├── ProjectSettings ├── boot.config ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── TimelineSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── MemorySettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── Art ├── Fruit.psd ├── Walls.psd ├── Ghosts.psd ├── Pacman.psd ├── Pellets.psd └── Pacman Death.psd ├── Assets ├── Sprites │ ├── Node.png │ ├── Wall_00.png │ ├── Wall_01.png │ ├── Wall_02.png │ ├── Wall_03.png │ ├── Wall_04.png │ ├── Wall_05.png │ ├── Wall_06.png │ ├── Wall_07.png │ ├── Wall_08.png │ ├── Wall_09.png │ ├── Wall_10.png │ ├── Wall_11.png │ ├── Wall_12.png │ ├── Wall_13.png │ ├── Wall_14.png │ ├── Wall_15.png │ ├── Wall_16.png │ ├── Wall_17.png │ ├── Wall_18.png │ ├── Wall_19.png │ ├── Wall_20.png │ ├── Wall_21.png │ ├── Wall_22.png │ ├── Wall_23.png │ ├── Wall_24.png │ ├── Wall_25.png │ ├── Wall_26.png │ ├── Wall_27.png │ ├── Wall_28.png │ ├── Wall_29.png │ ├── Wall_30.png │ ├── Wall_31.png │ ├── Wall_32.png │ ├── Wall_33.png │ ├── Wall_34.png │ ├── Wall_35.png │ ├── Wall_36.png │ ├── Wall_37.png │ ├── Fruit_Key.png │ ├── Pacman_01.png │ ├── Pacman_02.png │ ├── Pacman_03.png │ ├── Fruit_Apple.png │ ├── Fruit_Bell.png │ ├── Fruit_Cherry.png │ ├── Fruit_Melon.png │ ├── Fruit_Orange.png │ ├── Pellet_Large.png │ ├── Pellet_Small.png │ ├── Ghost_Body_01.png │ ├── Ghost_Body_02.png │ ├── Ghost_Eyes_Up.png │ ├── Pellet_Medium.png │ ├── Fruit_Strawberry.png │ ├── Ghost_Eyes_Down.png │ ├── Ghost_Eyes_Left.png │ ├── Ghost_Eyes_Right.png │ ├── Pacman_Death_01.png │ ├── Pacman_Death_02.png │ ├── Pacman_Death_03.png │ ├── Pacman_Death_04.png │ ├── Pacman_Death_05.png │ ├── Pacman_Death_06.png │ ├── Pacman_Death_07.png │ ├── Pacman_Death_08.png │ ├── Pacman_Death_09.png │ ├── Pacman_Death_10.png │ ├── Pacman_Death_11.png │ ├── Fruit_GalaxianStarship.png │ ├── Ghost_Vulnerable_Blue_01.png │ ├── Ghost_Vulnerable_Blue_02.png │ ├── Ghost_Vulnerable_White_01.png │ ├── Ghost_Vulnerable_White_02.png │ ├── Node.png.meta │ ├── Fruit_Apple.png.meta │ ├── Fruit_Bell.png.meta │ ├── Fruit_Key.png.meta │ ├── Fruit_Melon.png.meta │ ├── Pacman_01.png.meta │ ├── Pacman_02.png.meta │ ├── Pacman_03.png.meta │ ├── Wall_00.png.meta │ ├── Wall_01.png.meta │ ├── Wall_02.png.meta │ ├── Wall_03.png.meta │ ├── Wall_04.png.meta │ ├── Wall_05.png.meta │ ├── Wall_06.png.meta │ ├── Wall_07.png.meta │ ├── Wall_08.png.meta │ ├── Wall_09.png.meta │ ├── Wall_10.png.meta │ ├── Wall_11.png.meta │ ├── Wall_12.png.meta │ ├── Wall_13.png.meta │ ├── Wall_14.png.meta │ ├── Wall_15.png.meta │ ├── Wall_16.png.meta │ ├── Wall_17.png.meta │ ├── Wall_18.png.meta │ └── Wall_19.png.meta ├── Fonts │ ├── Retro Gaming.ttf │ └── Retro Gaming.ttf.meta ├── Prefabs │ ├── Node.prefab.meta │ ├── Pacman.prefab.meta │ ├── Pellet.prefab.meta │ ├── Ghost_Base.prefab.meta │ ├── Ghost_Blinky.prefab.meta │ ├── Ghost_Clyde.prefab.meta │ ├── Ghost_Inky.prefab.meta │ ├── Ghost_Pinky.prefab.meta │ ├── PowerPellet.prefab.meta │ └── Node.prefab ├── Scenes │ └── Pacman.unity.meta ├── Tiles │ ├── TilePalette.prefab.meta │ ├── Node.asset.meta │ ├── Pellet.asset.meta │ ├── Wall_00.asset.meta │ ├── Wall_01.asset.meta │ ├── Wall_02.asset.meta │ ├── Wall_03.asset.meta │ ├── Wall_04.asset.meta │ ├── Wall_05.asset.meta │ ├── Wall_06.asset.meta │ ├── Wall_07.asset.meta │ ├── Wall_08.asset.meta │ ├── Wall_09.asset.meta │ ├── Wall_10.asset.meta │ ├── Wall_11.asset.meta │ ├── Wall_12.asset.meta │ ├── Wall_13.asset.meta │ ├── Wall_14.asset.meta │ ├── Wall_15.asset.meta │ ├── Wall_16.asset.meta │ ├── Wall_17.asset.meta │ ├── Wall_18.asset.meta │ ├── Wall_19.asset.meta │ ├── Wall_20.asset.meta │ ├── Wall_21.asset.meta │ ├── Wall_22.asset.meta │ ├── Wall_23.asset.meta │ ├── Wall_24.asset.meta │ ├── Wall_25.asset.meta │ ├── Wall_26.asset.meta │ ├── Wall_27.asset.meta │ ├── Wall_28.asset.meta │ ├── Wall_29.asset.meta │ ├── Wall_30.asset.meta │ ├── Wall_31.asset.meta │ ├── Wall_32.asset.meta │ ├── Wall_33.asset.meta │ ├── Wall_34.asset.meta │ ├── Wall_35.asset.meta │ ├── Wall_36.asset.meta │ ├── Wall_37.asset.meta │ ├── PowerPellet.asset.meta │ ├── Pellet.asset │ ├── PowerPellet.asset │ ├── Node.asset │ ├── Wall_00.asset │ ├── Wall_01.asset │ ├── Wall_02.asset │ ├── Wall_03.asset │ ├── Wall_04.asset │ ├── Wall_05.asset │ ├── Wall_06.asset │ ├── Wall_07.asset │ ├── Wall_08.asset │ ├── Wall_09.asset │ ├── Wall_10.asset │ ├── Wall_11.asset │ ├── Wall_12.asset │ ├── Wall_13.asset │ ├── Wall_14.asset │ ├── Wall_15.asset │ ├── Wall_16.asset │ ├── Wall_17.asset │ ├── Wall_18.asset │ ├── Wall_19.asset │ ├── Wall_20.asset │ ├── Wall_21.asset │ ├── Wall_22.asset │ ├── Wall_23.asset │ ├── Wall_24.asset │ ├── Wall_25.asset │ ├── Wall_26.asset │ ├── Wall_27.asset │ ├── Wall_28.asset │ ├── Wall_29.asset │ ├── Wall_30.asset │ ├── Wall_31.asset │ ├── Wall_32.asset │ ├── Wall_33.asset │ ├── Wall_34.asset │ ├── Wall_35.asset │ ├── Wall_36.asset │ └── Wall_37.asset ├── Fonts.meta ├── Physics.meta ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── Sprites.meta ├── Tiles.meta ├── Physics │ ├── ZeroFriction.physicsMaterial2D.meta │ └── ZeroFriction.physicsMaterial2D └── Scripts │ ├── PowerPellet.cs │ ├── Node.cs.meta │ ├── Pacman.cs.meta │ ├── Pellet.cs.meta │ ├── GameManager.cs.meta │ ├── Ghost.cs.meta │ ├── GhostChase.cs.meta │ ├── GhostEyes.cs.meta │ ├── GhostHome.cs.meta │ ├── Movement.cs.meta │ ├── Passage.cs.meta │ ├── PowerPellet.cs.meta │ ├── AnimatedSprite.cs.meta │ ├── GhostBehavior.cs.meta │ ├── GhostFrightened.cs.meta │ ├── GhostScatter.cs.meta │ ├── Passage.cs │ ├── Pellet.cs │ ├── GhostBehavior.cs │ ├── GhostEyes.cs │ ├── Node.cs │ ├── GhostScatter.cs │ ├── AnimatedSprite.cs │ ├── GhostChase.cs │ ├── Ghost.cs │ ├── 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-------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 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_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Passage.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Collider2D))] 4 | public class Passage : MonoBehaviour 5 | { 6 | public Transform connection; 7 | 8 | private void OnTriggerEnter2D(Collider2D other) 9 | { 10 | Vector3 position = connection.position; 11 | position.z = other.transform.position.z; 12 | other.transform.position = position; 13 | } 14 | 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/Pellet.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Collider2D))] 4 | public class Pellet : MonoBehaviour 5 | { 6 | public int points = 10; 7 | 8 | protected virtual void Eat() 9 | { 10 | GameManager.Instance.PelletEaten(this); 11 | } 12 | 13 | private void OnTriggerEnter2D(Collider2D other) 14 | { 15 | if (other.gameObject.layer == LayerMask.NameToLayer("Pacman")) { 16 | Eat(); 17 | } 18 | } 19 | 20 | } 21 | -------------------------------------------------------------------------------- /ProjectSettings/TimelineSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | assetDefaultFramerate: 60 16 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 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: 0 20 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Pac-man (2D) 2 | 3 | > Pac-Man is a maze action game developed and released by Namco for arcades in 1980. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to turn blue, allowing Pac-Man to eat them for bonus points. 4 | 5 | - **Topics**: AI, Tilemaps, Sprites 6 | - **Version**: Unity 2021.3 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-pacman-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/TKt_VlMn_aA) 9 | -------------------------------------------------------------------------------- /Assets/Fonts/Retro Gaming.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f919fc50b2c1b447972a08466b5e19c 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Retro Gaming 13 | fallbackFontReferences: [] 14 | customCharacters: 15 | fontRenderingMode: 0 16 | ascentCalculationMode: 1 17 | useLegacyBoundsCalculation: 0 18 | shouldRoundAdvanceValue: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13312, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: Wall_36 14 | m_EditorClassIdentifier: 15 | m_Sprite: {fileID: 21300000, guid: b205f5c04b61b034fb3275def4c4af50, type: 3} 16 | m_Color: {r: 1, g: 1, b: 1, a: 1} 17 | m_Transform: 18 | e00: 1 19 | e01: 0 20 | e02: 0 21 | e03: 0 22 | e10: 0 23 | e11: 1 24 | e12: 0 25 | e13: 0 26 | e20: 0 27 | e21: 0 28 | e22: 1 29 | e23: 0 30 | e30: 0 31 | e31: 0 32 | e32: 0 33 | e33: 1 34 | m_InstancedGameObject: {fileID: 0} 35 | m_Flags: 1 36 | m_ColliderType: 2 37 | -------------------------------------------------------------------------------- /Assets/Tiles/Wall_37.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13312, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: Wall_37 14 | m_EditorClassIdentifier: 15 | m_Sprite: {fileID: 21300000, guid: b1372eb48ab258e4d9cc78b4b8ae51e9, type: 3} 16 | m_Color: {r: 1, g: 1, b: 1, a: 1} 17 | m_Transform: 18 | e00: 1 19 | e01: 0 20 | e02: 0 21 | e03: 0 22 | e10: 0 23 | e11: 1 24 | e12: 0 25 | e13: 0 26 | e20: 0 27 | e21: 0 28 | e22: 1 29 | e23: 0 30 | e30: 0 31 | e31: 0 32 | e32: 0 33 | e33: 1 34 | m_InstancedGameObject: {fileID: 0} 35 | m_Flags: 1 36 | m_ColliderType: 2 37 | -------------------------------------------------------------------------------- /Assets/Scripts/GhostEyes.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(SpriteRenderer))] 4 | public class GhostEyes : MonoBehaviour 5 | { 6 | public Sprite up; 7 | public Sprite down; 8 | public Sprite left; 9 | public Sprite right; 10 | 11 | private SpriteRenderer spriteRenderer; 12 | private Movement movement; 13 | 14 | private void Awake() 15 | { 16 | spriteRenderer = GetComponent(); 17 | movement = GetComponentInParent(); 18 | } 19 | 20 | private void Update() 21 | { 22 | if (movement.direction == Vector2.up) { 23 | spriteRenderer.sprite = up; 24 | } 25 | else if (movement.direction == Vector2.down) { 26 | spriteRenderer.sprite = down; 27 | } 28 | else if (movement.direction == Vector2.left) { 29 | spriteRenderer.sprite = left; 30 | } 31 | else if (movement.direction == Vector2.right) { 32 | spriteRenderer.sprite = right; 33 | } 34 | } 35 | 36 | } 37 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 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_DashboardUrl: https://dashboard.unity3d.com 13 | m_TestInitMode: 0 14 | CrashReportingSettings: 15 | m_EventUrl: https://perf-events.cloud.unity3d.com 16 | m_Enabled: 0 17 | m_LogBufferSize: 10 18 | m_CaptureEditorExceptions: 1 19 | UnityPurchasingSettings: 20 | m_Enabled: 0 21 | m_TestMode: 0 22 | UnityAnalyticsSettings: 23 | m_Enabled: 0 24 | m_TestMode: 0 25 | m_InitializeOnStartup: 1 26 | UnityAdsSettings: 27 | m_Enabled: 0 28 | m_InitializeOnStartup: 1 29 | m_TestMode: 0 30 | m_IosGameId: 31 | m_AndroidGameId: 32 | m_GameIds: {} 33 | m_GameId: 34 | PerformanceReportingSettings: 35 | m_Enabled: 0 36 | -------------------------------------------------------------------------------- /Assets/Scripts/Node.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class Node : MonoBehaviour 5 | { 6 | public LayerMask obstacleLayer; 7 | public readonly List availableDirections = new(); 8 | 9 | private void Start() 10 | { 11 | availableDirections.Clear(); 12 | 13 | // We determine if the direction is available by box casting to see if 14 | // we hit a wall. The direction is added to list if available. 15 | CheckAvailableDirection(Vector2.up); 16 | CheckAvailableDirection(Vector2.down); 17 | CheckAvailableDirection(Vector2.left); 18 | CheckAvailableDirection(Vector2.right); 19 | } 20 | 21 | private void CheckAvailableDirection(Vector2 direction) 22 | { 23 | RaycastHit2D hit = Physics2D.BoxCast(transform.position, Vector2.one * 0.5f, 0f, direction, 1f, obstacleLayer); 24 | 25 | // If no collider is hit then there is no obstacle in that direction 26 | if (hit.collider == null) { 27 | availableDirections.Add(direction); 28 | } 29 | } 30 | 31 | } 32 | -------------------------------------------------------------------------------- /ProjectSettings/PackageManagerSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &1 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 61 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} 13 | m_Name: 14 | m_EditorClassIdentifier: 15 | m_EnablePreReleasePackages: 1 16 | m_EnablePackageDependencies: 0 17 | m_AdvancedSettingsExpanded: 1 18 | m_ScopedRegistriesSettingsExpanded: 1 19 | m_SeeAllPackageVersions: 0 20 | oneTimeWarningShown: 1 21 | m_Registries: 22 | - m_Id: main 23 | m_Name: 24 | m_Url: https://packages.unity.com 25 | m_Scopes: [] 26 | m_IsDefault: 1 27 | m_Capabilities: 7 28 | m_UserSelectedRegistryName: 29 | m_UserAddingNewScopedRegistry: 0 30 | m_RegistryInfoDraft: 31 | m_Modified: 0 32 | m_ErrorMessage: 33 | m_UserModificationsInstanceId: -824 34 | m_OriginalInstanceId: -826 35 | m_LoadAssets: 0 36 | -------------------------------------------------------------------------------- /Assets/Scripts/GhostScatter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GhostScatter : GhostBehavior 4 | { 5 | private void OnDisable() 6 | { 7 | ghost.chase.Enable(); 8 | } 9 | 10 | private void OnTriggerEnter2D(Collider2D other) 11 | { 12 | Node node = other.GetComponent(); 13 | 14 | // Do nothing while the ghost is frightened 15 | if (node != null && enabled && !ghost.frightened.enabled) 16 | { 17 | // Pick a random available direction 18 | int index = Random.Range(0, node.availableDirections.Count); 19 | 20 | // Prefer not to go back the same direction so increment the index to 21 | // the next available direction 22 | if (node.availableDirections.Count > 1 && node.availableDirections[index] == -ghost.movement.direction) 23 | { 24 | index++; 25 | 26 | // Wrap the index back around if overflowed 27 | if (index >= node.availableDirections.Count) { 28 | index = 0; 29 | } 30 | } 31 | 32 | ghost.movement.SetDirection(node.availableDirections[index]); 33 | } 34 | } 35 | 36 | } 37 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 10 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 0 10 | m_DefaultBehaviorMode: 1 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 4 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref;rsp 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | inProgressEnabled: 1 23 | m_EnableTextureStreamingInEditMode: 1 24 | m_EnableTextureStreamingInPlayMode: 1 25 | m_AsyncShaderCompilation: 1 26 | m_EnterPlayModeOptionsEnabled: 0 27 | m_EnterPlayModeOptions: 3 28 | m_ShowLightmapResolutionOverlay: 1 29 | m_UseLegacyProbeSampleCount: 0 30 | m_SerializeInlineMappingsOnOneLine: 1 31 | m_AssetPipelineMode: 1 32 | m_CacheServerMode: 0 33 | m_CacheServerEndpoint: 34 | m_CacheServerNamespacePrefix: default 35 | m_CacheServerEnableDownload: 1 36 | m_CacheServerEnableUpload: 1 37 | -------------------------------------------------------------------------------- /ProjectSettings/MemorySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!387306366 &1 4 | MemorySettings: 5 | m_ObjectHideFlags: 0 6 | m_EditorMemorySettings: 7 | m_MainAllocatorBlockSize: -1 8 | m_ThreadAllocatorBlockSize: -1 9 | m_MainGfxBlockSize: -1 10 | m_ThreadGfxBlockSize: -1 11 | m_CacheBlockSize: -1 12 | m_TypetreeBlockSize: -1 13 | m_ProfilerBlockSize: -1 14 | m_ProfilerEditorBlockSize: -1 15 | m_BucketAllocatorGranularity: -1 16 | m_BucketAllocatorBucketsCount: -1 17 | m_BucketAllocatorBlockSize: -1 18 | m_BucketAllocatorBlockCount: -1 19 | m_ProfilerBucketAllocatorGranularity: -1 20 | m_ProfilerBucketAllocatorBucketsCount: -1 21 | m_ProfilerBucketAllocatorBlockSize: -1 22 | m_ProfilerBucketAllocatorBlockCount: -1 23 | m_TempAllocatorSizeMain: -1 24 | m_JobTempAllocatorBlockSize: -1 25 | m_BackgroundJobTempAllocatorBlockSize: -1 26 | m_JobTempAllocatorReducedBlockSize: -1 27 | m_TempAllocatorSizeGIBakingWorker: -1 28 | m_TempAllocatorSizeNavMeshWorker: -1 29 | m_TempAllocatorSizeAudioWorker: -1 30 | m_TempAllocatorSizeCloudWorker: -1 31 | m_TempAllocatorSizeGfx: -1 32 | m_TempAllocatorSizeJobWorker: -1 33 | m_TempAllocatorSizeBackgroundWorker: -1 34 | m_TempAllocatorSizePreloadManager: -1 35 | m_PlatformMemorySettings: {} 36 | -------------------------------------------------------------------------------- /Assets/Scripts/AnimatedSprite.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(SpriteRenderer))] 4 | public class AnimatedSprite : MonoBehaviour 5 | { 6 | public Sprite[] sprites = new Sprite[0]; 7 | public float animationTime = 0.25f; 8 | public bool loop = true; 9 | 10 | private SpriteRenderer spriteRenderer; 11 | private int animationFrame; 12 | 13 | private void Awake() 14 | { 15 | spriteRenderer = GetComponent(); 16 | } 17 | 18 | private void OnEnable() 19 | { 20 | spriteRenderer.enabled = true; 21 | } 22 | 23 | private void OnDisable() 24 | { 25 | spriteRenderer.enabled = false; 26 | } 27 | 28 | private void Start() 29 | { 30 | InvokeRepeating(nameof(Advance), animationTime, animationTime); 31 | } 32 | 33 | private void Advance() 34 | { 35 | if (!spriteRenderer.enabled) { 36 | return; 37 | } 38 | 39 | animationFrame++; 40 | 41 | if (animationFrame >= sprites.Length && loop) { 42 | animationFrame = 0; 43 | } 44 | 45 | if (animationFrame >= 0 && animationFrame < sprites.Length) { 46 | spriteRenderer.sprite = sprites[animationFrame]; 47 | } 48 | } 49 | 50 | public void Restart() 51 | { 52 | animationFrame = -1; 53 | 54 | Advance(); 55 | } 56 | 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Scripts/GhostChase.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GhostChase : GhostBehavior 4 | { 5 | private void OnDisable() 6 | { 7 | ghost.scatter.Enable(); 8 | } 9 | 10 | private void OnTriggerEnter2D(Collider2D other) 11 | { 12 | Node node = other.GetComponent(); 13 | 14 | // Do nothing while the ghost is frightened 15 | if (node != null && enabled && !ghost.frightened.enabled) 16 | { 17 | Vector2 direction = Vector2.zero; 18 | float minDistance = float.MaxValue; 19 | 20 | // Find the available direction that moves closet to pacman 21 | foreach (Vector2 availableDirection in node.availableDirections) 22 | { 23 | // If the distance in this direction is less than the current 24 | // min distance then this direction becomes the new closest 25 | Vector3 newPosition = transform.position + new Vector3(availableDirection.x, availableDirection.y); 26 | float distance = (ghost.target.position - newPosition).sqrMagnitude; 27 | 28 | if (distance < minDistance) 29 | { 30 | direction = availableDirection; 31 | minDistance = distance; 32 | } 33 | } 34 | 35 | ghost.movement.SetDirection(direction); 36 | } 37 | } 38 | 39 | } 40 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0.1 18 | m_ClothInterCollisionStiffness: 0.2 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ClothGravity: {x: 0, y: -9.81, z: 0} 26 | m_ContactPairsMode: 0 27 | m_BroadphaseType: 0 28 | m_WorldBounds: 29 | m_Center: {x: 0, y: 0, z: 0} 30 | m_Extent: {x: 250, y: 250, z: 250} 31 | m_WorldSubdivisions: 8 32 | m_FrictionType: 0 33 | m_EnableEnhancedDeterminism: 0 34 | m_EnableUnifiedHeightmaps: 1 35 | m_SolverType: 0 36 | m_DefaultMaxAngularSpeed: 50 37 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /.vscode/settings.json: -------------------------------------------------------------------------------- 1 | { 2 | "files.exclude": { 3 | "**/.DS_Store": 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true, 46 | "build/": true, 47 | "Build/": true, 48 | "Library/": true, 49 | "library/": true, 50 | "obj/": true, 51 | "Obj/": true, 52 | "Logs/": true, 53 | "logs/": true, 54 | "ProjectSettings/": true, 55 | "UserSettings/": true, 56 | "temp/": true, 57 | "Temp/": true 58 | }, 59 | "dotnet.defaultSolution": "Pacman.sln" 60 | } -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.animation": "7.1.1", 4 | "com.unity.2d.pixel-perfect": "5.0.3", 5 | "com.unity.2d.psdimporter": "6.0.9", 6 | "com.unity.2d.sprite": "1.0.0", 7 | "com.unity.2d.spriteshape": "7.0.7", 8 | "com.unity.2d.tilemap": "1.0.0", 9 | "com.unity.2d.tilemap.extras": "2.2.7", 10 | "com.unity.ide.visualstudio": "2.0.22", 11 | "com.unity.textmeshpro": "3.0.9", 12 | "com.unity.ugui": "1.0.0", 13 | "com.unity.modules.ai": "1.0.0", 14 | "com.unity.modules.androidjni": "1.0.0", 15 | "com.unity.modules.animation": "1.0.0", 16 | "com.unity.modules.assetbundle": "1.0.0", 17 | "com.unity.modules.audio": "1.0.0", 18 | "com.unity.modules.cloth": "1.0.0", 19 | "com.unity.modules.director": "1.0.0", 20 | "com.unity.modules.imageconversion": "1.0.0", 21 | "com.unity.modules.imgui": "1.0.0", 22 | "com.unity.modules.jsonserialize": "1.0.0", 23 | "com.unity.modules.particlesystem": "1.0.0", 24 | "com.unity.modules.physics": "1.0.0", 25 | "com.unity.modules.physics2d": "1.0.0", 26 | "com.unity.modules.screencapture": "1.0.0", 27 | "com.unity.modules.terrain": "1.0.0", 28 | "com.unity.modules.terrainphysics": "1.0.0", 29 | "com.unity.modules.tilemap": "1.0.0", 30 | "com.unity.modules.ui": "1.0.0", 31 | "com.unity.modules.uielements": "1.0.0", 32 | "com.unity.modules.umbra": "1.0.0", 33 | "com.unity.modules.unityanalytics": "1.0.0", 34 | "com.unity.modules.unitywebrequest": "1.0.0", 35 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 36 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 37 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 38 | "com.unity.modules.unitywebrequestwww": "1.0.0", 39 | "com.unity.modules.vehicles": "1.0.0", 40 | "com.unity.modules.video": "1.0.0", 41 | "com.unity.modules.vr": "1.0.0", 42 | "com.unity.modules.wind": "1.0.0", 43 | "com.unity.modules.xr": "1.0.0" 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Scripts/Ghost.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [DefaultExecutionOrder(-10)] 4 | [RequireComponent(typeof(Movement))] 5 | public class Ghost : MonoBehaviour 6 | { 7 | public Movement movement { get; private set; } 8 | public GhostHome home { get; private set; } 9 | public GhostScatter scatter { get; private set; } 10 | public GhostChase chase { get; private set; } 11 | public GhostFrightened frightened { get; private set; } 12 | public GhostBehavior initialBehavior; 13 | public Transform target; 14 | public int points = 200; 15 | 16 | private void Awake() 17 | { 18 | movement = GetComponent(); 19 | home = GetComponent(); 20 | scatter = GetComponent(); 21 | chase = GetComponent(); 22 | frightened = GetComponent(); 23 | } 24 | 25 | private void Start() 26 | { 27 | ResetState(); 28 | } 29 | 30 | public void ResetState() 31 | { 32 | gameObject.SetActive(true); 33 | movement.ResetState(); 34 | 35 | frightened.Disable(); 36 | chase.Disable(); 37 | scatter.Enable(); 38 | 39 | if (home != initialBehavior) { 40 | home.Disable(); 41 | } 42 | 43 | if (initialBehavior != null) { 44 | initialBehavior.Enable(); 45 | } 46 | } 47 | 48 | public void SetPosition(Vector3 position) 49 | { 50 | // Keep the z-position the same since it determines draw depth 51 | position.z = transform.position.z; 52 | transform.position = position; 53 | } 54 | 55 | private void OnCollisionEnter2D(Collision2D collision) 56 | { 57 | if (collision.gameObject.layer == LayerMask.NameToLayer("Pacman")) 58 | { 59 | if (frightened.enabled) { 60 | GameManager.Instance.GhostEaten(this); 61 | } else { 62 | GameManager.Instance.PacmanEaten(); 63 | } 64 | } 65 | } 66 | 67 | } 68 | -------------------------------------------------------------------------------- /Assets/Scripts/Pacman.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Movement))] 4 | public class Pacman : MonoBehaviour 5 | { 6 | [SerializeField] 7 | private AnimatedSprite deathSequence; 8 | private SpriteRenderer spriteRenderer; 9 | private CircleCollider2D circleCollider; 10 | private Movement movement; 11 | 12 | private void Awake() 13 | { 14 | spriteRenderer = GetComponent(); 15 | circleCollider = GetComponent(); 16 | movement = GetComponent(); 17 | } 18 | 19 | private void Update() 20 | { 21 | // Set the new direction based on the current input 22 | if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) { 23 | movement.SetDirection(Vector2.up); 24 | } 25 | else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) { 26 | movement.SetDirection(Vector2.down); 27 | } 28 | else if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) { 29 | movement.SetDirection(Vector2.left); 30 | } 31 | else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) { 32 | movement.SetDirection(Vector2.right); 33 | } 34 | 35 | // Rotate pacman to face the movement direction 36 | float angle = Mathf.Atan2(movement.direction.y, movement.direction.x); 37 | transform.rotation = Quaternion.AngleAxis(angle * Mathf.Rad2Deg, Vector3.forward); 38 | } 39 | 40 | public void ResetState() 41 | { 42 | enabled = true; 43 | spriteRenderer.enabled = true; 44 | circleCollider.enabled = true; 45 | deathSequence.enabled = false; 46 | movement.ResetState(); 47 | gameObject.SetActive(true); 48 | } 49 | 50 | public void DeathSequence() 51 | { 52 | enabled = false; 53 | spriteRenderer.enabled = false; 54 | circleCollider.enabled = false; 55 | movement.enabled = false; 56 | deathSequence.enabled = true; 57 | deathSequence.Restart(); 58 | } 59 | 60 | } 61 | -------------------------------------------------------------------------------- /Assets/Scripts/GhostHome.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | public class GhostHome : GhostBehavior 5 | { 6 | public Transform inside; 7 | public Transform outside; 8 | 9 | private void OnEnable() 10 | { 11 | StopAllCoroutines(); 12 | } 13 | 14 | private void OnDisable() 15 | { 16 | // Check for active self to prevent error when object is destroyed 17 | if (gameObject.activeInHierarchy) { 18 | StartCoroutine(ExitTransition()); 19 | } 20 | } 21 | 22 | private void OnCollisionEnter2D(Collision2D collision) 23 | { 24 | // Reverse direction everytime the ghost hits a wall to create the 25 | // effect of the ghost bouncing around the home 26 | if (enabled && collision.gameObject.layer == LayerMask.NameToLayer("Obstacle")) { 27 | ghost.movement.SetDirection(-ghost.movement.direction); 28 | } 29 | } 30 | 31 | private IEnumerator ExitTransition() 32 | { 33 | // Turn off movement while we manually animate the position 34 | ghost.movement.SetDirection(Vector2.up, true); 35 | ghost.movement.rb.isKinematic = true; 36 | ghost.movement.enabled = false; 37 | 38 | Vector3 position = transform.position; 39 | 40 | float duration = 0.5f; 41 | float elapsed = 0f; 42 | 43 | // Animate to the starting point 44 | while (elapsed < duration) 45 | { 46 | ghost.SetPosition(Vector3.Lerp(position, inside.position, elapsed / duration)); 47 | elapsed += Time.deltaTime; 48 | yield return null; 49 | } 50 | 51 | elapsed = 0f; 52 | 53 | // Animate exiting the ghost home 54 | while (elapsed < duration) 55 | { 56 | ghost.SetPosition(Vector3.Lerp(inside.position, outside.position, elapsed / duration)); 57 | elapsed += Time.deltaTime; 58 | yield return null; 59 | } 60 | 61 | // Pick a random direction left or right and re-enable movement 62 | ghost.movement.SetDirection(new Vector2(Random.value < 0.5f ? -1f : 1f, 0f), true); 63 | ghost.movement.rb.isKinematic = false; 64 | ghost.movement.enabled = true; 65 | } 66 | 67 | } 68 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | 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startingPosition { get; private set; } 15 | 16 | private void Awake() 17 | { 18 | rb = GetComponent(); 19 | startingPosition = transform.position; 20 | } 21 | 22 | private void Start() 23 | { 24 | ResetState(); 25 | } 26 | 27 | public void ResetState() 28 | { 29 | speedMultiplier = 1f; 30 | direction = initialDirection; 31 | nextDirection = Vector2.zero; 32 | transform.position = startingPosition; 33 | rb.isKinematic = false; 34 | enabled = true; 35 | } 36 | 37 | private void Update() 38 | { 39 | // Try to move in the next direction while it's queued to make movements 40 | // more responsive 41 | if (nextDirection != Vector2.zero) { 42 | SetDirection(nextDirection); 43 | } 44 | } 45 | 46 | private void FixedUpdate() 47 | { 48 | Vector2 position = rb.position; 49 | Vector2 translation = speed * speedMultiplier * Time.fixedDeltaTime * direction; 50 | 51 | rb.MovePosition(position + translation); 52 | } 53 | 54 | public void SetDirection(Vector2 direction, bool forced = false) 55 | { 56 | 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