diff --git a/.idea/.idea.simple-platform-game/.idea/.gitignore b/.idea/.idea.simple-platform-game/.idea/.gitignore
new file mode 100644
index 0000000..13412f5
--- /dev/null
+++ b/.idea/.idea.simple-platform-game/.idea/.gitignore
@@ -0,0 +1,13 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Rider ignored files
+/.idea.simple-platform-game.iml
+/projectSettingsUpdater.xml
+/contentModel.xml
+/modules.xml
+# Editor-based HTTP Client requests
+/httpRequests/
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
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new file mode 100644
index 0000000..df87cf9
--- /dev/null
+++ b/.idea/.idea.simple-platform-game/.idea/encodings.xml
@@ -0,0 +1,4 @@
+
+
+
+
\ No newline at end of file
diff --git a/.idea/.idea.simple-platform-game/.idea/indexLayout.xml b/.idea/.idea.simple-platform-game/.idea/indexLayout.xml
new file mode 100644
index 0000000..7b08163
--- /dev/null
+++ b/.idea/.idea.simple-platform-game/.idea/indexLayout.xml
@@ -0,0 +1,8 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/.idea.simple-platform-game/.idea/riderMarkupCache.xml b/.idea/.idea.simple-platform-game/.idea/riderMarkupCache.xml
new file mode 100644
index 0000000..3a17418
--- /dev/null
+++ b/.idea/.idea.simple-platform-game/.idea/riderMarkupCache.xml
@@ -0,0 +1,6 @@
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/.idea.simple-platform-game/.idea/vcs.xml b/.idea/.idea.simple-platform-game/.idea/vcs.xml
new file mode 100644
index 0000000..94a25f7
--- /dev/null
+++ b/.idea/.idea.simple-platform-game/.idea/vcs.xml
@@ -0,0 +1,6 @@
+
+
+
+
+
+
\ No newline at end of file
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diff --git a/Assets/Scenes/CharacterScene.unity b/Assets/Scenes/CharacterScene.unity
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/Sample.unity
similarity index 100%
rename from Assets/Scenes/SampleScene.unity
rename to Assets/Scenes/Sample.unity
diff --git a/Assets/Scenes/SampleScene.unity.meta b/Assets/Scenes/Sample.unity.meta
similarity index 100%
rename from Assets/Scenes/SampleScene.unity.meta
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diff --git a/Assets/Scripts/App/Utils/UnityEventFloat.cs b/Assets/Scripts/App/Utils/UnityEventFloat.cs
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--- a/Assets/Scripts/App/Utils/UnityEventFloat.cs
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-using UnityEngine;
using UnityEngine.Events;
diff --git a/Assets/Scripts/Core/Input/GameInputHandler.cs b/Assets/Scripts/Core/Input/GameInputHandler.cs
index 34ca4ad..a1dcc21 100644
--- a/Assets/Scripts/Core/Input/GameInputHandler.cs
+++ b/Assets/Scripts/Core/Input/GameInputHandler.cs
@@ -1,4 +1,3 @@
-using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Events;
@@ -7,24 +6,33 @@ namespace Core.Input
{
public class GameInputHandler : MonoBehaviour
{
- [SerializeField] private UnityEvent Jump;
- [SerializeField] private App.Utils.UnityEventFloat MoveHorizontally;
+ #region Inspector Fields
+ [SerializeField] private UnityEvent _jump;
+ [SerializeField] private App.Utils.UnityEventFloat _moveHorizontally;
+ #endregion
+
+ ///
+ /// TODO: write summary
+ ///
public void Move(InputAction.CallbackContext context)
{
Vector2 input = context.ReadValue();
- MoveHorizontally?.Invoke(input.x);
+ _moveHorizontally?.Invoke(input.x);
if (input.y > 0)
{
- Jump?.Invoke();
+ _jump?.Invoke();
}
}
+ ///
+ /// TODO: write summary
+ ///
public void Fire(InputAction.CallbackContext context)
{
if (context.performed)
{
- Jump?.Invoke();
+ _jump?.Invoke();
}
}
}
diff --git a/Assets/Scripts/Core/PlayerCharacter/CharacterAnimator.cs b/Assets/Scripts/Core/PlayerCharacter/CharacterAnimator.cs
index a568994..bd50b8e 100644
--- a/Assets/Scripts/Core/PlayerCharacter/CharacterAnimator.cs
+++ b/Assets/Scripts/Core/PlayerCharacter/CharacterAnimator.cs
@@ -5,16 +5,24 @@ namespace Core.PlayerCharacter
[RequireComponent(typeof(Animator))]
public class CharacterAnimator : MonoBehaviour
{
- [SerializeField] private Rigidbody2D myRigidbody;
- private Animator myAnimator;
+ #region Inspector Fields
+ [SerializeField] private Rigidbody2D _rigidbody;
+ #endregion
+ #region Members
+ private Animator m_animator;
+ private static readonly int Horizontal = Animator.StringToHash("Horizontal");
+ private static readonly int Vertical = Animator.StringToHash("Vertical");
+
+ #endregion
+
#region Unity Events
private void Awake() {
- myAnimator = GetComponent();
+ m_animator = GetComponent();
}
private void FixedUpdate() {
- myAnimator.SetFloat("Horizontal", Mathf.Abs(myRigidbody.velocity.x));
- myAnimator.SetFloat("Vertical", myRigidbody.velocity.y);
+ m_animator.SetFloat(Horizontal, Mathf.Abs(_rigidbody.velocity.x));
+ m_animator.SetFloat(Vertical, _rigidbody.velocity.y);
}
#endregion
}
diff --git a/Assets/Scripts/Core/PlayerCharacter/CharacterMovementParameters.cs b/Assets/Scripts/Core/PlayerCharacter/CharacterMovementParameters.cs
new file mode 100644
index 0000000..da4ba00
--- /dev/null
+++ b/Assets/Scripts/Core/PlayerCharacter/CharacterMovementParameters.cs
@@ -0,0 +1,22 @@
+using UnityEngine;
+
+namespace Core.PlayerCharacter
+{
+ [CreateAssetMenu(fileName = "Character Movement Parameters", menuName = "Core/PlayerCharacter/CharacterMovementParameters", order = 0)]
+ public class CharacterMovementParameters : ScriptableObject
+ {
+ #region Inspector Fields
+ [SerializeField] private float _movementSpeed;
+ [Range(0, .3f)][SerializeField] private float _movementSmoothing;
+ [SerializeField] private float _jumpForce;
+ [SerializeField] private LayerMask _whatIsGround;
+ #endregion
+ #region Properties
+ public float MovementSpeed => _movementSpeed;
+ public float MovementSmoothing => _movementSmoothing;
+ public float JumpForce => _jumpForce;
+ public LayerMask WhatIsGround => _whatIsGround;
+
+ #endregion
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Core/PlayerCharacter/CharacterMovementParameters.cs.meta b/Assets/Scripts/Core/PlayerCharacter/CharacterMovementParameters.cs.meta
new file mode 100644
index 0000000..d4cf442
--- /dev/null
+++ b/Assets/Scripts/Core/PlayerCharacter/CharacterMovementParameters.cs.meta
@@ -0,0 +1,11 @@
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+guid: 778c38b01f971c1f8b8f44cad5ac7f90
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diff --git a/Assets/Scripts/Core/PlayerCharacter/CharacterMover.cs b/Assets/Scripts/Core/PlayerCharacter/CharacterMover.cs
index 099ba17..a231ef0 100644
--- a/Assets/Scripts/Core/PlayerCharacter/CharacterMover.cs
+++ b/Assets/Scripts/Core/PlayerCharacter/CharacterMover.cs
@@ -5,83 +5,89 @@ namespace Core.PlayerCharacter
[RequireComponent(typeof(Rigidbody2D))]
public class CharacterMover : MonoBehaviour
{
- [SerializeField] private float movementSpeed;
- [Range(0, .3f)][SerializeField] private float movementSmoothing;
- [SerializeField] private float jumpForce;
- [SerializeField] private Transform groundCheck;
- [SerializeField] private LayerMask whatIsGround;
- private Vector2 myVelocity;
- private Rigidbody2D myRigidbody;
- private bool jump;
- [SerializeField] private float movement;
+ #region Inspector Fields
+ [SerializeField] private CharacterMovementParameters _parameters;
+ [SerializeField] private Transform _groundCheck;
+ #endregion
+
+ #region Members
+ private Vector2 m_velocity;
+ private Rigidbody2D m_rigidbody;
+ private bool m_jump;
+ private float m_movement;
+ #endregion
#region Unity Events
private void Awake()
{
- myRigidbody = GetComponent();
+ m_rigidbody = GetComponent();
}
private void Start()
{
- myVelocity = Vector2.zero;
+ m_velocity = Vector2.zero;
}
- // private void Update()
- // {
- // movement = Input.GetAxis("Horizontal");
- // if (Input.GetKeyDown(KeyCode.UpArrow)|| Input.GetKeyDown(KeyCode.Space))
- // {
- // jump = true;
- // }
- // }
+
private void FixedUpdate()
{
- if (movement != 0)
+ MoveCharacter();
+ }
+ #endregion
+
+ private void MoveCharacter()
+ {
+ if (m_movement != 0)
{
FlipDirection();
}
- MoveHorizontally(movement * Time.fixedDeltaTime * movementSpeed);
-
- if (jump)
- {
- PerformJump();
- jump = false;
- }
+ MoveHorizontally(m_movement * Time.fixedDeltaTime * _parameters.MovementSpeed);
+
+ if (!m_jump) return;
+ PerformJump();
+ m_jump = false;
}
- #endregion
private bool CheckGround()
{
- RaycastHit2D hit = Physics2D.Raycast(groundCheck.position, -Vector2.up, 0.1f, whatIsGround);
- return hit.collider != null;
+ RaycastHit2D hit = Physics2D.Raycast(_groundCheck.position, -Vector2.up, 0.1f, _parameters.WhatIsGround);
+ return hit.collider != null;
}
private void FlipDirection()
{
Vector3 scale = transform.localScale;
- scale.x = movement > 0 ? 1f : -1f;
+ scale.x = m_movement > 0 ? 1f : -1f;
transform.localScale = scale;
}
private void MoveHorizontally(float movement)
{
- Vector2 targetVelocity = new(movement * 100f, myRigidbody.velocity.y);
- targetVelocity = Vector2.SmoothDamp(myRigidbody.velocity, targetVelocity, ref myVelocity, movementSmoothing);
- myRigidbody.velocity = targetVelocity;
+ Vector2 velocity = m_rigidbody.velocity;
+ Vector2 targetVelocity = new(movement * 100f, velocity.y);
+ targetVelocity = Vector2.SmoothDamp(velocity, targetVelocity, ref m_velocity, _parameters.MovementSmoothing);
+ m_rigidbody.velocity = targetVelocity;
}
private void PerformJump()
{
if (CheckGround())
- myRigidbody.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);
+ m_rigidbody.AddForce(new Vector2(0f, _parameters.JumpForce), ForceMode2D.Impulse);
}
+ ///
+ /// Makes character jump
+ ///
public void JumpCommand()
{
- jump = true;
+ m_jump = true;
}
+ ///
+ /// Moves character sideways
+ ///
+ /// The direction of the movement
public void MoveCommand(float movement)
{
- this.movement = movement;
+ this.m_movement = movement;
}
}
}
diff --git a/Assets/Third Party/Platformer Tileset.meta b/Assets/Third Party/Platformer Tileset.meta
new file mode 100644
index 0000000..505ee31
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+++ b/Assets/Third Party/Platformer Tileset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Third Party/Platformer Tileset/Materials.meta b/Assets/Third Party/Platformer Tileset/Materials.meta
new file mode 100644
index 0000000..cacef25
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/FX_Base.mat b/Assets/Third Party/Platformer Tileset/Materials/FX_Base.mat
new file mode 100644
index 0000000..4f12b21
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/FX_Base.mat
@@ -0,0 +1,79 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
+Material:
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+ - _Metallic: 0
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+ - _Shininess: 0.7
+ - _SrcBlend: 1
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+ m_Colors:
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+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}
+ - _SpecColor: {r: 1, g: 1, b: 1, a: 1}
+ m_BuildTextureStacks: []
diff --git a/Assets/Third Party/Platformer Tileset/Materials/FX_Base.mat.meta b/Assets/Third Party/Platformer Tileset/Materials/FX_Base.mat.meta
new file mode 100644
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky.meta
new file mode 100644
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts.meta
new file mode 100644
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common.meta
new file mode 100644
index 0000000..414f3e4
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@@ -0,0 +1,10 @@
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common/GradientSkyCommon.cs b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common/GradientSkyCommon.cs
new file mode 100644
index 0000000..3cb6b1f
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common/GradientSkyCommon.cs
@@ -0,0 +1,180 @@
+// Code that is common to both object and camera attached/fixed gradient skies.
+// Both GradientSkyObject.cs and GradientSkyCamera.cs inherit from this class
+
+using UnityEngine;
+
+
+// Use a unique namespace to ensure there are no name conflicts
+namespace Imphenzia
+{
+ public class GradientSkyCommon : MonoBehaviour
+ {
+
+ // Declare a public gradient - change this gradient in the inspector to change the gradient sky
+ public Gradient gradient = null;
+
+ // Declare a cached gradient to detect if any changes have been made so the mesh can be updated
+ // Hide in inspector - we don't need to see it there (it can't be set to private/protected since those are not serialzied and
+ // kept between play/edit mode).
+ [HideInInspector]
+ public Gradient cacheGradient;
+
+ ///
+ /// Method to procedurally create a flat mesh divided based on the number of gradient color keys
+ ///
+ /// Generated mesh
+ protected virtual Mesh CreateMesh()
+ {
+ // If there is no default gradient, create it first
+ if (gradient == null)
+ CreateDefaultGradient();
+
+ // Defined width/height variables for the mesh
+ float _width = 1.0f;
+ float _height = 1.0f;
+
+ // Crete a new mesh
+ Mesh _mesh = new Mesh();
+
+ // Calculate number of vertices (number of color keys * 2)
+ int _vertexCount = gradient.colorKeys.Length * 2;
+
+ // Define arrays for vertices, normals, uvs, and colors - each vertex need all of this
+ Vector3[] _vertices = new Vector3[_vertexCount];
+ Vector3[] _normals = new Vector3[_vertexCount];
+ Vector2[] _uvs = new Vector2[_vertexCount];
+ Color[] _colors = new Color[_vertexCount];
+
+ // iterate through the number of color keys in the gradient
+ for (int _i = 0; _i < gradient.colorKeys.Length; _i++)
+ {
+ // Create a pair of horizontally aligned vertices and calculate the Y-position based on the color key time variable (position in the gradient)
+ _vertices[_i * 2] = new Vector3(-_width / 2f, gradient.colorKeys[_i].time - (_height / 2f), 0);
+ _vertices[(_i * 2) + 1] = new Vector3(_width / 2f, gradient.colorKeys[_i].time - (_height / 2f), 0);
+
+ // Make sure the normals face backwards (this is so a default created object is aligned to show the gradient)
+ _normals[_i * 2] = -Vector3.forward;
+ _normals[(_i * 2) + 1] = -Vector3.forward;
+
+ // Calculate the UV position, it's the same as the time value since mesh is 1.0 high
+ _uvs[_i * 2] = new Vector3(0, gradient.colorKeys[_i].time);
+ _uvs[(_i * 2) + 1] = new Vector3(1, gradient.colorKeys[_i].time);
+
+ // Set the vertex colors based on the color key value
+ _colors[_i * 2] = gradient.colorKeys[_i].color;
+ _colors[(_i * 2) + 1] = gradient.colorKeys[_i].color;
+ }
+
+ // Send the vertex array to the mesh
+ _mesh.vertices = _vertices;
+
+ // Define array for triangles of the mesh, each triangle consists of three vertices and we do two triangles at a time (quad)
+ int[] _triangles = new int[gradient.colorKeys.Length * 6];
+
+ // Iterate to create the necessary number of triangles
+ for (int _i = 0; _i < gradient.colorKeys.Length - 1; _i++)
+ {
+ // Triangle 1 = vertices _i * 2 + 0 -> 2 -> 1 -> 0
+ _triangles[_i * 6] = (_i * 2) + 0;
+ _triangles[(_i * 6) + 1] = (_i * 2) + 2;
+ _triangles[(_i * 6) + 2] = (_i * 2) + 1;
+
+ // Triangle 2 = vertices _i * 2 + 2 -> 3 -> 1 -> 2
+ _triangles[(_i * 6) + 3] = (_i * 2) + 2;
+ _triangles[(_i * 6) + 4] = (_i * 2) + 3;
+ _triangles[(_i * 6) + 5] = (_i * 2) + 1;
+ }
+
+ // Set triangles, normals, UVs and colors of the mesh from the arrays
+ _mesh.triangles = _triangles;
+ _mesh.normals = _normals;
+ _mesh.uv = _uvs;
+ _mesh.colors = _colors;
+
+ // Create a new cache gradient and copy the values from the actual gradient to the cache
+ cacheGradient = new Gradient();
+ GradientColorKey[] _gck = gradient.colorKeys;
+ GradientAlphaKey[] _gak = gradient.alphaKeys;
+ cacheGradient.SetKeys(_gck, _gak);
+
+ // Return the mesh
+ return _mesh;
+ }
+
+ ///
+ /// Creates a default gradient - whiteish light blue -> blue -> blackish dark blue
+ ///
+ protected virtual void CreateDefaultGradient()
+ {
+ // Define arrays for the color and alpha keys
+ GradientColorKey[] _gradientColorKeys;
+ GradientAlphaKey[] _gradientAlphaKeys;
+
+ // Create the new gradient
+ gradient = new Gradient();
+
+ // Create a new color key array of 3 values
+ _gradientColorKeys = new GradientColorKey[3];
+
+ // Whiteish Light Blue
+ _gradientColorKeys[0].color = new Color(0.81640625f, 0.8984375f, 0.96484375f);
+ _gradientColorKeys[0].time = 0f;
+
+ // Blue
+ _gradientColorKeys[1].color = new Color(0.36328125f, 0.703125f, 0.98828125f);
+ _gradientColorKeys[1].time = 0.5f;
+
+ // Blackish Dark Blue
+ _gradientColorKeys[2].color = new Color(0.0078125f, 0.0078125f, 0.2421875f);
+ _gradientColorKeys[2].time = 1f;
+
+ // Ensure alpha value is always 1
+ _gradientAlphaKeys = new GradientAlphaKey[2];
+ _gradientAlphaKeys[0].alpha = 1;
+ _gradientAlphaKeys[0].time = 0;
+ _gradientAlphaKeys[1].alpha = 1;
+ _gradientAlphaKeys[1].time = 1;
+
+ // Set the keys for the cradient
+ gradient.SetKeys(_gradientColorKeys, _gradientAlphaKeys);
+ }
+
+ ///
+ /// Verify if color keys are approximately equal. We can't check if they are equal because they are floats so
+ /// it may be a small fractional difference. This is used to determine if the values have changed upon which the
+ /// gradient mesh needs to be recreated with new vertex colors.
+ ///
+ ///
+ ///
+ ///
+ protected virtual bool IsColorKeyApproxEqual(GradientColorKey _colorKey1, GradientColorKey _colorKey2)
+ {
+ if (Mathf.Abs(_colorKey1.time - _colorKey2.time) > 0.01f) return false;
+ if (Mathf.Abs(_colorKey1.color.r - _colorKey2.color.r) > 0.01f) return false;
+ if (Mathf.Abs(_colorKey1.color.g - _colorKey2.color.g) > 0.01f) return false;
+ if (Mathf.Abs(_colorKey1.color.b - _colorKey2.color.b) > 0.01f) return false;
+ return true;
+ }
+
+
+ ///
+ /// Creates a MeshRenderer disable shadows and occlusion.
+ ///
+ ///
+ protected virtual void CreateMeshRenderer(Transform _transform = null)
+ {
+ if (_transform == null)
+ _transform = transform;
+ MeshRenderer _meshRenderer = _transform.GetComponent();
+#if UNITY_2017_2_OR_NEWER
+ _meshRenderer.allowOcclusionWhenDynamic = false;
+#endif
+ _meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
+ _meshRenderer.receiveShadows = false;
+ _meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
+ _meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
+ }
+
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common/GradientSkyCommon.cs.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/Common/GradientSkyCommon.cs.meta
new file mode 100644
index 0000000..760e923
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@@ -0,0 +1,13 @@
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyCamera.cs b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyCamera.cs
new file mode 100644
index 0000000..0f8b4a3
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyCamera.cs
@@ -0,0 +1,228 @@
+// Use this script on a Camera create a fixed size gradient mesh that alwyas follow the camera and renders as a background.
+
+using UnityEngine;
+
+// Use a unique namespace to ensure there are no name conflicts
+namespace Imphenzia
+{
+ // Execute in edit mode so gradient is updated if the color gradient is changed
+ [ExecuteInEditMode]
+
+ // This class inherits from GradientSkyCommon.cs where there is common and reusable code
+ public class GradientSkyCamera : GradientSkyCommon
+ {
+ // Allows to select if the gradient should be positioned at Near or Far clipping plane - it has no visual difference, only in the scene window
+ public enum ClippingPlane { NEAR, FAR }
+ public ClippingPlane placeAtClippingPlane = ClippingPlane.NEAR;
+
+ // Reference to the child gameobject that has the mesh - this is not to pollute the Camera object with mesh related components.
+ // Hide in inspector - we don't need to see it there (it can't be set to private/protected since those are not serialzied and
+ // kept between play/edit mode).
+ [HideInInspector]
+ public GameObject childObject;
+
+ // Private variables to reference camera, camera cached settings, and clipping plane
+ private Camera _camera;
+ private float _cacheFieldOfView;
+ private int _cacheCameraWidth;
+ private int _cacheCameraHeight;
+ private ClippingPlane _cacheClippingPlane = ClippingPlane.NEAR;
+
+ ///
+ /// Destroys the gradient child object if one exists if the component is disabled.
+ ///
+ void OnDisable()
+ {
+ DestroyChildObjectIfExists();
+ }
+
+ ///
+ /// Creates the gradient child object if the component is enabled
+ ///
+ void OnEnable()
+ {
+ CreateOrGetChildObject();
+ }
+
+ ///
+ /// Reset is called when a component is added or when reset is pressed for the object in the inspector.
+ ///
+ void Reset()
+ {
+ // If the component is not used on a camera- throw error and abort
+ if (GetComponent() == null)
+ {
+ Debug.LogError("GameObject must have a camera component - aborting.");
+ return;
+ }
+
+ _camera = GetComponent();
+
+ // Unity 5.x renders the skybox so you need to change Camera Clear flag to something else, like SolidColor
+ if (_camera.clearFlags == CameraClearFlags.Skybox)
+ {
+ Debug.LogWarning("You must set Camera Clear Flag in the inspector for the camera to something other than Skybox, use SolidColor for example, in" +
+ "Unity 5.x for the gradient sky to appear.");
+ }
+
+ // Create a default gradient
+ CreateDefaultGradient();
+
+ // Destroy the child object named CameraFixedGradientSky if one exists (we only want to have one)
+ DestroyChildObjectIfExists();
+
+ // Create the child object
+ CreateOrGetChildObject();
+ }
+
+ ///
+ /// Checks for the existence of a child gameobject named CameraFixedGradientSky and destroys it.
+ ///
+ void DestroyChildObjectIfExists()
+ {
+ if (transform.Find("CameraFixedGradientSky") != null)
+ DestroyImmediate(transform.Find("CameraFixedGradientSky").gameObject);
+
+ }
+
+ ///
+ /// Creates (or gets the) child gameobject
+ ///
+ void CreateOrGetChildObject()
+ {
+ // Ensure that the camera component is set if this gets called before reset
+ _camera = GetComponent();
+
+ // If there is a child gameobject named CameraFixedGradientSky...
+ if (transform.Find("CameraFixedGradientSky") != null)
+ {
+ // Set it as the childObject
+ childObject = transform.Find("CameraFixedGradientSky").gameObject;
+ }
+ else
+ {
+ // Otherwise - create a new gameobject
+ childObject = new GameObject();
+
+ // Set the name of the object - this is used when the object is destroyed so the name is important
+ childObject.name = "CameraFixedGradientSky";
+
+ // Set the parent of the transform to the camera transform
+ childObject.transform.parent = transform;
+
+ // Reset the local rotation so it's "zero"
+ childObject.transform.localRotation = Quaternion.identity;
+
+ // Hide the child gameobject in the inspector - we don't need to see it there
+ childObject.hideFlags = HideFlags.HideInHierarchy;
+
+ // Place the gameobject just behind the near clipping plane or in front of the far clipping plane
+ if (placeAtClippingPlane == ClippingPlane.NEAR)
+ childObject.transform.localPosition = new Vector3(0, 0, _camera.nearClipPlane + 0.01f);
+ else
+ childObject.transform.localPosition = new Vector3(0, 0, _camera.farClipPlane - 0.01f);
+
+ // Add MeshFilter and MeshRenderer components to the child gameobject
+ childObject.AddComponent();
+ childObject.AddComponent();
+
+ // Create a MeshRenderer for the childObject
+ CreateMeshRenderer(childObject.transform);
+
+ // Set the Material to the shader with ZWrite off and RenderQueue set to Gemetry-1000 to ensure it's always rendered as a background
+ Material _material = new Material(Shader.Find("Custom/VertexColorCamera"));
+ childObject.GetComponent().sharedMaterial = _material;
+
+ }
+
+ // Set the cached clipping plane to the clipping plane used so we can compare if it's changed
+ _cacheClippingPlane = placeAtClippingPlane;
+
+ // Create the gradient mesh and sett it to the sharedMesh for the MeshFilter
+ childObject.GetComponent().sharedMesh = CreateMesh();
+
+ // Set the mesh local scale to ensure it fills the camera based on its position and camera field of view and size
+ SetMeshLocalScale();
+ }
+
+
+ ///
+ /// Check if the gradient values and cached gradient values are different - if they are, recreate the mesh to update the gradient.
+ /// Checks if camera values and cached camera values are different - if they are, rescale the mesh to ensure it covers the entire screen.
+ ///
+ void Update()
+ {
+
+ // If the field of view has changed for the camera, the size of the mesh needs updating
+ if (Mathf.Abs(_camera.fieldOfView - _cacheFieldOfView) > 0.01f ||
+ _camera.pixelWidth != _cacheCameraWidth ||
+ _camera.pixelHeight != _cacheCameraHeight)
+ SetMeshLocalScale();
+
+
+ if (cacheGradient == null)
+ {
+ childObject.GetComponent().sharedMesh = CreateMesh();
+ return;
+ }
+
+ // If the number of color keys in the gradient and the cache gradient don't match...
+ if (gradient.colorKeys.Length != cacheGradient.colorKeys.Length)
+ {
+ // Recreate the mesh with the correct number of keys (this also updates the cached gradient)
+ childObject.GetComponent().sharedMesh = CreateMesh();
+ // Return, we don't need to check if any other changes have been made this frame since the mesh is already recreated
+ return;
+ }
+
+ // Iterate through the number of color keys...
+ for (int _i = 0; _i < gradient.colorKeys.Length; _i++)
+ {
+ // If any color key in the gradient doesn't match the value of the cache...
+ if (!IsColorKeyApproxEqual(gradient.colorKeys[_i], cacheGradient.colorKeys[_i]))
+ {
+ // Recreate the mesh with the correct number of keys (this also updates the cached gradient)
+ childObject.GetComponent().sharedMesh = CreateMesh();
+
+ // Return, we don't need to check if any more values are different this frame since the mesh is already recreated
+ return;
+ }
+ }
+
+ // If the clipping plane has changed, recreate the object and place it at the correct position
+ if (placeAtClippingPlane != _cacheClippingPlane)
+ {
+ DestroyChildObjectIfExists();
+ CreateOrGetChildObject();
+ }
+
+ }
+
+ ///
+ /// Sets the scale of the mesh based on camera properties to ensure it convers the entire viewport/screen and nothing more.
+ ///
+ void SetMeshLocalScale()
+ {
+ // Get a reference to the camera
+ Camera _camera = GetComponent();
+
+ // ResetAspect needs to be called to ensure that aspect ratio is updated when changing between aspect ratios and between edit/play
+ _camera.ResetAspect();
+
+ // Calculate the furstrum height based on position and field of view
+ float _frustumHeight = 2.0f * childObject.transform.localPosition.z * Mathf.Tan(_camera.fieldOfView * 0.5f * Mathf.Deg2Rad);
+
+ // Set the local scale width/height
+ childObject.transform.localScale = new Vector3(_frustumHeight * _camera.aspect, (_frustumHeight * _camera.aspect) / _camera.aspect, 0);
+
+ // Update the cache for increased performance
+ _cacheFieldOfView = _camera.fieldOfView;
+ _cacheCameraWidth = _camera.pixelWidth;
+ _cacheCameraHeight = _camera.pixelHeight;
+ }
+
+ }
+
+}
+
+
diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyCamera.cs.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyCamera.cs.meta
new file mode 100644
index 0000000..8abf62c
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyCamera.cs.meta
@@ -0,0 +1,13 @@
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+guid: df4302b0f7b8bb04ba11f052ea40bf06
+timeCreated: 1516217802
+licenseType: Store
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyObject.cs b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyObject.cs
new file mode 100644
index 0000000..e454071
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyObject.cs
@@ -0,0 +1,77 @@
+// Use this script on an empty gameobject to create a gradient mesh. Scale the object as necessary.
+using UnityEngine;
+
+// Use a unique namespace to ensure there are no name conflicts
+namespace Imphenzia
+{
+ // Requrie MeshFilter and MeshRenderer components
+ [RequireComponent(typeof(MeshFilter))]
+ [RequireComponent(typeof(MeshRenderer))]
+
+ // Execute in edit mode so gradient is updated if the color gradient is changed
+ [ExecuteInEditMode]
+
+ // This class inherits from GradientSkyCommon.cs where there is common and reusable code
+ public class GradientSkyObject : GradientSkyCommon {
+
+ // Keep a reference to the MeshFilter component for increased performance - but hide in Inspector since we don't need to see it
+ // We keep it public instead of private so it becomes serialized and maintains persistence between edit/play mode.
+ [HideInInspector]
+ public MeshFilter meshFilter;
+
+ ///
+ /// Reset is called when a component is added or when reset is pressed for the object in the inspector.
+ ///
+ void Reset()
+ {
+ // Create a default gradient (see GradientSkyCommon.cs)
+ CreateDefaultGradient();
+
+ // Get a reference for the MeshFilter component (for better performance since we need to check it in every Update()
+ meshFilter = GetComponent();
+
+ // Create a mesh and set it to become the mesh of the MeshFilter (see GradientSkyCommon.cs)
+ meshFilter.sharedMesh = CreateMesh();
+
+ // Create a MeshRenderer (see GradientSkyCommon.cs)
+ CreateMeshRenderer();
+
+ // Set the Material to the shader with without any Zwrite and RenderQueue tags
+ Material _material = new Material(Shader.Find("Custom/VertexColorObject"));
+ GetComponent().sharedMaterial = _material;
+
+ // Set an initial scale of the object so the sky becomes easily visible
+ transform.localScale = new Vector3(20, 10, 1);
+ }
+
+ ///
+ /// Check if the gradient values and cached gradient values are different - if they are, recreate the mesh to update the gradient.
+ ///
+ void Update()
+ {
+ // If the number of color keys in the gradient and the cache gradient don't match...
+ if (gradient.colorKeys.Length != cacheGradient.colorKeys.Length)
+ {
+ // Recreate the mesh with the correct number of keys (this also updates the cached gradient)
+ meshFilter.sharedMesh = CreateMesh();
+
+ // Return, we don't need to check if any other changes have been made this frame since the mesh is already recreated
+ return;
+ }
+
+ // Iterate through the number of color keys...
+ for (int _i = 0; _i < gradient.colorKeys.Length; _i++)
+ {
+ // If any color key in the gradient doesn't match the value of the cache...
+ if (!IsColorKeyApproxEqual(gradient.colorKeys[_i], cacheGradient.colorKeys[_i]))
+ {
+ // Recreate the mesh with the correct number of keys (this also updates the cached gradient)
+ meshFilter.sharedMesh = CreateMesh();
+
+ // Return, we don't need to check if any more values are different this frame since the mesh is already recreated
+ return;
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyObject.cs.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Scripts/GradientSkyObject.cs.meta
new file mode 100644
index 0000000..25f9cc5
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders.meta
new file mode 100644
index 0000000..03da2a1
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorCamera.shader b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorCamera.shader
new file mode 100644
index 0000000..cbaa71e
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorCamera.shader
@@ -0,0 +1,14 @@
+// Plain Vertex Color Shader with background render queue and zwrite disabled
+
+Shader "Custom/VertexColorCamera" {
+ Properties{
+ }
+ SubShader{
+ // Make sure this is rendererd as a background
+ Tags{ "Queue" = "Geometry-1000" }
+ // Ensure ZWrite is disabled so no other objects are occluded
+ ZWrite Off
+ Pass{
+ }
+ }
+}
diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorCamera.shader.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorCamera.shader.meta
new file mode 100644
index 0000000..4f9e422
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@@ -0,0 +1,10 @@
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorObject.shader b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorObject.shader
new file mode 100644
index 0000000..a9ede0d
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorObject.shader
@@ -0,0 +1,10 @@
+// Plain Vertex Color Shader with background render queue and zwrite disabled
+
+Shader "Custom/VertexColorObject" {
+ Properties{
+ }
+ SubShader{
+ Pass{
+ }
+ }
+}
diff --git a/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorObject.shader.meta b/Assets/Third Party/Platformer Tileset/Materials/GradientSky/Shaders/VertexColorObject.shader.meta
new file mode 100644
index 0000000..9913c79
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diff --git a/Assets/Third Party/Platformer Tileset/Materials/UnlitVertexColour_Alpha.shader b/Assets/Third Party/Platformer Tileset/Materials/UnlitVertexColour_Alpha.shader
new file mode 100644
index 0000000..bf3d416
--- /dev/null
+++ b/Assets/Third Party/Platformer Tileset/Materials/UnlitVertexColour_Alpha.shader
@@ -0,0 +1,27 @@
+Shader "Simple/Unlit Vertex Color_Alpha"
+{
+
+Properties {
+ _MainTex ("Base (RGB)", 2D) = "white" {}
+}
+
+SubShader
+{
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Lighting Off ZWrite Off Fog { Mode Off }
+ //Blend SrcAlpha OneMinusSrcAlpha
+
+
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "texcoord", texcoord
+ }
+
+ Pass {
+ ColorMaterial AmbientAndDiffuse
+ SetTexture [_MainTex] {Combine texture * primary
+ }
+ }
+}
+}
\ No newline at end of file
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