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_Karasu_ 2022-07-20 17:04:21 +08:00
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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BackgroundMovementController : MonoBehaviour
{
public GameObject backgroundObject;
private GameObject backgroundObject1;
private GameObject backgroundObject2;
private float distance;
private Rigidbody2D brg2D1;
private Rigidbody2D brg2D2;
public float speed;
private float leftBound;
// Start is called before the first frame update
void Start()
{
backgroundObject1 = Instantiate(backgroundObject);
backgroundObject2 = Instantiate(backgroundObject);
brg2D1 = backgroundObject1.GetComponent<Rigidbody2D>();
brg2D2 = backgroundObject2.GetComponent<Rigidbody2D>();
Vector2 speedVector = new(speed, 0);
brg2D1.velocity = speedVector;
brg2D2.velocity = speedVector;
Vector2 topLeft = Camera.main.ViewportToWorldPoint(new Vector2(0, 1));
leftBound = topLeft.x;
SpriteRenderer sRenderer = backgroundObject1.GetComponent<SpriteRenderer>();
distance = sRenderer.bounds.extents.x * 2;
backgroundObject2.transform.position = new Vector3(backgroundObject2.transform.position.x + distance,
backgroundObject2.transform.position.y, backgroundObject2.transform.position.z);
}
// Update is called once per frame
void Update()
{
if (brg2D1.transform.position.x <= leftBound)
{
Vector3 newPosition = new(brg2D2.transform.position.x + distance,
brg2D2.transform.position.y,
brg2D2.transform.position.z);
brg2D1.transform.position = newPosition;
}
else if (brg2D2.transform.position.x <= leftBound)
{
Vector3 newPosition = new(brg2D1.transform.position.x + distance,
brg2D1.transform.position.y,
brg2D1.transform.position.z);
brg2D2.transform.position = newPosition;
}
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ButtonEventHandler : MonoBehaviour
{
private void Start()
{
Screen.orientation = ScreenOrientation.LandscapeLeft;
Screen.autorotateToLandscapeLeft = true;
Screen.autorotateToLandscapeRight = true;
Screen.autorotateToPortrait = false;
Screen.autorotateToPortraitUpsideDown = false;
}
public void OnStart()
{
SceneManager.LoadScene("MainScene");
}
public void OnQuit()
{
Application.Quit();
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameController : MonoBehaviour
{
public GameObject playerPrefab;
GameObject player;
public float playerSpawnDistance;
public GameObject distanceTextPrefab;
private Text distanceText;
private float initialPlayerPosition;
void Awake()
{
Screen.orientation = ScreenOrientation.LandscapeRight;
}
// Start is called before the first frame update
void Start()
{
player = Instantiate(playerPrefab);
initialPlayerPosition = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x + playerSpawnDistance;
player.transform.position = new Vector3(initialPlayerPosition,
player.transform.position.y,
player.transform.position.z);
Screen.orientation = ScreenOrientation.LandscapeLeft;
Screen.autorotateToLandscapeLeft = true;
Screen.autorotateToLandscapeRight = true;
Screen.autorotateToPortrait = false;
Screen.autorotateToPortraitUpsideDown = false;
GameObject disText = Instantiate(distanceTextPrefab);
disText.transform.SetParent(GameObject.Find("Canvas").transform, false);
distanceText = disText.GetComponent<Text>();
}
// Update is called once per frame
void Update()
{
var distance = (player.transform.position.x - initialPlayerPosition) * 40;
distanceText.text = "DISTANCE:" + ((int)distance).ToString() + "M";
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HealthBarController : MonoBehaviour
{
private Image meterImage;
private Text hpText;
public int maxHealthValue;
// Start is called before the first frame update
void Start()
{
meterImage = GameObject.FindGameObjectsWithTag("MeterImage")[0].GetComponent<Image>();
hpText = GetComponentInChildren<Text>();
hpText.text = "HP:" + maxHealthValue;
}
// Update is called once per frame
public void SetHealth(int newHealthValue)
{
meterImage.fillAmount = (float)newHealthValue / maxHealthValue;
hpText.text = "HP:" + newHealthValue.ToString();
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class HealthController : MonoBehaviour
{
// Start is called before the first frame update
private int health;
public int initialHealth;
public GameObject healthBarPrefab;
private GameObject healthBar;
private HealthBarController controller;
void Start()
{
health = initialHealth;
healthBar = Instantiate(healthBarPrefab);
controller = healthBar.GetComponent<HealthBarController>();
controller.maxHealthValue = initialHealth;
healthBar.transform.SetParent(GameObject.Find("Canvas").transform, false);
healthBar.SetActive(true);
}
// Update is called once per frame
public void IncreaseHealth()
{
if (health < initialHealth)
controller.SetHealth(++health);
}
public void DecreaseHealth()
{
controller.SetHealth(--health);
if (health <= 0)
{
SceneManager.LoadScene("StartupScene");
}
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementController : MonoBehaviour
{
public bool isJumping = false;
private bool isPressing = false;
private bool isDoubleJumping = false;
private Rigidbody2D rb2D;
public float xSpeed;
public float jumpSpeed;
// Start is called before the first frame update
void Start()
{
rb2D = GetComponent<Rigidbody2D>();
Vector2 speed = rb2D.velocity;
speed.x = xSpeed;
rb2D.velocity = speed;
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
Vector2 speed = rb2D.velocity;
speed.x = xSpeed;
if (Input.GetKey(KeyCode.Space) || Input.touchCount > 0)
{
if (!isPressing)
{
isPressing = true;
if (isJumping && !isDoubleJumping)
{
speed.y = jumpSpeed;
isDoubleJumping = true;
}
else if (!isJumping || !isDoubleJumping)
{
speed.y = jumpSpeed;
isJumping = true;
}
}
}
else
{
isPressing = false;
}
rb2D.velocity = speed;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Floor"))
{
isJumping = false;
isDoubleJumping = false;
}
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RockController : MonoBehaviour
{
public float xSpeed;
Rigidbody2D rb2d;
private float leftBound;
AudioSource audioSource;
// Start is called before the first frame update
void Start()
{
rb2d = GetComponent<Rigidbody2D>();
audioSource = GetComponent<AudioSource>();
rb2d.velocity = new Vector2(xSpeed, 0);
leftBound = Camera.main.ViewportToWorldPoint(new Vector2(0, 1)).x;
}
// Update is called once per frame
void Update()
{
if (transform.position.x < leftBound)
{
gameObject.SetActive(false);
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
audioSource.Play();
HealthController healthController = collision.gameObject.GetComponent<HealthController>();
healthController.DecreaseHealth();
gameObject.SetActive(false);
}
}
}

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/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RockGenerator : MonoBehaviour
{
public GameObject rockPrefab;
public float offset;
public float initialPosition;
public float fixedDistance;
public float floatingDistance;
float xSpeed;
private List<GameObject> rockObjects;
private GameObject maxStone;
// Start is called before the first frame update
void Start()
{
BackgroundMovementController controller = GetComponent<BackgroundMovementController>();
xSpeed = controller.speed;
rockObjects = new List<GameObject>();
float initialPos = initialPosition;
for (int i = 0; i < 7; i++)
{
initialPos += fixedDistance + floatingDistance * Random.value;
GameObject curRockObject = Instantiate(rockPrefab);
curRockObject.transform.position = new Vector3(initialPos,
offset);
curRockObject.GetComponent<RockController>().xSpeed = xSpeed;
rockObjects.Add(curRockObject);
}
maxStone = rockObjects[^1];
}
// Update is called once per frame
void Update()
{
foreach (GameObject curRockObject in rockObjects)
{
if (!curRockObject.activeSelf)
{
curRockObject.transform.position = new Vector3(maxStone.transform.position.x
+ fixedDistance + floatingDistance * Random.value,
curRockObject.transform.position.y);
curRockObject.SetActive(true);
curRockObject.GetComponent<Rigidbody2D>().velocity = new Vector2(xSpeed, 0);
maxStone = curRockObject;
}
}
}
}

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Packages/manifest.json Normal file
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{
"dependencies": {
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"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}

483
Packages/packages-lock.json Normal file
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{
"dependencies": {
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},
"url": "https://packages.unity.cn"
},
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"depth": 2,
"source": "registry",
"dependencies": {
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"com.unity.modules.uielements": "1.0.0",
"com.unity.burst": "1.5.1"
},
"url": "https://packages.unity.cn"
},
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"depth": 2,
"source": "registry",
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},
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},
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},
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},
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},
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},
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