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+# ---> Unity
+# This .gitignore file should be placed at the root of your Unity project directory
+#
+# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
+#
+/[Ll]ibrary/
+/[Tt]emp/
+/[Oo]bj/
+/[Bb]uild/
+/[Bb]uilds/
+/[Ll]ogs/
+/[Mm]emoryCaptures/
+
+# Asset meta data should only be ignored when the corresponding asset is also ignored
+!/[Aa]ssets/**/*.meta
+
+# Uncomment this line if you wish to ignore the asset store tools plugin
+# /[Aa]ssets/AssetStoreTools*
+
+# Autogenerated Jetbrains Rider plugin
+/[Aa]ssets/Plugins/Editor/JetBrains*
+
+# Visual Studio cache directory
+.vs/
+
+# Gradle cache directory
+.gradle/
+
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.mdb
+*.opendb
+*.VC.db
+
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+*.mdb.meta
+
+# Unity3D generated file on crash reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.unitypackage
+
+# Crashlytics generated file
+crashlytics-build.properties
+
+
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diff --git a/Assets/Auto Letterbox/Documentation/Help.html b/Assets/Auto Letterbox/Documentation/Help.html
new file mode 100644
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--- /dev/null
+++ b/Assets/Auto Letterbox/Documentation/Help.html
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+
+
+Letterbox Ratio Doc
+
+
+
+
+
+Auto Letterbox Plugin
+Welcome to the Auto Letterbox Plugin, for fixing your Camera Aspect Ratio! The fastest way to get started is to go to the GameObject
+menu and click Create Force Camera Ratios Object.
+This will set your scene up for displaying in a set
+ratio (Target Viewport
+Ratio) by creating Letterboxes to fit your Screen. You can
+edit the system using the 'Force Camera Ratios' GameObject you've just
+created.
+
+This documentation will delve into the rest of the options you have on
+the Component.
+
+
+
+
+
+
+
+
+ Target
+Viewport Ratio
+A Vector2 which sets the Viewport ratio for all
+Cameras. You can set this using the provided interface or access this
+publically and safely in code. The default is 16:9.
+
+ Ratio on Awake
+Forces each Camera Viewport to a
+re-calculated Viewport when this components' Start() function
+runs at
+the start of the scene. By default this is on as other-wise you would
+have to call CalculateAndSetAllCameraRatios()
+through your own code (though
+this function can be called at any time).
+
+
+ Ratio in Realtime
+Forces each Camera Viewport to recalculate its Viewport every frame.
+This is useful if you wish to change the Target Viewport Ratio
+in real
+time or if you allow the user to resize the Game window.
+
+
+ |
+
+
+
+
+
+
+ The Letterbox Camera
+renders the bars at the sides of the screen which appear when
+the Target
+Viewport Ratio doesn't match the screen ratio. Not having
+a Letterbox Camera could cause ugly artefacts when changing the screen
+size or altering the camera ratio.
+
+There are two ways of creating a Letterbox Camera:
+ Automatically Create Border Camera
+When Create Border Camera
+is true a Letterbox Camera will automatically be created on Start() at a depth
+of -100 and render to a color of your choosing. This is the default
+option.
+
+
+ Custom Letterbox Camera
+When Create Border
+Camera is false you must assign your own in-scene Camera
+to be a Letterbox Camera. This Camera will be ignored by the FindAllCamerasInScene()
+function so you can do whatever you want with it's viewport. This is
+useful if you want to do something clever with your Letterbox bars like
+render an image in the empty space (For an example try the Bitey Dragon Demo
+scene included with the package.)
+
+
+ |
+
+
+
+
+
+
+
+ Auto
+seek Cameras
+When Auto
+seek Cameras is true, the Force Camera Ratios
+component will search for cameras in your scene on Start() and apply
+the same Viewport anchor to each. This is the default setting.
+
+ Manual Camera Managment
+When Auto seek Cameras
+is false, you may manually assign and manage each Camera that needs
+Letterboxing. The Find
+All Cameras in scene button will call FindAllCamerasInScene()
+filling the Camera array quickly and defaulting each Camera Anchor to Center.
+
+ Camera Anchor
+The Anchor
+enum anchors each camera when its' resized due to a
+viewport ratio recalculation. This is useful for when you have multiple
+cameras on screen, for example, split screen multiplayer. By setting up
+Player one's and Player two's Viewports adjacently and setting their
+respective Anchors to Left
+and Right,
+the plug-in will re-calculate their ratio and seamlessly keep their
+Viewports to the left and right of each other. It works similarly to
+Unitys' UI Anchoring system.
+
+(For an example of this in action, try the Multi Camera Demo scene
+included with the package.)
+
+
+
+ |
+
+
+
+
+
+
+ Stuck?
+If you're having trouble or have a question, further
+support is available. Feel free to send me an email via tom@tomsayshi.com
+or tweet at me via @Tom_SaysHi.
+
+This document is still a work in progress and your experiences are very
+much part of it so don't be shy! Speaking of which;
+
+ Got an Opinion?
+STILL feel free to e-mail me via tom@tomsayshi.com or
+tweet at me via @Tom_SaysHi.
+
+Feedback, good or bad, is always welcome for incorporation into future
+updates and products!
+
+ Hey kid, wanna' play some Video
+Games?
+I'm just gonna' leave this here.
+It's an arena game with laser swords called Arclight Cascade.
+What? It's my docs and I'll plug what I want to!
+
+ Thank you so much for
+using the Auto Letterbox Plug-in! I hope you have a swell day!
+
+
+
+ |
+
+
+
+
+
\ No newline at end of file
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diff --git a/Assets/Auto Letterbox/Documentation/Imgs/TomRound.png b/Assets/Auto Letterbox/Documentation/Imgs/TomRound.png
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diff --git a/Assets/Auto Letterbox/Editor.meta b/Assets/Auto Letterbox/Editor.meta
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diff --git a/Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs b/Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs
new file mode 100644
index 0000000..2775a1a
--- /dev/null
+++ b/Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs
@@ -0,0 +1,87 @@
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+using AutoLetterbox;
+
+namespace AutoLetterbox
+{
+
+ /* ForceCameraRatioEditor.cs
+ *
+ * An Editor script for ForceCameraRatio
+ *
+ * Originally made by Milo Keeble, source can be found on Github @ https://github.com/Ragepyro/EditorFileMaker */
+
+ [CustomEditor(typeof(ForceCameraRatio))]
+ public class ForceCameraRatioEditor : Editor
+ {
+ ///
+ /// Create a ForceCameraRatio Object in the current scene
+ ///
+ [MenuItem("GameObject/Create Force Camera Ratios Object", false, 11)]
+ public static void ForceCameraRatios () {
+ ForceCameraRatio myCameraForcer = new GameObject("Force Camera Ratios").AddComponent();
+ Selection.activeGameObject = myCameraForcer.gameObject;
+ Undo.RegisterCreatedObjectUndo(myCameraForcer.gameObject, "Created A ForceCameraRatios Manager Obejct");
+ }
+
+ ///
+ /// Display an editor friendly interface for the ForceCameraRatio Component
+ ///
+ public override void OnInspectorGUI () {
+
+ ForceCameraRatio myTarget = (ForceCameraRatio)target;
+ Undo.RecordObject(myTarget, "Force Camera Ratio");
+
+ myTarget.ratio = EditorGUILayout.Vector2Field(new GUIContent("Target Viewport Ratio", "The ratio that the Letterbox will display at"), myTarget.ratio);
+ myTarget.forceRatioOnAwake = EditorGUILayout.Toggle(new GUIContent("Ratio on Awake", "Enable the Letterbox effect automatically on Awake"), myTarget.forceRatioOnAwake);
+ myTarget.listenForWindowChanges = EditorGUILayout.Toggle(new GUIContent("Ratio in Realtime", "Recalculate the Letterbox effect every time the game window is resized"), myTarget.listenForWindowChanges);
+
+ EditorGUILayout.Separator();
+
+ // Letterbox Camera
+ myTarget.createCameraForLetterBoxRendering = EditorGUILayout.Toggle(new GUIContent("Create Border Camera", "Generate a Camera which renders the Letterbox borders"), myTarget.createCameraForLetterBoxRendering);
+ if (myTarget.createCameraForLetterBoxRendering) {
+ myTarget.letterBoxCameraColor = EditorGUILayout.ColorField(new GUIContent("Border Color", "The color of the Letterbox borders"), myTarget.letterBoxCameraColor);
+ } else {
+ myTarget.letterBoxCamera = (Camera)EditorGUILayout.ObjectField("Letterbox Camera", myTarget.letterBoxCamera, typeof(Camera), true);
+ if (myTarget.letterBoxCamera == null) {
+ EditorGUILayout.HelpBox("Without a Letterbox Border Camera, things may render but never clear in the letterbox borders. A generated Border Camera would occupy a Camera depth of -100", MessageType.Warning);
+ }
+ }
+
+ EditorGUILayout.Separator();
+
+ // Registered Cameras for ratio calculation
+ myTarget.findCamerasAutomatically = EditorGUILayout.Toggle(new GUIContent("Auto seek Cameras", "If true, will automatically find all cameras in scene on Awake"), myTarget.findCamerasAutomatically);
+
+ if (myTarget.findCamerasAutomatically) {
+ EditorGUILayout.HelpBox("Any Cameras that exist in the scene when this script Awakes will be forced to the given aspect ratio", MessageType.Info);
+ } else {
+
+ if (GUILayout.Button("Find All Cameras in scene")) {
+ myTarget.FindAllCamerasInScene();
+ }
+
+ // If there is no array of cameras (as in null, empty arrays don't count) create one with the cameras in scene
+ if (myTarget.GetCameras() == null) {
+ myTarget.FindAllCamerasInScene();
+ }
+
+ // If ther is STILL no array of cameras, just create an empty one
+ if (myTarget.GetCameras() == null) {
+ myTarget.cameras = new System.Collections.Generic.List();
+ }
+
+ // Display Array of Cameras
+ SerializedObject serialObj = new SerializedObject(myTarget);
+ SerializedProperty cams = serialObj.FindProperty("cameras");
+ EditorGUILayout.PropertyField(cams, true);
+ serialObj.ApplyModifiedProperties();
+
+ EditorGUILayout.HelpBox("Only the Cameras in this array will be forced to the given aspect ratio", MessageType.Info);
+ }
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs.meta b/Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs.meta
new file mode 100644
index 0000000..b72e7ec
--- /dev/null
+++ b/Assets/Auto Letterbox/Editor/ForceCameraRatioEditor.cs.meta
@@ -0,0 +1,12 @@
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Auto Letterbox/ForceCameraRatio.cs b/Assets/Auto Letterbox/ForceCameraRatio.cs
new file mode 100644
index 0000000..47a504f
--- /dev/null
+++ b/Assets/Auto Letterbox/ForceCameraRatio.cs
@@ -0,0 +1,294 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using AutoLetterbox;
+
+namespace AutoLetterbox
+{
+ /* ForceCameraRatio.cs
+ *
+ * Forces the assigned Cameras to a given Aspect Ratio by Letterboxing them horizontally or vertically
+ *
+ * 2015
+ * Written by Tom Elliott */
+
+ // A class for tracking individual Cameras and their Viewports
+ [System.Serializable]
+ public class CameraRatio
+ {
+ public enum CameraAnchor
+ {
+ Center,
+ Top,
+ Bottom,
+ Left,
+ Right,
+ TopLeft,
+ TopRight,
+ BottomLeft,
+ BottomRight
+ }
+
+ [Tooltip("The Camera assigned to have an automatically calculated Viewport Ratio")]
+ public Camera camera;
+ [Tooltip("When a Camera Viewport is shrunk to fit a ratio, it will anchor the new Viewport Rectangle at the given point (relative to the original, unshrunk Viewport)")]
+ public CameraAnchor anchor = CameraAnchor.Center;
+
+ [HideInInspector]
+ public Vector2 vectorAnchor;
+ private Rect originViewPort;
+
+ public CameraRatio (Camera _camera, Vector2 _anchor) {
+ camera = _camera;
+ vectorAnchor = _anchor;
+ originViewPort = camera.rect;
+ }
+
+ ///
+ /// Sets the Camera's current Viewport as the viewport measurements to fill on resizing
+ ///
+ public void ResetOriginViewport () {
+ originViewPort = camera.rect;
+ SetAnchorBasedOnEnum(anchor);
+ }
+
+ ///
+ /// Sets the Anchor for this Camera when it is resized based on a given enum description
+ ///
+ ///
+ public void SetAnchorBasedOnEnum (CameraAnchor _anchor) {
+ switch (_anchor) {
+ case CameraAnchor.Center:
+ vectorAnchor = new Vector2(0.5f, 0.5f);
+ break;
+ case CameraAnchor.Top:
+ vectorAnchor = new Vector2(0.5f, 1f);
+ break;
+ case CameraAnchor.Bottom:
+ vectorAnchor = new Vector2(0.5f, 0f);
+ break;
+ case CameraAnchor.Left:
+ vectorAnchor = new Vector2(0f, 0.5f);
+ break;
+ case CameraAnchor.Right:
+ vectorAnchor = new Vector2(1f, 0.5f);
+ break;
+ case CameraAnchor.TopLeft:
+ vectorAnchor = new Vector2(0f, 1f);
+ break;
+ case CameraAnchor.TopRight:
+ vectorAnchor = new Vector2(1f, 1f);
+ break;
+ case CameraAnchor.BottomLeft:
+ vectorAnchor = new Vector2(0f, 0f);
+ break;
+ case CameraAnchor.BottomRight:
+ vectorAnchor = new Vector2(1f, 0f);
+ break;
+ }
+ }
+
+ ///
+ /// Forces a camera to render at a given ratio
+ /// Creates a letter box effect if the new viewport does not match the current Window ratio
+ ///
+ ///
+ ///
+ public void CalculateAndSetCameraRatio (float _width, float _height, bool _horizontalLetterbox) {
+
+ Rect localViewPort = new Rect();
+
+ // Force the viewport to a width and height accurate to the target ratio
+ if (_horizontalLetterbox) { // current aspect is wider than target aspect so shorten down height of the viewport
+ localViewPort.height = _height;
+ localViewPort.width = 1;
+
+ } else { // current aspect is taller than target aspect so thin down width of the viewport
+ localViewPort.height = 1f;
+ localViewPort.width = _width;
+ }
+
+ // Resize and position the viewport to fit in it's original position on screen (adhering to a given anchor point)
+ Rect screenViewPortHorizontal = new Rect();
+ Rect screenViewPortVertical = new Rect();
+
+ // Calculate both a horizontally and vertically resized viewport
+ screenViewPortHorizontal.width = originViewPort.width;
+ screenViewPortHorizontal.height = originViewPort.width * (localViewPort.height / localViewPort.width);
+ screenViewPortHorizontal.x = originViewPort.x;
+ screenViewPortHorizontal.y = Mathf.Lerp(originViewPort.y, originViewPort.y + (originViewPort.height - screenViewPortHorizontal.height), vectorAnchor.y);
+
+ screenViewPortVertical.width = originViewPort.height * (localViewPort.width / localViewPort.height);
+ screenViewPortVertical.height = originViewPort.height;
+ screenViewPortVertical.x = Mathf.Lerp(originViewPort.x, originViewPort.x + (originViewPort.width - screenViewPortVertical.width), vectorAnchor.x);
+ screenViewPortVertical.y = originViewPort.y;
+
+ // Use the best fitting of the two
+ if (screenViewPortHorizontal.height >= screenViewPortVertical.height && screenViewPortHorizontal.width >= screenViewPortVertical.width) {
+ if (screenViewPortHorizontal.height <= originViewPort.height && screenViewPortHorizontal.width <= originViewPort.width) {
+ camera.rect = screenViewPortHorizontal;
+ } else {
+ camera.rect = screenViewPortVertical;
+ }
+ } else {
+ if (screenViewPortVertical.height <= originViewPort.height && screenViewPortVertical.width <= originViewPort.width) {
+ camera.rect = screenViewPortVertical;
+ } else {
+ camera.rect = screenViewPortHorizontal;
+ }
+ }
+ }
+ }
+
+ // A class for tracking all cameras in a scene
+ [System.Serializable]
+ public class ForceCameraRatio : MonoBehaviour
+ {
+ public Vector2 ratio = new Vector2(16, 9);
+ public bool forceRatioOnAwake = true;
+ public bool listenForWindowChanges = true;
+ public bool createCameraForLetterBoxRendering = true;
+ public bool findCamerasAutomatically = true;
+ public Color letterBoxCameraColor = new Color(0, 0, 0, 1);
+
+ public List cameras;
+
+ public Camera letterBoxCamera;
+
+ private void Start () {
+ // If no cameras have been assigned in editor, search for cameras in the scene
+ if (findCamerasAutomatically) {
+ FindAllCamerasInScene();
+ } else if (cameras == null || cameras.Count == 0) {
+ cameras = new List();
+ }
+
+ ValidateCameraArray();
+
+ // Set the origin viewport space for each Camera
+ for (int i = 0; i < cameras.Count; i++) {
+ cameras[i].ResetOriginViewport();
+ }
+
+ // If requested, a Camera will be generated that renders a letter box Color
+ if (createCameraForLetterBoxRendering) {
+ letterBoxCamera = new GameObject().AddComponent();
+ letterBoxCamera.backgroundColor = letterBoxCameraColor;
+ letterBoxCamera.cullingMask = 0;
+ letterBoxCamera.depth = -100;
+ letterBoxCamera.farClipPlane = 1;
+ letterBoxCamera.useOcclusionCulling = false;
+ letterBoxCamera.allowHDR = false;
+ letterBoxCamera.clearFlags = CameraClearFlags.Color;
+ letterBoxCamera.name = "Letter Box Camera";
+
+ for (int i = 0; i < cameras.Count; i++) {
+ if (cameras[i].camera.depth == -100) {
+ Debug.LogError(cameras[i].camera.name + " has a depth of -100 and may conflict with the Letter Box Camera in Forced Camera Ratio!");
+ }
+ }
+ }
+
+ if (forceRatioOnAwake) {
+ CalculateAndSetAllCameraRatios();
+ }
+ }
+
+ private void Update () {
+ if (listenForWindowChanges) {
+ // Recalculate the viewport size if the window size has changed
+ CalculateAndSetAllCameraRatios();
+ if (letterBoxCamera != null) {
+ letterBoxCamera.backgroundColor = letterBoxCameraColor;
+ }
+ }
+ }
+
+ ///
+ /// Returns the container class for a Camera and it's ratio by the _camera it contains
+ /// Returns null if the given _camera is not being tracked
+ ///
+ ///
+ ///
+ private CameraRatio GetCameraRatioByCamera (Camera _camera) {
+ if (cameras == null) {
+ return null;
+ }
+
+ for (int i = 0; i < cameras.Count; i++) {
+ if (cameras[i] != null && cameras[i].camera == _camera) {
+ return cameras[i];
+ }
+ }
+
+ return null;
+ }
+
+ ///
+ /// Removes any null elements from the CameraRatio Array
+ ///
+ private void ValidateCameraArray() {
+ for (int i = cameras.Count - 1; i >= 0; i--) {
+ if (cameras[i].camera == null) {
+ cameras.RemoveAt(i);
+ }
+ }
+ }
+
+ ///
+ /// Populates the tracked Camera Array with every Camera currently in the scene
+ ///
+ public void FindAllCamerasInScene () {
+ Camera[] allCameras = FindObjectsOfType();
+ cameras = new List();
+
+ for (int i = 0; i < allCameras.Length; i++) {
+ if ((createCameraForLetterBoxRendering || allCameras[i] != letterBoxCamera)) { // Ignore the Custom LetterBox Camera
+ cameras.Add(new CameraRatio(allCameras[i], new Vector2(0.5f, 0.5f)));
+ }
+ }
+ }
+
+ ///
+ /// Loops through all cameras in scene (or that have been set in editor)
+ /// Forces each camera to render at a given ratio
+ /// Creates a letter box effect if the new viewport does not match the current Window ratio
+ ///
+ public void CalculateAndSetAllCameraRatios () {
+ float targetAspect = ratio.x / ratio.y;
+ float currentAspect = ((float)Screen.width) / ((float)Screen.height);
+
+ bool horizontalLetterbox = false;
+ float fullWidth = targetAspect / currentAspect;
+ float fullHeight = currentAspect / targetAspect;
+
+ if (currentAspect > targetAspect) {
+ horizontalLetterbox = false;
+ }
+
+ for (int i = 0; i < cameras.Count; i++) {
+ cameras[i].SetAnchorBasedOnEnum(cameras[i].anchor);
+ cameras[i].CalculateAndSetCameraRatio(fullWidth, fullHeight, horizontalLetterbox);
+ }
+ }
+
+ ///
+ /// Set the anchor for a given Camera
+ ///
+ ///
+ ///
+ public void SetCameraAnchor (Camera _camera, Vector2 _anchor) {
+ CameraRatio camera = GetCameraRatioByCamera(_camera);
+ if (camera != null) {
+ camera.vectorAnchor = _anchor;
+ }
+ }
+
+ public CameraRatio[] GetCameras () {
+ if (cameras == null) {
+ cameras = new List();
+ }
+ return cameras.ToArray();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Auto Letterbox/ForceCameraRatio.cs.meta b/Assets/Auto Letterbox/ForceCameraRatio.cs.meta
new file mode 100644
index 0000000..d31584d
--- /dev/null
+++ b/Assets/Auto Letterbox/ForceCameraRatio.cs.meta
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diff --git a/Assets/Auto Letterbox/Util.cs b/Assets/Auto Letterbox/Util.cs
new file mode 100644
index 0000000..8622d7f
--- /dev/null
+++ b/Assets/Auto Letterbox/Util.cs
@@ -0,0 +1,377 @@
+using UnityEngine;
+using System.Collections;
+using System.Linq.Expressions;
+using System.Reflection;
+using System;
+
+namespace AutoLetterbox {
+
+ /* Util.cs
+ *
+ * Utility Class with multiple use mathmatical functions
+ *
+ * Written by Tom Elliott and Milo Keeble */
+
+ public static class Util {
+
+ public static string GrootWhatAreYouDoing() {
+ return "I am Groot.";
+ }
+
+ ///
+ /// Returns a value as a positive number
+ ///
+ ///
+ ///
+ public static float AsPositive(float value) {
+ return Mathf.Abs(value);
+ }
+
+ ///
+ /// Returns a value as a negative number
+ ///
+ ///
+ ///
+ public static float AsNegative(float value) {
+ return -Mathf.Abs(value);
+ }
+
+ ///
+ /// Bezier Interpolation between multiple points
+ ///
+ public static float BezierCurve(float[] p, float t) {
+ if (p.Length > 2) {
+ float[] newPoints = new float[p.Length - 1];
+ for (int i = 0; i < newPoints.Length; i++) {
+ newPoints[i] = Lerp(p[i], p[i + 1], t);
+ }
+ return BezierCurve(newPoints, t);
+
+ } else if (p.Length == 2) {
+ return Lerp(p[0], p[1], t);
+
+ } else {
+ Debug.Log("WARNING: A class attempted to get a Bezier Curve with less than two points!");
+ return 0;
+ }
+ }
+
+ ///
+ /// Bezier Interpolation between multiple points
+ ///
+ public static Vector3 BezierCurve(Vector3[] p, float t) {
+ if (p.Length > 2) {
+ Vector3[] newPoints = new Vector3[p.Length - 1];
+ for (int i = 0; i < newPoints.Length; i++) {
+ newPoints[i] = Lerp(p[i], p[i + 1], t);
+ }
+ return BezierCurve(newPoints, t);
+
+ } else if (p.Length == 2) {
+ return Lerp(p[0], p[1], t);
+
+ } else {
+ //Debug.Log("WARNING: A class attempted to get a Bezier Curve with less than two points!");
+ return Vector3.zero;
+ }
+ }
+
+ ///
+ /// Takes an existing velocity and a point of collision relative to the center of the object traveling
+ /// Returns a new, reflected velocity
+ /// (Rough estimate, should be considered inacurrate until a truer calculation is implemented)
+ ///
+ ///
+ ///
+ ///
+ public static Vector3 CalculateReflectedVelocity(Vector3 originalVelocity, Vector3 normalOfCollision) {
+ Vector3 hitDirection = -normalOfCollision;
+ Vector3 newDirection = originalVelocity.normalized;
+
+ newDirection = new Vector3(newDirection.x - hitDirection.x, newDirection.y - hitDirection.y, 0);
+ if (newDirection.sqrMagnitude == 0f) {
+ newDirection = -originalVelocity.normalized;
+ }
+
+ return newDirection;
+ }
+
+ ///
+ /// Returns a value no greater than max and no less than min
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static float Clamp(float min, float max, float value) {
+ value = (value < min) ? min : value;
+ value = (value > max) ? max : value;
+ return value;
+ }
+
+ ///
+ /// Returns a value no greater than max and no less than min
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static int Clamp(int min, int max, int value) {
+ value = (value < min) ? min : value;
+ value = (value > max) ? max : value;
+ return value;
+ }
+
+ ///
+ /// Converts a unity color to a hex string
+ ///
+ /// Color to convert, can be Color as well as Color32
+ /// A hex string of the passed in color
+ public static string ColorToHex(Color32 color) {
+ string hex = color.r.ToString("X2") + color.g.ToString("X2") + color.b.ToString("X2");
+ return hex;
+ }
+
+ ///
+ /// Converts an angle in Degrees to a Vector2
+ ///
+ /// The converted Vector2
+ /// Angle in Degrees
+ public static Vector2 DegreesToVector(float _angle) {
+ return new Vector2((float)Math.Cos(_angle * Mathf.Deg2Rad), (float)Math.Sin(_angle * Mathf.Deg2Rad));
+ }
+
+ ///
+ /// Returns the float difference between a and b
+ ///
+ ///
+ ///
+ ///
+ public static float Difference(float a, float b) {
+ return (a > b) ? a - b : b - a;
+ }
+
+ ///
+ /// Returns the integer difference between a and b
+ ///
+ ///
+ ///
+ ///
+ public static int Difference(int a, int b) {
+ return (a > b) ? a - b : b - a;
+ }
+
+ ///
+ /// Returns a normalized direction vector pointing at target from origin
+ ///
+ public static Vector3 DirectionVector(Vector3 origin, Vector3 target) {
+ return (target - origin).normalized;
+ }
+
+ ///
+ /// Outputs a custom error message from sender
+ /// Use this to keep error messages consistent
+ ///
+ public static void Error(object sender, string error) {
+ if (sender != null) {
+ Debug.Log(sender.GetType().ToString() + ": " + error);
+ } else {
+ Debug.Log("NULL SENDER: " + error);
+ }
+ }
+
+ ///
+ /// Returns the code given name of the variable
+ ///
+ ///
+ ///
+ ///
+ public static string GetMemberName(Expression> expression) {
+ MemberExpression body = (MemberExpression)expression.Body;
+ return body.Member.Name;
+ }
+
+ ///
+ /// Converts a hex string to a unity color
+ ///
+ /// The hex string to convert
+ /// A Color of the passed in Hex String
+ public static Color HexToColor(string hex) {
+ byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
+ byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
+ byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
+ return new Color32(r, g, b, 255);
+ }
+
+ ///
+ /// Returns the flag number for an int
+ ///
+ ///
+ ///
+ public static int IndexToFlags(int _index) {
+ switch (_index) {
+ case 0: return 1;
+ case 1: return 2;
+ case 2: return 4;
+ case 3: return 8;
+ case 4: return 16;
+ case 5: return 32;
+ case 6: return 64;
+ case 7: return 128;
+ case 8: return 256;
+ case 9: return 512;
+ default: return -1;
+ }
+ }
+
+ ///
+ /// Returns true if the given integer is odd
+ /// Returns false if the given integer is even
+ ///
+ ///
+ ///
+ public static bool IsOdd(int value) {
+ return value % 2 != 0;
+ }
+
+ ///
+ /// Linear Interpolation between two points
+ ///
+ public static Vector3 Lerp(Vector3 p1, Vector3 p2, float t) {
+ return p1 + (p2 - p1) * t;
+ }
+
+ ///
+ /// Linear Interpolation between two points
+ ///
+ public static float Lerp(float p1, float p2, float t) {
+ return p1 + (p2 - p1) * t;
+ }
+
+ ///
+ /// Outputs an error message from sender stating that variableName is null
+ /// Use this to keep error messages consistent
+ ///
+ public static void NullError(object sender, string variableName, string extraNotes = "") {
+ if (sender == null) {
+ Debug.Log("NULL SENDER: " + variableName + " is null! " + extraNotes);
+ } else {
+ Debug.Log(sender.GetType().ToString() + ": " + variableName + " is null! " + extraNotes);
+ }
+
+ }
+
+ ///
+ /// Returns value as a percentage of max - min clamped between 0 and 1
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static float Percent(float min, float max, float value) {
+ if (max - min == 0) {
+ //Debug.Log("WARNING: A class attempted to find a percentage of 0!");
+ return 0f;
+ }
+ return Clamp(0f, 1f, (value - min) / (max - min));
+ }
+
+ ///
+ /// Returns value as an unclamped percentage of max - min
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static float PercentUnclampled(float min, float max, float value) {
+ if (max - min == 0) {
+ Debug.Log("WARNING: A class attempted to find an unclamped percentage of 0!");
+ return 0f;
+ }
+ return (value - min) / (max - min);
+ }
+
+ ///
+ /// Takes 2 rectangles and tests if they intersect
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static bool RectContainsRect(Vector2 extremeMinA, Vector2 extremeMaxA, Vector2 extremeMinB, Vector2 extremeMaxB) {
+ if (extremeMinA.y > extremeMaxB.y || extremeMaxA.y < extremeMinB.y ||
+ extremeMinA.x > extremeMaxB.x || extremeMaxA.x < extremeMinB.x) {
+ return false;
+ } else {
+ return true;
+ }
+ }
+
+ ///
+ /// Returns a vector3 reflected on the X axis
+ ///
+ ///
+ ///
+ public static Vector3 ReflectOnXAxis(Vector3 _vector) {
+ _vector.x = -_vector.x;
+ return _vector;
+ }
+
+ ///
+ /// Returns a vector3 reflected on the X and Y axis
+ ///
+ ///
+ ///
+ public static Vector3 ReflectOnXandYAxis(Vector3 _vector) {
+ _vector.x = -_vector.x;
+ _vector.y = -_vector.y;
+ return _vector;
+ }
+
+ ///
+ /// Returns a vector3 reflected on the Y axis
+ ///
+ ///
+ ///
+ public static Vector3 ReflectOnYAxis(Vector3 _vector) {
+ _vector.y = -_vector.y;
+ return _vector;
+ }
+
+ ///
+ /// Converts a Vector2 to an angle in Degrees
+ ///
+ /// The angle in degrees.
+ /// A vector2 to convert
+ public static float VectorToDegrees(Vector2 _vector) {
+ float deg = (float)Mathf.Atan2(_vector.y, _vector.x) * Mathf.Rad2Deg;
+ return (deg > 0) ? deg : deg + 360f;
+ }
+
+ ///
+ /// Returns 'up' as if the X and Y axis where ground plane (Rather than X and Z)
+ ///
+ ///
+ public static Vector3 XYplaneUpDirection() {
+ return new Vector3(0, 0, -1);
+ }
+
+ ///
+ /// Returns true if the given point is on screen via the main Camera
+ ///
+ ///
+ public static bool IsPointOnMainCamera(Vector3 _point) {
+ if (Camera.main == null) { return false; }
+
+ Vector3 screenPoint = Camera.main.WorldToScreenPoint(_point);
+ if (screenPoint.x < 0 || screenPoint.y > Screen.width || screenPoint.y < 0 || screenPoint.y > Screen.height) {
+ return false;
+ } else {
+ return true;
+ }
+ }
+
+ //HexToColor & ColorToHex Shamelessly taken from wiki.unity3d.com/index.php?title=HexConverter, Written by mvi?
+ }
+}
\ No newline at end of file
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diff --git a/Assets/Managers/AudioManager/AudioManager.cs b/Assets/Managers/AudioManager/AudioManager.cs
new file mode 100644
index 0000000..82e41a7
--- /dev/null
+++ b/Assets/Managers/AudioManager/AudioManager.cs
@@ -0,0 +1,47 @@
+using UnityEngine.Audio;
+using UnityEngine;
+using System;
+
+public class AudioManager : MonoBehaviour
+{
+ public Sound[] sounds;
+ public static AudioManager audiomanager;
+
+
+ void Awake()
+ {
+ DontDestroyOnLoad(gameObject);
+
+ if(audiomanager == null)
+ {
+ audiomanager = this;
+ }
+ else
+ {
+ Destroy(gameObject);
+ }
+
+ foreach(Sound s in sounds)
+ {
+ s.source = gameObject.AddComponent();
+ s.source.clip = s.clip;
+ s.source.volume = s.volume;
+ s.source.pitch = s.pitch;
+ }
+ }
+
+ public void Play(string name)
+ {
+ Sound s = Array.Find(sounds, sound => sound.name == name);
+
+ if(s == null)
+ {
+ Debug.LogWarning("The sound " + name + "does not exist");
+ return;
+
+ }
+ s.source.Play();
+
+
+ }
+}
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new file mode 100644
index 0000000..97e7aac
--- /dev/null
+++ b/Assets/Managers/AudioManager/Sound.cs
@@ -0,0 +1,22 @@
+using UnityEngine.Audio;
+using UnityEngine;
+
+
+[System.Serializable]
+public class Sound
+{
+ public AudioClip clip;
+
+ [HideInInspector]
+ public AudioSource source;
+
+ public string name;
+
+ [Range(0f,1f)]
+ public float volume;
+
+ [Range(0f,1f)]
+ public float pitch;
+
+
+}
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diff --git a/Assets/Scenes/Menu.unity.meta b/Assets/Scenes/Menu.unity.meta
new file mode 100644
index 0000000..cc710d8
--- /dev/null
+++ b/Assets/Scenes/Menu.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
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index 0000000..ca09e36
--- /dev/null
+++ b/Assets/Scripts.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Animations.meta b/Assets/Scripts/Animations.meta
new file mode 100644
index 0000000..f2ee436
--- /dev/null
+++ b/Assets/Scripts/Animations.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Animations/BlackFade.cs b/Assets/Scripts/Animations/BlackFade.cs
new file mode 100644
index 0000000..c045e05
--- /dev/null
+++ b/Assets/Scripts/Animations/BlackFade.cs
@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class BlackFade : MonoBehaviour
+{
+ void OnBlackFadeFinished()
+ {
+ if(SceneManager.GetActiveScene().name == "Menu")
+ {
+ SceneManager.LoadScene("Game");
+ }
+ else if(SceneManager.GetActiveScene().name == "Game")
+ {
+ SceneManager.LoadScene("Menu");
+ }
+ }
+}
diff --git a/Assets/Scripts/Animations/BlackFade.cs.meta b/Assets/Scripts/Animations/BlackFade.cs.meta
new file mode 100644
index 0000000..cca5fcf
--- /dev/null
+++ b/Assets/Scripts/Animations/BlackFade.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Animations/GameOverAnim.cs b/Assets/Scripts/Animations/GameOverAnim.cs
new file mode 100644
index 0000000..9195a72
--- /dev/null
+++ b/Assets/Scripts/Animations/GameOverAnim.cs
@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GameOverAnim : MonoBehaviour
+{
+ public GameObject medal;
+ public GameManager gameManager;
+
+ void OnGameOverAnimEnds()
+ {
+ medal.SetActive(true);
+ //draw the score
+ gameManager.DrawScore();
+ }
+}
diff --git a/Assets/Scripts/Animations/GameOverAnim.cs.meta b/Assets/Scripts/Animations/GameOverAnim.cs.meta
new file mode 100644
index 0000000..70473e4
--- /dev/null
+++ b/Assets/Scripts/Animations/GameOverAnim.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Animations/GetReadyAnim.cs b/Assets/Scripts/Animations/GetReadyAnim.cs
new file mode 100644
index 0000000..d1986fb
--- /dev/null
+++ b/Assets/Scripts/Animations/GetReadyAnim.cs
@@ -0,0 +1,13 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GetReadyAnim : MonoBehaviour
+{
+ public Bird bird;
+
+ void OnGetReadyAnimEnds()
+ {
+ bird.OnGetReadyAnimFinished();
+ }
+}
diff --git a/Assets/Scripts/Animations/GetReadyAnim.cs.meta b/Assets/Scripts/Animations/GetReadyAnim.cs.meta
new file mode 100644
index 0000000..45181f9
--- /dev/null
+++ b/Assets/Scripts/Animations/GetReadyAnim.cs.meta
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diff --git a/Assets/Scripts/Bird.cs b/Assets/Scripts/Bird.cs
new file mode 100644
index 0000000..dfacd6d
--- /dev/null
+++ b/Assets/Scripts/Bird.cs
@@ -0,0 +1,170 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Bird : MonoBehaviour
+{
+ //references
+ public Score score;
+ public GameManager gameManager;
+ public Sprite birdDied;
+ public ColumnSpawner columnSpawner;
+ public Animator birdParentAnim;
+ public Animator getReadyAnim;
+ public Animator hitEffect;
+ public Animator cameraAnim;
+
+ SpriteRenderer sp;
+ Animator anim;
+ Rigidbody2D rb;
+ public float speed;
+
+
+ int angle;
+ int maxAngle = 20;
+ int minAngle = -90;
+
+ bool touchedGround;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ rb = GetComponent();
+ sp = GetComponent();
+ anim = GetComponent();
+
+ rb.gravityScale = 0;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if (Input.GetMouseButtonDown(0) &&
+ GameManager.gameOver == false &&
+ GameManager.gameIsPaused == false)
+ {
+ if(GameManager.gameHasStarted == false)
+ {
+ rb.gravityScale = 0.8f;
+ birdParentAnim.enabled = false;
+ Flap();
+ //column Spawner
+ //set the trigger for the get ready anim
+ getReadyAnim.SetTrigger("fadeOut");
+ }
+ else
+ {
+ Flap();
+ }
+
+
+ }
+
+ BirdRotation();
+
+
+ }
+
+ public void OnGetReadyAnimFinished()
+ {
+ columnSpawner.InstantiateColumn();
+ gameManager.GameHasStarted();
+ }
+
+ void Flap()
+ {
+ AudioManager.audiomanager.Play("flap");
+ rb.velocity = Vector2.zero;
+ rb.velocity = new Vector2(rb.velocity.x, speed);
+ }
+
+ void BirdRotation()
+ {
+ if (rb.velocity.y > 0)
+ {
+ rb.gravityScale = 0.8f;
+
+ if (angle <= maxAngle)
+ {
+ angle = angle + 4;
+ }
+ }
+ else if (rb.velocity.y < 0)
+ {
+ rb.gravityScale = 0.5f;
+
+ if(rb.velocity.y < -1.3f)
+ {
+ if (angle >= minAngle)
+ {
+ angle = angle - 3;
+ }
+ }
+
+
+ }
+
+ if(touchedGround == false)
+ {
+ transform.rotation = Quaternion.Euler(0, 0, angle);
+ }
+
+ }
+
+ private void OnTriggerEnter2D(Collider2D collision)
+ {
+ if (GameManager.gameOver == false)
+ {
+ if (collision.CompareTag("Column"))
+ {
+ //print("We have scored");
+ AudioManager.audiomanager.Play("point");
+ score.Scored();
+ }
+ else if (collision.CompareTag("Pipe"))
+ {
+ BirdDieEffect();
+ //game over
+ gameManager.GameOver();
+ }
+ }
+
+
+ }
+
+ private void OnCollisionEnter2D(Collision2D collision)
+ {
+ if (collision.gameObject.CompareTag("Ground"))
+ {
+ if(GameManager.gameOver == false)
+ {
+ BirdDieEffect();
+ //game over
+ gameManager.GameOver();
+ GameOver();
+
+ }
+ else
+ {
+ GameOver();
+ }
+ }
+ }
+
+ void BirdDieEffect()
+ {
+ AudioManager.audiomanager.Play("hit");
+ hitEffect.SetTrigger("hit");
+ cameraAnim.SetTrigger("shake");
+ }
+
+ void GameOver()
+ {
+ touchedGround = true;
+ anim.enabled = false;
+ sp.sprite = birdDied;
+ transform.rotation = Quaternion.Euler(0, 0, -90);
+ }
+
+
+}
diff --git a/Assets/Scripts/Bird.cs.meta b/Assets/Scripts/Bird.cs.meta
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index 0000000..e7340e5
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+++ b/Assets/Scripts/Bird.cs.meta
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diff --git a/Assets/Scripts/ColumnSpawner.cs b/Assets/Scripts/ColumnSpawner.cs
new file mode 100644
index 0000000..cf0a681
--- /dev/null
+++ b/Assets/Scripts/ColumnSpawner.cs
@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ColumnSpawner : MonoBehaviour
+{
+ public GameObject column;
+
+ public float maxTime;
+ float timer;
+
+ public float maxY;
+ public float minY;
+ float randY;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ //InstantiateColumn();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(GameManager.gameOver == false &&
+ GameManager.gameHasStarted == true)
+ {
+ timer += Time.deltaTime;
+ if (timer >= maxTime)
+ {
+ InstantiateColumn();
+ timer = 0;
+ }
+ }
+
+
+
+ }
+
+ public void InstantiateColumn()
+ {
+ randY = Random.Range(minY, maxY);
+ GameObject newColumn = Instantiate(column);
+ newColumn.transform.position = new Vector2(
+ transform.position.x,
+ randY);
+ }
+}
diff --git a/Assets/Scripts/ColumnSpawner.cs.meta b/Assets/Scripts/ColumnSpawner.cs.meta
new file mode 100644
index 0000000..4d9295f
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+++ b/Assets/Scripts/ColumnSpawner.cs.meta
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diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
new file mode 100644
index 0000000..11edce1
--- /dev/null
+++ b/Assets/Scripts/GameManager.cs
@@ -0,0 +1,88 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+
+public class GameManager : MonoBehaviour
+{
+
+ //references
+ public GameObject gameOverCanvas;
+ public GameObject score;
+ public GameObject getReadyImg;
+ public GameObject pauseBtn;
+ public Animator blackFadeAnim;
+
+ public static Vector2 bottomLeft;
+
+ //game states
+ public static bool gameOver;
+ public static bool gameHasStarted;
+ public static bool gameIsPaused;
+
+ public Text panelScore;
+
+ public static int gameScore;
+ int drawScore;
+
+ private void Awake()
+ {
+ bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ gameOver = false;
+ gameHasStarted = false;
+ gameIsPaused = false;
+ }
+
+ public void GameHasStarted()
+ {
+ gameHasStarted = true;
+ score.SetActive(true);
+ getReadyImg.SetActive(false);
+ pauseBtn.SetActive(true);
+ }
+
+ public void GameOver()
+ {
+ gameOver = true;
+ gameScore = score.GetComponent().GetScore();
+ score.SetActive(false);
+ Invoke("ActivateGameOverCanvas", 1);
+ pauseBtn.SetActive(false);
+ }
+
+ void ActivateGameOverCanvas()
+ {
+ AudioManager.audiomanager.Play("die");
+ gameOverCanvas.SetActive(true);
+ }
+
+ public void OnOKBtnPressed()
+ {
+ AudioManager.audiomanager.Play("transition");
+ SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
+ }
+
+ public void OnMenuBtnPressed()
+ {
+ AudioManager.audiomanager.Play("transition");
+ //SceneManager.LoadScene("Menu");
+ blackFadeAnim.SetTrigger("fadeIn");
+ }
+
+ public void DrawScore()
+ {
+ if(drawScore <= gameScore)
+ {
+ panelScore.text = drawScore.ToString();
+ drawScore++;
+ Invoke("DrawScore", 0.05f);
+ }
+ }
+
+}
diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/GameManager.cs.meta
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index 0000000..e9d694f
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+++ b/Assets/Scripts/GameManager.cs.meta
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diff --git a/Assets/Scripts/Medal.cs b/Assets/Scripts/Medal.cs
new file mode 100644
index 0000000..fb77c4b
--- /dev/null
+++ b/Assets/Scripts/Medal.cs
@@ -0,0 +1,40 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Medal : MonoBehaviour
+{
+ public Sprite normalMedal;
+ public Sprite bronzeMedal;
+ public Sprite silverMedal;
+ public Sprite goldMedal;
+
+ Image img;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ img = GetComponent();
+ int gameScore = GameManager.gameScore;
+
+ if(gameScore > 0 && gameScore <= 2)
+ {
+ img.sprite = normalMedal;
+ }
+ else if(gameScore > 2 && gameScore <= 4)
+ {
+ img.sprite = bronzeMedal;
+ }
+ else if (gameScore > 4 && gameScore <= 6)
+ {
+ img.sprite = silverMedal;
+ }
+ else if (gameScore > 6)
+ {
+ img.sprite = goldMedal;
+ }
+ }
+
+
+}
diff --git a/Assets/Scripts/Medal.cs.meta b/Assets/Scripts/Medal.cs.meta
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diff --git a/Assets/Scripts/MenuScene.meta b/Assets/Scripts/MenuScene.meta
new file mode 100644
index 0000000..462e42a
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+++ b/Assets/Scripts/MenuScene.meta
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diff --git a/Assets/Scripts/MenuScene/MenuManager.cs b/Assets/Scripts/MenuScene/MenuManager.cs
new file mode 100644
index 0000000..105e297
--- /dev/null
+++ b/Assets/Scripts/MenuScene/MenuManager.cs
@@ -0,0 +1,22 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class MenuManager : MonoBehaviour
+{
+ public Animator blackFadeAnim;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ GameManager.gameOver = false;
+ }
+
+ public void OnPlayBtnPressed()
+ {
+ AudioManager.audiomanager.Play("transition");
+ //SceneManager.LoadScene("Game");
+ blackFadeAnim.SetTrigger("fadeIn");
+ }
+}
diff --git a/Assets/Scripts/MenuScene/MenuManager.cs.meta b/Assets/Scripts/MenuScene/MenuManager.cs.meta
new file mode 100644
index 0000000..2b0fe26
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+++ b/Assets/Scripts/MenuScene/MenuManager.cs.meta
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diff --git a/Assets/Scripts/MoveLeft.cs b/Assets/Scripts/MoveLeft.cs
new file mode 100644
index 0000000..fe04a23
--- /dev/null
+++ b/Assets/Scripts/MoveLeft.cs
@@ -0,0 +1,57 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class MoveLeft : MonoBehaviour
+{
+ public float speed;
+
+ BoxCollider2D box;
+ float groundWidth;
+
+ float pipeWidth;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ if (gameObject.CompareTag("Ground"))
+ {
+ box = GetComponent();
+ groundWidth = box.size.x;
+ }
+ else if (gameObject.CompareTag("Column"))
+ {
+ pipeWidth = GameObject.FindGameObjectWithTag("Pipe").GetComponent().size.x;
+ }
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ if(GameManager.gameOver == false)
+ {
+ transform.position = new Vector2(
+ transform.position.x - speed * Time.deltaTime,
+ transform.position.y);
+ }
+
+
+ if (gameObject.CompareTag("Ground"))
+ {
+ if (transform.position.x <= -groundWidth)
+ {
+ transform.position = new Vector2(
+ transform.position.x + 2 * groundWidth,
+ transform.position.y);
+ }
+ }
+ else if (gameObject.CompareTag("Column"))
+ {
+ if(transform.position.x < GameManager.bottomLeft.x - pipeWidth)
+ {
+ Destroy(gameObject);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/MoveLeft.cs.meta b/Assets/Scripts/MoveLeft.cs.meta
new file mode 100644
index 0000000..d0f1531
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diff --git a/Assets/Scripts/Pause.cs b/Assets/Scripts/Pause.cs
new file mode 100644
index 0000000..3f0b50a
--- /dev/null
+++ b/Assets/Scripts/Pause.cs
@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Pause : MonoBehaviour
+{
+ Image img;
+
+ //references
+ public Sprite playSprite;
+ public Sprite pausedSprite;
+
+ private void Start()
+ {
+ img = GetComponent();
+ }
+
+ public void OnPausedGame()
+ {
+ if(GameManager.gameIsPaused == false)
+ {
+ Time.timeScale = 0;
+ img.sprite = playSprite;
+ GameManager.gameIsPaused = true;
+ }
+ else
+ {
+ Time.timeScale = 1;
+ img.sprite = pausedSprite;
+ GameManager.gameIsPaused = false;
+ }
+ }
+
+}
diff --git a/Assets/Scripts/Pause.cs.meta b/Assets/Scripts/Pause.cs.meta
new file mode 100644
index 0000000..10f578e
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+++ b/Assets/Scripts/Pause.cs.meta
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diff --git a/Assets/Scripts/Score.cs b/Assets/Scripts/Score.cs
new file mode 100644
index 0000000..b3ebd2e
--- /dev/null
+++ b/Assets/Scripts/Score.cs
@@ -0,0 +1,56 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class Score : MonoBehaviour
+{
+ int score;
+ int highScore;
+ Text scoreText;
+
+ //references
+ public Text panelScore;
+ public Text panelHighScore;
+ public GameObject newImg;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ score = 0;
+ scoreText = GetComponent();
+ panelScore.text = score.ToString();
+ scoreText.text = score.ToString();
+
+ highScore = PlayerPrefs.GetInt("highscore");
+ panelHighScore.text = highScore.ToString();
+
+ }
+
+ public int GetScore()
+ {
+ return score;
+ }
+
+ public void Scored()
+ {
+ score++;
+ scoreText.text = score.ToString();
+ //panelScore.text = score.ToString();
+
+ if(score > highScore)
+ {
+ highScore = score;
+ panelHighScore.text = highScore.ToString();
+ PlayerPrefs.SetInt("highscore", highScore);
+ newImg.SetActive(true);
+ }
+ }
+
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
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diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
new file mode 100644
index 0000000..33faf0c
--- /dev/null
+++ b/ProjectSettings/TagManager.asset
@@ -0,0 +1,64 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!78 &1
+TagManager:
+ serializedVersion: 2
+ tags:
+ - Ground
+ - Column
+ - Pipe
+ layers:
+ - Default
+ - TransparentFX
+ - Ignore Raycast
+ -
+ - Water
+ - UI
+ -
+ -
+ -
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+ -
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+ -
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+ uniqueID: 0
+ locked: 0
+ - name: Background
+ uniqueID: 2196510583
+ locked: 0
+ - name: Midground
+ uniqueID: 2373777749
+ locked: 0
+ - name: Bird
+ uniqueID: 1073695743
+ locked: 0
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+ uniqueID: 19229953
+ locked: 0
+ - name: Canvas
+ uniqueID: 1705364855
+ locked: 0
+ - name: Effects
+ uniqueID: 1194722365
+ locked: 0
diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset
new file mode 100644
index 0000000..06bcc6d
--- /dev/null
+++ b/ProjectSettings/TimeManager.asset
@@ -0,0 +1,9 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!5 &1
+TimeManager:
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+ Fixed Timestep: 0.02
+ Maximum Allowed Timestep: 0.1
+ m_TimeScale: 1
+ Maximum Particle Timestep: 0.03
diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset
new file mode 100644
index 0000000..fa0b146
--- /dev/null
+++ b/ProjectSettings/UnityConnectSettings.asset
@@ -0,0 +1,34 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!310 &1
+UnityConnectSettings:
+ m_ObjectHideFlags: 0
+ serializedVersion: 1
+ m_Enabled: 0
+ m_TestMode: 0
+ m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
+ m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
+ m_ConfigUrl: https://config.uca.cloud.unity3d.com
+ m_TestInitMode: 0
+ CrashReportingSettings:
+ m_EventUrl: https://perf-events.cloud.unity3d.com
+ m_Enabled: 0
+ m_LogBufferSize: 10
+ m_CaptureEditorExceptions: 1
+ UnityPurchasingSettings:
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+ m_TestMode: 0
+ UnityAnalyticsSettings:
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+ m_TestMode: 0
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+ UnityAdsSettings:
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+ m_IosGameId:
+ m_AndroidGameId:
+ m_GameIds: {}
+ m_GameId:
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diff --git a/ProjectSettings/VFXManager.asset b/ProjectSettings/VFXManager.asset
new file mode 100644
index 0000000..3a95c98
--- /dev/null
+++ b/ProjectSettings/VFXManager.asset
@@ -0,0 +1,12 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!937362698 &1
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diff --git a/ProjectSettings/XRSettings.asset b/ProjectSettings/XRSettings.asset
new file mode 100644
index 0000000..482590c
--- /dev/null
+++ b/ProjectSettings/XRSettings.asset
@@ -0,0 +1,10 @@
+{
+ "m_SettingKeys": [
+ "VR Device Disabled",
+ "VR Device User Alert"
+ ],
+ "m_SettingValues": [
+ "False",
+ "False"
+ ]
+}
\ No newline at end of file