diff --git a/.gitignore b/.gitignore
index ee7c00e..5aafcbb 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,38 +1,12 @@
-# ---> Unity
-# This .gitignore file should be placed at the root of your Unity project directory
-#
-# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
-#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
-/[Ll]ogs/
-/[Uu]ser[Ss]ettings/
+/Assets/AssetStoreTools*
-# MemoryCaptures can get excessive in size.
-# They also could contain extremely sensitive data
-/[Mm]emoryCaptures/
-
-# Recordings can get excessive in size
-/[Rr]ecordings/
-
-# Uncomment this line if you wish to ignore the asset store tools plugin
-# /[Aa]ssets/AssetStoreTools*
-
-# Autogenerated Jetbrains Rider plugin
-/[Aa]ssets/Plugins/Editor/JetBrains*
-
-# Visual Studio cache directory
-.vs/
-
-# Gradle cache directory
-.gradle/
-
-# Autogenerated VS/MD/Consulo solution and project files
+# Autogenerated VS/MD solution and project files
ExportedObj/
-.consulo/
*.csproj
*.unityproj
*.sln
@@ -43,32 +17,14 @@ ExportedObj/
*.pidb
*.booproj
*.svd
-*.pdb
-*.mdb
-*.opendb
-*.VC.db
+
# Unity3D generated meta files
*.pidb.meta
-*.pdb.meta
-*.mdb.meta
-# Unity3D generated file on crash reports
+# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
-*.aab
*.unitypackage
-*.app
-
-# Crashlytics generated file
-crashlytics-build.properties
-
-# Packed Addressables
-/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
-
-# Temporary auto-generated Android Assets
-/[Aa]ssets/[Ss]treamingAssets/aa.meta
-/[Aa]ssets/[Ss]treamingAssets/aa/*
-
diff --git a/.vsconfig b/.vsconfig
new file mode 100644
index 0000000..d70cd98
--- /dev/null
+++ b/.vsconfig
@@ -0,0 +1,6 @@
+{
+ "version": "1.0",
+ "components": [
+ "Microsoft.VisualStudio.Workload.ManagedGame"
+ ]
+}
diff --git a/Assets/Animation.meta b/Assets/Animation.meta
new file mode 100644
index 0000000..91f6708
--- /dev/null
+++ b/Assets/Animation.meta
@@ -0,0 +1,9 @@
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+guid: 8a256f25f9717674c88cf5c199b08bff
+folderAsset: yes
+timeCreated: 1484052991
+licenseType: Free
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Animation/Button.controller b/Assets/Animation/Button.controller
new file mode 100644
index 0000000..95332a4
--- /dev/null
+++ b/Assets/Animation/Button.controller
@@ -0,0 +1,891 @@
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diff --git a/Assets/Scenes/CodeClicker.unity.meta b/Assets/Scenes/CodeClicker.unity.meta
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
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diff --git a/Assets/Scripts/GameController.cs b/Assets/Scripts/GameController.cs
new file mode 100644
index 0000000..60816ed
--- /dev/null
+++ b/Assets/Scripts/GameController.cs
@@ -0,0 +1,102 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+///
+/// The Game Controller manages the general play of the game. It handles tracking
+/// and management of the player's pool of resources and the automatic increase of
+/// the pool over time.
+///
+/// Attach this class to an empty game object in your Hierarchy panel.
+///
+/// This idle game is a clone of the Cookie Clicker application at http://orteil.dashnet.org/cookieclicker/
+///
+public class GameController : MonoBehaviour {
+
+ #region Properties
+ ///
+ /// How much is in the player's pool
+ ///
+ private float _pool;
+ public float Pool
+ {
+ get
+ {
+ return _pool;
+ }
+
+ set
+ {
+ _pool = value;
+ poolText.text = PoolTextPrefix + _pool.ToString("0.00");
+ }
+ }
+
+ ///
+ /// How much the pool is automatically incremented per second
+ ///
+ private float _increasePerSecond;
+ public float IncreasePerSecond
+ {
+ get
+ {
+ return _increasePerSecond;
+ }
+
+ set
+ {
+ _increasePerSecond = value;
+ rateText.text = "per second: " + _increasePerSecond.ToString("0.0");
+ }
+ }
+
+ ///
+ /// The pool text prefix.
+ ///
+ public string PoolTextPrefix;
+
+ ///
+ /// Represents the click power of each button click. Each button click
+ /// will add this much to the player's pool.
+ ///
+ [Tooltip("How many reasources the player will make when they hit the button.")]
+ public float powerPerClick = 1;
+
+ // In the Hierarchy panel, select the empty game object that holds this controller,
+ // drag and drop each game object onto these properties in the inspector panel.
+ [Header("Object References")]
+ public Text poolText;
+ public Text rateText;
+ #endregion
+
+ #region Methods
+ /****
+ * Button click event handler for the main game button. Select the game button in
+ * the hierarchy. In the inspector find the On Click() section and click the + button
+ * drag the game controller from the hierarchy onto the object reference in the click
+ * section. Then select GameController.ClickedButton from the method drop down.
+ *****/
+ public void ClickedButton()
+ {
+ // Each button click will increment the pool by the click power value.
+ Pool += powerPerClick;
+ }
+ #endregion
+
+ #region MonoBehavior
+ // Use this for initialization
+ void Start()
+ {
+ Pool = 0;
+ IncreasePerSecond = 0;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ // Each second the game is running, increment the pool by the Increase per second
+ // value. Increase per second is increased by purchasing upgrades from the store.
+ Pool += IncreasePerSecond * Time.deltaTime;
+ }
+ #endregion
+
+}
diff --git a/Assets/Scripts/GameController.cs.meta b/Assets/Scripts/GameController.cs.meta
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diff --git a/Assets/Scripts/StoreItem.cs b/Assets/Scripts/StoreItem.cs
new file mode 100644
index 0000000..88b54d5
--- /dev/null
+++ b/Assets/Scripts/StoreItem.cs
@@ -0,0 +1,101 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+// The item can do one of two things, increase the power of the
+// player's click on the main button, or increase the amount of
+// resources generated each second during the game loop.
+public enum ItemType
+{
+ ClickPower,
+ PerSecondIncrease
+}
+
+///
+/// This class is attached to each store button in the store menu. It represents the
+/// behavior of each upgrade that the player may purchase in the game.
+///
+public class StoreItem : MonoBehaviour {
+
+ #region Properties
+ // What does this upgrade affect? Power per second or power per click
+ public ItemType itemType;
+
+ [Tooltip("How much will this upgrade cost")]
+ public int cost;
+
+ [Tooltip("If purchased, how much will it increase this")]
+ public float increaseAmount;
+
+ // In the Hierarchy panel, select the button for this upgrade,
+ // drag and drop each game object onto these properties in the inspector panel.
+ [Header("Object References")]
+ public Text costText;
+ public Text qtyText;
+ #endregion
+
+ #region Local Properties
+ // Total number of this item purchased by the player.
+ private int qty;
+ // A reference to the game controller script
+ private GameController controller;
+ // A reference to the button that this script is attached to
+ private Button button;
+ #endregion
+
+ #region Methods
+ /*****
+ * This is a button event handler for the button that this script is attached to.
+ * There is no need to wire this handler to the button in the Inspector panel,
+ * rather this method is assigned in the Start method using AddListener().
+ * The purpose of this method is to apply the upgrade values to the properties
+ * of the Game Controller, and to update the properties(statistics) of this script.
+ *****/
+ public void ButtonClicked()
+ {
+ // Remove the cost of this upgrade from the player's pool
+ controller.Pool -= cost;
+ // Increment the Game Controller value based on the type of this upgrade.
+ switch (itemType)
+ {
+ case ItemType.ClickPower:
+ controller.powerPerClick += increaseAmount;
+ break;
+ case ItemType.PerSecondIncrease:
+ controller.IncreasePerSecond += increaseAmount;
+ break;
+ }
+
+ // increase the number of times this upgrade was purchased
+ qty++;
+ qtyText.text = qty.ToString();
+ }
+ #endregion
+
+ #region MonoBehavior
+ // Use this for initialization
+ void Start()
+ {
+ // Set the initial properties of this upgrade
+ qty = 0;
+ qtyText.text = qty.ToString();
+ costText.text = cost.ToString();
+
+ // Get a reference to the button that this script is attached to
+ // and assign and event listener
+ button = transform.GetComponent