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diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scene/SidescrollerSample.unity.meta b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scene/SidescrollerSample.unity.meta
new file mode 100644
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts.meta b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts.meta
new file mode 100644
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs
new file mode 100644
index 0000000..6ee3e2c
--- /dev/null
+++ b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs
@@ -0,0 +1,170 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class KinematicObject : MonoBehaviour
+{
+ ///
+ /// The minimum normal (dot product) considered suitable for the entity sit on.
+ ///
+ public float minGroundNormalY = .65f;
+
+ ///
+ /// A custom gravity coefficient applied to this entity.
+ ///
+ public float gravityModifier = 1f;
+
+ ///
+ /// The current velocity of the entity.
+ ///
+ public Vector2 velocity;
+
+ ///
+ /// Is the entity currently sitting on a surface?
+ ///
+ ///
+ public bool IsGrounded { get; private set; }
+
+ protected Vector2 targetVelocity;
+ protected Vector2 groundNormal;
+ protected Rigidbody2D body;
+ protected ContactFilter2D contactFilter;
+ protected RaycastHit2D[] hitBuffer = new RaycastHit2D[16];
+
+ protected const float minMoveDistance = 0.001f;
+ protected const float shellRadius = 0.01f;
+
+
+ ///
+ /// Bounce the object's vertical velocity.
+ ///
+ ///
+ public void Bounce(float value)
+ {
+ velocity.y = value;
+ }
+
+ ///
+ /// Bounce the objects velocity in a direction.
+ ///
+ ///
+ public void Bounce(Vector2 dir)
+ {
+ velocity.y = dir.y;
+ velocity.x = dir.x;
+ }
+
+ ///
+ /// Teleport to some position.
+ ///
+ ///
+ public void Teleport(Vector3 position)
+ {
+ body.position = position;
+ velocity *= 0;
+ body.velocity *= 0;
+ }
+
+ protected virtual void OnEnable()
+ {
+ body = GetComponent();
+ body.isKinematic = true;
+ }
+
+ protected virtual void OnDisable()
+ {
+ body.isKinematic = false;
+ }
+
+ protected virtual void Start()
+ {
+ contactFilter.useTriggers = false;
+ contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
+ contactFilter.useLayerMask = true;
+ }
+
+ protected virtual void Update()
+ {
+ targetVelocity = Vector2.zero;
+ ComputeVelocity();
+ }
+
+ protected virtual void ComputeVelocity()
+ {
+
+ }
+
+ protected virtual void FixedUpdate()
+ {
+ //if already falling, fall faster than the jump speed, otherwise use normal gravity.
+ if (velocity.y < 0)
+ velocity += gravityModifier * Physics2D.gravity * Time.deltaTime;
+ else
+ velocity += Physics2D.gravity * Time.deltaTime;
+
+ velocity.x = targetVelocity.x;
+
+ IsGrounded = false;
+
+ var deltaPosition = velocity * Time.deltaTime;
+
+ var moveAlongGround = new Vector2(groundNormal.y, -groundNormal.x);
+
+ var move = moveAlongGround * deltaPosition.x;
+
+ PerformMovement(move, false);
+
+ move = Vector2.up * deltaPosition.y;
+
+ PerformMovement(move, true);
+
+ }
+
+ void PerformMovement(Vector2 move, bool yMovement)
+ {
+ var distance = move.magnitude;
+
+ if (distance > minMoveDistance)
+ {
+ //check if we hit anything in current direction of travel
+ var count = body.Cast(move, contactFilter, hitBuffer, distance + shellRadius);
+ for (var i = 0; i < count; i++)
+ {
+ var currentNormal = hitBuffer[i].normal;
+
+ //is this surface flat enough to land on?
+ if (currentNormal.y > minGroundNormalY)
+ {
+ IsGrounded = true;
+ // if moving up, change the groundNormal to new surface normal.
+ if (yMovement)
+ {
+ groundNormal = currentNormal;
+ currentNormal.x = 0;
+ }
+ }
+ if (IsGrounded)
+ {
+ //how much of our velocity aligns with surface normal?
+ var projection = Vector2.Dot(velocity, currentNormal);
+ if (projection < 0)
+ {
+ //slower velocity if moving against the normal (up a hill).
+ velocity = velocity - projection * currentNormal;
+ }
+ }
+ else
+ {
+ //We are airborne, but hit something, so cancel vertical up and horizontal velocity.
+ velocity.x *= 0;
+ velocity.y = Mathf.Min(velocity.y, 0);
+ }
+ //remove shellDistance from actual move distance.
+ var modifiedDistance = hitBuffer[i].distance - shellRadius;
+ distance = modifiedDistance < distance ? modifiedDistance : distance;
+ }
+ }
+ body.position = body.position + move.normalized * distance;
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs.meta b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs.meta
new file mode 100644
index 0000000..df179a0
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+++ b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/KinematicObject.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/SidescrollerController.cs b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/SidescrollerController.cs
new file mode 100644
index 0000000..e884f8b
--- /dev/null
+++ b/Assets/Asset Unlock - 2D Prototyping/Sidescroller/Scripts/SidescrollerController.cs
@@ -0,0 +1,119 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SidescrollerController : KinematicObject
+{
+ ///
+ /// Max horizontal speed of the player.
+ ///
+ public float maxSpeed = 7;
+ ///
+ /// Initial jump velocity at the start of a jump.
+ ///
+ public float jumpTakeOffSpeed = 7;
+ public float jumpDeceleration;
+
+ public JumpState jumpState = JumpState.Grounded;
+ private bool stopJump;
+ /*internal new*/ public Collider2D collider2d;
+ public bool controlEnabled = true;
+
+ bool jump;
+ Vector2 move;
+ SpriteRenderer spriteRenderer;
+ internal Animator animator;
+
+ public Bounds Bounds => collider2d.bounds;
+
+ void Awake()
+ {
+ collider2d = GetComponent();
+ spriteRenderer = GetComponent();
+ animator = GetComponent();
+ }
+
+ protected override void Update()
+ {
+ if (controlEnabled)
+ {
+ move.x = Input.GetAxis("Horizontal");
+ if (jumpState == JumpState.Grounded && Input.GetButtonDown("Jump"))
+ jumpState = JumpState.PrepareToJump;
+ else if (Input.GetButtonUp("Jump"))
+ {
+ stopJump = true;
+ }
+ }
+ else
+ {
+ move.x = 0;
+ }
+ UpdateJumpState();
+ base.Update();
+ }
+
+ void UpdateJumpState()
+ {
+ jump = false;
+ switch (jumpState)
+ {
+ case JumpState.PrepareToJump:
+ jumpState = JumpState.Jumping;
+ jump = true;
+ stopJump = false;
+ break;
+ case JumpState.Jumping:
+ if (!IsGrounded)
+ {
+ jumpState = JumpState.InFlight;
+ }
+ break;
+ case JumpState.InFlight:
+ if (IsGrounded)
+ {
+ jumpState = JumpState.Landed;
+ }
+ break;
+ case JumpState.Landed:
+ jumpState = JumpState.Grounded;
+ break;
+ }
+ }
+
+ protected override void ComputeVelocity()
+ {
+ if (jump && IsGrounded)
+ {
+ velocity.y = jumpTakeOffSpeed;
+ jump = false;
+ }
+ else if (stopJump)
+ {
+ stopJump = false;
+ if (velocity.y > 0)
+ {
+ velocity.y = velocity.y * jumpDeceleration;
+ }
+ }
+
+ if (move.x > 0.01f)
+ spriteRenderer.flipX = false;
+ else if (move.x < -0.01f)
+ spriteRenderer.flipX = true;
+
+ animator.SetBool("grounded", IsGrounded);
+ animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
+
+ targetVelocity = move * maxSpeed;
+ }
+
+ public enum JumpState
+ {
+ Grounded,
+ PrepareToJump,
+ Jumping,
+ InFlight,
+ Landed
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Topdown/Scenes/TopDownSample.unity.meta b/Assets/Asset Unlock - 2D Prototyping/Topdown/Scenes/TopDownSample.unity.meta
new file mode 100644
index 0000000..1da00ca
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts.meta b/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts.meta
new file mode 100644
index 0000000..83f93b6
--- /dev/null
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts/TopDownController.cs b/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts/TopDownController.cs
new file mode 100644
index 0000000..8d98768
--- /dev/null
+++ b/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts/TopDownController.cs
@@ -0,0 +1,55 @@
+using System;
+using UnityEngine;
+
+public class TopDownController : MonoBehaviour
+{
+ // ========= MOVEMENT =================
+ public float speed = 4;
+
+ // =========== MOVEMENT ==============
+ Rigidbody2D rigidbody2d;
+ private Vector2 movement;
+
+ // ==== ANIMATION =====
+ Animator animator;
+ Vector2 lookDirection = new Vector2(1, 0);
+
+ void Start()
+ {
+ // =========== MOVEMENT ==============
+ rigidbody2d = GetComponent();
+
+ // ==== ANIMATION =====
+ animator = GetComponent();
+ }
+
+ void Update()
+ {
+ // ============== MOVEMENT ======================
+ float horizontal = Input.GetAxis("Horizontal");
+ float vertical = Input.GetAxis("Vertical");
+
+ movement = new Vector2(horizontal, vertical);
+
+ if(!Mathf.Approximately(movement.x, 0.0f) || !Mathf.Approximately(movement.y, 0.0f))
+ {
+ lookDirection.Set(movement.x, movement.y);
+ lookDirection.Normalize();
+ }
+
+ // ============== ANIMATION =======================
+
+ animator.SetFloat("Look X", lookDirection.x);
+ animator.SetFloat("Look Y", lookDirection.y);
+ animator.SetFloat("Speed", movement.magnitude);
+ }
+
+ private void FixedUpdate()
+ {
+ Vector2 position = rigidbody2d.position;
+
+ position = position + movement * speed * Time.deltaTime;
+
+ rigidbody2d.MovePosition(position);
+ }
+}
diff --git a/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts/TopDownController.cs.meta b/Assets/Asset Unlock - 2D Prototyping/Topdown/Scripts/TopDownController.cs.meta
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Topdown/Spritesheets/2d TopDown1.png b/Assets/Asset Unlock - 2D Prototyping/Topdown/Spritesheets/2d TopDown1.png
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index 0000000..f271ec5
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diff --git a/Assets/Asset Unlock - 2D Prototyping/Topdown/Spritesheets/Character.png.meta b/Assets/Asset Unlock - 2D Prototyping/Topdown/Spritesheets/Character.png.meta
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