├── Tools
├── DllExportViewer
│ ├── .gitignore
│ ├── dllexp.chm
│ └── dllexp.exe
└── BindingsGenerator
│ ├── UnityEditor.dll
│ ├── UnityEngine.dll
│ ├── CppParserLib.dll
│ ├── Newtonsoft.Json.dll
│ ├── BindingsGenerator.exe
│ ├── packages.config
│ ├── App.config
│ ├── CppParserLib
│ ├── ParseResult.cs
│ └── Properties
│ │ └── AssemblyInfo.cs
│ ├── ECS
│ ├── ECSParseResultUtilities.cs
│ └── ECSNaming.cs
│ ├── Common
│ ├── Debug.cs
│ ├── StringUtilities.cs
│ └── CommonPath.cs
│ ├── Properties
│ └── AssemblyInfo.cs
│ ├── Program.cs
│ └── BindingsGenerator.sln
├── UnityProject
├── Assets
│ ├── NativeScript
│ │ ├── VERSION.txt
│ │ ├── BootScene.unity.meta
│ │ ├── BootScript.cs.meta
│ │ ├── VERSION.txt.meta
│ │ ├── NativeScriptTypes.json.meta
│ │ ├── Editor.meta
│ │ ├── ECSBindings.cs.meta
│ │ ├── Bindings.cs.meta
│ │ └── Editor
│ │ │ └── EditorMenus.cs.meta
│ ├── Plugins
│ │ ├── .gitignore
│ │ ├── Editor
│ │ │ ├── NativeScript.dll
│ │ │ └── NativeScript.dll.meta
│ │ └── Editor.meta
│ ├── TextMesh Pro
│ │ ├── Resources
│ │ │ ├── LineBreaking Leading Characters.txt
│ │ │ ├── LineBreaking Following Characters.txt
│ │ │ ├── Shaders
│ │ │ │ ├── TMP_SDF.shader.meta
│ │ │ │ ├── TMPro.cginc.meta
│ │ │ │ ├── TMP_Bitmap.shader.meta
│ │ │ │ ├── TMPro_Surface.cginc.meta
│ │ │ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ │ │ ├── TMP_SDF Overlay.shader.meta
│ │ │ │ ├── TMP_SDF-Mobile.shader.meta
│ │ │ │ ├── TMP_SDF-Surface.shader.meta
│ │ │ │ ├── TMPro_Properties.cginc.meta
│ │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ │ │ ├── TMP_Sprite.shader.meta
│ │ │ │ └── TMP_SDF-Mobile Masking.shader.meta
│ │ │ ├── TMP Settings.asset.meta
│ │ │ ├── Sprite Assets
│ │ │ │ └── EmojiOne.asset.meta
│ │ │ ├── Shaders.meta
│ │ │ ├── LineBreaking Following Characters.txt.meta
│ │ │ ├── LineBreaking Leading Characters.txt.meta
│ │ │ ├── Sprite Assets.meta
│ │ │ ├── Style Sheets.meta
│ │ │ ├── Fonts & Materials.meta
│ │ │ ├── Fonts & Materials
│ │ │ │ ├── LiberationSans SDF.asset.meta
│ │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ │ │ └── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── Style Sheets
│ │ │ │ └── Default Style Sheet.asset.meta
│ │ │ └── TMP Settings.asset
│ │ ├── Sprites
│ │ │ ├── EmojiOne.png
│ │ │ ├── EmojiOne Attribution.txt
│ │ │ ├── EmojiOne Attribution.txt.meta
│ │ │ └── EmojiOne.json.meta
│ │ ├── Fonts
│ │ │ ├── LiberationSans.ttf
│ │ │ ├── LiberationSans - OFL.txt.meta
│ │ │ └── LiberationSans.ttf.meta
│ │ ├── Documentation
│ │ │ ├── TextMesh Pro User Guide 2016.pdf
│ │ │ └── TextMesh Pro User Guide 2016.pdf.meta
│ │ ├── Fonts.meta
│ │ ├── Resources.meta
│ │ ├── Sprites.meta
│ │ └── Documentation.meta
│ ├── UIPack
│ │ ├── preview.png
│ │ ├── sample.png
│ │ ├── Bonus
│ │ │ ├── click1.ogg
│ │ │ ├── click2.ogg
│ │ │ ├── rollover1.ogg
│ │ │ ├── rollover2.ogg
│ │ │ ├── switch2.ogg
│ │ │ ├── switch3.ogg
│ │ │ ├── click1.ogg.meta
│ │ │ ├── click2.ogg.meta
│ │ │ ├── switch2.ogg.meta
│ │ │ ├── switch3.ogg.meta
│ │ │ ├── rollover1.ogg.meta
│ │ │ └── rollover2.ogg.meta
│ │ ├── Spritesheet
│ │ │ ├── redSheet.png
│ │ │ ├── blueSheet.png
│ │ │ ├── greenSheet.png
│ │ │ ├── greySheet.png
│ │ │ └── yellowSheet.png
│ │ ├── Font
│ │ │ ├── kenvector_future.ttf
│ │ │ ├── kenvector_future_thin.ttf
│ │ │ ├── kenvector_future.ttf.meta
│ │ │ └── kenvector_future_thin.ttf.meta
│ │ ├── license.txt.meta
│ │ ├── Bonus.meta
│ │ ├── Font.meta
│ │ ├── Spritesheet.meta
│ │ └── license.txt
│ ├── TowerDefenseKit
│ │ ├── tile.fbx
│ │ ├── detail_dirt.fbx
│ │ ├── detail_tree.fbx
│ │ ├── snow_tile.fbx
│ │ ├── tile_bump.fbx
│ │ ├── tile_dirt.fbx
│ │ ├── tile_end.fbx
│ │ ├── tile_hill.fbx
│ │ ├── tile_rock.fbx
│ │ ├── tile_slope.fbx
│ │ ├── tile_spawn.fbx
│ │ ├── tile_split.fbx
│ │ ├── tile_tree.fbx
│ │ ├── detail_crystal.fbx
│ │ ├── detail_dirtLarge.fbx
│ │ ├── detail_rocks.fbx
│ │ ├── detail_treeLarge.fbx
│ │ ├── enemy_ufoGreen.fbx
│ │ ├── enemy_ufoPurple.fbx
│ │ ├── enemy_ufoRed.fbx
│ │ ├── enemy_ufoYellow.fbx
│ │ ├── snow_detail_dirt.fbx
│ │ ├── snow_detail_tree.fbx
│ │ ├── snow_tile_bump.fbx
│ │ ├── snow_tile_end.fbx
│ │ ├── snow_tile_hill.fbx
│ │ ├── snow_tile_rock.fbx
│ │ ├── snow_tile_slope.fbx
│ │ ├── snow_tile_spawn.fbx
│ │ ├── snow_tile_split.fbx
│ │ ├── snow_tile_tree.fbx
│ │ ├── tile_cornerInner.fbx
│ │ ├── tile_cornerLarge.fbx
│ │ ├── tile_cornerOuter.fbx
│ │ ├── tile_cornerRound.fbx
│ │ ├── tile_crossing.fbx
│ │ ├── tile_crystal.fbx
│ │ ├── tile_dirtHigh.fbx
│ │ ├── tile_endRound.fbx
│ │ ├── tile_endSpawn.fbx
│ │ ├── tile_highlighted.fbx
│ │ ├── tile_riverBridge.fbx
│ │ ├── tile_riverCorner.fbx
│ │ ├── tile_riverFall.fbx
│ │ ├── tile_riverSlope.fbx
│ │ ├── tile_spawnRound.fbx
│ │ ├── tile_straight.fbx
│ │ ├── tile_transition.fbx
│ │ ├── tile_treeDouble.fbx
│ │ ├── tile_treeQuad.fbx
│ │ ├── tile_wideCorner.fbx
│ │ ├── tile_wideSplit.fbx
│ │ ├── towerRound_base.fbx
│ │ ├── towerRound_roofB.fbx
│ │ ├── towerRound_roofC.fbx
│ │ ├── towerRound_topA.fbx
│ │ ├── towerRound_topB.fbx
│ │ ├── towerRound_topC.fbx
│ │ ├── towerSquare_topA.fbx
│ │ ├── towerSquare_topB.fbx
│ │ ├── towerSquare_topC.fbx
│ │ ├── weapon_ballista.fbx
│ │ ├── weapon_blaster.fbx
│ │ ├── weapon_cannon.fbx
│ │ ├── weapon_catapult.fbx
│ │ ├── woodStructure.fbx
│ │ ├── detail_crystalLarge.fbx
│ │ ├── detail_rocksLarge.fbx
│ │ ├── enemy_ufoGreenWeapon.fbx
│ │ ├── enemy_ufoRedWeapon.fbx
│ │ ├── snow_detail_crystal.fbx
│ │ ├── snow_detail_dirtLarge.fbx
│ │ ├── snow_detail_rocks.fbx
│ │ ├── snow_detail_treeLarge.fbx
│ │ ├── snow_tile_cornerInner.fbx
│ │ ├── snow_tile_cornerLarge.fbx
│ │ ├── snow_tile_cornerOuter.fbx
│ │ ├── snow_tile_cornerRound.fbx
│ │ ├── snow_tile_crossing.fbx
│ │ ├── snow_tile_crystal.fbx
│ │ ├── snow_tile_endRound.fbx
│ │ ├── snow_tile_endSpawn.fbx
│ │ ├── snow_tile_riverBridge.fbx
│ │ ├── snow_tile_riverCorner.fbx
│ │ ├── snow_tile_riverFall.fbx
│ │ ├── snow_tile_riverSlope.fbx
│ │ ├── snow_tile_spawnRound.fbx
│ │ ├── snow_tile_straight.fbx
│ │ ├── snow_tile_transition.fbx
│ │ ├── snow_tile_treeDouble.fbx
│ │ ├── snow_tile_treeQuad.fbx
│ │ ├── snow_tile_wideCorner.fbx
│ │ ├── snow_tile_wideSplit.fbx
│ │ ├── snow_woodStructure.fbx
│ │ ├── tile_cornerSquare.fbx
│ │ ├── tile_endRoundSpawn.fbx
│ │ ├── tile_riverSlopeLarge.fbx
│ │ ├── tile_riverStraight.fbx
│ │ ├── tile_riverTransition.fbx
│ │ ├── tile_straightHill.fbx
│ │ ├── tile_wideStraight.fbx
│ │ ├── tile_wideTransition.fbx
│ │ ├── towerRound_bottomA.fbx
│ │ ├── towerRound_bottomB.fbx
│ │ ├── towerRound_bottomC.fbx
│ │ ├── towerRound_crystals.fbx
│ │ ├── towerRound_middleA.fbx
│ │ ├── towerRound_middleB.fbx
│ │ ├── towerRound_middleC.fbx
│ │ ├── towerRound_roofA.fbx
│ │ ├── towerRound_sampleA.fbx
│ │ ├── towerRound_sampleB.fbx
│ │ ├── towerRound_sampleC.fbx
│ │ ├── towerRound_sampleD.fbx
│ │ ├── towerRound_sampleE.fbx
│ │ ├── towerRound_sampleF.fbx
│ │ ├── towerSquare_bottomA.fbx
│ │ ├── towerSquare_bottomB.fbx
│ │ ├── towerSquare_bottomC.fbx
│ │ ├── towerSquare_middleA.fbx
│ │ ├── towerSquare_middleB.fbx
│ │ ├── towerSquare_middleC.fbx
│ │ ├── towerSquare_roofA.fbx
│ │ ├── towerSquare_roofB.fbx
│ │ ├── towerSquare_roofC.fbx
│ │ ├── towerSquare_sampleA.fbx
│ │ ├── towerSquare_sampleB.fbx
│ │ ├── towerSquare_sampleC.fbx
│ │ ├── towerSquare_sampleD.fbx
│ │ ├── towerSquare_sampleE.fbx
│ │ ├── towerSquare_sampleF.fbx
│ │ ├── woodStructure_high.fbx
│ │ ├── enemy_ufoPurpleWeapon.fbx
│ │ ├── enemy_ufoYellowWeapon.fbx
│ │ ├── snow_detail_crystalLarge.fbx
│ │ ├── snow_detail_rocksLarge.fbx
│ │ ├── snow_tile_cornerSquare.fbx
│ │ ├── snow_tile_endRoundSpawn.fbx
│ │ ├── snow_tile_riverSlopeLarge.fbx
│ │ ├── snow_tile_riverStraight.fbx
│ │ ├── snow_tile_riverTransition.fbx
│ │ ├── snow_tile_straightHill.fbx
│ │ ├── snow_tile_wideStraight.fbx
│ │ ├── snow_tile_wideTransition.fbx
│ │ ├── snow_woodStructure_high.fbx
│ │ ├── tile_straightHillLarge.fbx
│ │ ├── snow_tile_straightHillLarge.fbx
│ │ ├── Materials.meta
│ │ └── Materials
│ │ │ └── highlighted.mat.meta
│ ├── ToonyTinyPeople
│ │ ├── TT_demo
│ │ │ ├── sample_scene
│ │ │ │ ├── quad.tga
│ │ │ │ ├── ground.mat.meta
│ │ │ │ ├── TT_Citizens_sample_scene.unity.meta
│ │ │ │ └── ground.mat
│ │ │ ├── ToonyTiny_City_Pack.tga
│ │ │ ├── animation
│ │ │ │ ├── female
│ │ │ │ │ ├── f_run.FBX
│ │ │ │ │ ├── f_death_A.FBX
│ │ │ │ │ ├── f_idle_A.FBX
│ │ │ │ │ ├── f_run_rm.FBX
│ │ │ │ │ ├── f_walk.FBX
│ │ │ │ │ ├── f_walk_rm.FBX
│ │ │ │ │ ├── f_melee_combat_idle.FBX
│ │ │ │ │ ├── f_melee_combat_run.FBX
│ │ │ │ │ ├── f_melee_combat_attack_A.FBX
│ │ │ │ │ └── f_melee_combat_run_rm.FBX
│ │ │ │ ├── male
│ │ │ │ │ ├── m_run.FBX
│ │ │ │ │ ├── m_walk.FBX
│ │ │ │ │ ├── m_death_A.FBX
│ │ │ │ │ ├── m_idle_A.FBX
│ │ │ │ │ ├── m_pistol_run.FBX
│ │ │ │ │ ├── m_run_rm.FBX
│ │ │ │ │ ├── m_walk_rm.FBX
│ │ │ │ │ ├── m_pistol_idle_A.FBX
│ │ │ │ │ ├── m_pistol_run_rm.FBX
│ │ │ │ │ ├── m_pistol_shoot.FBX
│ │ │ │ │ ├── m_melee_combat_idle.FBX
│ │ │ │ │ ├── m_melee_combat_run.FBX
│ │ │ │ │ ├── m_melee_combat_run_rm.FBX
│ │ │ │ │ └── m_melee_combat_attack_A.FBX
│ │ │ │ ├── zombie
│ │ │ │ │ ├── Z_run.FBX
│ │ │ │ │ ├── Z_attack_A.FBX
│ │ │ │ │ ├── Z_death_A.FBX
│ │ │ │ │ ├── Z_idle_A.FBX
│ │ │ │ │ ├── Z_run_rm.FBX
│ │ │ │ │ ├── Z_walk.FBX
│ │ │ │ │ └── Z_walk_rm.FBX
│ │ │ │ ├── male.meta
│ │ │ │ ├── female.meta
│ │ │ │ └── zombie.meta
│ │ │ ├── models
│ │ │ │ ├── TT_demo_female.FBX
│ │ │ │ ├── TT_demo_male_A.FBX
│ │ │ │ ├── TT_demo_male_B.FBX
│ │ │ │ ├── TT_demo_police.FBX
│ │ │ │ ├── TT_demo_zombie.FBX
│ │ │ │ ├── Materials
│ │ │ │ │ ├── TT_demo_texture.tga
│ │ │ │ │ ├── TT_demo.mat.meta
│ │ │ │ │ └── TT_demo.mat
│ │ │ │ └── Materials.meta
│ │ │ ├── ToonyTiny_Zombies_Pack.tga
│ │ │ ├── ToonyTiny_Citizens_Megapack.tga
│ │ │ ├── prefabs
│ │ │ │ ├── TT_demo_female.prefab.meta
│ │ │ │ ├── TT_demo_male_A.prefab.meta
│ │ │ │ ├── TT_demo_male_B.prefab.meta
│ │ │ │ ├── TT_demo_police.prefab.meta
│ │ │ │ └── TT_demo_zombie.prefab.meta
│ │ │ ├── animation.meta
│ │ │ ├── models.meta
│ │ │ ├── prefabs.meta
│ │ │ └── sample_scene.meta
│ │ └── TT_demo.meta
│ ├── Animators.meta
│ ├── Game
│ │ ├── Maps.meta
│ │ ├── Maps
│ │ │ └── Map1_Geometry.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── Maps.meta
│ │ │ ├── Native.meta
│ │ │ ├── UI.meta
│ │ │ ├── Views.meta
│ │ │ ├── Utilities.meta
│ │ │ ├── Native
│ │ │ ├── NativeHelpers.cs
│ │ │ ├── EventHub.cs.meta
│ │ │ ├── GameSettings.cs.meta
│ │ │ ├── NativeGameState.cs.meta
│ │ │ ├── NativeHelpers.cs.meta
│ │ │ ├── BaseNativeEntityView.cs.meta
│ │ │ ├── AbstractBaseNativeScript.cs.meta
│ │ │ ├── NativeGameState.cs
│ │ │ ├── BaseNativeEntityView.cs
│ │ │ ├── EventHub.cs
│ │ │ ├── AbstractBaseNativeScript.cs
│ │ │ └── GameSettings.cs
│ │ │ ├── UI
│ │ │ ├── GUI.cs.meta
│ │ │ ├── GameInfo.cs.meta
│ │ │ ├── GUI.cs
│ │ │ └── GameInfo.cs
│ │ │ ├── InputManager.cs.meta
│ │ │ ├── Utilities
│ │ │ ├── Singleton.cs.meta
│ │ │ └── Singleton.cs
│ │ │ ├── Maps
│ │ │ ├── GeometryBasicGenerator.cs.meta
│ │ │ └── GeometryBasicGenerator.cs
│ │ │ ├── Views
│ │ │ ├── EntityCooldownView.cs.meta
│ │ │ ├── EntityHealthBarView.cs.meta
│ │ │ ├── EntityPositionView.cs.meta
│ │ │ ├── EntityHealthBarView.cs
│ │ │ ├── EntityPositionView.cs
│ │ │ └── EntityCooldownView.cs
│ │ │ └── InputManager.cs
│ ├── Plugins.meta
│ ├── Resources.meta
│ ├── UIPack.meta
│ ├── Resources
│ │ ├── Prefabs
│ │ │ ├── EntityView.prefab.meta
│ │ │ ├── CannonTowerView.prefab.meta
│ │ │ ├── SphereBulletView.prefab.meta
│ │ │ ├── EntityCooldownView.prefab.meta
│ │ │ └── EnemyEntityHealthBarView.prefab.meta
│ │ └── Prefabs.meta
│ ├── TextMesh Pro.meta
│ ├── ToonyTinyPeople.meta
│ ├── TowerDefenseKit.meta
│ ├── Animators
│ │ ├── Male.controller.meta
│ │ └── Male.controller
│ ├── NativeScript.meta
│ └── Game.meta
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── ClusterInputManager.asset
│ ├── PresetManager.asset
│ ├── EditorBuildSettings.asset
│ ├── XRSettings.asset
│ ├── TimeManager.asset
│ ├── VFXManager.asset
│ ├── AudioManager.asset
│ ├── TagManager.asset
│ ├── UnityConnectSettings.asset
│ ├── PackageManagerSettings.asset
│ ├── EditorSettings.asset
│ ├── DynamicsManager.asset
│ ├── NavMeshAreas.asset
│ └── Physics2DSettings.asset
├── NativeScript.dll
├── .gitignore
├── .gitattributes
└── Packages
│ └── manifest.json
├── NativeScript
├── Source
│ ├── Game
│ │ ├── Universal.cpp
│ │ ├── NativeScript.h
│ │ ├── NativeScript.cpp
│ │ ├── PluginMain.cpp
│ │ ├── Universal.h
│ │ └── Profiler.h
│ └── Simulation
│ │ ├── Components
│ │ ├── MoveSpeed.h
│ │ ├── Damage.h
│ │ ├── Position.h
│ │ ├── Destination.h
│ │ ├── Orientation.h
│ │ ├── WaypointIndex.h
│ │ ├── BodySize.h
│ │ ├── LifeTime.h
│ │ ├── Cooldown.h
│ │ ├── EnemyTeam.h
│ │ ├── Health.h
│ │ ├── RangeDetection.h
│ │ ├── RemoveMe.h
│ │ ├── ElapsedTime.h
│ │ ├── CurrentWave.h
│ │ ├── WaypointSettings.h
│ │ ├── CollisionLayer.h
│ │ └── WaveSpawnSettings.h
│ │ ├── Context
│ │ ├── GameSettings.h
│ │ └── GameStates.h
│ │ ├── Helpers
│ │ ├── CooldownHelpers.h
│ │ ├── SpawnHelpers.h
│ │ └── CooldownHelpers.cpp
│ │ ├── Systems
│ │ ├── TestSpawn.cpp
│ │ ├── DecreaseCooldown.cpp
│ │ ├── EntityDie.cpp
│ │ ├── InitWorldStates.cpp
│ │ ├── RemoveEntity.cpp
│ │ ├── UpdateRemainingLifeTime.cpp
│ │ ├── MoveForward.cpp
│ │ ├── All.h
│ │ ├── QueryCollision.cpp
│ │ ├── SingleFiring.cpp
│ │ ├── WaveSpawn.cpp
│ │ └── WaypointMovement.cpp
│ │ ├── World.cpp
│ │ ├── World.h
│ │ ├── Game.h
│ │ └── Game.cpp
├── Targets
│ ├── .gitignore
│ └── Generators
│ │ ├── VS2019.bat
│ │ └── VS2019_Standalone.bat
├── CMakeSettings.json
└── .gitignore
├── .gitmodules
└── LICENSE.md
/Tools/DllExportViewer/.gitignore:
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1 | *.cfg
2 |
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/UnityProject/Assets/NativeScript/VERSION.txt:
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1 | 0.3
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/NativeScript/Source/Game/Universal.cpp:
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1 | #include "Universal.h"
2 |
3 |
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/NativeScript/Targets/.gitignore:
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1 | # This file is for ignore custom target folders e.g. VS2019
2 | VS2019/
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/NativeScript/Source/Simulation/Components/MoveSpeed.h:
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1 | #pragma once
2 |
3 | struct CMoveSpeed { float value; };
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/NativeScript/Source/Simulation/Components/Damage.h:
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1 | #pragma once
2 |
3 | struct CDamage { float value; };
4 |
5 |
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/NativeScript/Source/Simulation/Components/Position.h:
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1 | #pragma once
2 |
3 | struct CPosition { Vector3 value; };
4 |
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/UnityProject/Assets/Plugins/.gitignore:
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1 | # Ignore VS debug symbol files
2 | *.ilk
3 | *.ilk.meta
4 | *.pdb
5 | *.pdb.meta
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/NativeScript/Source/Simulation/Components/Destination.h:
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1 | #pragma once
2 |
3 | struct CDestination { Vector3 value; };
4 |
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/NativeScript/Source/Simulation/Components/Orientation.h:
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1 | #pragma once
2 |
3 | struct COrientation { Vector3 value; };
4 |
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/NativeScript/Source/Simulation/Components/WaypointIndex.h:
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1 | #pragma once
2 |
3 | struct CWaypointIndex { int value; };
4 |
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/UnityProject/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt:
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1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ #
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/Tools/DllExportViewer/dllexp.chm:
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https://raw.githubusercontent.com/tongtunggiang/unity-entt/HEAD/Tools/DllExportViewer/dllexp.chm
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/Tools/DllExportViewer/dllexp.exe:
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https://raw.githubusercontent.com/tongtunggiang/unity-entt/HEAD/Tools/DllExportViewer/dllexp.exe
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/NativeScript/Source/Simulation/Components/BodySize.h:
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1 | #pragma once
2 |
3 | struct CBodySize
4 | {
5 | float radius;
6 | };
7 |
8 |
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/NativeScript/Source/Simulation/Components/LifeTime.h:
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1 | #pragma once
2 |
3 | struct CLifeTime
4 | {
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9 | SpawnHelpers::SpawnEnemy(registry);
10 | }
11 |
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8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
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1 | #pragma once
2 |
3 | struct Waypoint
4 | {
5 | Vector3 position;
6 | Vector3 direction;
7 | };
8 |
9 | /* GAME_SETTINGS_COMPONENT */
10 | struct CWaypointSettings
11 | {
12 | std::vector waypoints;
13 | };
14 |
15 |
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1 | #pragma once
2 |
3 | namespace SpawnHelpers
4 | {
5 | void SpawnEnemy(Registry& registry);
6 | void SpawnTower(Registry& registry, float posX, float posY);
7 | void SpawnBullet(Registry& registry, Vector3 position, Vector3 orientation);
8 | }
9 |
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1 | #pragma once
2 |
3 | namespace ECollisionLayer
4 | {
5 | enum Values : std::uint8_t
6 | {
7 | Enemy,
8 | Bullet,
9 |
10 | ALL,
11 | };
12 | }
13 |
14 | struct CCollisionLayer
15 | {
16 | std::uint8_t value;
17 | };
18 |
19 |
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1 | #pragma once
2 |
3 | struct WaveSpawnConfiguration
4 | {
5 | float time;
6 | int numToSpawn;
7 | float intervalBetweenSpawn;
8 | };
9 |
10 | /* GAME_SETTINGS_COMPONENT */
11 | struct CWaveSpawnSettings
12 | {
13 | std::vector waves;
14 | };
15 |
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7 | m_CopyBufferShader: {fileID: 0}
8 | m_SortShader: {fileID: 0}
9 | m_RenderPipeSettingsPath:
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12 |
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/.gitmodules:
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1 | [submodule "NativeScript/ThirdParty/entt"]
2 | path = NativeScript/ThirdParty/entt
3 | url = https://github.com/skypjack/entt
4 | [submodule "NativeScript/ThirdParty/bullet3"]
5 | path = NativeScript/ThirdParty/bullet3
6 | url = https://github.com/bulletphysics/bullet3
7 | [submodule "NativeScript/ThirdParty/eigen"]
8 | path = NativeScript/ThirdParty/eigen
9 | url = https://gitlab.com/libeigen/eigen
10 |
--------------------------------------------------------------------------------
/NativeScript/Source/Game/NativeScript.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #if UNITY_NATIVE_DLL
4 |
5 | #include "World.h"
6 |
7 | namespace Native
8 | {
9 | struct NativeScript : Native::BaseNativeScript
10 | {
11 | NATIVE_NATIVE_SCRIPT_DEFAULT_CONTENTS
12 | NATIVE_NATIVE_SCRIPT_DEFAULT_CONSTRUCTOR
13 |
14 | public:
15 | void PassGameConfig(void* config) override;
16 | void StartSimulation() override;
17 | void Update() override;
18 |
19 | };
20 | }
21 |
22 | #endif
23 |
--------------------------------------------------------------------------------
/UnityProject/Assets/Game/Scripts/UI/GUI.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class GUI : Singleton
4 | {
5 |
6 | public GameObject hudRoot;
7 | public GameObject popupRoot;
8 |
9 | public Camera MainCamera
10 | {
11 | get
12 | {
13 | if (m_MainCamera == null)
14 | {
15 | m_MainCamera = Camera.main;
16 | }
17 | return m_MainCamera;
18 | }
19 | }
20 | private Camera m_MainCamera;
21 |
22 | }
23 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/Systems/DecreaseCooldown.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "All.h"
3 |
4 | #include "Components/Cooldown.h"
5 |
6 | void SUpdateCooldown(Registry& registry, float dt)
7 | {
8 | PROFILER_FUNCTION();
9 |
10 | registry.view().each(
11 | [dt, ®istry](auto entity, CCooldown& cooldown)
12 | {
13 | cooldown.remaining -= dt;
14 | if (cooldown.remaining <= 0)
15 | {
16 | registry.remove(entity);
17 | }
18 | }
19 | );
20 |
21 | PROFILER_END();
22 | }
23 |
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Volume: 1
8 | Rolloff Scale: 1
9 | Doppler Factor: 1
10 | Default Speaker Mode: 2
11 | m_SampleRate: 0
12 | m_DSPBufferSize: 1024
13 | m_VirtualVoiceCount: 512
14 | m_RealVoiceCount: 32
15 | m_SpatializerPlugin:
16 | m_AmbisonicDecoderPlugin:
17 | m_DisableAudio: 0
18 | m_VirtualizeEffects: 1
19 | m_RequestedDSPBufferSize: 1024
20 |
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/UnityProject/Assets/UIPack/license.txt:
--------------------------------------------------------------------------------
1 |
2 | ###############################################################################
3 |
4 | UI pack by Kenney Vleugels (www.kenney.nl)
5 |
6 | ------------------------------
7 |
8 | License (CC0)
9 | http://creativecommons.org/publicdomain/zero/1.0/
10 |
11 | You may use these graphics in personal and commercial projects.
12 | Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
13 |
14 | ###############################################################################
--------------------------------------------------------------------------------
/UnityProject/Assets/Game/Scripts/Native/NativeGameState.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Runtime.InteropServices;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 |
8 | namespace Native
9 | {
10 | [StructLayout(LayoutKind.Sequential)]
11 | struct NativeGameState
12 | {
13 | public System.Int32 waypointCount;
14 | public float[] waypoints;
15 | public System.Int32 waveCount;
16 | public WaveSpawnConfiguration[] waves;
17 | }
18 | }
19 |
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2 | guid: e3265ab4bf004d28a9537516768c1c75
3 | timeCreated: 1484171297
4 | licenseType: Pro
5 | TrueTypeFontImporter:
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7 | fontSize: 16
8 | forceTextureCase: -2
9 | characterSpacing: 1
10 | characterPadding: 0
11 | includeFontData: 1
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13 | fontNames: []
14 | fallbackFontReferences: []
15 | customCharacters:
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17 | userData:
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/NativeScript/Source/Game/NativeScript.cpp:
--------------------------------------------------------------------------------
1 | #if UNITY_NATIVE_DLL
2 |
3 | #include "Universal.h"
4 | #include "NativeScript.h"
5 | #include "Game.h"
6 |
7 |
8 |
9 | void Native::NativeScript::Update()
10 | {
11 | Game::Get()->Update(UnityEngine::Time::GetDeltaTime());
12 | }
13 |
14 | void Native::NativeScript::PassGameConfig(void* config)
15 | {
16 | Game::Get()->SetRawInitialGameState(config);
17 | }
18 |
19 | void Native::NativeScript::StartSimulation()
20 | {
21 | Game::Get()->SetEventHub(GetEvents());
22 | Game::Get()->Init();
23 | }
24 |
25 | #endif
26 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/Systems/EntityDie.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "All.h"
3 |
4 | #include "Components/Health.h"
5 | #include "Components/RemoveMe.h"
6 |
7 | #include "Game.h"
8 |
9 | void SUpdateEntityDie(Registry& registry, float dt)
10 | {
11 | PROFILER_FUNCTION();
12 |
13 | registry.view().each(
14 | [®istry](auto entity, CHealth& health)
15 | {
16 | if (health.current <= 0)
17 | {
18 | registry.remove(entity);
19 | registry.emplace(entity);
20 | }
21 | }
22 | );
23 |
24 | PROFILER_END();
25 | }
26 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/Systems/InitWorldStates.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "All.h"
3 |
4 | #include "Context/GameStates.h"
5 |
6 | #include "Components/ElapsedTime.h"
7 | #include "Components/CurrentWave.h"
8 |
9 |
10 | void SInitWorldState(Registry& registry)
11 | {
12 | Entity gameStatesSingleton = registry.create();
13 | registry.set(CtxGameStates{ gameStatesSingleton });
14 |
15 | registry.emplace(gameStatesSingleton, CElapsedTime{ 0.0f });
16 | registry.emplace(gameStatesSingleton, CCurrentWave{ 0, 0, 0 });
17 | }
18 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/Systems/RemoveEntity.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "All.h"
3 |
4 | #include "Game.h"
5 |
6 | #include "Components/RemoveMe.h"
7 |
8 |
9 | void SUpdateRemoveEntity(Registry& registry, float dt)
10 | {
11 | PROFILER_FUNCTION();
12 |
13 | auto toRemoveView = registry.view();
14 | for (auto toRemoveEntity : toRemoveView)
15 | {
16 | #if UNITY_NATIVE_DLL
17 | Game::Get()->GetEventHub().InvokeEntityDestroyed((uint32_t)toRemoveEntity);
18 | #endif
19 | registry.destroy(toRemoveEntity);
20 | }
21 |
22 | PROFILER_END();
23 | }
24 |
25 |
26 |
--------------------------------------------------------------------------------
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/NativeScript/Source/Simulation/Systems/UpdateRemainingLifeTime.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "All.h"
3 |
4 | #include "Components/LifeTime.h"
5 | #include "Components/RemoveMe.h"
6 |
7 | void SUpdateRemainingLifeTime(Registry& registry, float dt)
8 | {
9 | registry.view().each(
10 | [dt, ®istry](auto entity, CLifeTime& lifeTime)
11 | {
12 | if (lifeTime.value > 0)
13 | {
14 | lifeTime.value -= dt;
15 | if (lifeTime.value <= 0)
16 | {
17 | registry.remove(entity);
18 | registry.emplace(entity);
19 | }
20 | }
21 | }
22 | );
23 | }
24 |
--------------------------------------------------------------------------------
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | - Ground
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
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/NativeScript/Source/Simulation/Systems/MoveForward.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 |
3 | #include "All.h"
4 |
5 | #include "Components/Position.h"
6 | #include "Components/MoveSpeed.h"
7 | #include "Components/Orientation.h"
8 |
9 | void SUpdateMoveForward(Registry& registry, float deltaTime)
10 | {
11 | PROFILER_FUNCTION();
12 |
13 | registry.view().each(
14 | [deltaTime](auto entity, CPosition& position, const COrientation& orientation, const CMoveSpeed& moveSpeed)
15 | {
16 | position.value += deltaTime * moveSpeed.value * orientation.value;
17 | }
18 | );
19 |
20 | PROFILER_END();
21 | }
22 |
--------------------------------------------------------------------------------
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7 | forceTextureCase: -2
8 | characterSpacing: 0
9 | characterPadding: 1
10 | includeFontData: 1
11 | fontName: KenVector Future
12 | fontNames:
13 | - KenVector Future
14 | fallbackFontReferences: []
15 | customCharacters:
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17 | ascentCalculationMode: 1
18 | useLegacyBoundsCalculation: 0
19 | shouldRoundAdvanceValue: 1
20 | userData:
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12 | fontNames:
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7 | executionOrder: {}
8 | defineConstraints: []
9 | isPreloaded: 0
10 | isOverridable: 0
11 | isExplicitlyReferenced: 0
12 | validateReferences: 1
13 | platformData:
14 | - first:
15 | Any:
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25 | userData:
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/UnityProject/Assets/Game/Scripts/Native/BaseNativeEntityView.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System;
5 |
6 | namespace Native
7 | {
8 | using Entity = System.UInt32;
9 |
10 | public class BaseNativeEntityView : MonoBehaviour
11 | {
12 | public Entity EntityRef { get; set; }
13 |
14 | private void Start()
15 | {
16 | var native = FindObjectOfType();
17 | native.Events.entityDestroyed.AddListener(OnEntityDestroyed);
18 | }
19 |
20 | private void OnEntityDestroyed(Entity e)
21 | {
22 | if (e == EntityRef)
23 | {
24 | Destroy(gameObject);
25 | }
26 | }
27 | }
28 | }
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/Systems/All.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 |
4 | // Initialising functions
5 | void SFetchWorldSettings(Registry& registry);
6 | void SInitWorldState(Registry& registry);
7 | void SInitTestSpawn(Registry& registry);
8 |
9 | // Update functions
10 | void SUpdateMoveForward(Registry& registry, float dt);
11 | void SUpdateWaypointMovement(Registry& registry, float dt);
12 | void SUpdateCooldown(Registry& registry, float dt);
13 | void SUpdateSingleFiring(Registry& registry, float dt);
14 | void SUpdateEntityDie(Registry& registry, float dt);
15 | void SUpdateWaveSpawn(Registry& registry, float dt);
16 | void SUpdateQueryCollision(Registry& registry, float dt);
17 | void SUpdateRemainingLifeTime(Registry& registry, float dt);
18 | void SUpdateRemoveEntity(Registry& registry, float dt);
19 |
--------------------------------------------------------------------------------
/UnityProject/Assets/Game/Scripts/Native/EventHub.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.Events;
5 |
6 | namespace Native
7 | {
8 | using Entity = System.UInt32;
9 |
10 | [System.Serializable] public class EntityCreatedEvent : UnityEvent { }
11 | [System.Serializable] public class EntityDestroyedEvent : UnityEvent { }
12 |
13 | public class EventHub
14 | {
15 | public EntityCreatedEvent entityCreated = new EntityCreatedEvent();
16 | public void InvokeEntityCreated(Entity e) { entityCreated.Invoke(e); }
17 |
18 | public EntityDestroyedEvent entityDestroyed = new EntityDestroyedEvent();
19 | public void InvokeEntityDestroyed(Entity e) { entityDestroyed.Invoke(e); }
20 | }
21 |
22 | }
23 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/Helpers/CooldownHelpers.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "CooldownHelpers.h"
3 |
4 | #include "Components/Cooldown.h"
5 |
6 | void CooldownHelpers::StartCooldown(Registry& registry, Entity entity, float time)
7 | {
8 | registry.emplace(entity, CCooldown{ time, time });
9 |
10 | #if UNITY_NATIVE_DLL
11 | // Spawn the HUD view
12 | {
13 | using namespace UnityEngine;
14 | using namespace System;
15 | using Object = UnityEngine::Object;
16 |
17 | GameObject prefab = Resources::Load(String("Prefabs/EntityCooldownView"));
18 |
19 | GameObject go = Native::UnityTypeHelpers::Downcast(Object::Instantiate((Object)prefab));
20 | Native::BaseNativeEntityView unityView = go.GetComponent();
21 | unityView.SetEntityRef((uint32_t)entity);
22 | }
23 | #endif
24 | }
25 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/World.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "World.h"
3 |
4 | #include "Game.h"
5 |
6 | #include "Systems/All.h"
7 |
8 | constexpr float FixedTimeStep = 0.02f;
9 |
10 | World::World()
11 | {
12 | }
13 |
14 | World::~World()
15 | {
16 | }
17 |
18 | void World::Init()
19 | {
20 | SFetchWorldSettings(m_Registry);
21 | SInitWorldState(m_Registry);
22 | }
23 |
24 | void World::Update(float deltaTime)
25 | {
26 | SUpdateWaveSpawn(m_Registry, deltaTime);
27 |
28 | SUpdateMoveForward(m_Registry, deltaTime);
29 | SUpdateWaypointMovement(m_Registry, deltaTime);
30 |
31 | SUpdateCooldown(m_Registry, deltaTime);
32 | SUpdateSingleFiring(m_Registry, deltaTime);
33 |
34 | SUpdateQueryCollision(m_Registry, deltaTime);
35 |
36 | SUpdateEntityDie(m_Registry, deltaTime);
37 | SUpdateRemainingLifeTime(m_Registry, deltaTime);
38 |
39 | SUpdateRemoveEntity(m_Registry, deltaTime);
40 | }
41 |
--------------------------------------------------------------------------------
/Tools/BindingsGenerator/CppParserLib/ParseResult.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace CppParser
6 | {
7 | public class ParseResult
8 | {
9 | public string fileName;
10 | public string fullFilePath;
11 | public string rawText;
12 | public List macros = new List();
13 | public List structs = new List();
14 | }
15 |
16 | public class CppMemberVariable
17 | {
18 | public string type;
19 | public string name;
20 | }
21 |
22 | public class CppStruct
23 | {
24 | public string name;
25 | //public List members;
26 | public List members = new List();
27 | }
28 |
29 | public class CppMacro
30 | {
31 | public string name;
32 | public string value;
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
/UnityProject/Assets/Game/Scripts/Native/AbstractBaseNativeScript.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Native
6 | {
7 | public abstract class AbstractBaseNativeScript : MonoBehaviour
8 | {
9 | public EventHub Events { get; private set; } = new EventHub();
10 | public System.IntPtr NativeMemory { get; set; }
11 |
12 | public virtual void OnDestroy()
13 | {
14 | System.Runtime.InteropServices.Marshal.FreeHGlobal(NativeMemory);
15 | NativeMemory = System.IntPtr.Zero;
16 | }
17 |
18 | //--
19 | // Public derivable sections
20 | public abstract void Update();
21 | public abstract void Start();
22 | public abstract void Awake();
23 | public abstract void PassGameConfig(System.IntPtr config);
24 | public abstract void StartSimulation();
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/NativeScript/Source/Game/PluginMain.cpp:
--------------------------------------------------------------------------------
1 | #include "Universal.h"
2 | #include "Game.h"
3 |
4 | #if UNITY_NATIVE_DLL
5 |
6 | // Called when the plugin is initialized
7 | // This is mostly full of test code. Feel free to remove it all.
8 | void PluginMain(
9 | void* memory,
10 | int32_t memorySize,
11 | bool isFirstBoot)
12 | {
13 | using namespace System;
14 | using namespace UnityEngine;
15 |
16 | if (isFirstBoot)
17 | {
18 | String message("Game booted up");
19 | Debug::Log(message);
20 |
21 | GameObject go;
22 | String name("NativeScriptRoot");
23 | go.SetName(name);
24 |
25 | go.AddComponent();
26 | }
27 | }
28 |
29 | #else
30 |
31 | int main()
32 | {
33 | Game::Get()->Init();
34 |
35 | constexpr float TICK_RATE = 1.0f / 64.0f;
36 | constexpr float ITERATIONS = 1;
37 |
38 | for (int i = 0; i < ITERATIONS; i++)
39 | {
40 | Game::Get()->Update(TICK_RATE);
41 | }
42 |
43 | return 0;
44 | }
45 |
46 | #endif
--------------------------------------------------------------------------------
/Tools/BindingsGenerator/ECS/ECSParseResultUtilities.cs:
--------------------------------------------------------------------------------
1 | using CppParser;
2 | using System;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 |
8 | namespace BindingsGenerator.ECS
9 | {
10 | static class ECSParseResultUtilities
11 | {
12 | public static bool IsTagFile(string fileContent)
13 | {
14 | return fileContent.Contains("/* TAG_COMPONENT */");
15 | }
16 | public static bool IsSettingsFile(string fileContent)
17 | {
18 | return fileContent.Contains("/* GAME_SETTINGS_COMPONENT */");
19 | }
20 | public static bool IsStateFile(string fileContent)
21 | {
22 | return fileContent.Contains("/* GAME_STATE_COMPONENT */");
23 | }
24 |
25 | public static bool IsComponentFile(string fileContent)
26 | {
27 | return !IsStateFile(fileContent) && !IsSettingsFile(fileContent) && !IsTagFile(fileContent);
28 | }
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/NativeScript/Source/Simulation/World.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 |
4 | class World
5 | {
6 | public:
7 | World();
8 | ~World();
9 |
10 | void Update(float deltaTime);
11 | void Init();
12 |
13 | public:
14 | template
15 | void BindEvent(ListenerType* instance)
16 | {
17 | m_EventDispatcher.sink().template connect(instance);
18 | }
19 |
20 | template
21 | void UnbindEvent(ListenerType* instance)
22 | {
23 | m_EventDispatcher.sink().disconnect(instance);
24 | }
25 |
26 | template
27 | void InvokeEvent(bool invokeImmediately, EventType&& e)
28 | {
29 | if (invokeImmediately)
30 | m_EventDispatcher.trigger(e);
31 | else
32 | m_EventDispatcher.enqueue(e);
33 | }
34 |
35 | inline Registry& GetRegistry() { return m_Registry; }
36 |
37 | private:
38 | Registry m_Registry;
39 | EventDispatcher m_EventDispatcher;
40 | };
41 |
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | UnityConnectSettings:
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8 | m_TestMode: 0
9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com
12 | m_TestInitMode: 0
13 | CrashReportingSettings:
14 | m_EventUrl: https://perf-events.cloud.unity3d.com
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17 | m_CaptureEditorExceptions: 1
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/NativeScript/Source/Simulation/Game.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | #include "World.h"
4 |
5 | #include "Components/WaveSpawnSettings.h"
6 |
7 | /**
8 | * Initial game state, passed by Unity to PluginMain()
9 | */
10 | struct RawInitialGameState
11 | {
12 | std::int32_t waypointCount;
13 | float* waypoints;
14 | std::int32_t waveCount;
15 | WaveSpawnConfiguration* waves;
16 | };
17 |
18 | class Game
19 | {
20 | // Singleton
21 | public:
22 | static Game* Get();
23 |
24 | void Init();
25 | void Update(float deltaTime);
26 |
27 | class World* GetCurrentWorld();
28 |
29 | void SetRawInitialGameState(void* initialGameState);
30 | const RawInitialGameState* GetRawInitialGameState();
31 |
32 | private:
33 | std::unique_ptr m_World;
34 | RawInitialGameState* m_RawInitialGameState;
35 |
36 | #if UNITY_NATIVE_DLL
37 |
38 | public:
39 | void SetEventHub(Native::EventHub eventHub);
40 | Native::EventHub GetEventHub();
41 |
42 | private:
43 | Native::EventHub m_EventHub;
44 | #endif
45 |
46 | private:
47 | Game();
48 | static Game* s_Instance;
49 |
50 | };
--------------------------------------------------------------------------------
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1 | {
2 | "configurations": [
3 | {
4 | "name": "x64-Debug",
5 | "generator": "Ninja",
6 | "configurationType": "Debug",
7 | "inheritEnvironments": [ "msvc_x64_x64" ],
8 | "buildRoot": "${projectDir}\\out\\build\\${name}",
9 | "installRoot": "${projectDir}\\out\\install\\${name}",
10 | "cmakeCommandArgs": "",
11 | "buildCommandArgs": "-v",
12 | "ctestCommandArgs": "",
13 | "variables": [
14 | {
15 | "name": "CMAKE_BUILD_TYPE",
16 | "value": "",
17 | "type": "STRING"
18 | }
19 | ]
20 | },
21 | {
22 | "name": "x64-Release",
23 | "generator": "Ninja",
24 | "configurationType": "RelWithDebInfo",
25 | "buildRoot": "${projectDir}\\out\\build\\${name}",
26 | "installRoot": "${projectDir}\\out\\install\\${name}",
27 | "cmakeCommandArgs": "",
28 | "buildCommandArgs": "-v",
29 | "ctestCommandArgs": "",
30 | "inheritEnvironments": [ "msvc_x64_x64" ],
31 | "variables": []
32 | }
33 | ]
34 | }
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/NativeScript/Source/Game/Universal.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | // C++ STL
4 | #include
5 | #include
6 | #include
7 | #include
8 | #include
9 | #include
10 | #include