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+using UnityEngine; +public class Entity : ScriptableObject +{ + public string Name; + public int Age; + string Faction; + public string Occupation; + public int Level = 1; + public int Health = 2; + public int Strength = 1; + public int Magic = 0; + public int Defense = 0; + public int Speed = 1; + public int Damage = 1; + public int Armor = 0; + public int NoOfAttacks = 1; + public string Weapon; + public Vector2 Position; + + public void TakeDamage(int Amount) + { + Health = Health - Mathf.Clamp((Amount - Armor), 0, int.MaxValue); + } + + public void Attack(Entity Entity) + { + Entity.TakeDamage(Strength); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Classes/Entity.cs.meta b/Assets/Scripts/Classes/Entity.cs.meta new file mode 100644 index 0000000..9027bce --- /dev/null +++ b/Assets/Scripts/Classes/Entity.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 51a4f1f4f2f99a246824797a3bfd9696 +timeCreated: 1491841875 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Classes/NPC.cs b/Assets/Scripts/Classes/NPC.cs new file mode 100644 index 0000000..c3b19ed --- /dev/null +++ b/Assets/Scripts/Classes/NPC.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +public class NPC : MonoBehaviour +{ + public string Name; + [Range(0, 100)] + public int Age; + //[PopUp("Good Guy", "Independent", "Bad Guy")] + public string Faction; + //[PopUp("Mayor", "Shopkeep", "Layabout")] + public string Occupation; + [Range(0, 10)] + public int Level; +} diff --git a/Assets/Scripts/Classes/NPC.cs.meta b/Assets/Scripts/Classes/NPC.cs.meta new file mode 100644 index 0000000..095c979 --- /dev/null +++ b/Assets/Scripts/Classes/NPC.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1c4ed462e63edc545b86cea33da14179 +timeCreated: 1493304647 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Classes/Player.cs b/Assets/Scripts/Classes/Player.cs new file mode 100644 index 0000000..ef71a95 --- /dev/null +++ b/Assets/Scripts/Classes/Player.cs @@ -0,0 +1,7 @@ +using UnityEngine; +public class Player : Entity +{ + public string[] inventory; + public string[] skills; + public int money; +} \ No newline at end of file diff --git a/Assets/Scripts/Classes/Player.cs.meta b/Assets/Scripts/Classes/Player.cs.meta new file mode 100644 index 0000000..d05eca3 --- /dev/null +++ b/Assets/Scripts/Classes/Player.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f91efd5c5d0aecd469a0ad3cec9e0d49 +timeCreated: 1491841928 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Combat.meta b/Assets/Scripts/Combat.meta new file mode 100644 index 0000000..fbba337 --- /dev/null +++ b/Assets/Scripts/Combat.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8d9d0fb12a13e6041ab0efd68c48f1ba +folderAsset: yes +timeCreated: 1493304564 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Combat/BattleManager.cs b/Assets/Scripts/Combat/BattleManager.cs new file mode 100644 index 0000000..3b528f6 --- /dev/null +++ b/Assets/Scripts/Combat/BattleManager.cs @@ -0,0 +1,112 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +/// +/// This is attached to an empty game object in the battle scene. This class +/// manages all aspects of the battle that occurs. +/// +public class BattleManager : MonoBehaviour { + + // The locations where enemies may appear within the scene. + public GameObject[] EnemySpawnPoints; + // The enemies that may be placed on the spawn points + public GameObject[] EnemyPrefabs; + // When enemies are placed they slide into place based on the curve + public AnimationCurve SpawnAnimationCurve; + // Reference to the actions that a player may perform + public CanvasGroup theButtons; + // The number of enemies in the scene + private int enemyCount; + + // This enumeration defines the components of a turn + enum BattlePhase + { + PlayerAttack, + EnemyAttack + } + // Track which phase of the turn we are on + private BattlePhase phase; + + // Use this for initialization + void Start () { + // Calculate how many enemies will be in the scene (battle) + enemyCount = Random.Range(1, EnemySpawnPoints.Length); + // Spawn the enemies in + StartCoroutine(SpawnEnemies()); + // Set the beginning battle phase - player always has initiative in this game + phase = BattlePhase.PlayerAttack; + } + + void Update() + { + // Control the display of the player action buttons. Only show when it is the + // player's turn + if (phase == BattlePhase.PlayerAttack) + { + theButtons.alpha = 1; + theButtons.interactable = true; + theButtons.blocksRaycasts = true; + } + else + { + theButtons.alpha = 0; + theButtons.interactable = false; + theButtons.blocksRaycasts = false; + } + } + + /// + /// A player action. This action leaves the battle scene and returns to the world. + /// + public void RunAway() + { + GameState.justExitedBattle = true; + NavigationManager.NavigateTo("Overworld"); + } + + /// + /// This method creates enemies from the prefabs and calls the method + /// that moves the enemies to the spawn points. + /// + /// + IEnumerator SpawnEnemies() + { + // Spawn enemies in over time + for (int i = 0; i < enemyCount; i++) + { + var newEnemy = (GameObject)Instantiate(EnemyPrefabs[0]); + newEnemy.transform.position = new Vector3(10, -1, 0); + + yield return StartCoroutine(MoveCharacterToPoint(EnemySpawnPoints[i], newEnemy)); + newEnemy.transform.parent = EnemySpawnPoints[i].transform; + } + } + + /// + /// Moves the character into position using an animation that slides the char into place. + /// + /// + /// + /// + IEnumerator MoveCharacterToPoint(GameObject destination, GameObject character) + { + float timer = 0f; + var StartPosition = character.transform.position; + if (SpawnAnimationCurve.length > 0) + { + while (timer < SpawnAnimationCurve.keys[SpawnAnimationCurve.length - 1].time) + { + character.transform.position = Vector3.Lerp(StartPosition, destination.transform.position, SpawnAnimationCurve.Evaluate(timer)); + + timer += Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + } + else + { + character.transform.position = destination.transform.position; + } + } +} diff --git a/Assets/Scripts/Combat/BattleManager.cs.meta b/Assets/Scripts/Combat/BattleManager.cs.meta new file mode 100644 index 0000000..65ae9cb --- /dev/null +++ b/Assets/Scripts/Combat/BattleManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fb9db9b0b5dce48819a4f5a81f0e8cbc +timeCreated: 1493211347 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Combat/RandomBattle.cs b/Assets/Scripts/Combat/RandomBattle.cs new file mode 100644 index 0000000..9416c42 --- /dev/null +++ b/Assets/Scripts/Combat/RandomBattle.cs @@ -0,0 +1,78 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +/// +/// This script is attached to "Zone" objects in the world scene. When the player collides with +/// the zone, there is a chance of a battle. This script will load that battle scene when a +/// battle occurs. +/// +public class RandomBattle : MonoBehaviour { + + public int battleProbability; + int encounterChance = 100; + public int secondsBetweenBattles; + public string battleSceneName; + + /// + /// When a player object enters the 'zone' there is a chance for a battle + /// + /// + void OnTriggerEnter2D(Collider2D col) + { + // Prevents a loop condition between the world and the battle scene + if (!GameState.justExitedBattle) + { + // Roll the dice + encounterChance = Random.Range(1, 100); + // Check the DC :) + if (encounterChance > battleProbability) + { + StartCoroutine(RecalculateChance()); + } + } + else + { + StartCoroutine(RecalculateChance()); + GameState.justExitedBattle = false; + } + } + + /// + /// Continue to roll the dice for a random encounter while the player is in the zone + /// + /// + IEnumerator RecalculateChance() + { + while (encounterChance > battleProbability) + { + yield return new WaitForSeconds(secondsBetweenBattles); + encounterChance = Random.Range(1, 100); + } + } + + /// + /// As long as the player is in the zone, there is a chance of a battle. When + /// that chance hits, load the battle scene. + /// + /// + void OnTriggerStay2D(Collider2D col) + { + if (encounterChance <= battleProbability) + { + Debug.Log("Battle"); + SceneManager.LoadScene(battleSceneName); + } + } + + /// + /// When the player leaves the zone, clean up. + /// + /// + void OnTriggerExit2D(Collider2D col) + { + encounterChance = 100; + StopCoroutine(RecalculateChance()); + } +} diff --git a/Assets/Scripts/Combat/RandomBattle.cs.meta b/Assets/Scripts/Combat/RandomBattle.cs.meta new file mode 100644 index 0000000..a55c4d5 --- /dev/null +++ b/Assets/Scripts/Combat/RandomBattle.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7d5d08dd0970f4e42ace95f57830df75 +timeCreated: 1493241341 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Conversation.meta b/Assets/Scripts/Conversation.meta new file mode 100644 index 0000000..d336f08 --- /dev/null +++ b/Assets/Scripts/Conversation.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3309bc0486ed2436583d1faf62afc178 +folderAsset: yes +timeCreated: 1493153442 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Conversation/Conversation.cs b/Assets/Scripts/Conversation/Conversation.cs new file mode 100644 index 0000000..1fb12fa --- /dev/null +++ b/Assets/Scripts/Conversation/Conversation.cs @@ -0,0 +1,10 @@ +using UnityEngine; + +/// +/// This class represents a single conversation between 2 or more characters / players in the game. The +/// conversation consists of ConversatinEntry items that provide the details of each step of the conversation. +/// +public class Conversation : ScriptableObject +{ + public ConversationEntry[] ConversationLines; +} \ No newline at end of file diff --git a/Assets/Scripts/Conversation/Conversation.cs.meta b/Assets/Scripts/Conversation/Conversation.cs.meta new file mode 100644 index 0000000..a68377c --- /dev/null +++ b/Assets/Scripts/Conversation/Conversation.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 103cdac72ec160241bac90294881c4b6 +timeCreated: 1492707985 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Conversation/ConversationComponent.cs b/Assets/Scripts/Conversation/ConversationComponent.cs new file mode 100644 index 0000000..fd9ff2f --- /dev/null +++ b/Assets/Scripts/Conversation/ConversationComponent.cs @@ -0,0 +1,10 @@ +using UnityEngine; + +/// +/// Attach this script to a character or GameObject. The script allows you to +/// configure conversations for the character. +/// +public class ConversationComponent : MonoBehaviour +{ + public Conversation[] Conversations; +} \ No newline at end of file diff --git a/Assets/Scripts/Conversation/ConversationComponent.cs.meta b/Assets/Scripts/Conversation/ConversationComponent.cs.meta new file mode 100644 index 0000000..6600587 --- /dev/null +++ b/Assets/Scripts/Conversation/ConversationComponent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 35ed22f902a1ce148957e66f52f7ec0b +timeCreated: 1492787269 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Conversation/ConversationEntry.cs b/Assets/Scripts/Conversation/ConversationEntry.cs new file mode 100644 index 0000000..1eb4857 --- /dev/null +++ b/Assets/Scripts/Conversation/ConversationEntry.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +/// +/// This class represents a single conversation element (phrase, sentence, etc.). The properties represent the +/// components of a dialog UI that may be shown to the player. In this implementation the dialog is shown with a +/// character name, a small profile photo of the character, and the content of the entry. A given conversation +/// would comprise of an array of this class. +/// +[System.Serializable] +public class ConversationEntry +{ + public string SpeakingCharacterName; + public string ConversationText; + public Sprite DisplayPic; +} \ No newline at end of file diff --git a/Assets/Scripts/Conversation/ConversationEntry.cs.meta b/Assets/Scripts/Conversation/ConversationEntry.cs.meta new file mode 100644 index 0000000..6089aa4 --- /dev/null +++ b/Assets/Scripts/Conversation/ConversationEntry.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7503dc642bf7b6a49956e0b7de39d42e +timeCreated: 1492704002 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Conversation/ConversationManager.cs b/Assets/Scripts/Conversation/ConversationManager.cs new file mode 100644 index 0000000..e9fad01 --- /dev/null +++ b/Assets/Scripts/Conversation/ConversationManager.cs @@ -0,0 +1,83 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +/// +/// This Manager is singleton that handles teh display and running of conversations in the game. Other components will +/// use the StartConversation method to launch a pre-defined conversation component. +/// +public class ConversationManager : Singleton +{ + //Is there a converastion going on + bool talking = false; + + //The current line of text being displayed + ConversationEntry currentConversationLine; + + //the Canvas Group for the dialog box + public CanvasGroup dialogBox; + + //the image holder + public Image imageHolder; + + //the text holder + public Text textHolder; + + //Guarantee this will always be a singleton only - can't use the constructor! + protected ConversationManager() { } + + /// + /// Starts the conversation by getting a reference to the dialog UI and then calling a + /// coroutine to show the content of the conversation. + /// + /// Conversation. + public void StartConversation(Conversation conversation) + { + dialogBox = GameObject.Find("Dialog Box").GetComponent(); + imageHolder = GameObject.Find("Speaker Image").GetComponent(); + textHolder = GameObject.Find("Dialog Text").GetComponent(); + //Start displying the supplied conversation + if (!talking) + { + StartCoroutine(DisplayConversation(conversation)); + } + } + + /// + /// This coroutine simply iterates through each of the entries in the conversation and displays the content + /// of the entry in the dialog UI. It waits 3 seconds between entries. This is a very simple implementation of + /// a conversation that does not maintain state or allow for player input or phrase options. + /// + /// The conversation. + /// Conversation. + IEnumerator DisplayConversation(Conversation conversation) + { + talking = true; + foreach (var conversationLine in conversation.ConversationLines) + { + currentConversationLine = conversationLine; + textHolder.text = currentConversationLine.ConversationText; + imageHolder.sprite = currentConversationLine.DisplayPic; + yield return new WaitForSeconds(3); + } + talking = false; + } + + /// + /// This method handles showing and hiding the dialog box for the conversation. It is a + /// simple alpha switch from visible to invisible. + /// + void OnGUI() + { + if (talking) + { + dialogBox.alpha = 1; + dialogBox.blocksRaycasts = true; + } + else + { + dialogBox.alpha = 0; + dialogBox.blocksRaycasts = false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Conversation/ConversationManager.cs.meta b/Assets/Scripts/Conversation/ConversationManager.cs.meta new file mode 100644 index 0000000..39bc8f4 --- /dev/null +++ b/Assets/Scripts/Conversation/ConversationManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f372b719286df334d9687e377361e395 +timeCreated: 1492804013 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 0000000..503d150 --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f014645aaf7949e4caf57d1c1a392737 +folderAsset: yes +timeCreated: 1492719072 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/ConversationAssetCreator.cs b/Assets/Scripts/Editor/ConversationAssetCreator.cs new file mode 100644 index 0000000..077fca8 --- /dev/null +++ b/Assets/Scripts/Editor/ConversationAssetCreator.cs @@ -0,0 +1,15 @@ +using UnityEditor; +using UnityEngine; + +public class ConversationAssetCreator : MonoBehaviour +{ + // This will create a menu option in the Editor menu to create a conversation asset. + // The CreateAsset method will fire in response to the menu selection, it uses the + // CustomAssetUtility helper class to create the Asset file. + [MenuItem("Assets/Create/Conversation")] + public static void CreateAsset() + { + // Create an asset file based on the Conversation ScriptableObject. + CustomAssetUtility.CreateAsset(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Editor/ConversationAssetCreator.cs.meta b/Assets/Scripts/Editor/ConversationAssetCreator.cs.meta new file mode 100644 index 0000000..c9135ce --- /dev/null +++ b/Assets/Scripts/Editor/ConversationAssetCreator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f283568d1fa341a43a98425cb3a90291 +timeCreated: 1492777585 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/CustomAssetUtility.cs b/Assets/Scripts/Editor/CustomAssetUtility.cs new file mode 100644 index 0000000..1758245 --- /dev/null +++ b/Assets/Scripts/Editor/CustomAssetUtility.cs @@ -0,0 +1,36 @@ +using System.IO; +using UnityEditor; +using UnityEngine; + +/// +/// Helper class that will create assets for serializable objects. +/// +public static class CustomAssetUtility { + + public static void CreateAsset() where T : ScriptableObject + { + string path = AssetDatabase.GetAssetPath(Selection.activeObject); + if (path == "") + { + path = "Assets"; + } + else if (Path.GetExtension(path) != "") + { + path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); + } + CreateAsset(path); + } + + public static void CreateAsset(string path) where T : ScriptableObject + { + T asset = ScriptableObject.CreateInstance(); + + string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New " + typeof(T).ToString() + ".asset"); + + AssetDatabase.CreateAsset(asset, assetPathAndName); + + AssetDatabase.SaveAssets(); + EditorUtility.FocusProjectWindow(); + Selection.activeObject = asset; + } +} diff --git a/Assets/Scripts/Editor/CustomAssetUtility.cs.meta b/Assets/Scripts/Editor/CustomAssetUtility.cs.meta new file mode 100644 index 0000000..863842a --- /dev/null +++ b/Assets/Scripts/Editor/CustomAssetUtility.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4451262257d93c54287e942fb5bb0029 +timeCreated: 1492777223 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Game.meta b/Assets/Scripts/Game.meta new file mode 100644 index 0000000..6477813 --- /dev/null +++ b/Assets/Scripts/Game.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: df8fdf2f64c7767459921743fdf0a5f4 +folderAsset: yes +timeCreated: 1493304630 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Game/GameState.cs b/Assets/Scripts/Game/GameState.cs new file mode 100644 index 0000000..de803ce --- /dev/null +++ b/Assets/Scripts/Game/GameState.cs @@ -0,0 +1,56 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// This is a static class that loads with the game and maintains objects across scenes. +/// In other words, this is a collection of globals. This script is not attached to a specific +/// game object in any scene. Since it is static, it will be available all of the time. +/// +public static class GameState +{ + // The Player class maintains character stats for the player + public static Player CurrentPlayer = ScriptableObject.CreateInstance(); + // This dictionary helps scenes keep track of the player's position on the map + public static Dictionary LastScenePositions = new Dictionary(); + // This switch prevents a situation in which the scene can start switching between the + // world and a battle scene in an infinite loop. + public static bool justExitedBattle; + // This switch prevents an infinite loop between locations (towns) on the world map and the world map + public static bool saveLastPosition = true; + + /// + /// This method gets that last known position of the player on the given scene. This allows a + /// scene to place the player at the last know position within that same scene. + /// + /// + /// + public static Vector3 GetLastScenePosition(string sceneName) + { + if (GameState.LastScenePositions.ContainsKey(sceneName)) + { + var lastPos = GameState.LastScenePositions[sceneName]; + return lastPos; + } + else + { + return Vector3.zero; + } + } + + /// + /// This method allows a scene to save a character's position when the player leaves the scene. + /// + /// + /// + public static void SetLastScenePosition(string sceneName, Vector3 position) + { + if (GameState.LastScenePositions.ContainsKey(sceneName)) + { + GameState.LastScenePositions[sceneName] = position; + } + else + { + GameState.LastScenePositions.Add(sceneName, position); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Game/GameState.cs.meta b/Assets/Scripts/Game/GameState.cs.meta new file mode 100644 index 0000000..37dddc7 --- /dev/null +++ b/Assets/Scripts/Game/GameState.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 184f32a9d424ac2438f51463e6e179b2 +timeCreated: 1493299130 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Game/MapPosition.cs b/Assets/Scripts/Game/MapPosition.cs new file mode 100644 index 0000000..0f4755d --- /dev/null +++ b/Assets/Scripts/Game/MapPosition.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +/// +/// This class is attached to the player object (prefab). It will call the GameState class +/// to set and get the player's position in a scene and place the player at that position. +/// +public class MapPosition : MonoBehaviour { + + /// + /// When the player enters a scene, this method will query the GameState to get the player's + /// last know position in this scene. Then it will place the player object at that location. + /// + void Awake() + { + var lastPosition = GameState.GetLastScenePosition(SceneManager.GetActiveScene().name); + + if (lastPosition != Vector3.zero) + { + transform.position = lastPosition; + } + } + + /// + /// When the player leaves a scene, this method will save the player's position in the scene. + /// Scenes that are loaded with the Navigation Manager will cause an infinite loading loop, so + /// they will set the saveLastPosition flag to false and not save the position rather using a + /// configured starting position to place the player object. + /// + void OnDestroy() + { + if (GameState.saveLastPosition) + { + GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, transform.position); + } + } +} diff --git a/Assets/Scripts/Game/MapPosition.cs.meta b/Assets/Scripts/Game/MapPosition.cs.meta new file mode 100644 index 0000000..8746888 --- /dev/null +++ b/Assets/Scripts/Game/MapPosition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 41a9009d10bfc13458ddba5d973c5597 +timeCreated: 1493301948 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Messaging.meta b/Assets/Scripts/Messaging.meta new file mode 100644 index 0000000..fcd2e59 --- /dev/null +++ b/Assets/Scripts/Messaging.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c502b16d85b43a04cb483b24da2db572 +folderAsset: yes +timeCreated: 1492636623 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Messaging/MessagingClientBroadcast.cs b/Assets/Scripts/Messaging/MessagingClientBroadcast.cs new file mode 100644 index 0000000..1163e2d --- /dev/null +++ b/Assets/Scripts/Messaging/MessagingClientBroadcast.cs @@ -0,0 +1,17 @@ +using UnityEngine; + +// Attach this script to an object with a 2D collider. This will trigger a broadcast when something collides with it. +public class MessagingClientBroadcast : MonoBehaviour +{ + + void OnCollisionEnter2D(Collision2D col) + { + MessagingManager.Instance.Broadcast(); + } + + void OnTriggerEnter2D(Collider2D col) + { + MessagingManager.Instance.Broadcast(); + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Messaging/MessagingClientBroadcast.cs.meta b/Assets/Scripts/Messaging/MessagingClientBroadcast.cs.meta new file mode 100644 index 0000000..b99339f --- /dev/null +++ b/Assets/Scripts/Messaging/MessagingClientBroadcast.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8f815e83ccaba7a4db8bb94bd5a9576e +timeCreated: 1492632244 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Messaging/MessagingClientReceiver.cs b/Assets/Scripts/Messaging/MessagingClientReceiver.cs new file mode 100644 index 0000000..f204719 --- /dev/null +++ b/Assets/Scripts/Messaging/MessagingClientReceiver.cs @@ -0,0 +1,26 @@ +using UnityEngine; + +// Register to events broadcast by the Message Client +public class MessagingClientReceiver : MonoBehaviour +{ + void Start() + { + MessagingManager.Instance.Subscribe(ThePlayerIsTryingToLeave); + } + + void ThePlayerIsTryingToLeave() + { + var dialog = GetComponent(); + if (dialog != null) + { + if (dialog.Conversations != null && dialog.Conversations.Length > 0) + { + var conversation = dialog.Conversations[0]; + if (conversation != null) + { + ConversationManager.Instance.StartConversation(conversation); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Messaging/MessagingClientReceiver.cs.meta b/Assets/Scripts/Messaging/MessagingClientReceiver.cs.meta new file mode 100644 index 0000000..d159004 --- /dev/null +++ b/Assets/Scripts/Messaging/MessagingClientReceiver.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a0d021e125889f642b7d43b328c569a6 +timeCreated: 1492632172 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Messaging/MessagingManager.cs b/Assets/Scripts/Messaging/MessagingManager.cs new file mode 100644 index 0000000..0fb6c89 --- /dev/null +++ b/Assets/Scripts/Messaging/MessagingManager.cs @@ -0,0 +1,59 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +public class MessagingManager : MonoBehaviour +{ + //Static singleton property + public static MessagingManager Instance { get; private set; } + + // public property for manager + private List subscribers = new List(); + + void Awake() + { + Debug.Log("Messaging Manager Started"); + //First, we check if there are any other instances conflicting + if (Instance != null && Instance != this) + { + //Destroy other instances if it's not the same + Destroy(gameObject); + } + + //Save our current singleton instance + Instance = this; + + //Make sure that the instance is not destroyed between scenes + //(this is optional) + DontDestroyOnLoad(gameObject); + } + + //The Subscribe method for manager + public void Subscribe(Action subscriber) + { + Debug.Log("Subscriber registered"); + subscribers.Add(subscriber); + } + + //The Unsubscribe method for manager + public void UnSubscribe(Action subscriber) + { + Debug.Log("Subscriber registered"); + subscribers.Remove(subscriber); + } + + //Clear subscribers method for manager + public void ClearAllSubscribers() + { + subscribers.Clear(); + } + + public void Broadcast() + { + Debug.Log("Broadcast requested, No of Subscribers = " + subscribers.Count); + foreach (var subscriber in subscribers) + { + subscriber(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Messaging/MessagingManager.cs.meta b/Assets/Scripts/Messaging/MessagingManager.cs.meta new file mode 100644 index 0000000..3482257 --- /dev/null +++ b/Assets/Scripts/Messaging/MessagingManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d69a93cafa210714483abdb29893d55d +timeCreated: 1492385158 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Movement.meta b/Assets/Scripts/Movement.meta new file mode 100644 index 0000000..1eec4b9 --- /dev/null +++ b/Assets/Scripts/Movement.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 57ae5bd2497e594409048989759cddb9 +folderAsset: yes +timeCreated: 1493304544 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Movement/CharacterMovement.cs b/Assets/Scripts/Movement/CharacterMovement.cs new file mode 100644 index 0000000..2d3f624 --- /dev/null +++ b/Assets/Scripts/Movement/CharacterMovement.cs @@ -0,0 +1,150 @@ +using UnityEngine; + +/****************************************************************************** + * This class provides basic movement controls to a player sprite in the scene. + * It responds to the basic keyboard movement commands and will use the sprite + * and animator to face the object in the correct direction as it moves. + * + * SETUP + * SpriteRenderer + * Start by setting up the player object using a SpriteRenderer, easily done by + * dragging the image into the scene. + * + * RigidBody2D + * This script moves the player object on screen by interacting with the + * rigidbody2d component. Don't forget to set the Gravity Scale to 0 and check + * the Freeze Rotation Z option. If you forget the object will slowly slide + * down the screen. + * + * Animator + * Add an animator component to the player object. The referenced Animator + * controller will have the walking, running, etc animations setup in mecanim + * For the purpose of this script, you will need to configure the following + * parameters in the controller and then set the animation transitions to + * match. + * - yMove : Integer + * - xMove : Boolean + * - moving : Boolean + * + * Finally, attach this script to the player object. At this point, create a + * prefab out of the object. + * + * Enhancements: + * - Add mouse click control to the movement. + ******************************************************************************/ +public class CharacterMovement : MonoBehaviour +{ + /************************************************************************** + * These variables setup references to the player object in the game scene. + * At a minimum, the player object needs to be a 2D sprite and have a 2D + * RigidBody for this script to work. The animation component is not + * critical to the script, but the script will attempt to set animation + * variables so that the player image will appear to move on the screen. + **************************************************************************/ + private SpriteRenderer playerSpriteImage; + private Rigidbody2D playerRigidBody2D; + private Animator playerAnim; + + + /************************************************************************** + * These variables manage the player's movement on screen. Speed can be set + * in the Unity IDE or in code. + **************************************************************************/ + //Variable to track how much movement is needed from input + private float movePlayerHorizontal; + private float movePlayerVertical; + private Vector2 movement; + + // Speed modifier for player movement + public float speed = 4.0f; + + + /// + /// This method is connecting the script to the components of the player object + /// in the scene. The player object should have each of these components added + /// along with this script to make up a complete player. + /// + void Awake() + { + playerRigidBody2D = (Rigidbody2D)GetComponent(typeof(Rigidbody2D)); + playerAnim = (Animator)GetComponent(typeof(Animator)); + playerSpriteImage = (SpriteRenderer)GetComponent(typeof(SpriteRenderer)); + } + + /// + /// The update method does the work of moving the player object on the screen + /// in the desired direction. It also uses the animation and sprite components + /// to "face" the player in the right direction. + /// + void Update() + { + // The first step is to get the player's input to determine which direction + // to move the player object, then use speed to set the movement. + movePlayerHorizontal = Input.GetAxis("Horizontal"); + movePlayerVertical = Input.GetAxis("Vertical"); + movement = new Vector2(movePlayerHorizontal, movePlayerVertical); + + playerRigidBody2D.velocity = movement * speed; + + // This section handles the animation control to make sure that the player + // object is facing in the right direction during movement. It is basically + // setting animation variables that should be setup in the mecanim library. + // Mecanim does the work of dislaying animations. + if (movePlayerVertical == 0 && movePlayerHorizontal == 0) + { + playerAnim.SetBool("moving", false); + } + else + { + playerAnim.SetBool("moving", true); + } + + if (movePlayerVertical != 0) + { + playerAnim.SetBool("xMove", false); + playerSpriteImage.flipX = false; + + if (movePlayerVertical > 0) + { + playerAnim.SetInteger("yMove", 1); + + } + else if (movePlayerVertical < 0) + { + playerAnim.SetInteger("yMove", -1); + + } + } + else + { + playerAnim.SetInteger("yMove", 0); + + if (movePlayerHorizontal > 0) + { + playerAnim.SetBool("xMove", true); + playerSpriteImage.flipX = false; + + } + else if (movePlayerHorizontal < 0) + { + playerAnim.SetBool("xMove", true); + playerSpriteImage.flipX = true; + + } + else + { + playerAnim.SetBool("xMove", false); + } + } + + if (movePlayerVertical == 0 && movePlayerHorizontal == 0) + { + playerAnim.SetBool("moving", false); + } + else + { + playerAnim.SetBool("moving", true); + } + } +} + \ No newline at end of file diff --git a/Assets/Scripts/Movement/CharacterMovement.cs.meta b/Assets/Scripts/Movement/CharacterMovement.cs.meta new file mode 100644 index 0000000..c650f4b --- /dev/null +++ b/Assets/Scripts/Movement/CharacterMovement.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fdbdfe5bac8dd85419ad1e1c291c20a2 +timeCreated: 1491842286 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Movement/FollowCamera.cs b/Assets/Scripts/Movement/FollowCamera.cs new file mode 100644 index 0000000..b6d422c --- /dev/null +++ b/Assets/Scripts/Movement/FollowCamera.cs @@ -0,0 +1,19 @@ +using UnityEngine; +using System.Collections; + +public class FollowCamera : MonoBehaviour +{ + + // Distance between player and camera in horizontal direction + public float xOffset = 0f; + // Distance between player and camera in vertical direction + public float yOffset = 0f; + + // Reference to the player's transform. + public Transform player; + + void LateUpdate() + { + this.transform.position = new Vector3(player.transform.position.x + xOffset, this.transform.position.y + yOffset, -10); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Movement/FollowCamera.cs.meta b/Assets/Scripts/Movement/FollowCamera.cs.meta new file mode 100644 index 0000000..de3bb3d --- /dev/null +++ b/Assets/Scripts/Movement/FollowCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dfef3df00cdbaae4399afd9a6df422c9 +timeCreated: 1492215937 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation.meta b/Assets/Scripts/Navigation.meta new file mode 100644 index 0000000..c8593d5 --- /dev/null +++ b/Assets/Scripts/Navigation.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ab58e1276a7891f4ea6a706aaf88f028 +folderAsset: yes +timeCreated: 1492636631 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavigationManager.cs b/Assets/Scripts/Navigation/NavigationManager.cs new file mode 100644 index 0000000..a781171 --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationManager.cs @@ -0,0 +1,55 @@ +using System.Collections.Generic; +using UnityEngine.SceneManagement; + +/// +/// Maintains information about each possible destination (scene) in the game +/// +public struct Route +{ + public string RouteDescription; + public bool CanTravel; +} + +public static class NavigationManager +{ + /// + /// This dictioanry defines all destinations that exist in the game. + /// + public static Dictionary RouteInformation = new Dictionary() + { + { "Overworld", new Route { RouteDescription = "The big bad world", CanTravel = true } }, + { "Construction", new Route { RouteDescription = "The construction area", CanTravel = false } }, + { "Town", new Route { RouteDescription = "The main town", CanTravel = true } }, + { "Campsite", new Route { RouteDescription = "The campsite", CanTravel = true } }, + }; + + /// + /// Searches the dictionary to find if the given destination is defined. + /// + /// + /// + public static string GetRouteInfo(string destination) + { + return RouteInformation.ContainsKey(destination) ? RouteInformation[destination].RouteDescription : null; + } + + /// + /// Determines whether the given destination can be travelled to or not. + /// + /// + /// + public static bool CanNavigate(string destination) + { + return RouteInformation.ContainsKey(destination) ? RouteInformation[destination].CanTravel : false; + } + + /// + /// This method performs the action of loading a new scene. The destination value needs + /// to match the name of a scene in the project. + /// + /// + public static void NavigateTo(string destination) + { + SceneManager.LoadScene(destination); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Navigation/NavigationManager.cs.meta b/Assets/Scripts/Navigation/NavigationManager.cs.meta new file mode 100644 index 0000000..4153f73 --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7e58405b4e6e73a4da75b63a33adfb28 +timeCreated: 1493144484 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavigationPrompt.cs b/Assets/Scripts/Navigation/NavigationPrompt.cs new file mode 100644 index 0000000..398e61b --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationPrompt.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +/// +/// This class is attached to a "boundary" in a scene. It handles moving from the +/// current scene to the next scene that the "boundary leads to. For example, this +/// script can be attached to a collider along the side of the scene that leads +/// from a cityscape to an overland.Or this script can be attached to a collider +/// that represents the door on a building that leads to the interior of the building. +/// +/// SETUP +/// BoxCollider2D +/// Add a BoxCollider2D to the scene where the "boundary" exists.This class makes +/// use of the object's tag to determine the destination, so add a tag that matches +/// the name of the destination.The name of the destination will match a key in a +/// Dictionary in the NavigationManager. So make sure the spelling matches. Also use +/// the icon feature to make the collider easier to see in the scene view. + /// +public class NavigationPrompt : MonoBehaviour +{ + /// + /// Used to track the player's starting position on the map when the scene is loaded. + /// + public Vector3 startingPosition; + + /// + /// When the player object enters the "boundary" check the tag of the boundary + /// and compare it to the Dictionary values in the NavigationManager. If the + /// manager has an entry for the tag AND allows navigation to the tag, then + /// this method will load the scene that matches the tag. + /// + /// NOTE: Notice that all three things match; the tag, the key in the Dictionary, + /// and the name of the scene. + /// + /// + void OnCollisionEnter2D(Collision2D col) + { + // Check if the tag on this object is defined in the Nav Manager + if (NavigationManager.CanNavigate(this.tag)) + { + // Log the tag so we can track what we are trying to find in the Dictionary + Debug.Log("attempting to exit via " + tag); + // Use the NavigationManager to load the scene whose name matches the tag + NavigationManager.NavigateTo(this.tag); + // Should we save the player's position on the map? + GameState.saveLastPosition = false; + // Save the Player's position on the map so that when we return the object + // will be in the right place + GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, startingPosition); + } + } + + /// + /// Use this method for objects that are set as triggers. + /// + /// + void OnTriggerEnter2D(Collider2D col) + { + if (NavigationManager.CanNavigate(this.tag)) + { + Debug.Log("attempting to exit via " + tag); + NavigationManager.NavigateTo(this.tag); + GameState.saveLastPosition = false; + GameState.SetLastScenePosition(SceneManager.GetActiveScene().name, startingPosition); + } + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Navigation/NavigationPrompt.cs.meta b/Assets/Scripts/Navigation/NavigationPrompt.cs.meta new file mode 100644 index 0000000..32aa07c --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationPrompt.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 59688b613ac30504d9689ded15fc5350 +timeCreated: 1492255614 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Sorting.cs b/Assets/Scripts/Sorting.cs new file mode 100644 index 0000000..3c900a9 --- /dev/null +++ b/Assets/Scripts/Sorting.cs @@ -0,0 +1,25 @@ +using UnityEngine; + + +public class Sorting : MonoBehaviour +{ + public Transform player; + // Update is called once per frame + void Update() + { + if (transform.position.y >= player.transform.position.y) + { + //Debug.Log("behind player"); + GetComponent().sortingOrder = (player.GetComponent().sortingOrder) - 1; + GetComponents()[1].enabled = false; + GetComponents()[2].enabled = true; + } + if (transform.position.y < player.transform.position.y) + { + //Debug.Log("in front of player"); + GetComponent().sortingOrder = (player.GetComponent().sortingOrder) + 1; + GetComponents()[1].enabled = true; + GetComponents()[2].enabled = false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Sorting.cs.meta b/Assets/Scripts/Sorting.cs.meta new file mode 100644 index 0000000..d713c00 --- /dev/null +++ b/Assets/Scripts/Sorting.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6e41b51eab5f880408888df7bfb02a9a +timeCreated: 1492637346 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utility.meta b/Assets/Scripts/Utility.meta new file mode 100644 index 0000000..2f09f02 --- /dev/null +++ b/Assets/Scripts/Utility.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dc04eb1fd476b4a4fb2d6a2905554a71 +folderAsset: yes +timeCreated: 1493304594 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utility/Singleton.cs b/Assets/Scripts/Utility/Singleton.cs new file mode 100644 index 0000000..805ce1d --- /dev/null +++ b/Assets/Scripts/Utility/Singleton.cs @@ -0,0 +1,78 @@ +using UnityEngine; +/// +/// Be aware this will not prevent a non singleton constructor +/// such as `T myT = new T();` +/// To prevent that, add `protected T () {}` to your singleton class. +/// +/// As a note, this is made as MonoBehaviour because we need Coroutines. +/// +public class Singleton : MonoBehaviour where T : MonoBehaviour +{ + private static T _instance; + + private static object _lock = new object(); + + public static T Instance + { + get + { + if (applicationIsQuitting) + { + Debug.LogWarning("[Singleton] Instance '" + typeof(T) + + "' already destroyed on application quit." + + " Won't create again - returning null."); + return null; + } + + lock (_lock) + { + if (_instance == null) + { + _instance = (T)FindObjectOfType(typeof(T)); + + if (FindObjectsOfType(typeof(T)).Length > 1) + { + Debug.LogError("[Singleton] Something went really wrong " + + " - there should never be more than 1 singleton!" + + " Reopenning the scene might fix it."); + return _instance; + } + + if (_instance == null) + { + GameObject singleton = new GameObject(); + _instance = singleton.AddComponent(); + singleton.name = "(singleton) " + typeof(T).ToString(); + + DontDestroyOnLoad(singleton); + + Debug.Log("[Singleton] An instance of " + typeof(T) + + " is needed in the scene, so '" + singleton + + "' was created with DontDestroyOnLoad."); + } + else + { + Debug.Log("[Singleton] Using instance already created: " + + _instance.gameObject.name); + } + } + + return _instance; + } + } + } + + private static bool applicationIsQuitting = false; + /// + /// When Unity quits, it destroys objects in a random order. + /// In principle, a Singleton is only destroyed when application quits. + /// If any script calls Instance after it have been destroyed, + /// it will create a buggy ghost object that will stay on the Editor scene + /// even after stopping playing the Application. Really bad! + /// So, this was made to be sure we're not creating that buggy ghost object. + /// + public void OnDestroy() + { + applicationIsQuitting = true; + } +} diff --git a/Assets/Scripts/Utility/Singleton.cs.meta b/Assets/Scripts/Utility/Singleton.cs.meta new file mode 100644 index 0000000..650d77b --- /dev/null +++ b/Assets/Scripts/Utility/Singleton.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 93864f85f89d8f74ea6ebb77c5842a0a +timeCreated: 1492803988 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Sprites.meta b/Assets/Sprites.meta new file mode 100644 index 0000000..15bc770 --- /dev/null +++ b/Assets/Sprites.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cdca7a586cbf83546a516d3508dfc951 +folderAsset: yes +timeCreated: 1491832432 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: 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