b0706a 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/Systems/HoldPieceSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 881bd5692d4175a47a9ae07cf28c333a 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/Systems/InitBoardSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a1396635449c41c4895c009472438f47 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/Systems/InitHeightMapSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f1fc83fad4566a49b520faa0a70bf32 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/Systems/LineClearSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8cc1f25e18570d458cf2b817929691d 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/Systems/NextPieceSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | using UnityEngine; 8 | using UnityEngine.SceneManagement; 9 | 10 | [UpdateAfter(typeof(LineClearSystem))] 11 | public class NextPieceSystem : ComponentSystem 12 | { 13 | NextPieceQueue pieceQueue_; 14 | EntityQuery droppedPieceQuery_; 15 | 16 | protected override void OnCreate() 17 | { 18 | SceneManager.sceneLoaded += OnSceneLoaded; 19 | droppedPieceQuery_ = GetEntityQuery(typeof(SpawnNextPiece)); 20 | } 21 | 22 | private void OnSceneLoaded(Scene scene, LoadSceneMode mode) 23 | { 24 | pieceQueue_ = GameObject.FindObjectOfType(); 25 | if (pieceQueue_ == null) 26 | Enabled = false; 27 | } 28 | 29 | 30 | protected override void OnUpdate() 31 | { 32 | Entities.With(droppedPieceQuery_).ForEach( 33 | (Entity e)=> 34 | { 35 | PostUpdateCommands.RemoveComponent(e, typeof(SpawnNextPiece)); 36 | 37 | }); 38 | 39 | pieceQueue_.GetNextPiece(); 40 | InputHandling.ResetDropTimer(); 41 | } 42 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/NextPieceSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93e98dda9cc03694194fa0129a2db5ae 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/Systems/PieceMovementSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f9f8eff52403df4ba027287effa583b 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/Systems/PieceRotationSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5aa1c4c3126041c46a3b5da12b526aee 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/Systems/SnapToGridSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | using UnityEngine; 8 | 9 | //[UpdateInGroup(typeof(TRSToLocalToParentSystem))] 10 | //[UpdateBefore(typeof(TRSToLocalToParentSystem))] 11 | [UpdateInGroup(typeof(TransformSystemGroup))] 12 | [UpdateBefore(typeof(EndFrameParentSystem))] 13 | public class SnapToGridSystem : JobComponentSystem 14 | { 15 | EndSimulationEntityCommandBufferSystem initCommandBufferSystem_; 16 | 17 | [RequireComponentTag(typeof(SnapToGrid))] 18 | struct SnapToGridSystemJob : IJobForEachWithEntity 19 | { 20 | [ReadOnly] 21 | public EntityCommandBuffer.Concurrent commandBuffer; 22 | 23 | public void Execute(Entity entity, int index, [ReadOnly] ref Piece piece, ref Translation translation) 24 | { 25 | commandBuffer.RemoveComponent(index, entity, typeof(SnapToGrid)); 26 | 27 | var p = translation.Value; 28 | float3 offset = new float3(piece.snapOffset, piece.snapOffset, 0); 29 | p = math.floor(p) + new float3(0.5f, 0.5f, 0) - offset; 30 | translation.Value = p; 31 | } 32 | } 33 | 34 | protected override void OnCreate() 35 | { 36 | initCommandBufferSystem_ = World.GetOrCreateSystem(); 37 | } 38 | 39 | protected override JobHandle OnUpdate(JobHandle inputDependencies) 40 | { 41 | //Debug.Log("Snapping to grid"); 42 | var job = new SnapToGridSystemJob 43 | { 44 | commandBuffer = initCommandBufferSystem_.CreateCommandBuffer().ToConcurrent(), 45 | }.Schedule(this, inputDependencies); 46 | 47 | initCommandBufferSystem_.AddJobHandleForProducer(job); 48 | 49 | return job; 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/SnapToGridSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb1e62e3bd691e24eaf4d56df7754078 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/Systems/SnapToHeightmapSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b921ce09bb16d8468a0b3a1f01248d3 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/Systems/UpdateLineClearUISystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Mathematics; 6 | using Unity.Transforms; 7 | using UnityEngine; 8 | using UnityEngine.SceneManagement; 9 | using UnityEngine.UI; 10 | 11 | 12 | public class UpdateLineClearUISystem : ComponentSystem 13 | { 14 | EntityQuery updateUIQuery_; 15 | LineClearUI lineClearUI_; 16 | 17 | protected override void OnCreate() 18 | { 19 | // We can't access any gameobjects until the scene is loaded 20 | SceneManager.sceneLoaded += OnSceneLoaded; 21 | updateUIQuery_ = GetEntityQuery(typeof(UpdateLineClearUI)); 22 | } 23 | 24 | private void OnSceneLoaded(Scene scene, LoadSceneMode mode) 25 | { 26 | lineClearUI_ = GameObject.FindObjectOfType(); 27 | } 28 | 29 | protected override void OnUpdate() 30 | { 31 | Entities.ForEach( 32 | (Entity e, ref UpdateLineClearUI updateUIComponent)=> 33 | { 34 | if( lineClearUI_) 35 | lineClearUI_.Value_ += updateUIComponent.linesClearedCount; 36 | }); 37 | EntityManager.DestroyEntity(updateUIQuery_); 38 | } 39 | } -------------------------------------------------------------------------------- /Assets/Scripts/Systems/UpdateLineClearUISystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7ba8f41ddfd96842845fc8d37913114 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/UI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ffeba16e6c28264b8b2e41f75faf8ff 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/UI/LineClearUI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using TMPro; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class LineClearUI : MonoBehaviour 8 | { 9 | int val; 10 | 11 | [SerializeField] 12 | TextMeshProUGUI valueText_; 13 | 14 | private void Awake() 15 | { 16 | valueText_ = GetComponent(); 17 | } 18 | 19 | public int Value_ 20 | { 21 | get 22 | { 23 | return val; 24 | } 25 | set 26 | { 27 | val = value; 28 | if(valueText_ != null) 29 | { 30 | valueText_.text = val.ToString(); 31 | } 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Scripts/UI/LineClearUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 110dee89e5b01df42baafbd6a346b4ee 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 789382c7361b52e44a5a5138dad45fd1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/GridMat.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: GridMat 11 | m_Shader: {fileID: 4800000, guid: f4927dc1576299c4aadb1118a2d57853, type: 3} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 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 | - _MainTex: 23 | m_Texture: {fileID: 2800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | m_Floats: 27 | - _Alpha: 1 28 | - _Aspect: 0.5 29 | - _Grid2Size: 2.59 30 | - _Grid3Size: 8.51 31 | - _GridSize: 9.4 32 | - _GridSpacing: 0.86 33 | - _GridThickness: 0.09 34 | - _LineSize: 0.09 35 | - _OffsetX: 0.017 36 | - _OffsetY: 0.009 37 | - _Outline: 0.023 38 | - _SelectCell: 0 39 | - _SelectedCellX: 0 40 | - _SelectedCellY: 0 41 | m_Colors: 42 | - _BaseColour: {r: 0, g: 0, b: 0, a: 0} 43 | - _CellColor: {r: 0, g: 0, b: 0, a: 0} 44 | - _GridColor: {r: 0, g: 0, b: 0, a: 1} 45 | - _GridColour: {r: 1, g: 0, b: 0, a: 0.5} 46 | - _LineColor: {r: 1, g: 1, b: 1, a: 1} 47 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 48 | - _PixelsPerTile: {r: 16, g: 8, b: 0, a: 0} 49 | - _SelectedColor: {r: 1, g: 0, b: 0, a: 1} 50 | -------------------------------------------------------------------------------- /Assets/Shaders/GridMat.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5465bbcbc7031a94cbc20a52357765be 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/GridShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4927dc1576299c4aadb1118a2d57853 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/NewUnlitShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/NewUnlitShader" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | }; 27 | 28 | struct v2f 29 | { 30 | float2 uv : TEXCOORD0; 31 | UNITY_FOG_COORDS(1) 32 | float4 vertex : SV_POSITION; 33 | }; 34 | 35 | sampler2D _MainTex; 36 | float4 _MainTex_ST; 37 | 38 | v2f vert (appdata v) 39 | { 40 | v2f o; 41 | o.vertex = UnityObjectToClipPos(v.vertex); 42 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 43 | UNITY_TRANSFER_FOG(o,o.vertex); 44 | return o; 45 | } 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | // sample the texture 50 | fixed4 col = tex2D(_MainTex, i.uv); 51 | // apply fog 52 | UNITY_APPLY_FOG(i.fogCoord, col); 53 | return col; 54 | } 55 | ENDCG 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Shaders/NewUnlitShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d9f99f7cf18a634a8a5152350b2086b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/OutlineShader.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Outlined/Silhouette Only" { 4 | Properties{ 5 | _OutlineColor("Outline Color", Color) = (0,0,0,1) 6 | _Outline("Outline width", Range(0.0, 0.03)) = .005 7 | } 8 | 9 | CGINCLUDE 10 | #include "UnityCG.cginc" 11 | 12 | struct appdata { 13 | float4 vertex : POSITION; 14 | float3 normal : NORMAL; 15 | }; 16 | 17 | struct v2f { 18 | float4 pos : POSITION; 19 | float4 color : COLOR; 20 | }; 21 | 22 | uniform float _Outline; 23 | uniform float4 _OutlineColor; 24 | 25 | v2f vert(appdata v) { 26 | // just make a copy of incoming vertex data but scaled according to normal direction 27 | v2f o; 28 | o.pos = UnityObjectToClipPos(v.vertex); 29 | 30 | float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); 31 | float2 offset = TransformViewToProjection(norm.xy); 32 | 33 | o.pos.xy += offset * o.pos.z * _Outline; 34 | o.color = _OutlineColor; 35 | return o; 36 | } 37 | ENDCG 38 | 39 | SubShader{ 40 | Tags { "Queue" = "Transparent" } 41 | 42 | Pass { 43 | Name "BASE" 44 | Cull Back 45 | Blend Zero One 46 | 47 | // uncomment this to hide inner details: 48 | //Offset -8, -8 49 | 50 | SetTexture[_OutlineColor] { 51 | ConstantColor(0,0,0,0) 52 | Combine constant 53 | } 54 | } 55 | 56 | // note that a vertex shader is specified here but its using the one above 57 | Pass { 58 | Name "OUTLINE" 59 | Tags { "LightMode" = "Always" } 60 | Cull Front 61 | 62 | // you can choose what kind of blending mode you want for the outline 63 | //Blend SrcAlpha OneMinusSrcAlpha // Normal 64 | //Blend One One // Additive 65 | Blend One OneMinusDstColor // Soft Additive 66 | //Blend DstColor Zero // Multiplicative 67 | //Blend DstColor SrcColor // 2x Multiplicative 68 | 69 | CGPROGRAM 70 | #pragma vertex vert 71 | #pragma fragment frag 72 | 73 | half4 frag(v2f i) :COLOR { 74 | return i.color; 75 | } 76 | ENDCG 77 | } 78 | 79 | 80 | } 81 | 82 | Fallback "Diffuse" 83 | } -------------------------------------------------------------------------------- /Assets/Shaders/OutlineShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 35f7c0182389c8243ad815d812fe76ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/OutlineUniform.shader: -------------------------------------------------------------------------------- 1 | Shader "Outlined/Uniform" 2 | { 3 | Properties 4 | { 5 | _Color("Main Color", Color) = (0.5,0.5,0.5,1) 6 | _MainTex("Texture", 2D) = "white" {} 7 | _OutlineColor("Outline color", Color) = (0,0,0,1) 8 | _OutlineWidth("Outlines width", Range(0.0, 2.0)) = 1.1 9 | } 10 | 11 | CGINCLUDE 12 | #include "UnityCG.cginc" 13 | 14 | struct appdata 15 | { 16 | float4 vertex : POSITION; 17 | }; 18 | 19 | struct v2f 20 | { 21 | float4 pos : POSITION; 22 | }; 23 | 24 | uniform float _OutlineWidth; 25 | uniform float4 _OutlineColor; 26 | uniform sampler2D _MainTex; 27 | uniform float4 _Color; 28 | 29 | ENDCG 30 | 31 | SubShader 32 | { 33 | Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" } 34 | 35 | Pass //Outline 36 | { 37 | ZWrite Off 38 | //Blend SrcAlpha OneMinusSrcAlpha 39 | Cull Back 40 | CGPROGRAM 41 | 42 | #pragma vertex vert 43 | #pragma fragment frag 44 | 45 | v2f vert(appdata v) 46 | { 47 | appdata original = v; 48 | v.vertex.xyz += _OutlineWidth * normalize(v.vertex.xyz); 49 | 50 | v2f o; 51 | o.pos = UnityObjectToClipPos(v.vertex); 52 | return o; 53 | 54 | } 55 | 56 | half4 frag(v2f i) : COLOR 57 | { 58 | return _OutlineColor; 59 | } 60 | 61 | ENDCG 62 | } 63 | 64 | Tags{ "Queue" = "Transparent" "RenderType"="Transparent" } 65 | 66 | ZWrite Off 67 | Blend SrcAlpha OneMinusSrcAlpha 68 | ColorMask RGB 69 | 70 | CGPROGRAM 71 | 72 | 73 | #pragma surface surf Lambert fullforwardshadows alpha:fade 74 | #pragma target 3.0 75 | 76 | struct Input { 77 | float2 uv_MainTex; 78 | }; 79 | 80 | void surf(Input IN, inout SurfaceOutput o) { 81 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 82 | o.Albedo = c.rgb; 83 | o.Alpha = c.a; 84 | 85 | } 86 | ENDCG 87 | } 88 | Fallback "Diffuse" 89 | } -------------------------------------------------------------------------------- /Assets/Shaders/OutlineUniform.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17a3c945a61d7444a91f2d501ec60afa 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/TansparentOutline.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4cea30e5763eec84794f9c7bb0cea5a7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/TileGridEffect.shader: -------------------------------------------------------------------------------- 1 | // Draws a grid of tiles on the screen 2 | Shader "Custom/TileGridEffect" 3 | { 4 | Properties 5 | { 6 | _MainTex ("Texture", 2D) = "white" {} 7 | // The size of each tile on the screen 8 | _PixelsPerTile ("Pixels Per Tile",Vector) = (16,16,0,0) 9 | // Color for grid cells 10 | _GridColor("Grid Color", Color) = (0,0,0,.375) 11 | //_Curtain("Curtain", float) = 1 12 | } 13 | SubShader 14 | { 15 | // No culling or depth 16 | Cull Off 17 | ZWrite On 18 | //ZTest Always 19 | 20 | Pass 21 | { 22 | CGPROGRAM 23 | #pragma vertex vert 24 | #pragma fragment frag 25 | 26 | #include "UnityCG.cginc" 27 | 28 | sampler2D _MainTex; 29 | float2 _PixelsPerTile; 30 | 31 | fixed4 _GridColor; 32 | float _Curtain; 33 | 34 | struct appdata 35 | { 36 | float4 vertex : POSITION; 37 | float2 uv : TEXCOORD0; 38 | }; 39 | 40 | struct v2f 41 | { 42 | float2 uv : TEXCOORD0; 43 | float4 vertex : SV_POSITION; 44 | }; 45 | 46 | v2f vert (appdata v) 47 | { 48 | v2f o; 49 | o.vertex = UnityObjectToClipPos(v.vertex); 50 | 51 | o.uv = v.uv; 52 | 53 | return o; 54 | } 55 | 56 | fixed4 frag (v2f i) : SV_Target 57 | { 58 | fixed4 col = fixed4(0,1,1,1);//tex2D(_MainTex, i.uv); 59 | 60 | // Convert from uv range (0-1) to screen range(0-ScreenDims) 61 | //fixed2 screenPos = i.uv * _ScreenParams.xy; 62 | // Divide by our pixels per tile so our grid will be scaled by that amount 63 | //screenPos /= _PixelsPerTile; 64 | // Halve the result to bring all values to .5 increments (0, .5, 1, 1.5, etc). 65 | //screenPos = floor(screenPos) * .5; 66 | 67 | fixed2 pos = i.vertex; 68 | pos /= _PixelsPerTile; 69 | pos = floor(pos) * .5; 70 | 71 | //if( i.uv.x <= _Curtain ) 72 | { 73 | // Since our numbers are in .5 increments, when we add them together the 74 | // fractional part can only be a 0 or .5. 75 | // Multiplying that result by two would bring it in the range of (0-1) 76 | // We'll use the alpha to determine the balance between the grid color 77 | // or the screen color on any colored grid cells. 78 | fixed alphaMultiplier = _GridColor.a * 2; 79 | fixed t = frac(pos.x + pos.y) * alphaMultiplier; 80 | col.xyz = lerp(col.xyz, _GridColor.xyz, t); 81 | } 82 | 83 | return col; 84 | } 85 | ENDCG 86 | } 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Assets/Shaders/TileGridEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c84fd9552069c54dbfff65d9ef46e25 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Wireframe.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: Wireframe 11 | m_Shader: {fileID: 4800000, guid: 66b23c16b2724cd4aa229a1b72e71c19, type: 3} 12 | m_ShaderKeywords: _REMOVEDIAG_ON 13 | m_LightmapFlags: 4 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 | - _MainTex: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | m_Floats: 27 | - _LineWidth: 0.17 28 | - _ParcelSize: 26 29 | - _RemoveDiag: 1 30 | - _WireframeVal: 0.103 31 | m_Colors: 32 | - _BackColor: {r: 0.5660378, g: 0.5660378, b: 0.5660378, a: 0.23921569} 33 | - _FrontColor: {r: 1, g: 1, b: 1, a: 0.43529412} 34 | - _LineColor: {r: 0.46226418, g: 0.46226418, b: 0.46226418, a: 1} 35 | - _MainColor: {r: 0, g: 0, b: 0, a: 1} 36 | -------------------------------------------------------------------------------- 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c2d6d2770746c1944b3f34f857d46746 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Tests/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1babd2a4307aa034a9fabf5fc0f39aa7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Tests/Editor/ECSTestsFixture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 677f3df5a8dd649418c6971ecff7a596 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Tests/Editor/LineClearTest.cs: -------------------------------------------------------------------------------- 1 | using ECSTetris.Tests; 2 | using NUnit.Framework; 3 | using System.Collections; 4 | using System.Collections.Generic; 5 | using Unity.Collections; 6 | using Unity.Entities; 7 | using Unity.Jobs; 8 | using Unity.Mathematics; 9 | using UnityEditor; 10 | using UnityEngine; 11 | 12 | [TestFixture] 13 | public class LineClearTest : ECSTestsFixture 14 | { 15 | [Test] 16 | public void FillLineClears() 17 | { 18 | var em = m_Manager; 19 | var arch = em.CreateArchetype(typeof(BoardCell)); 20 | NativeArray chunks = new NativeArray(1, Allocator.Temp); 21 | em.CreateChunk(arch, chunks, BoardUtility.BoardCellCount); 22 | 23 | var boardQuery = em.CreateEntityQuery(typeof(BoardCell)); 24 | var board = boardQuery.ToComponentDataArray(Allocator.TempJob); 25 | 26 | for( int x = 0; x < BoardUtility.BoardSize.x; ++x ) 27 | { 28 | int idx = BoardUtility.IndexFromCellPos(new int3(x, 0, 0)); 29 | board[idx] = em.CreateEntity(); 30 | } 31 | board.Dispose(); 32 | 33 | var sys = World.CreateSystem(); 34 | sys.Update(); 35 | 36 | for( int x = 0; x < BoardUtility.BoardSize.x; ++x ) 37 | { 38 | int idx = BoardUtility.IndexFromCellPos(new int3(x, 0, 0)); 39 | Assert.AreEqual(Entity.Null, board[idx].value); 40 | } 41 | 42 | 43 | } 44 | 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Tests/Editor/LineClearTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05ba7bdeb5d4af54891ebb8d6bdf54a0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | 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-------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | timeCreated: 1450517184 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + 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-------------------------------------------------------------------------------- 1 | # unityecstetristest 2 | Trying to make Tetris with Unity's ECS system 3 | 4 | My attempt at creating a practical example of a "full" (more or less) game using Unity's ECS & Jobs systems. 5 | 6 | There's a few glaring bugs but it pretty much works. 7 | 8 | More info here: 9 | https://forum.unity.com/threads/ecs-tetris.680998/ 10 | -------------------------------------------------------------------------------- /credits.txt: -------------------------------------------------------------------------------- 1 | Board edges by Janna: 2 | https://opengameart.org/content/sleek-bars 3 | 4 | Tile normal map from Cubiquity (David Williams): 5 | https://bitbucket.org/volumesoffun/cubiquity-for-unity3d/src/master/ 6 | 7 | Font is "Visitor" by Brian Kent: 8 | https://www.dafont.com/visitor.font 9 | 10 | And huge thanks to all the helpful people on the unity ECS forums 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