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diff --git a/Assets/Scenes/Town.unity.meta b/Assets/Scenes/Town.unity.meta
new file mode 100644
index 0000000..ab41259
--- /dev/null
+++ b/Assets/Scenes/Town.unity.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
new file mode 100644
index 0000000..6e03cb1
--- /dev/null
+++ b/Assets/Scripts.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Scripts/Classes.meta b/Assets/Scripts/Classes.meta
new file mode 100644
index 0000000..0ebca46
--- /dev/null
+++ b/Assets/Scripts/Classes.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Scripts/Classes/Entity.cs b/Assets/Scripts/Classes/Entity.cs
new file mode 100644
index 0000000..40a11ca
--- /dev/null
+++ b/Assets/Scripts/Classes/Entity.cs
@@ -0,0 +1,29 @@
+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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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+guid: 7d5d08dd0970f4e42ace95f57830df75
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+ 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 @@
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+guid: 184f32a9d424ac2438f51463e6e179b2
+timeCreated: 1493299130
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+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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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
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+ executionOrder: 0
+ icon: {instanceID: 0}
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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 @@
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+guid: 8f815e83ccaba7a4db8bb94bd5a9576e
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+ serializedVersion: 2
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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 @@
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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 @@
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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 @@
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+ userData:
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+ 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 @@
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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
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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 @@
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+ userData:
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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 @@
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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
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--- /dev/null
+++ b/Assets/Scripts/Navigation/NavigationPrompt.cs.meta
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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
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+++ b/Assets/Scripts/Sorting.cs.meta
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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 @@
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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
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diff --git a/Assets/Sprites.meta b/Assets/Sprites.meta
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new file mode 100644
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new file mode 100644
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+++ b/Assets/Sprites/Characters/Mayor.png.meta
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+ 21300002: Mayor_1
+ 21300004: Mayor_2
+ 21300006: Mayor_3
+ 21300008: Mayor_4
+ 21300010: Mayor_5
+ 21300012: Mayor_6
+ 21300014: Mayor_7
+ 21300016: Mayor_8
+ externalObjects: {}
+ serializedVersion: 9
+ mipmaps:
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+ enableMipMap: 0
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diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
new file mode 100644
index 0000000..536e00c
--- /dev/null
+++ b/ProjectSettings/TagManager.asset
@@ -0,0 +1,57 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset
new file mode 100644
index 0000000..558a017
--- /dev/null
+++ b/ProjectSettings/TimeManager.asset
@@ -0,0 +1,9 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset
new file mode 100644
index 0000000..ec1ab29
--- /dev/null
+++ b/ProjectSettings/UnityConnectSettings.asset
@@ -0,0 +1,32 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!310 &1
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diff --git a/ProjectSettings/VFXManager.asset b/ProjectSettings/VFXManager.asset
new file mode 100644
index 0000000..6e0eaca
--- /dev/null
+++ b/ProjectSettings/VFXManager.asset
@@ -0,0 +1,11 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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