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+fileFormatVersion: 2 +guid: b6d38b5165f9b6e49a8402118b5237a1 +timeCreated: 1474622020 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts.meta b/Assets/EffectExamples/Shared/Scripts.meta new file mode 100644 index 0000000..e164c59 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bd22c1c7cfb6a0f469bbe1805930df50 +folderAsset: yes +timeCreated: 1455647998 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs new file mode 100644 index 0000000..3b8f53a --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DecalDestroyer : MonoBehaviour { + + public float lifeTime = 5.0f; + + private IEnumerator Start() + { + yield return new WaitForSeconds(lifeTime); + Destroy(gameObject); + } +} diff --git a/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs.meta b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs.meta new file mode 100644 index 0000000..c1b00c8 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b3cedb949dfc6b44aa88e1e82ba6471d +timeCreated: 1474643541 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs new file mode 100644 index 0000000..1a152a3 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs @@ -0,0 +1,86 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +/// +/// This simulate an extinguishable fire, +/// +public class ExtinguishableFire : MonoBehaviour +{ + public ParticleSystem fireParticleSystem; + public ParticleSystem smokeParticleSystem; + + protected bool m_isExtinguished; + + const float m_FireStartingTime = 2.0f; + + private void Start() + { + m_isExtinguished = true; + + smokeParticleSystem.Stop(); + fireParticleSystem.Stop(); + + StartCoroutine(StartingFire()); + } + + public void Extinguish() + { + if (m_isExtinguished) + return; + + m_isExtinguished = true; + StartCoroutine(Extinguishing()); + } + + IEnumerator Extinguishing() + { + fireParticleSystem.Stop(); + smokeParticleSystem.time = 0; + smokeParticleSystem.Play(); + + float elapsedTime = 0.0f; + while (elapsedTime < m_FireStartingTime) + { + float ratio = Mathf.Max(0.0f, 1.0f - (elapsedTime / m_FireStartingTime)); + + fireParticleSystem.transform.localScale = Vector3.one * ratio; + + yield return null; + + elapsedTime += Time.deltaTime; + } + + yield return new WaitForSeconds(2.0f); + + smokeParticleSystem.Stop(); + fireParticleSystem.transform.localScale = Vector3.one; + + yield return new WaitForSeconds(4.0f); + + StartCoroutine(StartingFire()); + } + + IEnumerator StartingFire() + { + smokeParticleSystem.Stop(); + fireParticleSystem.time = 0; + fireParticleSystem.Play(); + + float elapsedTime = 0.0f; + while (elapsedTime < m_FireStartingTime) + { + float ratio = Mathf.Min(1.0f, (elapsedTime / m_FireStartingTime)); + + fireParticleSystem.transform.localScale = Vector3.one * ratio; + + yield return null; + + elapsedTime += Time.deltaTime; + } + + fireParticleSystem.transform.localScale = Vector3.one; + m_isExtinguished = false; + } +} diff --git a/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs.meta b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs.meta new file mode 100644 index 0000000..168e84f --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ExtinguishableFire.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 01d79beb4399f964ea234855d877ee52 +timeCreated: 1492521798 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/GunAim.cs b/Assets/EffectExamples/Shared/Scripts/GunAim.cs new file mode 100644 index 0000000..5500c94 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/GunAim.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; + +public class GunAim:MonoBehaviour +{ + public int borderLeft; + public int borderRight; + public int borderTop; + public int borderBottom; + + private Camera parentCamera; + private bool isOutOfBounds; + + void Start () + { + parentCamera = GetComponentInParent(); + } + + void Update() + { + float mouseX = Input.mousePosition.x; + float mouseY = Input.mousePosition.y; + + if (mouseX <= borderLeft || mouseX >= Screen.width - borderRight || mouseY <= borderBottom || mouseY >= Screen.height - borderTop) + { + isOutOfBounds = true; + } + else + { + isOutOfBounds = false; + } + + if (!isOutOfBounds) + { + transform.LookAt(parentCamera.ScreenToWorldPoint (new Vector3(mouseX, mouseY, 5.0f))); + } + } + + public bool GetIsOutOfBounds() + { + return isOutOfBounds; + } +} + diff --git a/Assets/EffectExamples/Shared/Scripts/GunAim.cs.meta b/Assets/EffectExamples/Shared/Scripts/GunAim.cs.meta new file mode 100644 index 0000000..9f9e24b --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/GunAim.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c63d71560c10e473ebc409185edd2c8c +timeCreated: 1476376716 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/GunShoot.cs b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs new file mode 100644 index 0000000..bfd2cc2 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs @@ -0,0 +1,93 @@ +using UnityEngine; +using System.Collections; +using Random = UnityEngine.Random; + +public class GunShoot : MonoBehaviour { + + public float fireRate = 0.25f; // Number in seconds which controls how often the player can fire + public float weaponRange = 20f; // Distance in Unity units over which the player can fire + + public Transform gunEnd; + public ParticleSystem muzzleFlash; + public ParticleSystem cartridgeEjection; + + public GameObject metalHitEffect; + public GameObject sandHitEffect; + public GameObject stoneHitEffect; + public GameObject waterLeakEffect; + public GameObject waterLeakExtinguishEffect; + public GameObject[] fleshHitEffects; + public GameObject woodHitEffect; + + private float nextFire; // Float to store the time the player will be allowed to fire again, after firing + private Animator anim; + private GunAim gunAim; + + void Start () + { + anim = GetComponent (); + gunAim = GetComponentInParent(); + } + + void Update () + { + if (Input.GetButtonDown("Fire1") && Time.time > nextFire && !gunAim.GetIsOutOfBounds()) + { + nextFire = Time.time + fireRate; + muzzleFlash.Play(); + cartridgeEjection.Play(); + anim.SetTrigger ("Fire"); + + Vector3 rayOrigin = gunEnd.position; + RaycastHit hit; + if (Physics.Raycast(rayOrigin, gunEnd.forward, out hit, weaponRange)) + { + HandleHit(hit); + } + } + } + + void HandleHit(RaycastHit hit) + { + if(hit.collider.sharedMaterial != null) + { + string materialName = hit.collider.sharedMaterial.name; + + switch(materialName) + { + case "Metal": + SpawnDecal(hit, metalHitEffect); + break; + case "Sand": + SpawnDecal(hit, sandHitEffect); + break; + case "Stone": + SpawnDecal(hit, stoneHitEffect); + break; + case "WaterFilled": + SpawnDecal(hit, waterLeakEffect); + SpawnDecal(hit, metalHitEffect); + break; + case "Wood": + SpawnDecal(hit, woodHitEffect); + break; + case "Meat": + SpawnDecal(hit, fleshHitEffects[Random.Range(0, fleshHitEffects.Length)]); + break; + case "Character": + SpawnDecal(hit, fleshHitEffects[Random.Range(0, fleshHitEffects.Length)]); + break; + case "WaterFilledExtinguish": + SpawnDecal(hit, waterLeakExtinguishEffect); + SpawnDecal(hit, metalHitEffect); + break; + } + } + } + + void SpawnDecal(RaycastHit hit, GameObject prefab) + { + GameObject spawnedDecal = GameObject.Instantiate(prefab, hit.point, Quaternion.LookRotation(hit.normal)); + spawnedDecal.transform.SetParent(hit.collider.transform); + } +} \ No newline at end of file diff --git a/Assets/EffectExamples/Shared/Scripts/GunShoot.cs.meta b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs.meta new file mode 100644 index 0000000..8361917 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/GunShoot.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 422d8644426474cfd8b793ce3c107314 +timeCreated: 1476377043 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs new file mode 100644 index 0000000..8b21d50 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// This script demonstrate how to use the particle system collision callback. +/// The sample using it is the "Extinguish" prefab. It use a second, non displayed +/// particle system to lighten the load of collision detection. +/// +public class ParticleCollision : MonoBehaviour +{ + private List m_CollisionEvents = new List(); + private ParticleSystem m_ParticleSystem; + + + private void Start() + { + m_ParticleSystem = GetComponent(); + } + + + private void OnParticleCollision(GameObject other) + { + int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents); + for (int i = 0; i < numCollisionEvents; ++i) + { + var col = m_CollisionEvents[i].colliderComponent; + + var fire = col.GetComponent(); + if (fire != null) + fire.Extinguish(); + } + } +} diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs.meta b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs.meta new file mode 100644 index 0000000..80d58bf --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ParticleCollision.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4c111b630ead2a349b4c4cbf7a810085 +timeCreated: 1492521581 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs new file mode 100644 index 0000000..05a813c --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class ParticleExamples { + + public string title; + [TextArea] + public string description; + public bool isWeaponEffect; + public GameObject particleSystemGO; + public Vector3 particlePosition, particleRotation; +} diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs.meta b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs.meta new file mode 100644 index 0000000..b2cbb7c --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1708b2ad8d149415d8ceffa3a0ae252f +timeCreated: 1474535182 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs b/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs new file mode 100644 index 0000000..db6adf5 --- /dev/null +++ b/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class ParticleMenu : MonoBehaviour { + + // our ParticleExamples class being turned into an array of things that can be referenced + public ParticleExamples[] particleSystems; + + // the gun GameObject + public GameObject gunGameObject; + + // a private integer to store the current position in the array + private int currentIndex; + + // the currently shown prefab game object + private GameObject currentGO; + + // where to spawn prefabs + public Transform spawnLocation; + + // references to the UI Text components + public Text title; + public Text description; + public Text navigationDetails; + + // setting up the first menu item and resetting the currentIndex to ensure it's at zero + void Start() + { + Navigate (0); + currentIndex = 0; + } + + + // our public function that gets called by our menu's buttons + public void Navigate(int i){ + + // set the current position in the array to the next or previous position depending on whether i is -1 or 1, defined in our button event + currentIndex = (particleSystems.Length + currentIndex + i) % particleSystems.Length; + + // check if there is a currentGO, if there is (if its not null), then destroy it to make space for the new one.. + if(currentGO != null) + Destroy (currentGO); + + // ..spawn the relevant game object based on the array of potential game objects, according to the current index (position in the array) + currentGO = Instantiate (particleSystems[currentIndex].particleSystemGO, spawnLocation.position + particleSystems[currentIndex].particlePosition, Quaternion.Euler(particleSystems[currentIndex].particleRotation)) as GameObject; + + // only activate the gun GameObject if the current effect is a weapon effect + gunGameObject.SetActive (particleSystems[currentIndex].isWeaponEffect); + + // setup the UI texts according to the strings in the array + title.text = particleSystems [currentIndex].title; + description.text = particleSystems [currentIndex].description; + navigationDetails.text = "" + (currentIndex+1) + " out of " + particleSystems.Length.ToString(); + + } +} diff --git a/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs.meta b/Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs.meta new file mode 100644 index 0000000..5fc4a61 --- /dev/null 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b/Assets/EffectExamples/Shared/Shaders/SurfaceShader_VC.shader @@ -0,0 +1,47 @@ +Shader "Custom/SurfaceShader_VC" { + Properties{ + _Color("Color", Color) = (1,1,1,1) + _MainTex("Albedo (RGB)", 2D) = "white" {} + _Normal("Normap Map", 2D) = "bump" {} + + } + SubShader{ + Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" } + LOD 200 + Blend One OneMinusSrcAlpha + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types +#pragma surface surf Standard fullforwardshadows vertex:vert alpha:fade + + // Use shader model 3.0 target, to get nicer looking lighting +#pragma target 3.0 + + sampler2D _MainTex; + sampler2D _Normal; + + struct Input { + float2 uv_MainTex; + float4 vertex : SV_POSITION; + float4 color : COLOR; + }; + + void vert(inout appdata_full v, out Input o) + { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.color = v.color; + } + + fixed4 _Color; + + void surf(Input IN, inout SurfaceOutputStandard o) { + // Albedo comes from a texture 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nwCover.color; - StartTimer(); + if ( isSpeedrunning == 1) + StartTimer(); } private void Update() { if ( !pauseTimer ) UpdateTimer(); + if ( Input.GetKeyDown(KeyCode.Escape) ) { + if ( !gameIsPaused ) + Pause(); + else + Unpause(); + } } public void UpdateHealth () { @@ -64,6 +75,22 @@ public void UpdateAmmo () { StartCoroutine(AmmoAnimate(0.2f)); } + public void Pause() { + Time.timeScale = 0; + fadePlane.color = new Color(0, 0, 0, 0.5f); + pauseUI.SetActive(true); + Cursor.visible = true; + crosshair.SetActive(false); + } + + public void Unpause() { + Time.timeScale = 1; + fadePlane.color = new Color(0, 0, 0, 0f); + pauseUI.SetActive(false); + Cursor.visible = false; + crosshair.SetActive(true); + } + public void UpdateGun() { gun = FindObjectOfType(); gun.UpdateAmmo += UpdateAmmo; @@ -203,6 +230,12 @@ void OnGameWin() { ammoHUD.color = Color.clear; ammoTotal.color = Color.clear; crosshair.SetActive(false); + + int levelReached = PlayerPrefs.GetInt("reachedLevel", 1); + int thisLevel = SceneManager.GetActiveScene().name[5] - '0'; //yes i get the level number from the name sue me + if ( thisLevel > levelReached ) + PlayerPrefs.SetInt("reachedLevel", thisLevel + 1); + pauseTimer = true; } @@ -217,13 +250,21 @@ IEnumerator Fade(Color from, Color to, float time) { } } - public void StartNewGame() { - SceneManager.LoadScene("Game"); + public void GoToMenu() { + SceneManager.LoadScene("Menu"); + } + + public void TryAgain() { + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + } + + public void NextLevel() { + SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); } public void StartTimer() { timeSinceStart = 0f; - pauseTimer = true; + pauseTimer = false; } public void UpdateTimer() { diff --git a/Assets/Scripts/Menu.cs b/Assets/Scripts/Menu.cs new file mode 100644 index 0000000..e826156 --- /dev/null +++ b/Assets/Scripts/Menu.cs @@ -0,0 +1,73 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class Menu : MonoBehaviour { + + public GameObject mainMenuHolder; + public GameObject optionsMenuHolder; + public GameObject levelSelectMenuHolder; + + public Slider[] volumeSliders; + public Button[] levelButtons; + + private void Start() { + optionsMenuHolder.SetActive(false); + levelSelectMenuHolder.SetActive(false); + mainMenuHolder.SetActive(true); + } + + public void Play() { + mainMenuHolder.SetActive(false); + levelSelectMenuHolder.SetActive(true); + LevelSelectMenu(); + } + + public void Quit() { + Application.Quit(); + } + + public void OptionsMenu() { + mainMenuHolder.SetActive(false); + optionsMenuHolder.SetActive(true); + } + + public void MainMenu() { + optionsMenuHolder.SetActive(false); + levelSelectMenuHolder.SetActive(false); + mainMenuHolder.SetActive(true); + } + + public void StartLevel( int lvl ) { + string levelName = "Level" + lvl.ToString(); + SceneManager.LoadScene(levelName); + } + + public void 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