Initial Upload with first few scenes and assets.

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Melv May 2017-03-04 11:42:56 +00:00
Родитель afe3acc415
Коммит 860c859548
106 изменённых файлов: 4897 добавлений и 0 удалений

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using UnityEngine;
/// <summary>
/// Drag a Rigidbody2D by selecting one of its colliders by pressing the mouse down.
/// When the collider is selected, add a TargetJoint2D.
/// While the mouse is moving, continually set the target to the mouse position.
/// When the mouse is released, the TargetJoint2D is deleted.`
/// </summary>
public class DragTarget : MonoBehaviour
{
public LayerMask m_DragLayers;
[Range (0.0f, 100.0f)]
public float m_Damping = 1.0f;
[Range (0.0f, 100.0f)]
public float m_Frequency = 5.0f;
private TargetJoint2D m_TargetJoint;
void Update ()
{
// Calculate the world position for the mouse.
var worldPos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
if (Input.GetMouseButtonDown (0))
{
// Fetch the first collider.
// NOTE: We could do this for multiple colliders.
var collider = Physics2D.OverlapPoint (worldPos, m_DragLayers);
if (!collider)
return;
// Fetch the collider body.
var body = collider.attachedRigidbody;
if (!body)
return;
// Add a target joint.
m_TargetJoint = collider.gameObject.AddComponent<TargetJoint2D> ();
m_TargetJoint.dampingRatio = m_Damping;
m_TargetJoint.frequency = m_Frequency;
// Attach the anchor to the local-point where we clicked.
m_TargetJoint.anchor = body.GetPoint (worldPos);
}
else if (Input.GetMouseButtonUp (0))
{
Destroy (m_TargetJoint);
m_TargetJoint = null;
return;
}
// Update the joint target.
if (m_TargetJoint)
m_TargetJoint.target = worldPos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Set the TargetJoint2D to follow the mouse position.
/// </summary>
public class MouseTarget : MonoBehaviour
{
TargetJoint2D targetJoint;
void Start()
{
// Fetch the target joint.
targetJoint = GetComponent<TargetJoint2D> ();
// Finish if no joint detected.
if (targetJoint == null)
return;
}
void FixedUpdate ()
{
// Finish if no joint detected.
if (targetJoint == null)
return;
// Calculate the world position for the mouse.
var worldPos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
// Set the joint target.
targetJoint.target = worldPos;
}
}

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Assets/Scripts/Spawner.cs Normal file
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using System.Collections;
using UnityEngine;
/// <summary>
/// Spawn objects into the scene.
/// </summary>
public class Spawner : MonoBehaviour
{
[Range (0.0f, 10.0f)]
public float m_SpawnTime = 1f;
[Range (1, 100)]
public int m_SpawnCount = 1;
[Range (1, 1000)]
public int m_SpawnMaximum = 10;
public Transform m_SpawnParent;
public Vector2 m_Area;
[Range (0.1f, 10.0f)]
public float m_MinScale = 1.0f;
[Range (0.1f, 10.0f)]
public float m_MaxScale = 1.0f;
[Range (0, 360)]
public float m_RandomRotation = 0.0f;
[Range (0, 31)]
public int m_Layer;
public GameObject[] m_SpawnItems;
private int m_SpawnTotal;
/// <summary>
/// Infinitely spawn items until maximum allowed has been reached.
/// </summary>
/// <returns></returns>
public IEnumerator Start ()
{
if (m_SpawnItems != null && m_SpawnItems.Length > 0)
{
while (true)
{
Spawn ();
yield return new WaitForSeconds (m_SpawnTime);
}
}
}
/// <summary>
/// Spawn the current items for this period.
/// </summary>
private void Spawn ()
{
for (int n = 0; n < m_SpawnCount; ++n)
{
if (m_SpawnTotal >= m_SpawnMaximum)
return;
var obj = m_SpawnItems[Random.Range (0, m_SpawnItems.Length)];
if (obj)
{
var spawnRange = m_Area * 0.5f;
var position = transform.TransformPoint (new Vector3 (Random.Range (-spawnRange.x, spawnRange.x), Random.Range (-spawnRange.y, spawnRange.y), transform.position.z));
var rotation = Random.Range (0.0f, m_RandomRotation);
var spawnObj = Instantiate (obj, position, Quaternion.Euler (0f, 0f, rotation), m_SpawnParent ? m_SpawnParent : transform);
var randomScale = Random.Range (m_MinScale, m_MaxScale);
spawnObj.transform.localScale = new Vector3 (randomScale, randomScale);
spawnObj.layer = m_Layer;
++m_SpawnTotal;
}
}
}
}

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A subset of http://opengameart.org/content/platformer-art-complete-pack-often-updated.

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###############################################################################
Platformer Art Complete Pack by Kenney Vleugels (www.kenney.nl)
------------------------------
License (CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
###############################################################################

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