├── .gitignore
├── Assets
├── .DS_Store
├── Animations.meta
├── Animations
│ ├── Characters.meta
│ ├── Characters
│ │ ├── player-down.anim
│ │ ├── player-down.anim.meta
│ │ ├── player-dust.anim
│ │ ├── player-dust.anim.meta
│ │ ├── player-dust.controller
│ │ ├── player-dust.controller.meta
│ │ ├── player-idle-down.anim
│ │ ├── player-idle-down.anim.meta
│ │ ├── player-idle-left.anim
│ │ ├── player-idle-left.anim.meta
│ │ ├── player-idle-right.anim
│ │ ├── player-idle-right.anim.meta
│ │ ├── player-idle-up.anim
│ │ ├── player-idle-up.anim.meta
│ │ ├── player-left.anim
│ │ ├── player-left.anim.meta
│ │ ├── player-right.anim
│ │ ├── player-right.anim.meta
│ │ ├── player-up.anim
│ │ ├── player-up.anim.meta
│ │ ├── player.controller
│ │ └── player.controller.meta
│ ├── Objects.meta
│ └── Objects
│ │ ├── central-lights-left.anim
│ │ ├── central-lights-left.anim.meta
│ │ ├── central-lights-right.anim
│ │ ├── central-lights-right.anim.meta
│ │ ├── central-lights.anim
│ │ ├── central-lights.anim.meta
│ │ ├── light-anim.controller
│ │ └── light-anim.controller.meta
├── Blender.meta
├── Blender
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Material.mat
│ │ ├── Material.mat.meta
│ │ ├── unnamed.mat
│ │ └── unnamed.mat.meta
│ ├── walls.blend
│ ├── walls.blend.meta
│ ├── walls.blend1
│ ├── walls.blend1.meta
│ ├── walls.fbx
│ └── walls.fbx.meta
├── BlitCore.Tiled.meta
├── BlitCore.Tiled
│ ├── LICENSE
│ ├── LICENSE.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Lib.meta
│ │ └── Lib
│ │ ├── Layer.cs
│ │ ├── Layer.cs.meta
│ │ ├── Map.cs
│ │ ├── Map.cs.meta
│ │ ├── Set.cs
│ │ ├── Set.cs.meta
│ │ ├── Tile.cs
│ │ └── Tile.cs.meta
├── BlitCore.meta
├── BlitCore
│ ├── LICENSE
│ ├── LICENSE.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── BlitEngine.cs
│ │ ├── BlitEngine.cs.meta
│ │ ├── ContainerObject.cs
│ │ ├── ContainerObject.cs.meta
│ │ ├── DestructibleObject.cs
│ │ ├── DestructibleObject.cs.meta
│ │ ├── DeviceSwitchObject.cs
│ │ ├── DeviceSwitchObject.cs.meta
│ │ ├── EnemyAnimatorObject.cs
│ │ ├── EnemyAnimatorObject.cs.meta
│ │ ├── FadingObject.cs
│ │ ├── FadingObject.cs.meta
│ │ ├── GameCamera.cs
│ │ ├── GameCamera.cs.meta
│ │ ├── GameExtensions.cs
│ │ ├── GameExtensions.cs.meta
│ │ ├── Inventory.cs
│ │ ├── Inventory.cs.meta
│ │ ├── ItemObject.cs
│ │ ├── ItemObject.cs.meta
│ │ ├── Lib.meta
│ │ ├── Lib
│ │ ├── AspectStyle.cs
│ │ ├── AspectStyle.cs.meta
│ │ ├── Direction.cs
│ │ ├── Direction.cs.meta
│ │ ├── GameState.cs
│ │ ├── GameState.cs.meta
│ │ ├── IDestructible.cs
│ │ ├── IDestructible.cs.meta
│ │ ├── IDevice.cs
│ │ ├── IDevice.cs.meta
│ │ ├── IInput.cs
│ │ ├── IInput.cs.meta
│ │ ├── IItem.cs
│ │ ├── IItem.cs.meta
│ │ ├── IStartup.cs
│ │ ├── IStartup.cs.meta
│ │ ├── Loader.cs
│ │ ├── Loader.cs.meta
│ │ ├── MovementStyle.cs
│ │ ├── MovementStyle.cs.meta
│ │ ├── PickupStyle.cs
│ │ ├── PickupStyle.cs.meta
│ │ ├── Point.cs
│ │ ├── Point.cs.meta
│ │ ├── Room.cs
│ │ ├── Room.cs.meta
│ │ ├── SceenSetup.cs
│ │ ├── SceenSetup.cs.meta
│ │ ├── SearchStyle.cs
│ │ ├── SearchStyle.cs.meta
│ │ ├── Singleton.cs
│ │ ├── Singleton.cs.meta
│ │ ├── Utils.cs
│ │ └── Utils.cs.meta
│ │ ├── MaterialRandomizer.cs
│ │ ├── MaterialRandomizer.cs.meta
│ │ ├── MovableObject.cs
│ │ ├── MovableObject.cs.meta
│ │ ├── MovingAnimatorObject.cs
│ │ ├── MovingAnimatorObject.cs.meta
│ │ ├── MovingObject.cs
│ │ ├── MovingObject.cs.meta
│ │ ├── RoomManager.cs
│ │ ├── RoomManager.cs.meta
│ │ ├── SpriteRandomizer.cs
│ │ └── SpriteRandomizer.cs.meta
├── Editor.meta
├── Editor
│ ├── RoomBuilder.cs
│ └── RoomBuilder.cs.meta
├── Materials.meta
├── Materials
│ ├── Floor-Lighted.mat
│ ├── Floor-Lighted.mat.meta
│ ├── Sprite-Shadow.mat
│ ├── Sprite-Shadow.mat.meta
│ ├── Wall-Default.mat
│ └── Wall-Default.mat.meta
├── Prefabs.meta
├── Prefabs
│ ├── Map.prefab
│ ├── Map.prefab.meta
│ ├── Objects.meta
│ ├── Objects
│ │ ├── central.prefab
│ │ ├── central.prefab.meta
│ │ ├── pillar.prefab
│ │ └── pillar.prefab.meta
│ ├── Room2.2.prefab
│ ├── Room2.2.prefab.meta
│ ├── Room3.2.prefab
│ ├── Room3.2.prefab.meta
│ ├── Room4.2.prefab
│ ├── Room4.2.prefab.meta
│ ├── player-dust.prefab
│ └── player-dust.prefab.meta
├── Resources.meta
├── Resources
│ ├── Prefabs.meta
│ └── Prefabs
│ │ ├── floor-breakage.prefab
│ │ ├── floor-breakage.prefab.meta
│ │ ├── floors_0.prefab
│ │ ├── floors_0.prefab.meta
│ │ ├── markers_0.prefab
│ │ ├── markers_0.prefab.meta
│ │ ├── markers_1.prefab
│ │ ├── markers_1.prefab.meta
│ │ ├── markers_10.prefab
│ │ ├── markers_10.prefab.meta
│ │ ├── markers_2.prefab
│ │ ├── markers_2.prefab.meta
│ │ ├── markers_3.prefab
│ │ ├── markers_3.prefab.meta
│ │ ├── markers_4.prefab
│ │ ├── markers_4.prefab.meta
│ │ ├── markers_5.prefab
│ │ ├── markers_5.prefab.meta
│ │ ├── markers_6.prefab
│ │ ├── markers_6.prefab.meta
│ │ ├── markers_7.prefab
│ │ ├── markers_7.prefab.meta
│ │ ├── markers_8.prefab
│ │ ├── markers_8.prefab.meta
│ │ ├── markers_9.prefab
│ │ ├── markers_9.prefab.meta
│ │ ├── walls_0.prefab
│ │ ├── walls_0.prefab.meta
│ │ ├── walls_1.prefab
│ │ ├── walls_1.prefab.meta
│ │ ├── walls_10.prefab
│ │ ├── walls_10.prefab.meta
│ │ ├── walls_11.prefab
│ │ ├── walls_11.prefab.meta
│ │ ├── walls_12.prefab
│ │ ├── walls_12.prefab.meta
│ │ ├── walls_13.prefab
│ │ ├── walls_13.prefab.meta
│ │ ├── walls_2.prefab
│ │ ├── walls_2.prefab.meta
│ │ ├── walls_3.prefab
│ │ ├── walls_3.prefab.meta
│ │ ├── walls_4.prefab
│ │ ├── walls_4.prefab.meta
│ │ ├── walls_5.prefab
│ │ ├── walls_5.prefab.meta
│ │ ├── walls_6.prefab
│ │ ├── walls_6.prefab.meta
│ │ ├── walls_7.prefab
│ │ ├── walls_7.prefab.meta
│ │ ├── walls_8.prefab
│ │ ├── walls_8.prefab.meta
│ │ ├── walls_9.prefab
│ │ └── walls_9.prefab.meta
├── Scenes.meta
├── Scenes
│ ├── Test.unity
│ └── Test.unity.meta
├── Scripts.meta
├── Scripts
│ ├── .DS_Store
│ ├── AnimDestroy.cs
│ ├── AnimDestroy.cs.meta
│ ├── Characters.meta
│ ├── Characters
│ │ ├── PlayerObject.cs
│ │ └── PlayerObject.cs.meta
│ ├── Env.meta
│ ├── Env
│ │ ├── CentralObject.cs
│ │ ├── CentralObject.cs.meta
│ │ ├── FOW.cs
│ │ ├── FOW.cs.meta
│ │ ├── SpriteShadow.cs
│ │ └── SpriteShadow.cs.meta
│ ├── Generation.meta
│ ├── Generation
│ │ ├── .DS_Store
│ │ ├── Exit.cs
│ │ ├── Exit.cs.meta
│ │ ├── ExitDirectionType.cs
│ │ ├── ExitDirectionType.cs.meta
│ │ ├── ExitHorizontal.cs
│ │ ├── ExitHorizontal.cs.meta
│ │ ├── ExitHorizontalType.cs
│ │ ├── ExitHorizontalType.cs.meta
│ │ ├── ExitVertical.cs
│ │ ├── ExitVertical.cs.meta
│ │ ├── ExitVerticalType.cs
│ │ ├── ExitVerticalType.cs.meta
│ │ ├── MapManager.cs
│ │ ├── MapManager.cs.meta
│ │ ├── Room.cs
│ │ ├── Room.cs.meta
│ │ ├── RoomConstants.cs
│ │ ├── RoomConstants.cs.meta
│ │ ├── RoomManager.cs
│ │ ├── RoomManager.cs.meta
│ │ ├── SpawnObject.cs
│ │ ├── SpawnObject.cs.meta
│ │ ├── VerticalExit.cs
│ │ └── VerticalExit.cs.meta
│ ├── Input.meta
│ ├── Input
│ │ ├── Keyboard.cs
│ │ ├── Keyboard.cs.meta
│ │ ├── Mobile.cs
│ │ ├── Mobile.cs.meta
│ │ ├── XBoxMac.cs
│ │ └── XBoxMac.cs.meta
│ ├── Lib.meta
│ ├── Lib
│ │ ├── ClipperLib.cs
│ │ ├── ClipperLib.cs.meta
│ │ ├── ClipperUtils.cs
│ │ ├── ClipperUtils.cs.meta
│ │ ├── PathFinder.cs
│ │ └── PathFinder.cs.meta
│ ├── MainCamera.cs
│ ├── MainCamera.cs.meta
│ ├── PlayerFollow.cs
│ ├── PlayerFollow.cs.meta
│ ├── Startup.cs
│ ├── Startup.cs.meta
│ ├── UI.meta
│ └── UI
│ │ ├── Fps.cs
│ │ └── Fps.cs.meta
├── Shaders.meta
├── Shaders
│ ├── Sprite-Shadow.shader
│ └── Sprite-Shadow.shader.meta
├── SpriteLightKit.meta
├── SpriteLightKit
│ ├── Materials.meta
│ ├── Materials
│ │ ├── SpriteLightEmissiveMeshMaterial.mat
│ │ ├── SpriteLightEmissiveMeshMaterial.mat.meta
│ │ ├── SpriteLightEmissiveSpriteMaterial.mat
│ │ ├── SpriteLightEmissiveSpriteMaterial.mat.meta
│ │ ├── SpriteLightMaterial.mat
│ │ ├── SpriteLightMaterial.mat.meta
│ │ ├── SpriteLightShadowedMaterial.mat
│ │ └── SpriteLightShadowedMaterial.mat.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── NewImageEffect.shader
│ │ ├── NewImageEffect.shader.meta
│ │ ├── SpriteLight-EmissiveMesh.shader
│ │ ├── SpriteLight-EmissiveMesh.shader.meta
│ │ ├── SpriteLight.shader
│ │ ├── SpriteLight.shader.meta
│ │ ├── SpriteLightKit-BlendImageEffect.shader
│ │ ├── SpriteLightKit-BlendImageEffect.shader.meta
│ │ ├── SpriteLightKit-Shadowed.shader
│ │ ├── SpriteLightKit-Shadowed.shader.meta
│ │ ├── SpritesLight-Emissive.shader
│ │ └── SpritesLight-Emissive.shader.meta
│ ├── Shadows.meta
│ ├── Shadows
│ │ ├── SpriteLightKitLightManager.cs
│ │ ├── SpriteLightKitLightManager.cs.meta
│ │ ├── SpriteLightKitShadow.cs
│ │ └── SpriteLightKitShadow.cs.meta
│ ├── SpriteLightColorCycler.cs
│ ├── SpriteLightColorCycler.cs.meta
│ ├── SpriteLightKit.cs
│ ├── SpriteLightKit.cs.meta
│ ├── SpriteLightKitImageEffect.cs
│ └── SpriteLightKitImageEffect.cs.meta
├── Sprites.meta
└── Sprites
│ ├── .DS_Store
│ ├── Characters.meta
│ ├── Characters
│ ├── .DS_Store
│ ├── player-dust.png
│ ├── player-dust.png.meta
│ ├── player.png
│ └── player.png.meta
│ ├── Env.meta
│ ├── Env
│ ├── .DS_Store
│ ├── big-device-shadows.png
│ ├── big-device-shadows.png.meta
│ ├── big-devices.png
│ ├── big-devices.png.meta
│ ├── black.png
│ ├── black.png.meta
│ ├── floor-breakage.png
│ ├── floor-breakage.png.meta
│ ├── floor-mask.png
│ ├── floor-mask.png.meta
│ ├── floor-noise.png
│ ├── floor-noise.png.meta
│ ├── floors.png
│ ├── floors.png.meta
│ ├── pillar.png
│ ├── pillar.png.meta
│ ├── walls.png
│ └── walls.png.meta
│ ├── fow.png
│ ├── fow.png.meta
│ ├── light.png
│ ├── light.png.meta
│ ├── markers.png
│ ├── markers.png.meta
│ ├── navmarkers.png
│ └── navmarkers.png.meta
├── LICENSE
├── Logs
└── Packages-Update.log
├── Maps
├── .DS_Store
├── Room2.2.tmx
├── Room3.2.tmx
└── Room4.2.tmx
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── 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
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 |
--------------------------------------------------------------------------------
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1 | MIT License
2 |
3 | Copyright (c) 2017 BlitBusters
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
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9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
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/Assets/BlitCore.Tiled/README.md:
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1 | # BlitCore.Tiled
2 | Integration with the Tiled editor for BlitCore.
3 |
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/Assets/BlitCore.Tiled/Scripts/Lib/Layer.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2017 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | namespace BlitCore.Tiled
12 | {
13 | ///
14 | /// A layer in the map.
15 | ///
16 | public sealed class Layer
17 | {
18 | ///
19 | /// Gets/sets the tiles.
20 | ///
21 | public Tile[,] Tiles { get; set; }
22 |
23 | ///
24 | /// Gets/sets the layer name.
25 | ///
26 | public string Name { get; set; }
27 |
28 | ///
29 | /// Default constructor.
30 | ///
31 | /// The layer width
32 | /// The layer height
33 | public Layer(int width, int height) {
34 | Tiles = new Tile[width, height];
35 | }
36 | }
37 | }
38 |
39 |
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/Assets/BlitCore.Tiled/Scripts/Lib/Set.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2017 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | namespace BlitCore.Tiled
12 | {
13 | ///
14 | /// A tile set.
15 | ///
16 | public sealed class Set
17 | {
18 | ///
19 | /// Gets/sets the set name.
20 | ///
21 | public string Name { get; set; }
22 |
23 | ///
24 | /// Gets/sets the global id of the first tile in the set.
25 | ///
26 | public int FirstGid { get; set; }
27 |
28 | ///
29 | /// Gets/sets the tile count in this set.
30 | ///
31 | public int TileCount { get; set; }
32 |
33 | ///
34 | /// Gets/sets the filename of the spritesheet.
35 | ///
36 | public string Filename { get; set; }
37 |
38 | ///
39 | /// Checks if the set contains the given global id.
40 | ///
41 | /// The global id
42 | public bool ContainsGid(int gid) {
43 | return gid >= FirstGid && gid <= FirstGid + TileCount - 1;
44 | }
45 | }
46 | }
47 |
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/Assets/BlitCore.Tiled/Scripts/Lib/Tile.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2017 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | namespace BlitCore.Tiled
12 | {
13 | ///
14 | /// A single tile in the map.
15 | ///
16 | public sealed class Tile
17 | {
18 | ///
19 | /// Gets/sets the sprite name.
20 | ///
21 | public string Name { get; set; }
22 |
23 | ///
24 | /// Gets/sets the sprite position.
25 | ///
26 | public int SpritePos { get; set; }
27 | }
28 | }
29 |
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/Assets/BlitCore/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 BlitBusters
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/README.md:
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1 | # Welcome to BlitCore
2 |
3 | BlitCore is a set of tools & scripts to help speed up 2D game development in Unity3D.
4 |
5 | A lot of work as been put into pixel perfect rendering for sprites, both when setting
6 | up camera and when moving objects around on the screen.
7 |
8 | To use this in your Unity3D project and still be able to contribute back I recommend
9 | the following setup:
10 |
11 | 1. Fork the repo to your GitHub account
12 | 2. Clone the repo into the `Assets` folder of your project
13 | 3. Exclude the cloned folder from your source game repo
14 | 4. Commit & push changes to the BlitCore repo to your fork
15 | 5. Send me a Pull Request from your fork
16 |
17 | For this to work, do **NOT** add game specific scripts into the `BlitCore` scripts
18 | folder.
19 |
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/Assets/BlitCore/Scripts/ContainerObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections.Generic;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Script for an object that can contain items.
18 | ///
19 | public class ContainerObject : MonoBehaviour
20 | {
21 | ///
22 | /// The items currently in the container.
23 | ///
24 | public IList items;
25 |
26 | ///
27 | /// Default constructor.
28 | ///
29 | public ContainerObject() {
30 | items = new List ();
31 | }
32 |
33 | ///
34 | /// Adds a new item to the containers.
35 | ///
36 | public virtual void Add(IItem item) {
37 | items.Add (item);
38 | }
39 |
40 | ///
41 | /// Removes the given item from the container.
42 | ///
43 | public virtual void Remove(IItem item) {
44 | items.Remove (item);
45 | }
46 |
47 | ///
48 | /// Called when the gameobject will be destroyed.
49 | ///
50 | protected virtual void OnDestroy() {
51 | // Check if destruction should instantiate items on
52 | // the game map.
53 | if (BlitEngine.Instance != null && BlitEngine.Instance.searchStyle == SearchStyle.Destroy) {
54 | foreach (var item in items) {
55 | item.Instantiate (transform.position);
56 | }
57 | }
58 | }
59 | }
60 | }
61 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/DestructibleObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System;
13 |
14 | namespace BlitCore
15 | {
16 | public class DestructibleObject : MonoBehaviour, IDestructible
17 | {
18 | ///
19 | /// The number of hit points.
20 | ///
21 | public int hitPoints;
22 |
23 | ///
24 | /// The current amount of hit points.
25 | ///
26 | public int currentHitPoints;
27 |
28 | ///
29 | /// Starts the component.
30 | ///
31 | protected virtual void Start() {
32 | currentHitPoints = hitPoints;
33 | }
34 |
35 | ///
36 | /// Causes the given amount of damage to the object.
37 | ///
38 | public virtual void Damage(int damage) {
39 | currentHitPoints = Math.Max (0, currentHitPoints - damage);
40 |
41 | if (currentHitPoints == 0)
42 | Destroy ();
43 | }
44 |
45 | ///
46 | /// Destroys the object.
47 | ///
48 | public virtual void Destroy() {
49 | GameObject.Destroy (this.gameObject);
50 | }
51 | }
52 | }
53 |
54 |
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/Assets/BlitCore/Scripts/DeviceSwitchObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016-2017 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Behaviour used to activate other devices.
18 | ///
19 | public class DeviceSwitchObject : MonoBehaviour, IDevice
20 | {
21 | // Members
22 | public float timeToUse = 0f;
23 | public Transform[] devices;
24 |
25 | ///
26 | /// Gets if the device can be used.
27 | ///
28 | public virtual bool CanUse {
29 | get {
30 | foreach (var d in devices) {
31 | if (d.gameObject.IsDevice () && !d.gameObject.GetDevice ().CanUse)
32 | return false;
33 | }
34 | return true;
35 | }
36 | }
37 |
38 | ///
39 | /// Gets the time needed to use the device.
40 | ///
41 | public virtual float Time {
42 | get { return timeToUse; }
43 | }
44 |
45 | ///
46 | /// Uses the device.
47 | ///
48 | /// Optional callback for async operations
49 | public virtual void Use(Action onCompleted = null) {
50 | foreach (var d in devices) {
51 | if (d.gameObject.IsDevice () && d.gameObject.GetDevice ().CanUse)
52 | d.gameObject.GetDevice ().Use ();
53 | }
54 | if (onCompleted != null)
55 | onCompleted ();
56 | }
57 | }
58 | }
59 |
60 |
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/Assets/BlitCore/Scripts/FadingObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016-2017 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Behaviour for an object that should support fading.
18 | ///
19 | [RequireComponent(typeof(SpriteRenderer))]
20 | public class FadingObject : MonoBehaviour
21 | {
22 | ///
23 | /// The sprite renderer.
24 | ///
25 | private SpriteRenderer sr;
26 |
27 | void Start() {
28 | sr = GetComponent ();
29 | }
30 |
31 | ///
32 | /// Fades in the game object. This call assumes that the
33 | /// gamma value of the sprite renderer color is set to 0.
34 | ///
35 | public void FadeIn() {
36 | StartCoroutine ("FadeInRoutine");
37 | }
38 |
39 | ///
40 | /// Fades out the game object. This call assumes that the
41 | /// gamma value of the sprite renderer color is set to 1.
42 | ///
43 | public void FadeOut() {
44 | StartCoroutine ("FadeOutRoutine");
45 | }
46 |
47 | ///
48 | /// Co-routine for fade in.
49 | ///
50 | public IEnumerator FadeInRoutine() {
51 | for (var gamma = 0f; gamma <= 1f; gamma += 0.05f) {
52 | sr.color = new Color (sr.color.r, sr.color.g, sr.color.b, gamma);
53 | yield return null;
54 | }
55 | sr.color = new Color (sr.color.r, sr.color.g, sr.color.b, 1);
56 | }
57 |
58 | ///
59 | /// Co-routine for fade out.
60 | ///
61 | public IEnumerator FadeOutRoutine() {
62 | for (var gamma = 0f; gamma <= 1f; gamma += 0.05f) {
63 | sr.color = new Color (sr.color.r, sr.color.g, sr.color.b, 1 - gamma);
64 | yield return null;
65 | }
66 | sr.color = new Color (sr.color.r, sr.color.g, sr.color.b, 0);
67 | }
68 | }
69 | }
70 |
71 |
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/Assets/BlitCore/Scripts/GameCamera.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 |
14 | namespace BlitCore
15 | {
16 | [RequireComponent(typeof(Camera))]
17 | public class GameCamera : MonoBehaviour
18 | {
19 | ///
20 | /// The camera this script is attached to.
21 | ///
22 | private Camera cam;
23 |
24 | ///
25 | /// Starts the component.
26 | ///
27 | protected virtual void Start() {
28 | cam = GetComponent ();
29 | }
30 |
31 | ///
32 | /// Checks if any screen properties as been changed since the last update.
33 | ///
34 | protected virtual void FixedUpdate () {
35 | if (BlitEngine.Instance.screen != null) {
36 | cam.orthographicSize = BlitEngine.Instance.screen.zoomedCameraHeight;
37 | }
38 | }
39 |
40 | ///
41 | /// Adjusts the camera position to the closes pixel unit.
42 | ///
43 | protected virtual void LateUpdate () {
44 | transform.position = Utils.RoundToNearestPixel (transform.position);
45 | }
46 | }
47 | }
48 |
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/Assets/BlitCore/Scripts/Inventory.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System;
13 | using System.Collections.Generic;
14 |
15 | namespace BlitCore
16 | {
17 | ///
18 | /// Generic inventory for holding player items.
19 | ///
20 | [Serializable]
21 | public class Inventory
22 | {
23 | ///
24 | /// The capacity of the current inventory.
25 | ///
26 | public int capacity = 10;
27 |
28 | ///
29 | /// The items currenctly in the inventory.
30 | ///
31 | public IList items = new List();
32 |
33 | ///
34 | /// Gets the currectly used capacity.
35 | ///
36 | public int UsedCapacity {
37 | get {
38 | var used = 0;
39 |
40 | foreach (var item in items)
41 | used += item.Weight;
42 | return used;
43 | }
44 | }
45 |
46 | ///
47 | /// Gets if the inventory is currently full.
48 | ///
49 | public bool IsFull {
50 | get {
51 | return UsedCapacity >= capacity;
52 | }
53 | }
54 |
55 | ///
56 | /// Adds a new item to the inventory.
57 | ///
58 | /// The item to add
59 | public bool Add(IItem item) {
60 | if (item.Weight < capacity - UsedCapacity) {
61 | items.Add (item);
62 | return true;
63 | }
64 | return false;
65 | }
66 |
67 | ///
68 | /// Adds a new item to the inventory.
69 | ///
70 | /// The item to add
71 | public bool Add(ItemObject go) {
72 | if (Add (go.item)) {
73 | GameObject.Destroy (go.gameObject);
74 | return true;
75 | }
76 | return false;
77 | }
78 | }
79 | }
80 |
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/Assets/BlitCore/Scripts/ItemObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// Script for an item placed on the game map.
17 | ///
18 | [RequireComponent(typeof(Collider2D))]
19 | public class ItemObject : MonoBehaviour
20 | {
21 | ///
22 | /// The current item.
23 | ///
24 | public IItem item;
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/AspectStyle.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// The different aspect types supported.
17 | ///
18 | public enum AspectStyle
19 | {
20 | TopDown,
21 | Side
22 | }
23 | }
24 |
25 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/Direction.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 |
13 | namespace BlitCore
14 | {
15 | public enum Direction
16 | {
17 | None,
18 | Down,
19 | Up,
20 | Left,
21 | Right,
22 | TopLeft,
23 | TopRight
24 | }
25 | }
26 |
--------------------------------------------------------------------------------
/Assets/BlitCore/Scripts/Lib/Direction.cs.meta:
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--------------------------------------------------------------------------------
/Assets/BlitCore/Scripts/Lib/GameState.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | namespace BlitCore
12 | {
13 | ///
14 | /// The different game states available.
15 | ///
16 | public enum GameState
17 | {
18 | Running,
19 | Paused
20 | }
21 | }
22 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/IDestructible.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// Interface for destructible objects.
17 | ///
18 | public interface IDestructible
19 | {
20 | ///
21 | /// Causes the given amount of damage to the object.
22 | ///
23 | void Damage(int damage);
24 |
25 | ///
26 | /// Destroys the object
27 | ///
28 | void Destroy();
29 | }
30 | }
31 |
32 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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2 | guid: b3182e662afef400bb9e5dcb9a8141d6
3 | timeCreated: 1502392425
4 | licenseType: Free
5 | MonoImporter:
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/Assets/BlitCore/Scripts/Lib/IDevice.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// Interface for a device that can be used.
17 | ///
18 | public interface IDevice
19 | {
20 | ///
21 | /// Gets if the device can be used.
22 | ///
23 | bool CanUse { get; }
24 |
25 | ///
26 | /// Gets the time needed to use the device.
27 | ///
28 | float Time { get; }
29 |
30 | ///
31 | /// Uses the device.
32 | ///
33 | /// Optional callback for async operations
34 | void Use(Action onCompleted = null);
35 | }
36 | }
37 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/BlitCore/Scripts/Lib/IInput.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 | using UnityEngine;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Simple interface for abstracting controller input.
18 | ///
19 | public interface IInput
20 | {
21 | ///
22 | /// Gets the current value of the horizontal axis.
23 | ///
24 | float GetHorizontal();
25 |
26 | ///
27 | /// Gets the current value of the vertical axis.
28 | ///
29 | float GetVertical();
30 |
31 | ///
32 | /// Gets the current mouse position.
33 | ///
34 | Vector2 GetMouse();
35 |
36 | ///
37 | /// Gets if the first mouse button is pressed.
38 | ///
39 | bool GetMouseButton1();
40 |
41 | ///
42 | /// Gets if the specified button is pressed.
43 | ///
44 | bool GetButton(string button);
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/IItem.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Interface for all objects that can be placed in
18 | /// containers & inventories.
19 | ///
20 | public interface IItem
21 | {
22 | ///
23 | /// Gets/sets how much space the item takes.
24 | ///
25 | int Weight { get; set; }
26 |
27 | ///
28 | /// Instantiates the item on the game map.
29 | ///
30 | /// The map position
31 | GameObject Instantiate(Vector3 position);
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/IStartup.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System.Collections;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// Game startup.
17 | ///
18 | public interface IStartup
19 | {
20 | ///
21 | /// Initializes the game.
22 | ///
23 | void Init();
24 | }
25 | }
26 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/Loader.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.IO;
13 | using System.Runtime.Serialization.Formatters.Binary;
14 |
15 | namespace BlitCore
16 | {
17 | ///
18 | /// Class for loading resources into object graphs.
19 | ///
20 | public static class Loader
21 | {
22 | ///
23 | /// Loads the file at the given path and deserializes it into
24 | /// the specified type.
25 | ///
26 | /// The deserialized object
27 | /// The file path
28 | /// The object type
29 | public static T LoadFile (string path) where T : class {
30 | try {
31 | using (var reader = new StreamReader (path)) {
32 | var formatter = new BinaryFormatter ();
33 | return (T)formatter.Deserialize (reader.BaseStream);
34 | }
35 | } catch { }
36 | return null;
37 | }
38 |
39 | ///
40 | /// Loads the file at the given path and returns the string data.
41 | ///
42 | /// The string content
43 | /// The file path
44 | public static string LoadString (string path) {
45 | try {
46 | using (var reader = new StreamReader (path)) {
47 | return reader.ReadToEnd();
48 | }
49 | } catch { }
50 | return null;
51 | }
52 |
53 | ///
54 | /// Loads the resources at the given path and deserializes
55 | /// it into the given type.
56 | ///
57 | /// The deserialized object
58 | /// The resource path
59 | /// The object type
60 | public static T LoadResource (string path) where T : class {
61 | var data = Resources.Load (path);
62 |
63 | if (data != null) {
64 | var formatter = new BinaryFormatter ();
65 |
66 | using (var mem = new MemoryStream (data.bytes)) {
67 | return (T)formatter.Deserialize (mem);
68 | }
69 | }
70 | return null;
71 | }
72 | }
73 | }
74 |
75 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/MovementStyle.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | public enum MovementStyle
16 | {
17 | FourWay,
18 | SixWay
19 | }
20 | }
21 |
22 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/PickupStyle.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// The different search styles available
17 | /// for picking up items.
18 | ///
19 | [Serializable]
20 | public enum PickupStyle
21 | {
22 | Auto,
23 | Manual
24 | }
25 | }
26 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/Point.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2017 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// A x,y point in the world
17 | ///
18 | public class Point : IEquatable
19 | {
20 | public int x;
21 | public int y;
22 |
23 | public Point(int x, int y) {
24 | this.x = x;
25 | this.y = y;
26 | }
27 |
28 | public bool Equals (Point other) {
29 | return x == other.x && y == other.y;
30 | }
31 | }
32 | }
33 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/Room.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System;
13 |
14 | namespace BlitCore
15 | {
16 | [Serializable]
17 | public class Room
18 | {
19 | ///
20 | /// The start x coordinate.
21 | ///
22 | public int x;
23 |
24 | ///
25 | /// The start y coordinate.
26 | ///
27 | public int y;
28 |
29 | ///
30 | /// The unit width.
31 | ///
32 | public int width;
33 |
34 | ///
35 | /// The unit height.
36 | ///
37 | public int height;
38 |
39 | ///
40 | /// The optional blocking object.
41 | ///
42 | public Transform blocker;
43 | }
44 | }
45 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/SceenSetup.cs.meta:
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/Assets/BlitCore/Scripts/Lib/SearchStyle.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using System;
12 |
13 | namespace BlitCore
14 | {
15 | ///
16 | /// The different search styles available
17 | /// for container objects.
18 | ///
19 | [Serializable]
20 | public enum SearchStyle
21 | {
22 | Destroy,
23 | Search
24 | }
25 | }
26 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/Lib/Singleton.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | #if UNITY_EDITOR
12 | using UnityEditor;
13 | #endif
14 | using UnityEngine;
15 | using System.Collections;
16 |
17 | namespace BlitCore
18 | {
19 | ///
20 | /// Base class for creating singleton game objects.
21 | ///
22 | public abstract class Singleton : MonoBehaviour where T : Singleton
23 | {
24 | ///
25 | /// The private singleton instance.
26 | ///
27 | private static T instance;
28 |
29 | ///
30 | /// Mutex for initializing the mutex.
31 | ///
32 | private static object mutex = new object();
33 |
34 | ///
35 | /// Gets the singleton instance.
36 | ///
37 | /// The instance.
38 | public static T Instance {
39 | get {
40 | if (instance == null) {
41 | lock (mutex) {
42 | if (instance == null) {
43 | instance = GameObject.FindObjectOfType ();
44 |
45 | #if UNITY_EDITOR
46 | if (!EditorApplication.isPlaying)
47 | return instance;
48 | #endif
49 |
50 | if (instance != null)
51 | DontDestroyOnLoad (instance);
52 | }
53 | }
54 | }
55 | return instance;
56 | }
57 | }
58 |
59 | ///
60 | /// Awakes the script.
61 | ///
62 | protected virtual void Awake () {
63 | #if UNITY_EDITOR
64 | if (!EditorApplication.isPlaying)
65 | return;
66 | #endif
67 |
68 | if (instance == null) {
69 | lock (mutex) {
70 | if (instance == null) {
71 | instance = (T)this;
72 | DontDestroyOnLoad (this);
73 | }
74 | }
75 | } else if (instance != null) {
76 | Destroy (this.gameObject);
77 | }
78 | }
79 | }
80 | }
81 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/MaterialRandomizer.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Script for randomizing the material from an array of materials.
18 | /// This is useful when wanting to acheive variety without putting
19 | /// this mundane task on the level designer.
20 | ///
21 | [ExecuteInEditMode]
22 | [RequireComponent(typeof(MeshRenderer))]
23 | public class MaterialRandomizer : MonoBehaviour
24 | {
25 | ///
26 | /// The materials to randomize from;
27 | ///
28 | public Material[] materials;
29 |
30 | ///
31 | /// Starts the behaviour.
32 | ///
33 | void Start () {
34 | if (materials.Length > 0) {
35 | var renderer = GetComponent ();
36 |
37 | if (renderer != null && materials.Length > 0)
38 | renderer.material = materials[Random.Range (0, materials.Length)];
39 | }
40 | }
41 | }
42 | }
43 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/MovableObject.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Base class for all movable objects.
18 | ///
19 | [ExecuteInEditMode]
20 | [RequireComponent(typeof(SpriteRenderer))]
21 | public class MovableObject : MonoBehaviour
22 | {
23 | public bool simulateZAxis = true;
24 |
25 | public int zAxisOffset = 0;
26 |
27 | ///
28 | /// The sprite renderer.
29 | ///
30 | protected SpriteRenderer spriteRenderer;
31 |
32 | ///
33 | /// Starts the behaviour.
34 | ///
35 | protected virtual void Start () {
36 | spriteRenderer = GetComponent ();
37 | }
38 |
39 | ///
40 | /// Make sure the object stays within the pixel boundaries
41 | /// to prevent subpixel rendering.
42 | ///
43 | protected virtual void LateUpdate () {
44 | if (simulateZAxis && spriteRenderer != null)
45 | spriteRenderer.sortingOrder = 1000 - (int)Mathf.Round (transform.position.y * 10) + zAxisOffset;
46 | }
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/MovingAnimatorObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 | using System.Collections.Generic;
14 |
15 | namespace BlitCore
16 | {
17 | ///
18 | /// Moving animated object using the built in Unity animator.
19 | ///
20 | [RequireComponent(typeof(Animator))]
21 | public class MovingAnimatorObject : MovingObject
22 | {
23 | ///
24 | /// The animator.
25 | ///
26 | protected Animator animator;
27 |
28 | ///
29 | /// The animation triggers
30 | ///
31 | [Header ("Animation triggers")]
32 | public string idle;
33 | public string down;
34 | public string up;
35 | public string right;
36 | public string left;
37 | public string topRight;
38 | public string topLeft;
39 |
40 | ///
41 | /// Starts the behaviour.
42 | ///
43 | protected override void Start () {
44 | base.Start();
45 |
46 | animator = GetComponent ();
47 |
48 | if (BlitEngine.Instance.movementStyle == MovementStyle.SixWay) {
49 | if (string.IsNullOrEmpty (topRight))
50 | topRight = right;
51 | if (string.IsNullOrEmpty (topLeft))
52 | topLeft = left;
53 | }
54 | }
55 |
56 | ///
57 | /// Triggers the correct animation given the current direction.
58 | ///
59 | protected override void TriggerAnimation (Direction dir) {
60 | if (dir != Direction.None) {
61 | if (dir != direction || isIdle) {
62 | animator.ResetTrigger ("idle");
63 |
64 | if (dir == Direction.Down)
65 | animator.SetTrigger (down);
66 | else if (dir == Direction.Up)
67 | animator.SetTrigger (up);
68 | else if (dir == Direction.Right)
69 | animator.SetTrigger (right);
70 | else if (dir == Direction.Left)
71 | animator.SetTrigger (left);
72 | else if (dir == Direction.TopRight)
73 | animator.SetTrigger (topRight);
74 | else if (dir == Direction.TopLeft)
75 | animator.SetTrigger (topLeft);
76 |
77 | isIdle = false;
78 | direction = dir;
79 | }
80 | } else {
81 | if (!isIdle) {
82 | animator.SetTrigger (idle);
83 | isIdle = true;
84 | }
85 | }
86 | }
87 | }
88 | }
89 |
90 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/MovingObject.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 | using System.Collections.Generic;
14 |
15 | namespace BlitCore
16 | {
17 | ///
18 | /// Base class for moving game objects.
19 | ///
20 | [RequireComponent(typeof(Rigidbody2D))]
21 | public class MovingObject : MovableObject
22 | {
23 | ///
24 | /// The rigid body.
25 | ///
26 | protected Rigidbody2D rigidBody;
27 |
28 | ///
29 | /// The current movement.
30 | ///
31 | protected Vector2 movement;
32 |
33 | ///
34 | /// The current direction.
35 | ///
36 | protected Direction direction = Direction.None;
37 |
38 | ///
39 | /// If the object is idle.
40 | ///
41 | protected bool isIdle = true;
42 |
43 | [Header ("Movement")]
44 | ///
45 | /// The movement speed.
46 | ///
47 | public float speed = 5f;
48 | public bool externalMovement = false;
49 |
50 | ///
51 | /// Starts the behaviour.
52 | ///
53 | protected override void Start () {
54 | base.Start ();
55 |
56 | rigidBody = GetComponent ();
57 | }
58 |
59 | ///
60 | /// Moves the object.
61 | ///
62 | protected void Move (Vector2 move) {
63 | movement = move;
64 | }
65 |
66 | ///
67 | /// Executed every fixed update cycle.
68 | ///
69 | protected virtual void FixedUpdate () {
70 | if (BlitEngine.Instance.State == GameState.Running) {
71 | var move = movement.normalized;
72 | var dir = movement.ToDirection ();
73 |
74 | if (move != Vector2.zero && !externalMovement) {
75 | rigidBody.MovePosition (rigidBody.position + move * Time.fixedDeltaTime * speed);
76 | }
77 | TriggerAnimation (dir);
78 | } else {
79 | TriggerAnimation (Direction.None);
80 | }
81 |
82 | }
83 |
84 | ///
85 | /// Virtual method for subclasses to override,
86 | ///
87 | protected virtual void TriggerAnimation (Direction dir) { }
88 | }
89 | }
90 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/RoomManager.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System;
13 |
14 | namespace BlitCore
15 | {
16 | [DisallowMultipleComponent]
17 | public class RoomManager
18 | {
19 | ///
20 | /// The available rooms.
21 | ///
22 | public Room[] rooms;
23 |
24 | ///
25 | /// The currently active room.
26 | ///
27 | public int currentRoom;
28 |
29 | ///
30 | /// Delegate for room change events.
31 | ///
32 | public delegate void RoomChangedDelegate(Room room);
33 |
34 | ///
35 | /// The room change event.
36 | ///
37 | public RoomChangedDelegate OnRoomChanged;
38 |
39 | ///
40 | /// Gets the current room manager instance.
41 | ///
42 | /// The current.
43 | public static RoomManager Current { get; private set; }
44 |
45 | ///
46 | /// Starts the component.
47 | ///
48 | void Start() {
49 | Current = this;
50 |
51 | for (var n = 0; n < rooms.Length; n++) {
52 | if (rooms[n].blocker != null) {
53 | var sr = rooms[n].blocker.GetComponent ();
54 | if (n == currentRoom)
55 | Utils.SetOpacity (sr, 0f);
56 | sr.sortingOrder = 10;
57 | }
58 | }
59 | }
60 |
61 | ///
62 | /// Changes the currently active room
63 | ///
64 | public void Change(int index) {
65 | if (currentRoom != index && index < rooms.Length) {
66 | var fade = rooms [currentRoom].blocker != rooms [index].blocker;
67 |
68 | if (fade && rooms[currentRoom].blocker != null) {
69 | rooms [currentRoom].blocker.FadeIn ();
70 | }
71 |
72 | currentRoom = index;
73 |
74 | if (fade && rooms[index].blocker != null) {
75 | rooms [index].blocker.FadeOut ();
76 | }
77 |
78 | if (OnRoomChanged != null)
79 | OnRoomChanged (rooms [currentRoom]);
80 | }
81 | }
82 | }
83 | }
84 |
85 |
--------------------------------------------------------------------------------
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/Assets/BlitCore/Scripts/SpriteRandomizer.cs:
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1 | /*
2 | * BlitCore 2D Framework
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | * http://github.com/blitbusters
8 | *
9 | */
10 |
11 | using UnityEngine;
12 | using System.Collections;
13 |
14 | namespace BlitCore
15 | {
16 | ///
17 | /// Script for randomizing the sprite from an array of sprites.
18 | /// This is useful when wanting to acheive variety without putting
19 | /// this mundane task on the level designer.
20 | ///
21 | [RequireComponent(typeof(SpriteRenderer))]
22 | public class SpriteRandomizer : MonoBehaviour
23 | {
24 | ///
25 | /// The threshold for when a variation occurs.
26 | ///
27 | [Range(0f, 1f)]
28 | public float threshold = 1.0f;
29 |
30 | ///
31 | /// If the object should be destroyed if
32 | /// the threshold isn't met.
33 | ///
34 | public bool noDefault = false;
35 |
36 | ///
37 | /// The sprites to randomize from;
38 | ///
39 | public Sprite[] sprites;
40 |
41 | ///
42 | /// Starts the behaviour.
43 | ///
44 | protected virtual void Start () {
45 | if (sprites.Length > 0) {
46 | if (Random.value <= threshold) {
47 | var renderer = GetComponent ();
48 |
49 | if (renderer != null && sprites.Length > 0)
50 | renderer.sprite = sprites [Random.Range (0, sprites.Length)];
51 | } else if (noDefault) {
52 | Destroy (gameObject);
53 | }
54 | }
55 | }
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using UnityEngine;
11 |
12 | [RequireComponent(typeof(Animator))]
13 | public class AnimDestroy : MonoBehaviour
14 | {
15 | Animator anim;
16 |
17 | // Use this for initialization
18 | void Start () {
19 | anim = GetComponent ();
20 |
21 | Destroy (gameObject, anim.GetCurrentAnimatorStateInfo(0).length);
22 | }
23 | }
24 |
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | public class FOW : MonoBehaviour
14 | {
15 | private GameObject player;
16 | private bool isInitialized = false;
17 |
18 | // Use this for initialization
19 | void Start () {
20 | player = GameObject.Find ("Player");
21 |
22 | }
23 |
24 | // Update is called once per frame
25 | void Update () {
26 | if (!isInitialized && BlitEngine.Instance.screen.width > 0) {
27 | var fowX = (BlitEngine.Instance.screen.width * 1.5f) / 480;
28 | var fowY = (BlitEngine.Instance.screen.height * 1.5f) / 288;
29 |
30 | transform.localScale = new Vector2 () {
31 | x = fowX,
32 | y = fowY
33 | };
34 | isInitialized = true;
35 | }
36 |
37 | var playerX = player.transform.position.x;
38 | var playerY = player.transform.position.y;
39 |
40 | var x = (playerX - transform.position.x) / 2;
41 | var y = (playerY - transform.position.y) / 2;
42 |
43 | var target = new Vector3 (transform.parent.position.x + x, transform.parent.position.y + y, 0);
44 |
45 | var factor = 1 / Vector3.Distance (target, transform.position);
46 | transform.position = Vector3.Lerp(this.transform.position, target, 16f * factor * Time.deltaTime);
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Env/SpriteShadow.cs:
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using UnityEngine;
11 |
12 | [ExecuteInEditMode]
13 | public class SpriteShadow : MonoBehaviour {
14 | public Color color = Color.black;
15 |
16 | private SpriteRenderer spriteRenderer;
17 |
18 | void OnEnable() {
19 | spriteRenderer = GetComponent();
20 |
21 | UpdateOutline(true);
22 | }
23 |
24 | void UpdateOutline(bool outline) {
25 | MaterialPropertyBlock mpb = new MaterialPropertyBlock();
26 | spriteRenderer.GetPropertyBlock(mpb);
27 | mpb.SetColor("_Color", color);
28 | spriteRenderer.SetPropertyBlock(mpb);
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Generation/Exit.cs:
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// An exit in a room.
12 | ///
13 | public abstract class Exit
14 | {
15 | public ExitDirectionType Direction { get; set; }
16 | }
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/Scripts/Generation/ExitDirectionType.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// The different exit direction types available.
12 | ///
13 | public enum ExitDirectionType
14 | {
15 | Top,
16 | Bottom,
17 | Left,
18 | Right
19 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Generation/ExitHorizontal.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// A horizontal exit in a room.
12 | ///
13 | public class ExitHorizontal : Exit
14 | {
15 | public ExitHorizontalType Type { get; set; }
16 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Generation/ExitHorizontalType.cs:
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// The different horizontal exit types available.
12 | ///
13 | public enum ExitHorizontalType
14 | {
15 | None,
16 | Center,
17 | Full,
18 | Left,
19 | Right
20 | }
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/Assets/Scripts/Generation/ExitVertical.cs:
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// A vertical exit in a room.
12 | ///
13 | public class ExitVertical : Exit
14 | {
15 | public ExitVerticalType Type { get; set; }
16 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Generation/ExitVertical.cs.meta:
--------------------------------------------------------------------------------
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/Assets/Scripts/Generation/ExitVerticalType.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// The different vertical exit types available.
12 | ///
13 | public enum ExitVerticalType
14 | {
15 | None,
16 | Center,
17 | Full,
18 | Bottom,
19 | Top
20 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Generation/ExitVerticalType.cs.meta:
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/Assets/Scripts/Generation/MapManager.cs.meta:
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/Assets/Scripts/Generation/Room.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using System.Collections.Generic;
11 |
12 | ///
13 | /// Class for a randomized room.
14 | ///
15 | public class Room
16 | {
17 | ///
18 | /// Gets/sets the available exits.
19 | ///
20 | /// The exits.
21 | public List Exits { get; set; }
22 |
23 | ///
24 | /// Default constructor.
25 | ///
26 | public Room() {
27 | Exits = new List();
28 | }
29 | }
30 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Generation/RoomConstants.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | public static class RoomConstants
11 | {
12 | public const string TOP_NONE = "Top None";
13 | public const string TOP_CENTER = "Top Center";
14 | public const string TOP_FULL = "Top Full";
15 | public const string TOP_LEFT = "Top Left";
16 | public const string TOP_RIGHT = "Top Right";
17 |
18 | public const string BOTTOM_NONE = "Bottom None";
19 | public const string BOTTOM_CENTER = "Bottom Center";
20 | public const string BOTTOM_FULL = "Bottom Full";
21 | public const string BOTTOM_LEFT = "Bottom Left";
22 | public const string BOTTOM_RIGHT = "Bottom Right";
23 |
24 | public const string LEFT_NONE = "Left None";
25 | public const string LEFT_CENTER = "Left Center";
26 | public const string LEFT_FULL = "Left Full";
27 | public const string LEFT_BOTTOM = "Left Bottom";
28 | public const string LEFT_TOP = "Left Top";
29 |
30 | public const string RIGHT_NONE = "Right None";
31 | public const string RIGHT_CENTER = "Right Center";
32 | public const string RIGHT_FULL = "Right Full";
33 | public const string RIGHT_BOTTOM = "Right Bottom";
34 | public const string RIGHT_TOP = "Right Top";
35 |
36 | public const string BASE = "Base Layout";
37 | }
--------------------------------------------------------------------------------
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/Assets/Scripts/Generation/SpawnObject.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using UnityEngine;
11 |
12 | public class SpawnObject : MonoBehaviour
13 | {
14 | [Range(0f, 1f)]
15 | public float threshold = 0.5f;
16 | public GameObject[] objects;
17 |
18 |
19 | // Use this for initialization
20 | void Start () {
21 | if (Random.Range (0f, 1f) < threshold) {
22 | var rand = Random.Range (0, objects.Length);
23 |
24 | var go = Instantiate (objects [rand], new Vector3 (transform.position.x, transform.position.y), Quaternion.identity);
25 | go.transform.parent = transform.parent;
26 | }
27 | Destroy (gameObject);
28 | }
29 | }
30 |
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/Assets/Scripts/Generation/VerticalExit.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | ///
11 | /// The different vertical exit styles available.
12 | ///
13 | public enum VerticalExit {
14 | None,
15 | Left,
16 | Right,
17 | Full
18 | }
19 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/Scripts/Input/Keyboard.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | ///
14 | /// Basic keyboard + mouse input
15 | ///
16 | public class Keyboard : IInput
17 | {
18 | ///
19 | /// Gets the current value of the horizontal axis.
20 | ///
21 | public float GetHorizontal() {
22 | return (Input.GetKey (KeyCode.LeftArrow) || Input.GetKey (KeyCode.A) ? -1 : 0) + (Input.GetKey (KeyCode.RightArrow) || Input.GetKey (KeyCode.D) ? 1 : 0);
23 | }
24 |
25 | ///
26 | /// Gets the current value of the vertical axis.
27 | ///
28 | public float GetVertical() {
29 | return (Input.GetKey (KeyCode.DownArrow) || Input.GetKey (KeyCode.S) ? -1 : 0) + (Input.GetKey (KeyCode.UpArrow) || Input.GetKey (KeyCode.W) ? 1 : 0);
30 | }
31 |
32 | ///
33 | /// Gets the current mouse position.
34 | ///
35 | public Vector2 GetMouse() {
36 | return Input.mousePosition;
37 | }
38 |
39 | ///
40 | /// Gets if the first mouse button is pressed.
41 | ///
42 | public bool GetMouseButton1() {
43 | return Input.GetMouseButtonUp (0);
44 | }
45 |
46 | ///
47 | /// Gets if the specified button is pressed.
48 | ///
49 | public bool GetButton(string button) {
50 | if (button.ToLower () == "fire")
51 | return Input.GetKeyDown (KeyCode.P);
52 | //return Input.GetMouseButtonUp (0);
53 | else if (button.ToLower () == "aim")
54 | return Input.GetKey (KeyCode.LeftAlt);
55 | else if (button.ToLower () == "dash")
56 | return Input.GetKey (KeyCode.Space);
57 |
58 | if (button == "A")
59 | return Input.GetKeyDown (KeyCode.W);
60 | else if (button == "B")
61 | return Input.GetKeyDown (KeyCode.R);
62 | else if (button == "X")
63 | return Input.GetKeyDown (KeyCode.Q);
64 | else if (button == "Y")
65 | return Input.GetKeyDown (KeyCode.E);
66 | return false;
67 | }
68 | }
69 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Input/Mobile.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | ///
14 | /// Basic keyboard + mouse input
15 | ///
16 | public class Mobile : IInput
17 | {
18 | private Vector2 touchOrigin = -Vector2.one;
19 | private Vector2 movement = Vector2.zero;
20 |
21 | ///
22 | /// Gets the current value of the horizontal axis.
23 | ///
24 | public float GetHorizontal() {
25 | return movement.x;
26 | }
27 |
28 | ///
29 | /// Gets the current value of the vertical axis.
30 | ///
31 | public float GetVertical() {
32 | return movement.y;
33 | }
34 |
35 | ///
36 | /// Gets the current mouse position.
37 | ///
38 | public Vector2 GetMouse() {
39 | return Vector2.zero;
40 | }
41 |
42 | ///
43 | /// Gets if the first mouse button is pressed.
44 | ///
45 | public bool GetMouseButton1() {
46 | return Input.GetMouseButton (1);
47 | }
48 |
49 | ///
50 | /// Gets if the specified button is pressed.
51 | ///
52 | public bool GetButton(string button) {
53 | return false;
54 | }
55 | }
56 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Input/XBoxMac.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | public class XBoxMac : IInput
14 | {
15 | ///
16 | /// Gets the current value of the horizontal axis.
17 | ///
18 | public float GetHorizontal() {
19 | return Input.GetAxisRaw ("Horizontal");
20 | }
21 |
22 | ///
23 | /// Gets the current value of the vertical axis.
24 | ///
25 | public float GetVertical() {
26 | return Input.GetAxisRaw ("Vertical");
27 | }
28 |
29 | ///
30 | /// Gets the current mouse position.
31 | ///
32 | public Vector2 GetMouse() {
33 | return Vector2.zero;
34 | }
35 |
36 | ///
37 | /// Gets if the first mouse button is pressed.
38 | ///
39 | public bool GetMouseButton1() {
40 | return Input.GetMouseButton (1);
41 | }
42 |
43 | ///
44 | /// Gets if the specified button is pressed.
45 | ///
46 | public bool GetButton(string button) {
47 | if (button.ToLower () == "fire")
48 | return Input.GetKeyDown ("joystick button 14");
49 | else if (button.ToLower () == "aim")
50 | return Input.GetKey ("joystick button 13");
51 | else if (button.ToLower () == "dash")
52 | return Input.GetKeyDown ("joystick button 18");
53 |
54 |
55 | if (button == "A")
56 | return Input.GetKeyDown ("joystick button 16");
57 | else if (button == "B")
58 | return Input.GetKeyDown ("joystick button 17");
59 | else if (button == "X")
60 | return Input.GetKeyDown ("joystick button 18");
61 | else if (button == "Y")
62 | return Input.GetKeyDown ("joystick button 19") || Input.GetKeyDown(KeyCode.E);
63 | return false;
64 | }
65 | }
66 |
--------------------------------------------------------------------------------
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/Assets/Scripts/MainCamera.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | ///
14 | /// Script for the main camera.
15 | ///
16 | [RequireComponent(typeof(Camera))]
17 | public class MainCamera : GameCamera
18 | {
19 | private Camera lightCamera;
20 | private Material material;
21 |
22 | //
23 | // Setup for the lighting
24 | //
25 | [Header("Light setup")]
26 | public LayerMask lightLayer;
27 | public Shader shader;
28 | [Range(0.0f, 2.0f)]
29 | public float intensity = 1.0f;
30 |
31 | ///
32 | /// Starts the component.
33 | ///
34 | protected override void Start() {
35 | base.Start ();
36 |
37 | lightCamera = transform.Find ("Light Camera").GetComponent ();
38 | if (lightCamera != null) {
39 | lightCamera.cullingMask = lightLayer;
40 | } else {
41 | Debug.LogError ("Couldn't find light camera");
42 | }
43 | }
44 |
45 | ///
46 | /// Updates the camera.
47 | ///
48 | protected override void FixedUpdate() {
49 | base.FixedUpdate();
50 |
51 | EnsureTexture(false);
52 | }
53 |
54 | ///
55 | /// Renders the camera texture.
56 | ///
57 | /// The source texture.
58 | /// The destination texture.
59 | void OnRenderImage( RenderTexture source, RenderTexture destination ) {
60 | if (material != null) {
61 | Graphics.Blit (source, destination, material);
62 | }
63 | }
64 |
65 | ///
66 | /// Ensures that we have a texture for our lighting processing.
67 | ///
68 | /// If an existing texture should be recreated
69 | private void EnsureTexture(bool forceRefresh = false) {
70 | if (forceRefresh && lightCamera.targetTexture != null)
71 | lightCamera.targetTexture.Release ();
72 |
73 | if (lightCamera.targetTexture == null) {
74 | var texture = new RenderTexture (Screen.width, Screen.height, 24);
75 | texture.name = "Light texture";
76 | texture.filterMode = FilterMode.Point;
77 | lightCamera.targetTexture = texture;
78 |
79 | if (material == null) {
80 | material = new Material( shader );
81 | material.hideFlags = HideFlags.HideAndDontSave;
82 | }
83 | material.SetTexture( "_LightsTex", lightCamera.targetTexture );
84 | material.SetFloat( "_MultiplicativeFactor", intensity );
85 | }
86 | }
87 | }
88 |
--------------------------------------------------------------------------------
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/Assets/Scripts/PlayerFollow.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | ///
14 | /// Simple script for making the camera follow the player.
15 | ///
16 | [RequireComponent (typeof (Camera))]
17 | public class PlayerFollow : MonoBehaviour
18 | {
19 | private GameObject player;
20 | private ScreenSetup screen = null;
21 | private float minX,minY,maxX,maxY;
22 |
23 | void Update() {
24 | if (player == null)
25 | player = GameObject.Find ("Player");
26 |
27 | var target = Utils.RoundToNearestPixel(new Vector3 () {
28 | x = Mathf.Max (Mathf.Min (player.transform.position.x, maxX), minX),
29 | y = Mathf.Max (Mathf.Min (player.transform.position.y, maxY), minY),
30 | z = Camera.main.transform.position.z
31 | });
32 | var factor = 1 / Vector3.Distance (target, transform.position);
33 | transform.position = Vector3.Lerp(this.transform.position, target, 16f * factor * Time.deltaTime);
34 | }
35 |
36 | void LateUpdate() {
37 | if (screen == null)
38 | Setup ();
39 | }
40 |
41 | void Setup() {
42 | var mm = GameObject.Find ("Map").GetComponent ();
43 |
44 | screen = BlitEngine.Instance.screen;
45 |
46 | var width = mm.width * mm.segmentWidth;
47 | var height = mm.height * mm.segmentHeight;
48 |
49 | if (width <= screen.unitWidth) {
50 | minX = maxX = Utils.RoundToNearestPixel((width / 2) + 0.5f);
51 | } else {
52 | minX = Utils.RoundToNearestPixel (screen.unitWidth / 2);
53 | maxX = Utils.RoundToNearestPixel (width - (screen.unitWidth / 2) - 1);
54 | }
55 | minY = Utils.RoundToNearestPixel((screen.unitHeight / 2));
56 | maxY = Utils.RoundToNearestPixel(height - (screen.unitHeight / 2));
57 |
58 | // Move to initial position
59 | var target = Utils.RoundToNearestPixel(new Vector3 () {
60 | x = Mathf.Max (Mathf.Min (player.transform.position.x, maxX), minX),
61 | y = Mathf.Max (Mathf.Min (player.transform.position.y, maxY), minY),
62 | z = Camera.main.transform.position.z
63 | });
64 | transform.position = target;
65 | }
66 | }
67 |
--------------------------------------------------------------------------------
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/Assets/Scripts/Startup.cs:
--------------------------------------------------------------------------------
1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using BlitCore;
11 | using UnityEngine;
12 |
13 | [ExecuteInEditMode]
14 | public class Startup : MonoBehaviour, IStartup
15 | {
16 | #if UNITY_EDITOR
17 | ///
18 | /// For the editor.
19 | ///
20 | void Start() {
21 | BlitEngine.Instance.Input = new Keyboard ();
22 | //BlitEngine.Instance.Input = new XBoxMac ();
23 | }
24 | #endif
25 |
26 | ///
27 | /// Initializes the game.
28 | ///
29 | public void Init() {
30 | Cursor.visible = false;
31 |
32 | // Default input should be keyboard
33 | BlitEngine.Instance.Input = new Keyboard ();
34 |
35 | #if UNITY_EDITOR || UNITY_STANDALONE
36 | //
37 | // Standard keyboard + mouse setup for computers
38 | //
39 | BlitEngine.Instance.Input = new Keyboard ();
40 | //BlitEngine.Instance.Input = new XBoxMac ();
41 | #else
42 | //
43 | // Touch controls for mobile devices
44 | //
45 | BlitEngine.Instance.Input = new Mobile ();
46 | #endif
47 | }
48 | }
49 |
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/Assets/Scripts/UI/Fps.cs:
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1 | /*
2 | * Technocrat
3 | *
4 | * Copyright (c) 2016 Håkan Edling
5 | * hakan@tidyui.com
6 | * @tidyui
7 | *
8 | */
9 |
10 | using UnityEngine;
11 | using System.Collections;
12 |
13 | public class Fps : MonoBehaviour
14 | {
15 |
16 | string label = "";
17 | float count;
18 |
19 | IEnumerator Start() {
20 | GUI.depth = 2;
21 | while (true) {
22 | if (Time.timeScale == 1) {
23 | yield return new WaitForSeconds(0.1f);
24 | count = (1 / Time.deltaTime);
25 | label = "FPS :" + (Mathf.Round(count));
26 | } else {
27 | label = "Pause";
28 | }
29 | yield return new WaitForSeconds(0.5f);
30 | }
31 | }
32 |
33 | void OnGUI() {
34 | GUI.Label(new Rect(5, 5, 100, 25), label);
35 | }
36 | }
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/Assets/Shaders/Sprite-Shadow.shader:
--------------------------------------------------------------------------------
1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "Sprites/Shadow" {
4 | Properties {
5 | _MainTex ("Base (RGB)", 2D) = "white" {}
6 | _Color ("Color", Color) = (1, 1, 1, 1)
7 | }
8 | SubShader {
9 | Tags {"Queue"="Transparent" "RenderType"="Transparent"}
10 | Cull Off
11 | Blend One OneMinusSrcAlpha
12 |
13 | Pass {
14 |
15 | CGPROGRAM
16 | #pragma vertex vert
17 | #pragma fragment frag
18 | #include "UnityCG.cginc"
19 |
20 | sampler2D _MainTex;
21 |
22 | struct v2f {
23 | float4 pos : SV_POSITION;
24 | half2 uv : TEXCOORD0;
25 | };
26 |
27 | v2f vert(appdata_base v) {
28 | v2f o;
29 | o.pos = UnityObjectToClipPos(v.vertex);
30 | o.uv = v.texcoord;
31 | return o;
32 | }
33 |
34 | fixed4 _Color;
35 | float4 _MainTex_TexelSize;
36 |
37 | fixed4 frag(v2f i) : COLOR
38 | {
39 | half4 c = tex2D(_MainTex, i.uv);
40 | c.rgb *= c.a;
41 | half4 outlineC = _Color;
42 | outlineC.a *= ceil(c.a);
43 | outlineC.rgb *= outlineC.a;
44 |
45 | fixed alpha_down = tex2D(_MainTex, i.uv - fixed2(0, _MainTex_TexelSize.y)).a;
46 |
47 | return lerp(outlineC, c, ceil(alpha_down));
48 | }
49 |
50 | ENDCG
51 | }
52 | }
53 | FallBack "Diffuse"
54 | }
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/Assets/SpriteLightKit/Shaders/NewImageEffect.shader:
--------------------------------------------------------------------------------
1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "Hidden/NewImageEffect"
4 | {
5 | Properties
6 | {
7 | _MainTex ("Texture", 2D) = "white" {}
8 | _LightsTex ( "Lights (RGB)", 2D ) = "white" {}
9 | _MultiplicativeFactor ( "Multiplier", float ) = 1.0
10 | }
11 | SubShader
12 | {
13 | // No culling or depth
14 | Cull Off ZWrite Off ZTest Always
15 |
16 | Pass
17 | {
18 | CGPROGRAM
19 | #pragma vertex vert
20 | #pragma fragment frag
21 |
22 | #include "UnityCG.cginc"
23 |
24 | struct appdata
25 | {
26 | float4 vertex : POSITION;
27 | float2 uv : TEXCOORD0;
28 | };
29 |
30 | struct v2f
31 | {
32 | float2 uv : TEXCOORD0;
33 | float4 vertex : SV_POSITION;
34 | };
35 |
36 | v2f vert (appdata v)
37 | {
38 | v2f o;
39 | o.vertex = UnityObjectToClipPos(v.vertex);
40 | o.uv = v.uv;
41 | return o;
42 | }
43 |
44 | sampler2D _MainTex;
45 | sampler2D _LightsTex;
46 | float _MultiplicativeFactor;
47 |
48 | fixed4 frag (v2f i) : SV_Target
49 | {
50 | fixed4 main = tex2D(_MainTex, i.uv);
51 | fixed4 lights = tex2D( _LightsTex, i.uv );
52 |
53 | return _MultiplicativeFactor * main * lights;
54 | }
55 | ENDCG
56 | }
57 | }
58 | FallBack "VertexLit"
59 | }
60 |
--------------------------------------------------------------------------------
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/Assets/SpriteLightKit/Shaders/SpriteLight-EmissiveMesh.shader:
--------------------------------------------------------------------------------
1 | Shader "prime[31]/Sprite Light Kit/Emissive Mesh"
2 | {
3 | Subshader
4 | {
5 | Pass
6 | {
7 | // dont write anything but the stencil buffer
8 | ZWrite Off
9 | ColorMask 0
10 |
11 |
12 | Stencil
13 | {
14 | Ref 2
15 | Comp Always
16 | Pass Replace
17 | }
18 | }
19 | }
20 | }
21 |
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/Assets/SpriteLightKit/Shaders/SpriteLight.shader:
--------------------------------------------------------------------------------
1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "prime[31]/Sprite Light Kit/Sprite Light"
4 | {
5 | Properties
6 | {
7 | [PerRendererData] _MainTex ( "Sprite Texture", 2D ) = "white" {}
8 | _Color ( "Tint", Color ) = ( 1, 1, 1, 1 )
9 | [MaterialToggle] PixelSnap ( "Pixel snap", Float ) = 0
10 | [Enum( UnityEngine.Rendering.BlendMode )] _BlendSrc ( "Blend Source", Float ) = 5
11 | [Enum( UnityEngine.Rendering.BlendMode )] _BlendDst ( "Blend Destination", Float ) = 1
12 | }
13 |
14 | SubShader
15 | {
16 | Tags
17 | {
18 | "Queue"="Transparent"
19 | "IgnoreProjector"="True"
20 | "RenderType"="Transparent"
21 | "PreviewType"="Plane"
22 | "CanUseSpriteAtlas"="True"
23 | }
24 |
25 | Cull Off
26 | Lighting Off
27 | ZWrite Off
28 |
29 | Blend [_BlendSrc] [_BlendDst]
30 |
31 | Pass
32 | {
33 | CGPROGRAM
34 |
35 | #pragma vertex vert
36 | #pragma fragment frag
37 | #pragma multi_compile _ PIXELSNAP_ON
38 | #include "UnityCG.cginc"
39 |
40 | struct appdata_t
41 | {
42 | float4 vertex : POSITION;
43 | float4 color : COLOR;
44 | float2 texcoord : TEXCOORD0;
45 | };
46 |
47 | struct v2f
48 | {
49 | float4 vertex : SV_POSITION;
50 | fixed4 color : COLOR;
51 | half2 texcoord : TEXCOORD0;
52 | };
53 |
54 |
55 | fixed4 _Color;
56 | sampler2D _MainTex;
57 |
58 |
59 | v2f vert( appdata_t IN )
60 | {
61 | v2f OUT;
62 | OUT.vertex = UnityObjectToClipPos( IN.vertex );
63 | OUT.texcoord = IN.texcoord;
64 | OUT.color = IN.color * _Color;
65 | #ifdef PIXELSNAP_ON
66 | OUT.vertex = UnityPixelSnap( OUT.vertex );
67 | #endif
68 |
69 | return OUT;
70 | }
71 |
72 |
73 | fixed4 frag( v2f IN ) : SV_Target
74 | {
75 | fixed4 c = tex2D( _MainTex, IN.texcoord ) * IN.color;
76 | c.rgb *= c.a;
77 | return c;
78 | }
79 |
80 | ENDCG
81 | }
82 | }
83 | }
84 |
--------------------------------------------------------------------------------
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1 | fileFormatVersion: 2
2 | guid: 7f849bd19d66743778d425fe404e5a07
3 | timeCreated: 1438286249
4 | licenseType: Pro
5 | ShaderImporter:
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7 | userData:
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/Assets/SpriteLightKit/Shaders/SpriteLightKit-BlendImageEffect.shader:
--------------------------------------------------------------------------------
1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "Hidden/Blend Image Effect"
4 | {
5 | Properties
6 | {
7 | _MainTex ( "Base (RGB)", 2D ) = "white" {}
8 | _LightsTex ( "Lights (RGB)", 2D ) = "white" {}
9 | _MultiplicativeFactor ( "Multiplier", float ) = 1.0
10 | }
11 |
12 | SubShader
13 | {
14 | ZWrite Off
15 | ZTest Always
16 | Cull Off
17 |
18 | Pass
19 | {
20 | // all emissives write 2 to the stencil buffer. We want to render everything except those pixels
21 | Stencil
22 | {
23 | Ref 2
24 | Comp NotEqual
25 | }
26 | CGPROGRAM
27 | #pragma fragmentoption ARB_precision_hint_fastest
28 | #pragma vertex vert
29 | #pragma fragment frag
30 |
31 | #include "UnityCG.cginc"
32 |
33 |
34 | // uniforms
35 | sampler2D _MainTex;
36 | uniform float4 _MainTex_TexelSize;
37 | uniform float4 _MainTex_ST;
38 | sampler2D _LightsTex;
39 | float _MultiplicativeFactor;
40 |
41 |
42 | struct vertexInput
43 | {
44 | float4 vertex : POSITION; // position (in object coordinates, i.e. local or model coordinates)
45 | float4 texcoord : TEXCOORD0; // 0th set of texture coordinates (a.k.a. “UV”; between 0 and 1)
46 | };
47 |
48 |
49 | struct fragmentInput
50 | {
51 | float4 pos : SV_POSITION;
52 | float4 color : COLOR0;
53 | half2 uv : TEXCOORD0;
54 | };
55 |
56 |
57 | fragmentInput vert( vertexInput i )
58 | {
59 | fragmentInput o;
60 | o.pos = UnityObjectToClipPos( i.vertex );
61 | o.uv = TRANSFORM_TEX( i.texcoord, _MainTex );
62 |
63 | return o;
64 | }
65 |
66 |
67 | half4 frag( fragmentInput i ) : COLOR
68 | {
69 | half4 main = tex2D( _MainTex, i.uv );
70 |
71 | #if UNITY_UV_STARTS_AT_TOP
72 | if (_MainTex_TexelSize.y < 0)
73 | i.uv.y = 1 - i.uv.y;
74 | #endif
75 |
76 | half4 lights = tex2D( _LightsTex, i.uv );
77 |
78 | return _MultiplicativeFactor * main * lights;
79 | }
80 |
81 | ENDCG
82 | } // end Pass
83 | } // end SubShader
84 |
85 | FallBack "Diffuse"
86 | }
87 |
--------------------------------------------------------------------------------
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/Assets/SpriteLightKit/Shaders/SpritesLight-Emissive.shader:
--------------------------------------------------------------------------------
1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | Shader "prime[31]/Sprite Light Kit/Emissive Sprite"
4 | {
5 | Properties
6 | {
7 | [PerRendererData] _MainTex ( "Sprite Texture", 2D ) = "white" {}
8 | [MaterialToggle] PixelSnap ( "Pixel snap", Float ) = 0
9 | _AlphaCutoff ( "Alpha Cutoff", float ) = 0.5
10 | }
11 |
12 | SubShader
13 | {
14 | Tags
15 | {
16 | "Queue"="Transparent"
17 | "IgnoreProjector"="True"
18 | "RenderType"="Transparent"
19 | "PreviewType"="Plane"
20 | "CanUseSpriteAtlas"="True"
21 | }
22 |
23 | Cull Off
24 | Lighting Off
25 | ZWrite Off
26 | Blend One OneMinusSrcAlpha
27 |
28 | Pass
29 | {
30 | Stencil
31 | {
32 | Ref 2
33 | Comp Always
34 | Pass Replace
35 | }
36 |
37 | CGPROGRAM
38 | #pragma vertex vert
39 | #pragma fragment frag
40 | #pragma multi_compile _ PIXELSNAP_ON
41 | #include "UnityCG.cginc"
42 |
43 | struct appdata_t
44 | {
45 | float4 vertex : POSITION;
46 | float2 texcoord : TEXCOORD0;
47 | };
48 |
49 | struct v2f
50 | {
51 | float4 vertex : SV_POSITION;
52 | half2 texcoord : TEXCOORD0;
53 | };
54 |
55 | half _AlphaCutoff;
56 |
57 |
58 | v2f vert( appdata_t IN )
59 | {
60 | v2f OUT;
61 | OUT.vertex = UnityObjectToClipPos( IN.vertex );
62 | OUT.texcoord = IN.texcoord;
63 | #ifdef PIXELSNAP_ON
64 | OUT.vertex = UnityPixelSnap( OUT.vertex );
65 | #endif
66 |
67 | return OUT;
68 | }
69 |
70 | sampler2D _MainTex;
71 |
72 | fixed4 frag( v2f IN ) : SV_Target
73 | {
74 | fixed4 c = tex2D( _MainTex, IN.texcoord );
75 |
76 | if( c.a < _AlphaCutoff )
77 | discard;
78 |
79 | c.rgb *= c.a;
80 | return c;
81 | }
82 | ENDCG
83 | }
84 | }
85 | }
86 |
--------------------------------------------------------------------------------
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/Assets/SpriteLightKit/Shadows/SpriteLightKitLightManager.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections.Generic;
3 |
4 |
5 | namespace Prime31
6 | {
7 | public class SpriteLightKitLightManager : MonoBehaviour
8 | {
9 | List _spriteLightPositions = new List();
10 |
11 |
12 | void Awake()
13 | {
14 | var slk = FindObjectOfType();
15 |
16 | var allGOs = FindObjectsOfType();
17 | for( var i = 0; i < allGOs.Length; i++ )
18 | {
19 | if( ( slk.lightLayer.value & 1 << allGOs[i].layer ) != 0 )
20 | {
21 | var pos = allGOs[i].transform.position;
22 | pos.z = 0f;
23 | _spriteLightPositions.Add( pos );
24 | }
25 | }
26 | }
27 |
28 |
29 | ///
30 | /// returns the weighted average position of any lights within range or the original position passed in if everything
31 | /// is further than maxDistance
32 | ///
33 | /// The nearest light.
34 | /// Position.
35 | /// Max distance.
36 | public Vector3 getAffectedAverageLightPos( Vector3 position, float maxSqrDistance )
37 | {
38 | position.z = 0;
39 |
40 | // we want the weighted average position of any lights that are close enough
41 | var totalWeight = 0f;
42 | var accumulatedPosition = Vector3.zero;
43 | for( var i = 0; i < _spriteLightPositions.Count; i++ )
44 | {
45 | var sqrDistance = sqrDistanceBetweenVectors( position, _spriteLightPositions[i] );
46 | if( sqrDistance < maxSqrDistance )
47 | {
48 | // weight should be greater for closer lights and less for further away
49 | var weight = maxSqrDistance - sqrDistance;
50 |
51 | // tally the total weight
52 | totalWeight += weight;
53 | accumulatedPosition += ( weight * _spriteLightPositions[i] );
54 | }
55 | }
56 |
57 | // if we have a totalWeight we need to take into account
58 | if( totalWeight > 0 )
59 | {
60 | return accumulatedPosition * ( 1f / totalWeight );
61 | }
62 |
63 | return position;
64 | }
65 |
66 |
67 | public float sqrDistanceBetweenVectors( Vector3 a, Vector3 b )
68 | {
69 | return new Vector2( a.x - b.x, a.y - b.y ).sqrMagnitude;
70 | }
71 | }
72 | }
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/Assets/SpriteLightKit/Shadows/SpriteLightKitShadow.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 |
5 | namespace Prime31
6 | {
7 | public class SpriteLightKitShadow : MonoBehaviour
8 | {
9 | [Tooltip( "Maximum distance that a light can be from the sprite to still affect it" )]
10 | public float maxLightSqrDistance = 100f;
11 | [Tooltip( "The maximum offset from the sprite that the shadow can be" )]
12 | public float maxShadowTranslation = 0.5f;
13 | [Tooltip( "The averaged light distance is multiplied by this and it affects how far the shadow will offset from the sprite" )]
14 | public float shadowDistanceMultiplier = 1f;
15 |
16 | SpriteLightKitLightManager _slkLightManager;
17 | Transform _transform;
18 | Material _material;
19 |
20 |
21 | void Awake()
22 | {
23 | _slkLightManager = FindObjectOfType();
24 | _transform = gameObject.transform;
25 | _material = GetComponent().material;
26 | }
27 |
28 |
29 | void Update()
30 | {
31 | // we dont want the z component to influence anything
32 | var position = _transform.position;
33 | position.z = 0f;
34 |
35 | var nearestLightPosition = _slkLightManager.getAffectedAverageLightPos( position, maxLightSqrDistance );
36 |
37 | //Debug.DrawLine( position, nearestLightPosition, Color.red, 0.1f );
38 |
39 | var lightDistance = _slkLightManager.sqrDistanceBetweenVectors( position, nearestLightPosition );
40 | var lightDir = ( position - nearestLightPosition ).normalized * lightDistance * shadowDistanceMultiplier;
41 | lightDir /= maxLightSqrDistance;
42 |
43 | _material.SetFloat( "_HorizontalTranslation", Mathf.Clamp( lightDir.x, -maxShadowTranslation, maxShadowTranslation ) );
44 | _material.SetFloat( "_VerticalTranslation", Mathf.Clamp( lightDir.y, -maxShadowTranslation, maxShadowTranslation ) );
45 | }
46 | }
47 | }
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/Assets/SpriteLightKit/SpriteLightKitImageEffect.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 |
5 | namespace Prime31
6 | {
7 | [ExecuteInEditMode]
8 | public class SpriteLightKitImageEffect : MonoBehaviour
9 | {
10 | public Shader shader;
11 | public RenderTexture spriteLightRT;
12 | [Range(0.0f, 2.0f)] public float intensity = 1.0f;
13 | Material _material;
14 |
15 |
16 | protected Material material
17 | {
18 | get
19 | {
20 | if( _material == null )
21 | {
22 | _material = new Material( shader );
23 | _material.hideFlags = HideFlags.HideAndDontSave;
24 | }
25 |
26 | return _material;
27 | }
28 | }
29 |
30 | public void OnDisable()
31 | {
32 | if( _material )
33 | {
34 | DestroyImmediate( _material );
35 | _material = null;
36 | }
37 | }
38 |
39 |
40 | void OnRenderImage( RenderTexture source, RenderTexture destination )
41 | {
42 | // if SpriteLightKit is disabled this RT will no longer be valid
43 | if( spriteLightRT == null )
44 | return;
45 |
46 | material.SetTexture( "_LightsTex", spriteLightRT );
47 | material.SetFloat( "_MultiplicativeFactor", intensity );
48 | Graphics.Blit( source, destination, material );
49 | }
50 | }
51 | }
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2019 Håkan Edling
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/Logs/Packages-Update.log:
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1 |
2 | === Fri Apr 26 08:41:01 2019
3 |
4 | Packages were changed.
5 | Update Mode: updateDependencies
6 |
7 | The following packages were added:
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9 | com.unity.purchasing@2.0.3
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49 | uniqueID: 0
50 | locked: 0
51 | - name: Overlays
52 | uniqueID: 3001844745
53 | locked: 0
54 |
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/ProjectSettings/TimeManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: 0.02
7 | Maximum Allowed Timestep: 0.33333334
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
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/ProjectSettings/UnityConnectSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | m_TestInitMode: 0
11 | CrashReportingSettings:
12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
13 | m_Enabled: 0
14 | m_CaptureEditorExceptions: 1
15 | UnityPurchasingSettings:
16 | m_Enabled: 0
17 | m_TestMode: 0
18 | UnityAnalyticsSettings:
19 | m_Enabled: 0
20 | m_InitializeOnStartup: 1
21 | m_TestMode: 0
22 | m_TestEventUrl:
23 | m_TestConfigUrl:
24 | UnityAdsSettings:
25 | m_Enabled: 0
26 | m_InitializeOnStartup: 1
27 | m_TestMode: 0
28 | m_EnabledPlatforms: 4294967295
29 | m_IosGameId:
30 | m_AndroidGameId:
31 | m_GameIds: {}
32 | m_GameId:
33 | PerformanceReportingSettings:
34 | m_Enabled: 0
35 |
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/ProjectSettings/VFXManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!937362698 &1
4 | VFXManager:
5 | m_ObjectHideFlags: 0
6 | m_IndirectShader: {fileID: 0}
7 | m_CopyBufferShader: {fileID: 0}
8 | m_SortShader: {fileID: 0}
9 | m_RenderPipeSettingsPath:
10 | m_FixedTimeStep: 0.016666668
11 | m_MaxDeltaTime: 0.05
12 |
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/README.md:
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1 | # technocrat
2 | Example 2D game for Unity3D with lighting effects and maze generation.
3 |
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